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blender-archive/source/blender/draw/engines/workbench/workbench_data.c
Campbell Barton 5c6d5cb863 Fix background color use in 3D view
TH_BACK was being used when drawing the 3D view even though
there was no way to set the color in the preferences.

The color was zero'd when moving to the new 2.8x theme.

Having both gradient and background colors was confusing,
especially having to use 'TH_HIGH_GRAD' for the 3D view, 'TH_BACK' for
other views.

Move the background color back to 'TH_BACK', 'TH_BACK_GRAD' is used
when gradients are enabled.
RNA is unchanged so presets don't need updating.
2019-01-11 12:59:19 +11:00

180 lines
5.8 KiB
C

#include "workbench_private.h"
#include "DNA_userdef_types.h"
#include "UI_resources.h"
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
{
effect_info->jitter_index = 0;
effect_info->view_updated = true;
}
void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
wpd->material_hash = BLI_ghash_ptr_new(__func__);
wpd->preferences = &U;
View3D *v3d = draw_ctx->v3d;
if (!v3d) {
wpd->shading = scene->display.shading;
wpd->use_color_view_settings = true;
}
else if (v3d->shading.type == OB_RENDER &&
BKE_scene_uses_blender_workbench(scene))
{
wpd->shading = scene->display.shading;
wpd->use_color_view_settings = true;
}
else {
wpd->shading = v3d->shading;
wpd->use_color_view_settings = false;
}
if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
wpd->studio_light = BKE_studiolight_find(
wpd->shading.matcap, STUDIOLIGHT_TYPE_MATCAP);
}
else {
wpd->studio_light = BKE_studiolight_find(
wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
}
/* If matcaps are missing, use this as fallback. */
if (UNLIKELY(wpd->studio_light == NULL)) {
wpd->studio_light = BKE_studiolight_find(
wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
}
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
WORKBENCH_UBO_World *wd = &wpd->world_data;
wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
wd->background_alpha = (DRW_state_is_image_render() && scene->r.alphamode == R_ALPHAPREMUL) ? 0.0f : 1.0f;
if ((scene->world != NULL) &&
(!v3d || (v3d && ((v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD) ||
(v3d->shading.type == OB_RENDER)))))
{
copy_v3_v3(wd->background_color_low, &scene->world->horr);
copy_v3_v3(wd->background_color_high, &scene->world->horr);
}
else if (v3d && (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT)) {
copy_v3_v3(wd->background_color_low, v3d->shading.background_color);
copy_v3_v3(wd->background_color_high, v3d->shading.background_color);
}
else if (v3d) {
UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK, wd->background_color_low);
UI_GetThemeColor3fv(TH_BACK, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
* Needs to be addressed properly (color managed using ocio). */
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
}
else {
zero_v3(wd->background_color_low);
zero_v3(wd->background_color_high);
}
studiolight_update_world(wpd, wpd->studio_light, wd);
copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
wd->object_outline_color[3] = 1.0f;
wd->curvature_ridge = 0.5f / max_ff(SQUARE(wpd->shading.curvature_ridge_factor), 1e-4f);
wd->curvature_valley = 0.7f / max_ff(SQUARE(wpd->shading.curvature_valley_factor), 1e-4f);
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
/* Cavity settings */
{
const int ssao_samples = scene->display.matcap_ssao_samples;
float invproj[4][4];
const bool is_persp = DRW_viewport_is_persp_get();
/* view vectors for the corners of the view frustum.
* Can be used to recreate the world space position easily */
float viewvecs[3][4] = {
{-1.0f, -1.0f, -1.0f, 1.0f},
{1.0f, -1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f, 1.0f}
};
int i;
const float *size = DRW_viewport_size_get();
wpd->ssao_params[0] = ssao_samples;
wpd->ssao_params[1] = size[0] / 64.0;
wpd->ssao_params[2] = size[1] / 64.0;
wpd->ssao_params[3] = 0;
/* distance, factor, factor, attenuation */
copy_v4_fl4(
wpd->ssao_settings,
scene->display.matcap_ssao_distance,
wpd->shading.cavity_valley_factor,
wpd->shading.cavity_ridge_factor,
scene->display.matcap_ssao_attenuation);
/* invert the view matrix */
DRW_viewport_matrix_get(wpd->winmat, DRW_MAT_WIN);
invert_m4_m4(invproj, wpd->winmat);
/* convert the view vectors to view space */
for (i = 0; i < 3; i++) {
mul_m4_v4(invproj, viewvecs[i]);
/* normalized trick see:
* http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
if (is_persp)
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
viewvecs[i][3] = 1.0;
copy_v4_v4(wpd->viewvecs[i], viewvecs[i]);
}
/* we need to store the differences */
wpd->viewvecs[1][0] -= wpd->viewvecs[0][0];
wpd->viewvecs[1][1] = wpd->viewvecs[2][1] - wpd->viewvecs[0][1];
/* calculate a depth offset as well */
if (!is_persp) {
float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
mul_m4_v4(invproj, vec_far);
mul_v3_fl(vec_far, 1.0f / vec_far[3]);
wpd->viewvecs[1][2] = vec_far[2] - wpd->viewvecs[0][2];
}
}
wpd->volumes_do = false;
BLI_listbase_clear(&wpd->smoke_domains);
}
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float r_light_direction[3])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
WORKBENCH_UBO_World *wd = &wpd->world_data;
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
copy_v3_v3(r_light_direction, scene->display.light_direction);
SWAP(float, r_light_direction[2], r_light_direction[1]);
r_light_direction[2] = -r_light_direction[2];
r_light_direction[0] = -r_light_direction[0];
/* Shadow direction. */
mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, r_light_direction);
DRW_uniformbuffer_update(wpd->world_ubo, wd);
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}