Workbench: Option to use Object color
- added `object_color_type` where the user can set if the collection determines the color, or the object will be used for the color. Implemented it as an enum as later this can have a random color option. - moved OB_LIGHTING_* to DNA_view3d_types and renamed it. - Fixed some DRY in workbench_materials.c. Can remove more DRY's but will need to discuss the responsibility of the workbench engine as it might become part of the eevee renderer.
This commit is contained in:
@@ -96,6 +96,7 @@ class COLLECTION_PT_workbench_settings(CollectionButtonsPanel, Panel):
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collection_props = collection.engine_overrides['BLENDER_WORKBENCH']
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col = layout.column()
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col.template_override_property(collection_props, scene_props, "object_color_type")
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col.template_override_property(collection_props, scene_props, "object_color")
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@@ -907,7 +907,9 @@ class RENDER_PT_workbench_collection_settings(RenderButtonsPanel, Panel):
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props = context.scene.collection_properties['BLENDER_WORKBENCH']
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col = layout.column()
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col.prop(props, "object_color")
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col.prop(props, "object_color_type")
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if props.object_color_type == 'COLLECTION':
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col.prop(props, "object_color")
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classes = (
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@@ -913,8 +913,8 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
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if (sl->spacetype == SPACE_VIEW3D) {
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View3D *v3d = (View3D *)sl;
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v3d->drawtype_solid = OB_LIGHTING_STUDIO;
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v3d->drawtype_wireframe = OB_LIGHTING_STUDIO;
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v3d->drawtype_solid = V3D_LIGHTING_STUDIO;
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v3d->drawtype_wireframe = V3D_LIGHTING_STUDIO;
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/* Assume (demo) files written with 2.8 want to show
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* Eevee renders in the viewport. */
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@@ -68,24 +68,7 @@ static void workbench_solid_flat_cache_init(void *vedata)
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static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_StorageList *stl = data->stl;
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IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
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const float *color = BKE_collection_engine_property_value_get_float_array(props, "object_color");
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if (!DRW_object_is_renderable(ob))
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return;
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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WORKBENCH_MaterialData *material;
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if (geom) {
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/* Depth */
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
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/* Solid */
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material = workbench_get_or_create_solid_flat_material_data(data, color);
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DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
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}
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workbench_materials_solid_cache_populate(data, ob, V3D_LIGHTING_FLAT);
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}
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static void workbench_solid_flat_cache_finish(void *vedata)
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@@ -68,24 +68,7 @@ static void workbench_solid_studio_cache_init(void *vedata)
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static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_StorageList *stl = data->stl;
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IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
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const float* color = BKE_collection_engine_property_value_get_float_array(props, "object_color");
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if (!DRW_object_is_renderable(ob))
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return;
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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WORKBENCH_MaterialData *material;
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if (geom) {
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/* Depth */
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
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/* Solid */
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material = workbench_get_or_create_solid_studio_material_data(data, color);
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DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
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}
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workbench_materials_solid_cache_populate(data, ob, V3D_LIGHTING_STUDIO);
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}
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static void workbench_solid_studio_cache_finish(void *vedata)
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@@ -49,6 +49,7 @@ static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engi
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props->type == IDP_GROUP &&
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props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
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float default_object_color[3] = {1.0, 1.0, 1.0};
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BKE_collection_engine_property_add_int(props, "object_color_type", V3D_OBJECT_COLOR_COLLECTION);
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BKE_collection_engine_property_add_float_array(props, "object_color", default_object_color, 3);
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}
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@@ -55,48 +55,19 @@ static uint get_material_hash(const float color[3])
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return r + g * 4096 + b * 4096 * 4096;
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}
