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25 Commits

Author SHA1 Message Date
92f4bf8c09 Workspace: better default for ambient light 2018-05-03 09:14:54 +02:00
de37fb0991 Merge branch 'blender2.8' into blender2.8-workbench 2018-05-03 09:03:56 +02:00
262bef5ec8 Workbench: Shadow groups
- A collection has an override for casting shadows. When not set, the
objects in the collection will not cast any shadows.
2018-05-03 09:02:03 +02:00
1e4fb83f61 Merge branch 'blender2.8' into blender2.8-workbench 2018-05-02 17:10:38 +02:00
a61ade5283 Workbench: view specific ambient light for shadows 2018-05-02 16:59:13 +02:00
c84d95d5a9 Merge branch 'blender2.8' into blender2.8-workbench 2018-05-02 15:33:22 +02:00
f17e7a3474 Workbench: Shadows
Use a depth fail shadow volume algoritmh. TODO: optimize for speed. Fix
fireflies
2018-05-02 15:12:42 +02:00
4f65ba19c1 Merge branch 'blender2.8' into blender2.8-workbench 2018-05-02 12:11:24 +02:00
3e4c78e7ba Workbench: Shadows
Fix negation of light direction
added SHOW_SHADOW_VOLUME option
2018-05-01 19:23:23 +02:00
c02e764722 Workbench: update light direction uniform
- still need to check a usable UI for the light direction
2018-05-01 11:06:09 +02:00
f708cad6b2 Merge branch 'blender2.8' into blender2.8-workbench 2018-05-01 10:51:54 +02:00
416b7036e1 Workbench: World shadows 2018-05-01 09:44:16 +02:00
a2c8bc4113 Merge branch 'blender2.8' into blender2.8-workbench 2018-05-01 08:03:26 +02:00
9b6778271e Workbench: Shadows (WIP) 2018-04-30 17:02:34 +02:00
26f8d7690f Merge branch 'blender2.8' into blender2.8-workbench 2018-04-30 16:34:17 +02:00
0ffe51bbdb Merge branch 'blender2.8' into blender2.8-workbench 2018-04-30 08:08:43 +02:00
1c06064bfb Fixed incorrect merge 2018-04-29 18:37:53 +02:00
fe16270fe5 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-29 18:30:38 +02:00
0616bb5d32 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-28 21:27:43 +02:00
ff5e24b808 Workbench: Shadows from outlines 2018-04-28 16:17:34 +02:00
8daefb5eaf Merge branch 'blender2.8' into blender2.8-workbench 2018-04-27 19:37:50 +02:00
e933ab0a99 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-27 14:34:51 +02:00
db808ab36e Merge branch 'blender2.8' into blender2.8-workbench 2018-04-26 17:18:49 +02:00
68b920d6a1 Workbench: Shadow primitives 2018-04-26 17:18:03 +02:00
2697fa9fec Workbench: Shadows pipeline 2018-04-26 16:53:22 +02:00
18 changed files with 309 additions and 39 deletions

View File

@@ -167,9 +167,28 @@ class COLLECTION_PT_paint_vertex_mode_settings(CollectionButtonsPanel, Panel):
col.template_override_property(collection_props, scene_props, "use_wire")
class COLLECTION_PT_workbench_settings(CollectionButtonsPanel, Panel):
bl_label = "Workbench Settings"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return context.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
scene_props = context.scene.collection_properties['BLENDER_WORKBENCH']
collection = get_collection_from_context(context)
collection_props = collection.engine_overrides['BLENDER_WORKBENCH']
col = layout.column()
col.template_override_property(collection_props, scene_props, "show_shadows")
classes = (
COLLECTION_PT_context_collection,
COLLECTION_PT_clay_settings,
COLLECTION_PT_workbench_settings,
COLLECTION_PT_object_mode_settings,
COLLECTION_PT_edit_mode_settings,
COLLECTION_PT_paint_weight_mode_settings,

View File

@@ -767,6 +767,8 @@ class RENDER_PT_workbench_environment_light(RenderButtonsPanel, Panel):
col.prop(props, "diffuse_light_z_pos", text="Front/Back")
col.prop(props, "diffuse_light_z_neg", text="")
layout.prop(props, "light_direction", text="")
classes = (
RENDER_MT_presets,

View File

@@ -3551,6 +3551,10 @@ class VIEW3D_PT_shading(Panel):
col.separator()
col.row().prop(shading, "single_color_mode", expand=True)
col.prop(shading, "show_object_overlap")
col.prop(shading, "show_shadows")
if shading.show_shadows:
col.prop(shading, "ambient_light_intensity")
if shading.light == 'STUDIO':
# TODO: don't store these settings in the scene

