This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/engines/workbench/workbench_private.h
Jeroen Bakker d1349bd0c7 TexturePaint: Force Workbench Texture Color Mode
When in texture paint mode and in solid mode the object that is being
texture painted will be rendered by the workbench engine with textures.
All other objects would render the same. For other cases the texture paint
draw engine will still draw the texture.

The texture mode draw engine now only drawn the masks. The opacity
sliders influences the texture mask.

This change has been implemented conserably. In the future we need to
look into making this better, like adding support that every object
can be colored differently. Currently when rendering in the workbench
we can have up to 3 different color types active (what the user selected,
the fallback in case no materials have been configured and this one,
forcing textures)

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D5190
2019-07-05 15:21:11 +02:00

520 lines
20 KiB
C++

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#ifndef __WORKBENCH_PRIVATE_H__
#define __WORKBENCH_PRIVATE_H__
#include "BKE_studiolight.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "DNA_userdef_types.h"
#include "DRW_render.h"
#include "workbench_engine.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_COMPOSITE_SHADERS (1 << 6)
#define MAX_PREPASS_SHADERS (1 << 7)
#define MAX_ACCUM_SHADERS (1 << 6)
#define MAX_CAVITY_SHADERS (1 << 3)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR)
#define VERTEX_COLORS_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR)
#define MATERIAL_COLORS_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_MATERIAL_COLOR)
#define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT)
#define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)
#define USE_WORLD_ORIENTATION(wpd) ((wpd->shading.flag & V3D_SHADING_WORLD_ORIENTATION) != 0)
#define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) \
(STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD))
#define STUDIOLIGHT_TYPE_STUDIO_ENABLED(wpd) \
(STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_STUDIO))
#define STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd) \
(MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_MATCAP))
#define SSAO_ENABLED(wpd) \
((wpd->shading.flag & V3D_SHADING_CAVITY) && \
((wpd->shading.cavity_type == V3D_SHADING_CAVITY_SSAO) || \
(wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define CURVATURE_ENABLED(wpd) \
((wpd->shading.flag & V3D_SHADING_CAVITY) && \
((wpd->shading.cavity_type == V3D_SHADING_CAVITY_CURVATURE) || \
(wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define CAVITY_ENABLED(wpd) (CURVATURE_ENABLED(wpd) || SSAO_ENABLED(wpd))
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define GHOST_ENABLED(psl) \
(!DRW_pass_is_empty(psl->ghost_prepass_pass) || !DRW_pass_is_empty(psl->ghost_prepass_hair_pass))
#define CULL_BACKFACE_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_BACKFACE_CULLING) != 0)
#define OIT_ENABLED(wpd) \
(ELEM(wpd->shading.color_type, \
V3D_SHADING_MATERIAL_COLOR, \
V3D_SHADING_OBJECT_COLOR, \
V3D_SHADING_TEXTURE_COLOR, \
V3D_SHADING_VERTEX_COLOR))
#define IS_NAVIGATING(wpd) \
((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING))
#define SPECULAR_HIGHLIGHT_ENABLED(wpd) \
(STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && \
(!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)))
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) \
(MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) \
(NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
#define WORLD_CLIPPING_ENABLED(wpd) (wpd->world_clip_planes != NULL)
struct RenderEngine;
struct RenderLayer;
struct rcti;
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
struct GPUFrameBuffer *prepass_fb;
struct GPUFrameBuffer *ghost_prepass_fb;
struct GPUFrameBuffer *cavity_fb;
struct GPUFrameBuffer *composite_fb;
