Vertex colors behaved differently as the paint overlay mixed the colors in display mode and the results was multiplied on top of the original shading. This patch will align the implementation to texture painting where the colors are drawn by the workbench engine so the correct shading is applied. This also means that we don't show the vertex colors overlay when not in solid mode. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6436
388 lines
13 KiB
C
388 lines
13 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 "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_node_types.h"
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#include "DNA_mesh_types.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_update_data(WORKBENCH_PrivateData *wpd,
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Object *ob,
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Material *mat,
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WORKBENCH_MaterialData *data,
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int color_type)
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{
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data->metallic = 0.0f;
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data->roughness = 0.632455532f; /* sqrtf(0.4f); */
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data->alpha = wpd->shading.xray_alpha;
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if (color_type == V3D_SHADING_SINGLE_COLOR) {
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copy_v3_v3(data->base_color, wpd->shading.single_color);
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}
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else if (color_type == V3D_SHADING_ERROR_COLOR) {
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copy_v3_fl3(data->base_color, 0.8, 0.0, 0.8);
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}
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else if (color_type == 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->name);
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}
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float hue = BLI_hash_int_01(hash);
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float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
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hsv_to_rgb_v(hsv, data->base_color);
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}
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else if (ELEM(color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_VERTEX_COLOR)) {
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data->alpha *= ob->color[3];
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copy_v3_v3(data->base_color, ob->color);
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}
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else {
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/* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */
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if (mat) {
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data->alpha *= mat->a;
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copy_v3_v3(data->base_color, &mat->r);
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if (workbench_is_specular_highlight_enabled(wpd)) {
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data->metallic = mat->metallic;
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data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */
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}
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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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}
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}
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char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
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bool is_uniform_color,
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bool is_hair,
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const WORKBENCH_ColorOverride color_override)
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{
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char *str = NULL;
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bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
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bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
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!is_uniform_color;
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switch (color_override) {
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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use_textures = true;
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use_vertex_colors = false;
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is_hair = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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use_textures = false;
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use_vertex_colors = true;
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is_hair = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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DynStr *ds = BLI_dynstr_new();
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if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n");
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}
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if (wpd->shading.flag & V3D_SHADING_SHADOW) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_SHADOW\n");
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}
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if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define WB_CAVITY\n");
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}
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if (workbench_is_specular_highlight_enabled(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
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}
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if (STUDIOLIGHT_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n");
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}
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if (FLAT_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n");
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}
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if (MATCAP_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n");
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}
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if (OBJECT_ID_PASS_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define OBJECT_ID_PASS_ENABLED\n");
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}
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if (workbench_is_matdata_pass_enabled(wpd)) {
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BLI_dynstr_append(ds, "#define MATDATA_PASS_ENABLED\n");
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}
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if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
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}
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if (use_vertex_colors) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_VERTEX_COLOR\n");
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}
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if (use_textures) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
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}
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if (NORMAL_ENCODING_ENABLED()) {
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BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
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}
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if (is_hair) {
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BLI_dynstr_append(ds, "#define HAIR_SHADER\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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uint workbench_material_get_hash(WORKBENCH_MaterialData *mat, bool is_ghost)
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{
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union {
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struct {
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/* WHATCH: Keep in sync with View3DShading.color_type max value. */
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uchar color_type;
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uchar diff_r;
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uchar diff_g;
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uchar diff_b;
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uchar alpha;
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uchar ghost;
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uchar metal;
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uchar roughness;
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void *ima;
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};
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/* HACK to ensure input is 4 uint long. */
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uint a[4];
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} input = {.color_type = (uchar)(mat->color_type),
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.diff_r = (uchar)(mat->base_color[0] * 0xFF),
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.diff_g = (uchar)(mat->base_color[1] * 0xFF),
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.diff_b = (uchar)(mat->base_color[2] * 0xFF),
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.alpha = (uint)(mat->alpha * 0xFF),
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.ghost = (uchar)is_ghost,
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.metal = (uchar)(mat->metallic * 0xFF),
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.roughness = (uchar)(mat->roughness * 0xFF),
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.ima = mat->ima};
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BLI_assert(sizeof(input) == sizeof(uint) * 4);
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return BLI_ghashutil_uinthash_v4((uint *)&input);
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}
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int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
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{
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/* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */
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int index = 0;
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/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
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index = wpd->shading.light;
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2);
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3);
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4);
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SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 5);
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SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6);
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BLI_assert(index < MAX_COMPOSITE_SHADERS);
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return index;
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}
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int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
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bool is_uniform_color,
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bool is_hair,