View File

@@ -1068,6 +1068,10 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->drawtype_ambient_intensity = 0.5;
}
}
}
}

View File

@@ -211,6 +211,8 @@ data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)

View File

@@ -6,8 +6,8 @@ uniform sampler2D colorBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
uniform vec2 invertedViewportSize;
uniform vec3 objectOverlapColor = vec3(0.0);
uniform float lightMultiplier;
layout(std140) uniform world_block {
WorldData world_data;
@@ -52,11 +52,11 @@ void main()
vec3 normal_viewport = texelFetch(normalBuffer, texel, 0).rgb;
#endif /* WORKBENCH_ENCODE_NORMALS */
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport);
vec3 shaded_color = diffuse_light * diffuse_color.rgb;
vec3 shaded_color = diffuse_light * diffuse_color.rgb * lightMultiplier;
#else /* V3D_LIGHTING_STUDIO */
vec3 diffuse_color = texelFetch(colorBuffer, texel, 0).rgb;
vec3 shaded_color = diffuse_color;
vec3 shaded_color = diffuse_color * lightMultiplier;
#endif /* V3D_LIGHTING_STUDIO */

View File

@@ -0,0 +1,64 @@
#define EPSILON 0.0000001
#define INFINITE 100.0
layout(triangles) in;
layout(triangle_strip, max_vertices=14) out;
uniform mat4 ModelMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
vec3 face_normal(vec3 v1, vec3 v2, vec3 v3) {
return normalize(cross(v2 - v1, v3 - v1));
}
void emit_side_quad(vec4 v1, vec4 v2, vec4 light_direction) {
gl_Position = ModelViewProjectionMatrix * (v1 + light_direction * EPSILON);
EmitVertex();
gl_Position = ModelViewProjectionMatrix * (v1 + light_direction * INFINITE);
EmitVertex();
gl_Position = ModelViewProjectionMatrix * (v2 + light_direction * EPSILON);
EmitVertex();
gl_Position = ModelViewProjectionMatrix * (v2 + light_direction * INFINITE);
EmitVertex();
EndPrimitive();
}
void emit_front_cap(vec4 v1, vec4 v2, vec4 v3, vec4 light_direction) {
gl_Position = ModelViewProjectionMatrix * (v1 + light_direction * EPSILON);
EmitVertex();
gl_Position = ModelViewProjectionMatrix * (v2 + light_direction * EPSILON);
EmitVertex();
gl_Position = ModelViewProjectionMatrix * (v3 + light_direction * EPSILON);
EmitVertex();
EndPrimitive();
}
void emit_back_cap(vec4 v1, vec4 v2, vec4 v3, vec4 light_direction) {
gl_Position = ModelViewProjectionMatrix * (v3 + light_direction * INFINITE);
EmitVertex();
gl_Position = ModelViewProjectionMatrix * (v2 + light_direction * INFINITE);
EmitVertex();
gl_Position = ModelViewProjectionMatrix * (v1 + light_direction * INFINITE);
EmitVertex();
EndPrimitive();
}
void main()
{
/* light_direction: Light direction in object space TODO: Move to world space */
vec3 light_direction = normalize((vec4(lightDirection, 0.0) * ModelMatrix).xyz);
vec4 v1 = gl_in[0].gl_Position;
vec4 v2 = gl_in[1].gl_Position;
vec4 v3 = gl_in[2].gl_Position;
bool backface = dot(face_normal(v1.xyz, v2.xyz, v3.xyz), light_direction) > 0.0;
if (backface) {
vec4 light_direction4 = vec4(light_direction, 0.0);
/* emit side faces */
emit_side_quad(v2, v1, light_direction4);
emit_side_quad(v3, v2, light_direction4);
emit_side_quad(v1, v3, light_direction4);
/* emit front and back cap */
emit_front_cap(v3, v2, v1, light_direction4);
emit_back_cap(v3, v2, v1, light_direction4);
}
}

View File

@@ -0,0 +1,12 @@
in vec3 pos;
in vec3 N1;
in vec3 N2;
flat out vec3 faceNormal1;
flat out vec3 faceNormal2;
void main()
{
/* Pass through, MVP calculation happens in geometry shader */
faceNormal1 = N1;
faceNormal2 = N2;
gl_Position = vec4(pos, 1.0);
}