struct GPUFrameBuffer *id_clear_fb;
struct GPUFrameBuffer *effect_fb;
struct GPUFrameBuffer *effect_taa_fb;
struct GPUFrameBuffer *depth_buffer_fb;
struct GPUFrameBuffer *color_only_fb;
struct GPUFrameBuffer *dof_downsample_fb;
struct GPUFrameBuffer *dof_coc_tile_h_fb;
struct GPUFrameBuffer *dof_coc_tile_v_fb;
struct GPUFrameBuffer *dof_coc_dilate_fb;
struct GPUFrameBuffer *dof_blur1_fb;
struct GPUFrameBuffer *dof_blur2_fb;
/* Forward render buffers */
struct GPUFrameBuffer *object_outline_fb;
struct GPUFrameBuffer *transparent_accum_fb;
struct GPUFrameBuffer *transparent_revealage_fb;
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_TextureList {
struct GPUTexture *dof_source_tx;
struct GPUTexture *coc_halfres_tx;
struct GPUTexture *history_buffer_tx;
struct GPUTexture *depth_buffer_tx;
} WORKBENCH_TextureList;
typedef struct WORKBENCH_StorageList {
struct WORKBENCH_PrivateData *g_data;
struct WORKBENCH_EffectInfo *effects;
float *dof_ubo_data;
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
/* deferred rendering */
struct DRWPass *prepass_pass;
struct DRWPass *prepass_hair_pass;
struct DRWPass *ghost_prepass_pass;
struct DRWPass *ghost_prepass_hair_pass;
struct DRWPass *cavity_pass;
struct DRWPass *shadow_depth_pass_pass;
struct DRWPass *shadow_depth_pass_mani_pass;
struct DRWPass *shadow_depth_fail_pass;
struct DRWPass *shadow_depth_fail_mani_pass;
struct DRWPass *shadow_depth_fail_caps_pass;
struct DRWPass *shadow_depth_fail_caps_mani_pass;
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
struct DRWPass *oit_composite_pass;
struct DRWPass *background_pass;
struct DRWPass *background_pass_clip;
struct DRWPass *ghost_resolve_pass;
struct DRWPass *effect_aa_pass;
struct DRWPass *dof_down_ps;
struct DRWPass *dof_down2_ps;
struct DRWPass *dof_flatten_v_ps;
struct DRWPass *dof_flatten_h_ps;
struct DRWPass *dof_dilate_h_ps;
struct DRWPass *dof_dilate_v_ps;
struct DRWPass *dof_blur1_ps;
struct DRWPass *dof_blur2_ps;
struct DRWPass *dof_resolve_ps;
struct DRWPass *volume_pass;
/* forward rendering */
struct DRWPass *transparent_accum_pass;
struct DRWPass *object_outline_pass;
struct DRWPass *depth_pass;
struct DRWPass *checker_depth_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
void *engine_type;
WORKBENCH_FramebufferList *fbl;
WORKBENCH_TextureList *txl;
WORKBENCH_PassList *psl;
WORKBENCH_StorageList *stl;
} WORKBENCH_Data;
typedef struct WORKBENCH_UBO_Light {
float light_direction[4];
float specular_color[3], pad;
float diffuse_color[3], wrapped;
} WORKBENCH_UBO_Light;
typedef struct WORKBENCH_UBO_World {
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
float shadow_direction_vs[4];
WORKBENCH_UBO_Light lights[4];
float ambient_color[4];
int num_lights;
int matcap_orientation;
float background_alpha;
float curvature_ridge;
float curvature_valley;
int pad[3];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
struct GHash *material_transp_hash;
struct GPUShader *prepass_sh;
struct GPUShader *prepass_hair_sh;
struct GPUShader *prepass_uniform_sh;
struct GPUShader *prepass_uniform_hair_sh;
struct GPUShader *prepass_textured_sh;
struct GPUShader *composite_sh;
struct GPUShader *background_sh;
struct GPUShader *transparent_accum_sh;
struct GPUShader *transparent_accum_hair_sh;
struct GPUShader *transparent_accum_uniform_sh;
struct GPUShader *transparent_accum_uniform_hair_sh;
struct GPUShader *transparent_accum_textured_sh;
View3DShading shading;
StudioLight *studio_light;
const UserDef *preferences;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
WORKBENCH_UBO_World world_data;
float shadow_multiplier;
float shadow_shift;
float shadow_focus;
float cached_shadow_direction[3];
float shadow_mat[4][4];
float shadow_inv[4][4];
/* Far plane of the view frustum. */
float shadow_far_plane[4];
/* Near plane corners in shadow space. */
float shadow_near_corners[4][3];
/* min and max of shadow_near_corners. allow fast test */
float shadow_near_min[3];
float shadow_near_max[3];
