/* * 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 */ #include "workbench_private.h" #include "BLI_dynstr.h" #include "BLI_alloca.h" #include "BKE_particle.h" #include "DNA_modifier_types.h" #include "GPU_shader.h" #include "UI_resources.h" /* *********** STATIC *********** */ #define MAX_SHADERS 255 static struct { struct GPUShader *prepass_sh_cache[MAX_SHADERS]; struct GPUShader *composite_sh_cache[MAX_SHADERS]; 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 */ int next_object_id; } 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_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->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP) #define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) static char *workbench_build_defines(WORKBENCH_PrivateData *wpd) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP) { BLI_dynstr_appendf(ds, "#define V3D_DRAWOPTION_OBJECT_OVERLAP\n"); } if (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) { BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n"); } #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) { 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->drawtype_lighting & V3D_LIGHTING_STUDIO) { BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); } if (wpd->drawtype_options & V3D_DRAWOPTION_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; } static int get_shader_index(WORKBENCH_PrivateData *wpd) { return (wpd->drawtype_options << 2) + wpd->drawtype_lighting; } static void select_deferred_shaders(WORKBENCH_PrivateData *wpd) { int index = get_shader_index(wpd); if (e_data.prepass_sh_cache[index] == NULL) { char *defines = workbench_build_defines(wpd); 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); e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); MEM_freeN(prepass_frag); MEM_freeN(composite_frag); MEM_freeN(defines); } wpd->prepass_sh = e_data.prepass_sh_cache[index]; wpd->composite_sh = e_data.composite_sh_cache[index]; } /* Functions */ static uint get_material_hash(WORKBENCH_PrivateData *wpd, WORKBENCH_MaterialData *material_template) { uint input[4]; float *color = material_template->color; input[0] = (uint)(color[0] * 512); input[1] = (uint)(color[1] * 512); input[2] = (uint)(color[2] * 512); /* Only hash object id when needed */ input[3] = (uint)0; if (OBJECT_ID_PASS_ENABLED(wpd)) { input[3] = material_template->object_id; } return BLI_ghashutil_uinthash_v4_murmur(input); } static void workbench_init_object_data(ObjectEngineData *engine_data) { WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data; data->object_id = e_data.next_object_id++; } static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_ObjectData *engine_object_data, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value) { static float default_color[] = {1.0f, 1.0f, 1.0f}; if (DRW_object_is_paint_mode(ob) || wpd->drawtype_options & V3D_DRAWOPTION_SINGLE_COLOR) { copy_v3_v3(color, default_color); } else if (wpd->drawtype_options & V3D_DRAWOPTION_RANDOMIZE) { float offset = fmodf(engine_object_data->object_id * M_GOLDEN_RATION_CONJUGATE, 1.0); float hsv[3] = {offset, hsv_saturation, hsv_value}; hsv_to_rgb_v(hsv, color); } else if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_COLOR) { copy_v3_v3(color, ob->col); } else { /* V3D_DRAWOPTION_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; } 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); #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), }); } /* 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() { 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]); } } 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); const DRWContextState *DCS = DRW_context_state_get(); wpd->material_hash = BLI_ghash_ptr_new(__func__); View3D *v3d = DCS->v3d; if (v3d) { wpd->drawtype_lighting = v3d->drawtype_lighting; wpd->drawtype_options = v3d->drawtype_options; } else { wpd->drawtype_lighting = V3D_LIGHTING_STUDIO; wpd->drawtype_options = 0; } select_deferred_shaders(wpd); /* Deferred Mix Pass */ { WORKBENCH_UBO_World *wd = &wpd->world_data; 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); copy_v3_v3(wd->diffuse_light_x_pos, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_x_pos")); copy_v3_v3(wd->diffuse_light_x_neg, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_x_neg")); copy_v3_v3(wd->diffuse_light_y_pos, BKE_collection_engine_property_value_get_float_array(props, "diffuse_light_y_pos")); 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); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); } } static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; WORKBENCH_MaterialData *material; 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); WORKBENCH_MaterialData material_template; float color[3]; const float hsv_saturation = BKE_collection_engine_property_value_get_float(props, "random_object_color_saturation"); const float hsv_value = BKE_collection_engine_property_value_get_float(props, "random_object_color_value"); /* Solid */ get_material_solid_color(wpd, engine_object_data, ob, mat, color, hsv_saturation, hsv_value); copy_v3_v3(material_template.color, color); material_template.object_id = engine_object_data->object_id; unsigned int hash = get_material_hash(wpd, &material_template); material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash)); if (material == NULL) { material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); material->shgrp = DRW_shgroup_create(wpd->prepass_sh, psl->prepass_pass); 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); 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, IDProperty *props, Object *ob) { const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob != draw_ctx->object_edit) { for (ModifierData *md = ob->modifiers.first; md; md = md->next) { if (md->type == eModifierType_ParticleSystem) { ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; if (psys_check_enabled(ob, psys, false)) { ParticleSettings *part = psys->part; int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) { draw_as = PART_DRAW_DOT; } static float mat[4][4]; unit_m4(mat); 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, props, ob, NULL); DRW_shgroup_call_add(material->shgrp, geom, mat); } } } } } } void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) { if (!DRW_object_is_renderable(ob)) return; IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH); if (ob->type == OB_MESH) { workbench_cache_populate_particles(vedata, props, ob); } 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; if ((vedata->stl->g_data->drawtype_options & V3D_DRAWOPTION_SOLID_COLOR_MASK) != 0 || 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, props, ob, NULL); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(material->shgrp, geom, ob); } } } 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); for (int i = 0; i < materials_len; i ++) { gpumat_array[i] = NULL; } 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, props, ob, mat); DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob); } } } } } void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata)) { } 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(); const float clear_depth = 1.0f; 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); } else { GPU_framebuffer_clear_depth(fbl->prepass_fb, clear_depth); } 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); }