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const WORKBENCH_ColorOverride color_override)
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{
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bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
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bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
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!is_uniform_color;
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switch (color_override) {
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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use_textures = true;
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use_vertex_colors = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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use_textures = false;
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use_vertex_colors = true;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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/* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */
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int index = 0;
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SET_FLAG_FROM_TEST(index, is_hair, 1 << 0);
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SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 1);
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SET_FLAG_FROM_TEST(index, OBJECT_ID_PASS_ENABLED(wpd), 1 << 2);
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SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3);
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SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4);
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SET_FLAG_FROM_TEST(index, use_textures, 1 << 5);
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SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 6);
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BLI_assert(index < MAX_PREPASS_SHADERS);
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return index;
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}
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int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
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bool is_uniform_color,
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bool is_hair,
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const WORKBENCH_ColorOverride color_override)
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{
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bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
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bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
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!is_uniform_color;
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switch (color_override) {
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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use_textures = true;
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use_vertex_colors = false;
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is_hair = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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use_textures = false;
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use_vertex_colors = true;
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is_hair = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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/* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */
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int index = 0;
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/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
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index = wpd->shading.light;
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SET_FLAG_FROM_TEST(index, use_textures, 1 << 2);
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SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 3);
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SET_FLAG_FROM_TEST(index, is_hair, 1 << 4);
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/* 1 bits SHADOWS (only facing factor) */
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SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 5);
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SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6);
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BLI_assert(index < MAX_ACCUM_SHADERS);
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return index;
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}
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int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd,
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Image *ima,
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Object *ob,
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bool use_sculpt_pbvh)
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{
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int color_type = wpd->shading.color_type;
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const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
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if ((color_type == V3D_SHADING_TEXTURE_COLOR) &&
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(ima == NULL || use_sculpt_pbvh || (ob->dt < OB_TEXTURE))) {
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color_type = V3D_SHADING_MATERIAL_COLOR;
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}
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if (color_type == V3D_SHADING_VERTEX_COLOR && (me == NULL || me->mloopcol == NULL)) {
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color_type = V3D_SHADING_OBJECT_COLOR;
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}
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switch (workbench_object_color_override_get(ob)) {
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/* Force V3D_SHADING_TEXTURE_COLOR for active object when in texture painting
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* no matter the shading color that the user has chosen, when there is no
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* texture we will render the object with the error color */
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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color_type = ima ? V3D_SHADING_TEXTURE_COLOR : V3D_SHADING_ERROR_COLOR;
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break;
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/* Force V3D_SHADING_VERTEX_COLOR for active object when in vertex painting
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* no matter the shading color that the user has chosen, when there is no
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* vertex color we will render the object with the error color */
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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color_type = V3D_SHADING_VERTEX_COLOR;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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return color_type;
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}
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void workbench_material_get_image_and_mat(
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Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat)
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{
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bNode *node;
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*r_mat = give_current_material(ob, mat_nr);
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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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*r_interp = storage->interpolation;
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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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*r_interp = storage->interpolation;
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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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*r_interp = 0;
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}
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}
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else {
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*r_interp = 0;
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}
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}
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void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
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DRWShadingGroup *grp,
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WORKBENCH_MaterialData *material,
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Object *ob,
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const bool deferred,
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const int interp)
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{
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if (deferred && !workbench_is_matdata_pass_enabled(wpd)) {
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return;
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}
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const bool use_highlight = workbench_is_specular_highlight_enabled(wpd);
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const bool use_texture = (V3D_SHADING_TEXTURE_COLOR == workbench_material_determine_color_type(
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wpd, material->ima, ob, false));
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if (use_texture) {
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GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
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DRW_shgroup_uniform_texture(grp, "image", tex);
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DRW_shgroup_uniform_bool_copy(
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grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL));
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DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
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}
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DRW_shgroup_uniform_vec4(grp, "materialColorAndMetal", material->base_color, 1);
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if (use_highlight) {
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DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1);
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}
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}
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void workbench_material_copy(WORKBENCH_MaterialData *dest_material,
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const WORKBENCH_MaterialData *source_material)
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{
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copy_v3_v3(dest_material->base_color, source_material->base_color);
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dest_material->metallic = source_material->metallic;
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dest_material->roughness = source_material->roughness;
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dest_material->ima = source_material->ima;
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dest_material->iuser = source_material->iuser;
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}
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