/* This is a parallelogram, so only 2 normal and distance to the edges. */
float shadow_near_sides[2][4];
bool shadow_changed;
bool is_playback;
float (*world_clip_planes)[4];
struct GPUBatch *world_clip_planes_batch;
float world_clip_planes_color[4];
/* Volumes */
bool volumes_do;
ListBase smoke_domains;
/* Ssao */
float winmat[4][4];
float viewvecs[3][4];
float ssao_params[4];
float ssao_settings[4];
/* Dof */
struct GPUTexture *dof_blur_tx;
struct GPUTexture *coc_temp_tx;
struct GPUTexture *coc_tiles_tx[2];
struct GPUUniformBuffer *dof_ubo;
float dof_aperturesize;
float dof_distance;
float dof_invsensorsize;
float dof_near_far[2];
float dof_blades;
float dof_rotation;
float dof_ratio;
bool dof_enabled;
/* Color Management */
bool use_color_management;
bool use_color_render_settings;
} WORKBENCH_PrivateData; /* Transient data */
typedef struct WORKBENCH_EffectInfo {
/** View */
struct DRWView *view;
/** Last projection matrix to see if view is still valid. */
float last_mat[4][4];
int jitter_index;
float taa_mix_factor;
bool view_updated;
} WORKBENCH_EffectInfo;
typedef struct WORKBENCH_MaterialData {
float base_color[3];
float diffuse_color[3];
float specular_color[3];
float alpha;
float metallic;
float roughness;
int object_id;
int color_type;
int interp;
Image *ima;
ImageUser *iuser;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
/* forward rendering */
DRWShadingGroup *shgrp_object_outline;
} WORKBENCH_MaterialData;
typedef struct WORKBENCH_ObjectData {
DrawData dd;
/* Shadow direction in local object space. */
float shadow_dir[3], shadow_depth;
/* Min, max in shadow space */
float shadow_min[3], shadow_max[3];
BoundBox shadow_bbox;
bool shadow_bbox_dirty;
int object_id;
} WORKBENCH_ObjectData;
/* inline helper functions */
BLI_INLINE bool workbench_is_taa_enabled(WORKBENCH_PrivateData *wpd)
{
if (DRW_state_is_image_render()) {
const DRWContextState *draw_ctx = DRW_context_state_get();
if (draw_ctx->v3d) {
return draw_ctx->scene->display.viewport_aa > SCE_DISPLAY_AA_FXAA;
}
else {
return draw_ctx->scene->display.render_aa > SCE_DISPLAY_AA_FXAA;
}
}
else {
return !(IS_NAVIGATING(wpd) || wpd->is_playback) &&
wpd->preferences->viewport_aa > SCE_DISPLAY_AA_FXAA;
}
}
BLI_INLINE bool workbench_is_fxaa_enabled(WORKBENCH_PrivateData *wpd)
{
if (DRW_state_is_image_render()) {
const DRWContextState *draw_ctx = DRW_context_state_get();
if (draw_ctx->v3d) {
return draw_ctx->scene->display.viewport_aa == SCE_DISPLAY_AA_FXAA;
}
else {
return draw_ctx->scene->display.render_aa == SCE_DISPLAY_AA_FXAA;
}
}
else {
if (wpd->preferences->viewport_aa == SCE_DISPLAY_AA_FXAA) {
return true;
}
/* when navigating or animation playback use FXAA if scene uses TAA. */
return (IS_NAVIGATING(wpd) || wpd->is_playback) &&
wpd->preferences->viewport_aa > SCE_DISPLAY_AA_FXAA;
}
}
/** Is texture paint mode enabled (globally) */
BLI_INLINE bool workbench_is_in_texture_paint_mode(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
return draw_ctx->object_mode == OB_MODE_TEXTURE_PAINT;
}
/** Is texture paint mode active for the given object */
BLI_INLINE bool workbench_is_object_in_texture_paint_mode(Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob->type == OB_MESH && (draw_ctx->obact == ob)) {
const enum eContextObjectMode mode = CTX_data_mode_enum_ex(
draw_ctx->object_edit, draw_ctx->obact, draw_ctx->object_mode);
return (mode == CTX_MODE_PAINT_TEXTURE);
}
return false;
}
BLI_INLINE bool workbench_is_matdata_pass_enabled(WORKBENCH_PrivateData *wpd)
{
return (wpd->shading.color_type != V3D_SHADING_SINGLE_COLOR || MATCAP_ENABLED(wpd)) ||
workbench_is_in_texture_paint_mode();
}
/* workbench_deferred.c */
void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
void workbench_deferred_engine_free(void);
void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
void workbench_deferred_draw_finish(WORKBENCH_Data *vedata);
void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
/* workbench_forward.c */