View File

@@ -59,8 +59,10 @@ static void workbench_solid_cache_finish(void *vedata)
workbench_materials_cache_finish(data);
}
static void workbench_solid_draw_background(void *UNUSED(vedata))
static void workbench_solid_draw_background(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
workbench_materials_draw_background(data);
}
static void workbench_solid_draw_scene(void *vedata)

View File

@@ -51,6 +51,7 @@ static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engi
BKE_collection_engine_property_add_float(props, "random_object_color_saturation", 0.5f);
BKE_collection_engine_property_add_float(props, "random_object_color_value", 0.9f);
BKE_collection_engine_property_add_bool(props, "show_shadows", true);
}
static void workbench_view_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
@@ -72,6 +73,9 @@ static void workbench_view_layer_settings_create(RenderEngine *UNUSED(engine), I
BKE_collection_engine_property_add_float_array(props, "diffuse_light_y_neg", diffuse_y_neg, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_z_pos", diffuse_z_pos, 3);
BKE_collection_engine_property_add_float_array(props, "diffuse_light_z_neg", diffuse_z_neg, 3);
const float light_direction[3] = {-0.577350269, -0.577350269, 0.577350269};
BKE_collection_engine_property_add_float_array(props, "light_direction", light_direction, 3);
}
/* Note: currently unused, we may want to register so we can see this when debugging the view. */

View File

@@ -37,23 +37,31 @@
#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;
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 */
float light_direction[3]; /* world light direction for shadows */
int next_object_id;
} e_data = {{NULL}};
} 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[];
@@ -64,7 +72,7 @@ extern DrawEngineType draw_engine_workbench_solid;
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP)
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO)
#define SHADOW_ENABLED(wpd) (wpd->drawtype_options & V3D_DRAWOPTION_SHADOW)
static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
{
char *str = NULL;
@@ -127,7 +135,8 @@ static char *workbench_build_prepass_frag(void)
static int get_shader_index(WORKBENCH_PrivateData *wpd)
{
return (wpd->drawtype_options << 2) + wpd->drawtype_lighting;
const int DRAWOPTIONS_MASK = V3D_DRAWOPTION_OBJECT_OVERLAP;
return ((wpd->drawtype_options & DRAWOPTIONS_MASK) << 2) + wpd->drawtype_lighting;
}
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
@@ -209,6 +218,7 @@ void workbench_materials_engine_init(WORKBENCH_Data *vedata)
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) {
@@ -239,6 +249,7 @@ void workbench_materials_engine_init(WORKBENCH_Data *vedata)
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->prepass_pass = DRW_pass_create("Prepass", state);
}
}
@@ -248,6 +259,22 @@ void workbench_materials_engine_free()
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)
{
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
if (OBJECT_ID_PASS_ENABLED(wpd)) {
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);
}
void workbench_materials_cache_init(WORKBENCH_Data *vedata)
@@ -255,11 +282,11 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
static float light_multiplier = 1.0f;
const DRWContextState *DCS = DRW_context_state_get();
@@ -269,10 +296,12 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
if (v3d) {
wpd->drawtype_lighting = v3d->drawtype_lighting;
wpd->drawtype_options = v3d->drawtype_options;
wpd->drawtype_ambient_intensity = v3d->drawtype_ambient_intensity;
}
else {
wpd->drawtype_lighting = V3D_LIGHTING_STUDIO;
wpd->drawtype_options = 0;
wpd->drawtype_ambient_intensity = 0.5;
}
select_deferred_shaders(wpd);
@@ -287,26 +316,42 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
copy_v3_v3(wd->diffuse_light_y_neg, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_y_neg"));
copy_v3_v3(wd->diffuse_light_z_pos, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_z_pos"));
copy_v3_v3(wd->diffuse_light_z_neg, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_z_neg"));
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
if (OBJECT_ID_PASS_ENABLED(wpd)) {
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);
}
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
copy_v3_v3(e_data.light_direction, BKE_collection_engine_property_value_get_float_array(props, "light_direction"));
negate_v3(e_data.light_direction);
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, "lightMultiplier", &light_multiplier, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
if (SHADOW_ENABLED(wpd)) {
#ifdef DEBUG_SHADOW_VOLUME
psl->shadow_pass = DRW_pass_create("Shadow", DRW_STATE_DEPTH_LESS | 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 | DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP);
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, "lightMultiplier", &wpd->drawtype_ambient_intensity, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#endif
}
}
}
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat)
{
@@ -331,6 +376,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(wpd->prepass_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
material->object_id = engine_object_data->object_id;
copy_v3_v3(material->color, material_template.color);
DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
@@ -373,6 +419,9 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, IDPropert
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;
@@ -416,6 +465,16 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
}
}
}
if (SHADOW_ENABLED(wpd)) {
const bool ob_show_shadows = BKE_collection_engine_property_value_get_bool(props, "show_shadows");
if (ob_show_shadows) {
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);
}
}
}
}
}
@@ -423,6 +482,22 @@ 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};
unsigned int clear_stencil = 0xFF;
GPU_framebuffer_bind(fbl->prepass_fb);
int clear_bits = GPU_DEPTH_BIT;
clear_bits |= (OBJECT_ID_PASS_ENABLED(wpd)) ? GPU_COLOR_BIT : 0;
clear_bits |= (SHADOW_ENABLED(wpd)) ? GPU_STENCIL_BIT : 0;
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
}
void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
@@ -430,20 +505,27 @@ void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const float clear_depth = 1.0f;
/* clear in background */
GPU_framebuffer_bind(fbl->prepass_fb);
if (OBJECT_ID_PASS_ENABLED(wpd)) {
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_framebuffer_clear_color_depth(fbl->prepass_fb, clear_color, clear_depth);
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(dfbl->default_fb);
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->composite_shadow_pass);
#endif
}
else {
GPU_framebuffer_clear_depth(fbl->prepass_fb, clear_depth);
GPU_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->composite_pass);
}
DRW_draw_pass(psl->prepass_pass);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->composite_pass);
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);