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WORKBENCH_MaterialData *workbench_get_or_create_solid_flat_material_data(WORKBENCH_Data *vedata, const float color[3])
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static const float* get_material_solid_color(Object *ob)
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{
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WORKBENCH_StorageList *stl = vedata->stl;
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_PrivateData *wpd = stl->g_data;
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IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
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int object_color_option = BKE_collection_engine_property_value_get_int(props, "object_color_type");
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switch (object_color_option)
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{
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default:
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case V3D_OBJECT_COLOR_COLLECTION:
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return BKE_collection_engine_property_value_get_float_array(props, "object_color");
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uint hash = get_material_hash(color);
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WORKBENCH_MaterialData *material;
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material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
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if (material == NULL) {
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material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), "WORKBENCH_MaterialData");
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material->shgrp = DRW_shgroup_create(e_data.solid_flat_sh, psl->solid_pass);
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material->color[0] = color[0];
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material->color[1] = color[1];
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material->color[2] = color[2];
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DRW_shgroup_uniform_vec3(material->shgrp, "color", material->color, 1);
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BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
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case V3D_OBJECT_COLOR_OBJECT:
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return ob->col;
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}
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return material;
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}
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WORKBENCH_MaterialData *workbench_get_or_create_solid_studio_material_data(WORKBENCH_Data *vedata, const float color[3])
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{
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WORKBENCH_StorageList *stl = vedata->stl;
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_PrivateData *wpd = stl->g_data;
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uint hash = get_material_hash(color);
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WORKBENCH_MaterialData *material;
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material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
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if (material == NULL) {
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material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), "WORKBENCH_MaterialData");
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material->shgrp = DRW_shgroup_create(e_data.solid_studio_sh, psl->solid_pass);
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material->color[0] = color[0];
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material->color[1] = color[1];
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material->color[2] = color[2];
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DRW_shgroup_uniform_vec3(material->shgrp, "color", material->color, 1);
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BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
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}
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return material;
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}
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void workbench_materials_engine_init(void)
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@@ -127,6 +98,44 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
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wpd->material_hash = BLI_ghash_ptr_new("Workbench material_hash");
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}
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void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob, int lighting_mode)
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{
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WORKBENCH_StorageList *stl = vedata->stl;
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_PrivateData *wpd = stl->g_data;
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if (!DRW_object_is_renderable(ob))
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return;
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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WORKBENCH_MaterialData *material;
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if (geom) {
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/* Depth */
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
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/* Solid */
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GPUShader *shader = lighting_mode == V3D_LIGHTING_FLAT?e_data.solid_flat_sh:e_data.solid_studio_sh;
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const float *color = get_material_solid_color(ob);
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uint hash = get_material_hash(color);
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WORKBENCH_MaterialData *material;
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material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
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if (material == NULL) {
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material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), "WORKBENCH_MaterialData");
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material->shgrp = DRW_shgroup_create(shader, psl->solid_pass);
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material->color[0] = color[0];
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material->color[1] = color[1];
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material->color[2] = color[2];
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DRW_shgroup_uniform_vec3(material->shgrp, "color", material->color, 1);
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BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
