This commit allows that the evaluated geometry of an object has different materials from the original geometry. This is needed for geometry nodes. The main thing that changes for render engines and exporters is that the number of material slots on an object and its geometry might not match anymore. For original data, the slot counts are still equal, but not for evaluated data. Accessing material slots though rna stays the same. The behavior adapts automatically depending on whether the object is evaluated. When accessing materials of an object through `BKE_object_material_*` one has to use a new api for evaluated objects: `BKE_object_material_get_eval` and `BKE_object_material_count_eval`. In the future, the different behavior might be hidden behind a more general C api, but that would require quite a few more changes. The ground truth for the number of materials is the number of materials on the geometry now. This is important in the current design, because Eevee needs to know the number of materials just based on the mesh in `mesh_render_mat_len_get` and similar places. In a few places I had to add a special case for mesh edit mode to get it to work properly. This is unfortunate, but I don't see a way around that for now. Differential Revision: https://developer.blender.org/D11236
299 lines
11 KiB
C
299 lines
11 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2018, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "workbench_private.h"
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#include "BLI_memblock.h"
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#include "BKE_image.h"
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#include "BKE_node.h"
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#include "BLI_dynstr.h"
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#include "BLI_hash.h"
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#include "DNA_mesh_types.h"
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#include "DNA_node_types.h"
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#include "GPU_uniform_buffer.h"
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#include "ED_uvedit.h"
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#define HSV_SATURATION 0.5
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#define HSV_VALUE 0.8
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void workbench_material_ubo_data(WORKBENCH_PrivateData *wpd,
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Object *ob,
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Material *mat,
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WORKBENCH_UBO_Material *data,
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eV3DShadingColorType color_type)
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{
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float metallic = 0.0f;
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float roughness = 0.632455532f; /* sqrtf(0.4f); */
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float alpha = wpd->shading.xray_alpha;
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switch (color_type) {
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case V3D_SHADING_SINGLE_COLOR:
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copy_v3_v3(data->base_color, wpd->shading.single_color);
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break;
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case V3D_SHADING_RANDOM_COLOR: {
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uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
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if (ob->id.lib) {
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hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->filepath);
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}
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float hue = BLI_hash_int_01(hash);
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const float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
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hsv_to_rgb_v(hsv, data->base_color);
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break;
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}
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case V3D_SHADING_OBJECT_COLOR:
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case V3D_SHADING_VERTEX_COLOR:
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alpha *= ob->color[3];
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copy_v3_v3(data->base_color, ob->color);
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break;
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case V3D_SHADING_MATERIAL_COLOR:
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case V3D_SHADING_TEXTURE_COLOR:
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default:
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if (mat) {
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alpha *= mat->a;
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copy_v3_v3(data->base_color, &mat->r);
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metallic = mat->metallic;
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roughness = sqrtf(mat->roughness); /* Remap to Disney roughness. */
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}
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else {
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copy_v3_fl(data->base_color, 0.8f);
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}
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break;
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}
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uint32_t packed_metallic = unit_float_to_uchar_clamp(metallic);
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uint32_t packed_roughness = unit_float_to_uchar_clamp(roughness);
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uint32_t packed_alpha = unit_float_to_uchar_clamp(alpha);
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data->packed_data = (packed_alpha << 16u) | (packed_roughness << 8u) | packed_metallic;
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}
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/* Return correct material or empty default material if slot is empty. */
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BLI_INLINE Material *workbench_object_material_get(Object *ob, int mat_nr)
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{
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Material *ma = BKE_object_material_get_eval(ob, mat_nr);
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if (ma == NULL) {
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ma = BKE_material_default_empty();
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}
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return ma;
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}