View File

@@ -44,7 +44,10 @@ typedef struct WORKBENCH_StorageList {
typedef struct WORKBENCH_PassList {
struct DRWPass *prepass_pass;
struct DRWPass *shadow_pass;
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
struct DRWPass *composite_light_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
@@ -73,7 +76,10 @@ typedef struct WORKBENCH_PrivateData {
struct GPUShader *composite_sh;
short drawtype_lighting;
short drawtype_options;
float drawtype_ambient_intensity;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
WORKBENCH_UBO_World world_data;
} WORKBENCH_PrivateData; /* Transient data */
@@ -108,6 +114,7 @@ void workbench_solid_materials_free(void);
/* workbench_materials.c */
void workbench_materials_engine_init(WORKBENCH_Data *vedata);
void workbench_materials_engine_free(void);
void workbench_materials_draw_background(WORKBENCH_Data *vedata);
void workbench_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_materials_cache_init(WORKBENCH_Data *vedata);
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);

View File

@@ -273,8 +273,10 @@ typedef enum {
DRW_STATE_ADDITIVE_FULL = (1 << 19), /* Same as DRW_STATE_ADDITIVE but let alpha accumulate without premult. */
DRW_STATE_BLEND_PREMUL = (1 << 20), /* Use that if color is already premult by alpha. */
DRW_STATE_WRITE_STENCIL = (1 << 27),
DRW_STATE_STENCIL_EQUAL = (1 << 28),
DRW_STATE_WRITE_STENCIL = (1 << 27),
DRW_STATE_STENCIL_EQUAL = (1 << 28),
DRW_STATE_STENCIL_NEQUAL = (1 << 29),
DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP = (1 << 30),
} DRWState;
#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS)

View File

@@ -278,7 +278,9 @@ void drw_state_set(DRWState state)
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_WRITE_STENCIL |
DRW_STATE_STENCIL_EQUAL,
DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP |
DRW_STATE_STENCIL_EQUAL |
DRW_STATE_STENCIL_NEQUAL,
test))
{
if (test) {
@@ -286,14 +288,25 @@ void drw_state_set(DRWState state)
/* Stencil Write */
if ((state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilMask(0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
if ((state & DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP) != 0) {
glStencilMask(0xFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
}
else {
glStencilMask(0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
}
/* Stencil Test */
else if ((state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilMask(0x00); /* disable write */
DST.stencil_mask = 0;
}
else if ((state & DRW_STATE_STENCIL_NEQUAL) != 0) {
glStencilMask(0x00); /* disable write */
DST.stencil_mask = 0;
}
else {
BLI_assert(0);
}
@@ -317,7 +330,10 @@ void drw_state_set(DRWState state)
static void drw_stencil_set(unsigned int mask)
{
if (DST.stencil_mask != mask) {
/* NOTE: need to ask to hypersomniac: Why check for difference? when mask is set to 0 it will not work.?
Should we remove the test?
*/
if (DST.stencil_mask != mask || (DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
/* Stencil Write */
if ((DST.state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilFunc(GL_ALWAYS, mask, 0xFF);
@@ -328,6 +344,10 @@ static void drw_stencil_set(unsigned int mask)
glStencilFunc(GL_EQUAL, mask, 0xFF);
DST.stencil_mask = mask;
}
else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
glStencilFunc(GL_NOTEQUAL, mask, 0xFF);
DST.stencil_mask = mask;
}
}
}