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}
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DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
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}
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}
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void workbench_materials_cache_finish(WORKBENCH_Data *vedata)
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{
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WORKBENCH_StorageList *stl = vedata->stl;
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@@ -28,6 +28,7 @@
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#include "DRW_render.h"
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#include "DNA_view3d_types.h"
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#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
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@@ -78,8 +79,7 @@ void workbench_solid_materials_free(void);
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void workbench_materials_engine_init(void);
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void workbench_materials_engine_finish(void);
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void workbench_materials_cache_init(WORKBENCH_Data *vedata);
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WORKBENCH_MaterialData *workbench_get_or_create_solid_flat_material_data(WORKBENCH_Data *vedata, const float color[3]);
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WORKBENCH_MaterialData *workbench_get_or_create_solid_studio_material_data(WORKBENCH_Data *vedata, const float color[3]);
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void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob, int lighting_mode);
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void workbench_materials_cache_finish(WORKBENCH_Data *vedata);
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@@ -903,10 +903,11 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
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break;
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case OB_SOLID:
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if (drawtype_solid == OB_LIGHTING_FLAT) {
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if (drawtype_solid == V3D_LIGHTING_FLAT) {
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use_drw_engine(&draw_engine_workbench_solid_flat);
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}
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else if (drawtype_solid == OB_LIGHTING_STUDIO) {
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}
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else if (drawtype_solid == V3D_LIGHTING_STUDIO) {
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use_drw_engine(&draw_engine_workbench_solid_studio);
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}
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@@ -1948,6 +1949,7 @@ void DRW_engines_register(void)
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RE_engines_register(NULL, &DRW_engine_viewport_workbench_type);
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DRW_engine_register(&draw_engine_workbench_solid_flat);
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DRW_engine_register(&draw_engine_workbench_solid_studio);
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DRW_engine_register(&draw_engine_object_type);
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DRW_engine_register(&draw_engine_edit_armature_type);
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@@ -333,8 +333,8 @@ static SpaceLink *view3d_new(const bContext *C)
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v3d->gridlines = 16;
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v3d->gridsubdiv = 10;
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v3d->drawtype = OB_SOLID;
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v3d->drawtype_solid = OB_LIGHTING_STUDIO;
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v3d->drawtype_texture = OB_LIGHTING_STUDIO;
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v3d->drawtype_solid = V3D_LIGHTING_STUDIO;
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v3d->drawtype_texture = V3D_LIGHTING_STUDIO;
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v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;
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@@ -446,12 +446,6 @@ enum {
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OB_PAINT = 100, /* temporary used in draw code */
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};
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enum {
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OB_LIGHTING_FLAT = 0,
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OB_LIGHTING_STUDIO = 1,
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OB_LIGHTING_SCENE = 2
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};
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/* dtx: flags (short) */
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enum {
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OB_DRAWBOUNDOX = 1 << 0,
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@@ -74,6 +74,16 @@ typedef struct View3DDebug {
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} View3DDebug;
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/* ********************************* */
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enum {
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V3D_LIGHTING_FLAT = 0,
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V3D_LIGHTING_STUDIO = 1,
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V3D_LIGHTING_SCENE = 2
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};
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enum {
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V3D_OBJECT_COLOR_COLLECTION = 0,
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V3D_OBJECT_COLOR_OBJECT = 1,
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};
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typedef struct RegionView3D {
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@@ -26,6 +26,7 @@
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#include "DNA_scene_types.h"
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#include "DNA_layer_types.h"
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#include "DNA_view3d_types.h"
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#include "BLI_math.h"
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#include "BLI_string_utils.h"
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@@ -312,6 +313,9 @@ static void rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_set(PointerRNA *ptr,
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#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(_NAME_, _LEN_) \
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RNA_LAYER_ENGINE_GET_SET_ARRAY(float, Workbench, COLLECTION_MODE_NONE, _NAME_, _LEN_)