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BLI_INLINE void workbench_material_get_image(
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Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, eGPUSamplerState *r_sampler)
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{
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bNode *node;
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*r_sampler = 0;
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ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL);
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if (node && *r_image) {
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switch (node->type) {
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case SH_NODE_TEX_IMAGE: {
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NodeTexImage *storage = node->storage;
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const bool use_filter = (storage->interpolation != SHD_INTERP_CLOSEST);
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const bool use_repeat = (storage->extension == SHD_IMAGE_EXTENSION_REPEAT);
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const bool use_clip = (storage->extension == SHD_IMAGE_EXTENSION_CLIP);
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SET_FLAG_FROM_TEST(*r_sampler, use_filter, GPU_SAMPLER_FILTER);
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SET_FLAG_FROM_TEST(*r_sampler, use_repeat, GPU_SAMPLER_REPEAT);
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SET_FLAG_FROM_TEST(*r_sampler, use_clip, GPU_SAMPLER_CLAMP_BORDER);
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break;
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}
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case SH_NODE_TEX_ENVIRONMENT: {
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NodeTexEnvironment *storage = node->storage;
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const bool use_filter = (storage->interpolation != SHD_INTERP_CLOSEST);
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SET_FLAG_FROM_TEST(*r_sampler, use_filter, GPU_SAMPLER_FILTER);
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break;
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}
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default:
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BLI_assert(!"Node type not supported by workbench");
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}
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}
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}
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/* Return true if the current material ubo has changed and needs to be rebind. */
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BLI_INLINE bool workbench_material_chunk_select(WORKBENCH_PrivateData *wpd,
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uint32_t id,
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uint32_t *r_mat_id)
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{
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bool resource_changed = false;
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/* Divide in chunks of MAX_MATERIAL. */
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uint32_t chunk = id >> 12u;
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*r_mat_id = id & 0xFFFu;
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/* We need to add a new chunk. */
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while (chunk >= wpd->material_chunk_count) {
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wpd->material_chunk_count++;
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wpd->material_ubo_data_curr = BLI_memblock_alloc(wpd->material_ubo_data);
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wpd->material_ubo_curr = workbench_material_ubo_alloc(wpd);
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wpd->material_chunk_curr = chunk;
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resource_changed = true;
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}
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/* We need to go back to a previous chunk. */
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if (wpd->material_chunk_curr != chunk) {
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wpd->material_ubo_data_curr = BLI_memblock_elem_get(wpd->material_ubo_data, 0, chunk);
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wpd->material_ubo_curr = BLI_memblock_elem_get(wpd->material_ubo, 0, chunk);
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wpd->material_chunk_curr = chunk;
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resource_changed = true;
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}
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return resource_changed;
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}
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DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
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Object *ob,
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int mat_nr,
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eV3DShadingColorType color_type,
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eWORKBENCH_DataType datatype,
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bool *r_transp)
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{
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Image *ima = NULL;
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ImageUser *iuser = NULL;
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eGPUSamplerState sampler;
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const bool infront = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
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if (color_type == V3D_SHADING_TEXTURE_COLOR) {
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workbench_material_get_image(ob, mat_nr, &ima, &iuser, &sampler);
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if (ima == NULL) {
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/* Fallback to material color. */
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color_type = V3D_SHADING_MATERIAL_COLOR;
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}
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}
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switch (color_type) {
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case V3D_SHADING_TEXTURE_COLOR: {
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return workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, sampler, datatype);
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}
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case V3D_SHADING_MATERIAL_COLOR: {
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/* For now, we use the same ubo for material and object coloring but with different indices.