View File

@@ -323,6 +323,7 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
v3d->gridsubdiv = 10;
v3d->drawtype = OB_SOLID;
v3d->drawtype_lighting = V3D_LIGHTING_STUDIO;
v3d->drawtype_ambient_intensity = 0.5;
v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;

View File

@@ -90,6 +90,7 @@ enum {
V3D_DRAWOPTION_OBJECT_OVERLAP = (1 << 1),
V3D_DRAWOPTION_SINGLE_COLOR = (1 << 2),
V3D_DRAWOPTION_OBJECT_COLOR = (1 << 4),
V3D_DRAWOPTION_SHADOW = (1 << 5),
};
#define V3D_DRAWOPTION_SOLID_COLOR_MASK (V3D_DRAWOPTION_SINGLE_COLOR | V3D_DRAWOPTION_RANDOMIZE | V3D_DRAWOPTION_OBJECT_COLOR | V3D_DRAWOPTION_MATERIAL_COLOR)
@@ -258,9 +259,9 @@ typedef struct View3D {
short drawtype_lighting;
short drawtype_options;
short pad5;
float drawtype_ambient_intensity;
int overlays;
int pad6;
View3DDebug debug;
} View3D;

View File

@@ -319,6 +319,9 @@ static void rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_set(PointerRNA *ptr,
#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_INT(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(int, Workbench, COLLECTION_MODE_NONE, _NAME_)
#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_BOOL(_NAME_) \
RNA_LAYER_ENGINE_GET_SET(bool, Workbench, COLLECTION_MODE_NONE, _NAME_)
/* mode engines */
#define RNA_LAYER_MODE_OBJECT_GET_SET_FLOAT(_NAME_) \
@@ -367,6 +370,7 @@ RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(hair_brightness_randomness)
/* Collection settings */
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(random_object_color_saturation)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(random_object_color_value)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(show_shadows)
/* View Layer settings */
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_x_pos, 3)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_x_neg, 3)
@@ -374,6 +378,8 @@ RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_y_pos, 3)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_y_neg, 3)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_z_pos, 3)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_z_neg, 3)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(light_direction, 3)
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(ambient_light_intensity)
/* eevee engine */
/* ViewLayer settings. */
@@ -1758,6 +1764,22 @@ static void rna_def_view_layer_engine_settings_workbench(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "light_direction", PROP_FLOAT, PROP_DIRECTION);
RNA_def_property_array(prop, 3);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_light_direction_get", "rna_LayerEngineSettings_Workbench_light_direction_set", NULL);
RNA_def_property_ui_text(prop, "Light Direction", "Direction of the light for shadow calculation");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
prop = RNA_def_property(srna, "ambient_light_intensity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_ambient_light_intensity_get", "rna_LayerEngineSettings_Workbench_ambient_light_intensity_set", NULL);
RNA_def_property_ui_text(prop, "Ambient Light", "Intensity of ambient light for shadows");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
RNA_define_verify_sdna(1); /* not in sdna */
}
@@ -1785,6 +1807,13 @@ static void rna_def_layer_collection_engine_settings_workbench(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
prop = RNA_def_property(srna, "show_shadows", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Workbench_show_shadows_get", "rna_LayerEngineSettings_Workbench_show_shadows_set");
RNA_def_property_boolean_default(prop, true);
RNA_def_property_ui_text(prop, "Cast Shadows", "Show the shadows casted by the objects for this collection");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
RNA_define_verify_sdna(1); /* not in sdna */
}

View File

@@ -2235,6 +2235,21 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
NULL);
RNA_def_property_ui_text(prop, "Color", "Single Color Mode");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
prop = RNA_def_property(srna, "show_shadows", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "drawtype_options", V3D_DRAWOPTION_SHADOW);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Shadow", "Show Shadow");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
prop = RNA_def_property(srna, "ambient_light_intensity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "drawtype_ambient_intensity");
RNA_def_property_float_default(prop, 0.5);
RNA_def_property_ui_text(prop, "Ambient Light", "Intensity of ambient light for shadows");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
}
static void rna_def_space_view3d_overlay(BlenderRNA *brna)