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blender-archive/source/blender/draw/engines/workbench/workbench_data.c
Jeroen Bakker 7878adf49c DrawManager: Disable Clipping in material/rendered mode
Viewport: Disable Clipping For EEVEE and External Renderers

Currently it is possible that, when using viewport clipping, the display and tools communicate
different information to the user then the renderer does. The reason is
that the renderer does not support viewport clipping. Both EEVEE and
Cycles do not support it.

This patch will disable the clipping in all the tools and drawing code
when the viewport drawing mode is `Material Preview` or `Rendered`.

This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if
clipping is enabled for the given `rv3d` and `v3d`. Also in places where
it was needed we added the `ViewContext` as a carrier for the `View3D`
and `RegionView3D`.

There are a few areas in the tooling (select, projection painting) that
still needs to be tackled after this patch.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6047
2019-12-11 16:58:14 +01:00

303 lines
10 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 2018, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "DNA_userdef_types.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "GPU_batch.h"
/* -------------------------------------------------------------------- */
/** \name World Data
* \{ */
static void workbench_world_data_free(DrawData *dd)
{
WORKBENCH_WorldData *data = (WORKBENCH_WorldData *)dd;
DRW_UBO_FREE_SAFE(data->world_ubo);
}
/* Ensure the availability of the world_ubo in the given WORKBENCH_PrivateData
*
* See T70167: Some platforms create threads to upload ubo's.
*
* Reuses the last previous created `world_ubo`. Due to limitations of
* DrawData it will only be reused when there is a world attached to the Scene.
* Future development: The best location would be to store it in the View3D.
*
* We don't cache the data itself as there was no indication that that lead to
* an improvement.
*
* This functions also sets the `WORKBENCH_PrivateData.is_world_ubo_owner` that must
* be respected.
*/
static void workbench_world_data_ubo_ensure(const Scene *scene, WORKBENCH_PrivateData *wpd)
{
World *world = scene->world;
if (world) {
WORKBENCH_WorldData *engine_world_data = (WORKBENCH_WorldData *)DRW_drawdata_ensure(
&world->id,
&draw_engine_workbench_solid,
sizeof(WORKBENCH_WorldData),
NULL,
&workbench_world_data_free);
if (engine_world_data->world_ubo == NULL) {
engine_world_data->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World),
&wpd->world_data);
}
else {
DRW_uniformbuffer_update(engine_world_data->world_ubo, &wpd->world_data);
}
/* Borrow world data ubo */
wpd->is_world_ubo_owner = false;
wpd->world_ubo = engine_world_data->world_ubo;
}
else {
/* there is no world so we cannot cache the UBO. */
BLI_assert(!wpd->world_ubo || wpd->is_world_ubo_owner);
if (!wpd->world_ubo) {
wpd->is_world_ubo_owner = true;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
}
}
}
static void workbench_world_data_update_shadow_direction_vs(WORKBENCH_PrivateData *wpd)
{
WORKBENCH_UBO_World *wd = &wpd->world_data;
float light_direction[3];
float view_matrix[4][4];
DRW_view_viewmat_get(NULL, view_matrix, false);
workbench_private_data_get_light_direction(light_direction);
/* Shadow direction. */
mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, light_direction);
}
/* \} */
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->material_transp_hash = BLI_ghash_ptr_new(__func__);
wpd->preferences = &U;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
if (!v3d || (v3d->shading.type == OB_RENDER && BKE_scene_uses_blender_workbench(scene))) {
wpd->shading = scene->display.shading;
wpd->shading.xray_alpha = XRAY_ALPHA((&scene->display));
wpd->use_color_render_settings = true;
}
else {
wpd->shading = v3d->shading;
wpd->shading.xray_alpha = XRAY_ALPHA(v3d);
wpd->use_color_render_settings = false;
}
wpd->use_color_management = BKE_scene_check_color_management_enabled(scene);
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);
}
float shadow_focus = scene->display.shadow_focus;
/* Clamp to avoid overshadowing and shading errors. */
CLAMP(shadow_focus, 0.0001f, 0.99999f);
wpd->shadow_shift = scene->display.shadow_shift;
wpd->shadow_focus = 1.0f - shadow_focus * (1.0f - wpd->shadow_shift);
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_draw_background() ? 1.0f : 0.0f;
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). */
if (wpd->use_color_management) {
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 {
copy_v3_v3(wd->background_color_high, wd->background_color_high);
copy_v3_v3(wd->background_color_low, wd->background_color_low);
}
}
else {
zero_v3(wd->background_color_low);
zero_v3(wd->background_color_high);
}
wd->background_dither_factor = workbench_background_dither_factor(wpd);
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);
/* Will be NULL when rendering. */
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
wpd->world_clip_planes = rv3d->clip;
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, wpd->world_clip_planes_color);
if (wpd->use_color_management) {
srgb_to_linearrgb_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
}
else {
copy_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
}
}
else {
wpd->world_clip_planes = NULL;
}
workbench_world_data_update_shadow_direction_vs(wpd);
workbench_world_data_ubo_ensure(scene, wpd);
/* Cavity settings */
{
const int ssao_samples = scene->display.matcap_ssao_samples;
float invproj[4][4];
const bool is_persp = DRW_view_is_persp_get(NULL);
/* 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);
DRW_view_winmat_get(NULL, wpd->winmat, false);
DRW_view_winmat_get(NULL, invproj, true);
/* 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(float r_light_direction[3])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
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];
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
BLI_ghash_free(wpd->material_transp_hash, NULL, MEM_freeN);
if (wpd->is_world_ubo_owner) {
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}
else {
wpd->world_ubo = NULL;
}
DRW_UBO_FREE_SAFE(wpd->dof_ubo);
GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
}