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* This means they are mutually exclusive. */
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BLI_assert(
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ELEM(wpd->shading.color_type, V3D_SHADING_MATERIAL_COLOR, V3D_SHADING_TEXTURE_COLOR));
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Material *ma = workbench_object_material_get(ob, mat_nr);
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const bool transp = wpd->shading.xray_alpha < 1.0f || ma->a < 1.0f;
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WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][datatype];
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if (r_transp && transp) {
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*r_transp = true;
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}
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DRWShadingGroup **grp_mat = NULL;
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/* A hashmap stores material shgroups to pack all similar drawcalls together. */
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if (BLI_ghash_ensure_p(prepass->material_hash, ma, (void ***)&grp_mat)) {
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return *grp_mat;
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}
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uint32_t mat_id, id = wpd->material_index++;
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workbench_material_chunk_select(wpd, id, &mat_id);
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workbench_material_ubo_data(wpd, ob, ma, &wpd->material_ubo_data_curr[mat_id], color_type);
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DRWShadingGroup *grp = prepass->common_shgrp;
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*grp_mat = grp = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", mat_id);
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return grp;
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}
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case V3D_SHADING_VERTEX_COLOR: {
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const bool transp = wpd->shading.xray_alpha < 1.0f;
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DRWShadingGroup *grp = wpd->prepass[transp][infront][datatype].vcol_shgrp;
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return grp;
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}
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default: {
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/* For now, we use the same ubo for material and object coloring but with different indices.
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* This means they are mutually exclusive. */
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BLI_assert(
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!ELEM(wpd->shading.color_type, V3D_SHADING_MATERIAL_COLOR, V3D_SHADING_TEXTURE_COLOR));
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uint32_t mat_id, id = DRW_object_resource_id_get(ob);
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bool resource_changed = workbench_material_chunk_select(wpd, id, &mat_id);
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workbench_material_ubo_data(wpd, ob, NULL, &wpd->material_ubo_data_curr[mat_id], color_type);
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const bool transp = wpd->shading.xray_alpha < 1.0f || ob->color[3] < 1.0f;
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DRWShadingGroup **grp = &wpd->prepass[transp][infront][datatype].common_shgrp;
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if (resource_changed) {
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*grp = DRW_shgroup_create_sub(*grp);
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DRW_shgroup_uniform_block(*grp, "material_block", wpd->material_ubo_curr);
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}
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if (r_transp && transp) {
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*r_transp = true;
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}
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return *grp;
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}
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}
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}
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/* If ima is null, search appropriate image node but will fallback to purple texture otherwise. */
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DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
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Object *ob,
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int mat_nr,
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Image *ima,
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ImageUser *iuser,
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eGPUSamplerState sampler,
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eWORKBENCH_DataType datatype)
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{
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GPUTexture *tex = NULL, *tex_tile_data = NULL;
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if (ima == NULL) {
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workbench_material_get_image(ob, mat_nr, &ima, &iuser, &sampler);
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}
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if (ima) {
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if (ima->source == IMA_SRC_TILED) {
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tex = BKE_image_get_gpu_tiles(ima, iuser, NULL);
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tex_tile_data = BKE_image_get_gpu_tilemap(ima, iuser, NULL);
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}
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else {
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tex = BKE_image_get_gpu_texture(ima, iuser, NULL);
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}
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}
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if (tex == NULL) {
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tex = wpd->dummy_image_tx;
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}
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const bool infront = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
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const bool transp = wpd->shading.xray_alpha < 1.0f;
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WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][datatype];
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DRWShadingGroup **grp_tex = NULL;
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/* A hashmap stores image shgroups to pack all similar drawcalls together. */
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if (BLI_ghash_ensure_p(prepass->material_hash, tex, (void ***)&grp_tex)) {
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return *grp_tex;
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}
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DRWShadingGroup *grp = (tex_tile_data) ? prepass->image_tiled_shgrp : prepass->image_shgrp;
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*grp_tex = grp = DRW_shgroup_create_sub(grp);
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if (tex_tile_data) {
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DRW_shgroup_uniform_texture_ex(grp, "imageTileArray", tex, sampler);
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DRW_shgroup_uniform_texture(grp, "imageTileData", tex_tile_data);
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}
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else {
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DRW_shgroup_uniform_texture_ex(grp, "imageTexture", tex, sampler);
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}
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DRW_shgroup_uniform_bool_copy(grp, "imagePremult", (ima && ima->alpha_mode == IMA_ALPHA_PREMUL));
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return grp;
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}
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