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#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_INT(_NAME_) \
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RNA_LAYER_ENGINE_GET_SET(int, Workbench, COLLECTION_MODE_NONE, _NAME_)
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/* mode engines */
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#define RNA_LAYER_MODE_OBJECT_GET_SET_FLOAT(_NAME_) \
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@@ -359,6 +363,7 @@ RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(hair_brightness_randomness)
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/* workbench engine */
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/* LayerCollection settings. */
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RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(object_color, 3)
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RNA_LAYER_ENGINE_WORKBENCH_GET_SET_INT(object_color_type)
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/* eevee engine */
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/* ViewLayer settings. */
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@@ -1662,21 +1667,35 @@ static void rna_def_layer_collection_engine_settings_clay(BlenderRNA *brna)
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}
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#endif /* WITH_CLAY_ENGINE */
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/* Workbench engine */
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static void rna_def_layer_collection_engine_settings_workbench(BlenderRNA *brna)
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{
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StructRNA *srna;
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PropertyRNA *prop;
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static const EnumPropertyItem object_color_type_items[] = {
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{V3D_OBJECT_COLOR_COLLECTION, "COLLECTION", 0, "Collection", ""},
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{V3D_OBJECT_COLOR_OBJECT, "OBJECT", 0, "Object", ""},
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{0, NULL, 0, NULL, NULL}
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};
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srna = RNA_def_struct(brna, "LayerCollectionEngineSettingsWorkbench", "LayerCollectionSettings");
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RNA_def_struct_ui_text(srna, "Collections Workbench Engine Settings", "Engine specific settings for this collection");
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RNA_def_struct_ui_text(srna, "Collections Workbench Engine Settings", "Workbench specific settings for this collection");
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RNA_define_verify_sdna(0); /* not in sdna */
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prop = RNA_def_property(srna, "object_color_type", PROP_ENUM, PROP_COLOR);
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RNA_def_property_enum_funcs(prop, "rna_LayerEngineSettings_Workbench_object_color_type_get", "rna_LayerEngineSettings_Workbench_object_color_type_set", NULL);
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RNA_def_property_enum_items(prop, object_color_type_items);
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RNA_def_property_ui_text(prop, "Object Color", "Way colors are given to the Object");
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RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
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RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
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prop = RNA_def_property(srna, "object_color", PROP_FLOAT, PROP_COLOR);
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RNA_def_property_array(prop, 3);
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RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_object_color_get",
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"rna_LayerEngineSettings_Workbench_object_color_set", NULL);
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RNA_def_property_ui_text(prop, "Object Color", "Color for Drawing Objects");
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RNA_def_property_ui_text(prop, "Collection Color", "Color for Drawing Objects in this Collection");
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RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
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RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
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}
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@@ -183,15 +183,15 @@ const EnumPropertyItem rna_enum_viewport_shade_items[] = {
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};
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const EnumPropertyItem rna_enum_viewport_shade_solid_items[] = {
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{OB_LIGHTING_FLAT, "FLAT", ICON_SOLID, "Flat Lighting", "Display using flat lighting"},
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{OB_LIGHTING_STUDIO, "STUDIO", ICON_SOLID, "Studio Lighting", "Display using studio lighting"},
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// {OB_LIGHTING_SCENE, "SCENE", ICON_SOLID, "Scene Lighting", "Display using scene lighting"},
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{V3D_LIGHTING_FLAT, "FLAT", ICON_SOLID, "Flat Lighting", "Display using flat lighting"},
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{V3D_LIGHTING_STUDIO, "STUDIO", ICON_SOLID, "Studio Lighting", "Display using studio lighting"},
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/* {V3D_LIGHTING_SCENE, "SCENE", ICON_SOLID, "Scene Lighting", "Display using scene lighting"}, */
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{0, NULL, 0, NULL, NULL}
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};
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const EnumPropertyItem rna_enum_viewport_shade_texture_items[] = {
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{OB_LIGHTING_FLAT, "FLAT", ICON_POTATO, "Flat Lighting", "Display using flat lighting"},
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{OB_LIGHTING_STUDIO, "STUDIO", ICON_POTATO, "Studio Lighting", "Display using studio lighting"},
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// {OB_LIGHTING_SCENE, "SCENE", ICON_POTATO, "Scene Lighting", "Display using scene lighting"},
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{V3D_LIGHTING_FLAT, "FLAT", ICON_POTATO, "Flat Lighting", "Display using flat lighting"},
|
||||
{V3D_LIGHTING_STUDIO, "STUDIO", ICON_POTATO, "Studio Lighting", "Display using studio lighting"},
|
||||
/* {V3D_LIGHTING_SCENE, "SCENE", ICON_POTATO, "Scene Lighting", "Display using scene lighting"}, */
|
||||
{0, NULL, 0, NULL, NULL}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user