void workbench_forward_engine_init(WORKBENCH_Data *vedata);
void workbench_forward_engine_free(void);
void workbench_forward_draw_background(WORKBENCH_Data *vedata);
void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
void workbench_forward_draw_finish(WORKBENCH_Data *vedata);
void workbench_forward_cache_init(WORKBENCH_Data *vedata);
void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* For OIT in deferred */
void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg);
void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg);
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_Data *vedata,
Object *ob,
Material *mat,
Image *ima,
ImageUser *iuser,
int color_type,
int interp);
/* workbench_effect_aa.c */
void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx);
void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx);
/* workbench_effect_fxaa.c */
void workbench_fxaa_engine_init(void);
void workbench_fxaa_engine_free(void);
DRWPass *workbench_fxaa_create_pass(GPUTexture **color_buffer_tx);
/* workbench_effect_taa.c */
void workbench_taa_engine_init(WORKBENCH_Data *vedata);
void workbench_taa_engine_free(void);
DRWPass *workbench_taa_create_pass(WORKBENCH_Data *vedata, GPUTexture **color_buffer_tx);
void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata);
void workbench_taa_draw_scene_end(WORKBENCH_Data *vedata);
void workbench_taa_view_updated(WORKBENCH_Data *vedata);
int workbench_taa_calculate_num_iterations(WORKBENCH_Data *vedata);
int workbench_num_viewport_rendering_iterations(WORKBENCH_Data *vedata);
/* workbench_effect_dof.c */
void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera);
void workbench_dof_engine_free(void);
void workbench_dof_create_pass(WORKBENCH_Data *vedata,
GPUTexture **dof_input,
GPUTexture *noise_tex);
void workbench_dof_draw_pass(WORKBENCH_Data *vedata);
/* workbench_materials.c */
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd,
Image *ima,
Object *ob,
bool use_sculpt_pbvh);
void workbench_material_get_image_and_mat(
Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
bool is_texture_painting);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
Object *ob,
Material *mat,
WORKBENCH_MaterialData *data,
int color_type);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd);
int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
bool is_texture_painting);
int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
bool is_texture_painting);
void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp,
WORKBENCH_MaterialData *material,
Object *ob,
const bool use_metallic,
const bool deferred,
const int interp);
void workbench_material_copy(WORKBENCH_MaterialData *dest_material,
const WORKBENCH_MaterialData *source_material);
/* workbench_studiolight.c */
void studiolight_update_world(WORKBENCH_PrivateData *wpd,
StudioLight *sl,
WORKBENCH_UBO_World *wd);
void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]);
bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd,
Object *ob,
WORKBENCH_ObjectData *oed);
float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd,
Object *ob,
WORKBENCH_ObjectData *oed);
bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd,
Object *ob,
WORKBENCH_ObjectData *oed);
/* workbench_data.c */
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info);
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd,
float r_light_direction[3]);
/* workbench_volume.c */
void workbench_volume_engine_init(void);
void workbench_volume_engine_free(void);
void workbench_volume_cache_init(WORKBENCH_Data *vedata);
void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
Scene *scene,
Object *ob,
struct ModifierData *md);
void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd);
/* workbench_render.c */
void workbench_render(WORKBENCH_Data *vedata,
struct RenderEngine *engine,
struct RenderLayer *render_layer,
const struct rcti *rect);
void workbench_render_update_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
#endif