Corrects approximately 36 spelling errors in source variable names. Differential Revision: https://developer.blender.org/D10347 Reviewed by Hans Goudey
438 lines
16 KiB
C
438 lines
16 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 2017, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "ED_gpencil.h"
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#include "ED_view3d.h"
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#include "DNA_gpencil_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_gpencil.h"
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#include "BKE_lib_id.h"
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#include "BKE_object.h"
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#include "BLI_hash.h"
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#include "BLI_link_utils.h"
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#include "BLI_memblock.h"
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#include "gpencil_engine.h"
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#include "draw_cache_impl.h"
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#include "DEG_depsgraph.h"
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/* -------------------------------------------------------------------- */
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/** \name Object
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* \{ */
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GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
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{
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bGPdata *gpd = (bGPdata *)ob->data;
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GPENCIL_tObject *tgp_ob = BLI_memblock_alloc(pd->gp_object_pool);
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tgp_ob->layers.first = tgp_ob->layers.last = NULL;
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tgp_ob->vfx.first = tgp_ob->vfx.last = NULL;
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tgp_ob->camera_z = dot_v3v3(pd->camera_z_axis, ob->obmat[3]);
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tgp_ob->is_drawmode3d = (gpd->draw_mode == GP_DRAWMODE_3D) || pd->draw_depth_only;
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tgp_ob->object_scale = mat4_to_scale(ob->obmat);
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/* Check if any material with holdout flag enabled. */
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tgp_ob->do_mat_holdout = false;
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for (int i = 0; i < ob->totcol; i++) {
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MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(ob, i + 1);
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if (((gp_style != NULL) && (gp_style->flag & GP_MATERIAL_IS_STROKE_HOLDOUT)) ||
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((gp_style->flag & GP_MATERIAL_IS_FILL_HOLDOUT))) {
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tgp_ob->do_mat_holdout = true;
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break;
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}
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}
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/* Find the normal most likely to represent the gpObject. */
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/* TODO: This does not work quite well if you use
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* strokes not aligned with the object axes. Maybe we could try to
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* compute the minimum axis of all strokes. But this would be more
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* computationally heavy and should go into the GPData evaluation. */
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BoundBox *bbox = BKE_object_boundbox_get(ob);
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/* Convert bbox to matrix */
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float mat[4][4], size[3], center[3];
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BKE_boundbox_calc_size_aabb(bbox, size);
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BKE_boundbox_calc_center_aabb(bbox, center);
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unit_m4(mat);
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copy_v3_v3(mat[3], center);
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/* Avoid division by 0.0 later. */
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add_v3_fl(size, 1e-8f);
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rescale_m4(mat, size);
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/* BBox space to World. */
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mul_m4_m4m4(mat, ob->obmat, mat);
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if (DRW_view_is_persp_get(NULL)) {
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/* BBox center to camera vector. */
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sub_v3_v3v3(tgp_ob->plane_normal, pd->camera_pos, mat[3]);
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}
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else {
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copy_v3_v3(tgp_ob->plane_normal, pd->camera_z_axis);
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}
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/* World to BBox space. */
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invert_m4(mat);
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/* Normalize the vector in BBox space. */
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mul_mat3_m4_v3(mat, tgp_ob->plane_normal);
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normalize_v3(tgp_ob->plane_normal);
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transpose_m4(mat);
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/* mat is now a "normal" matrix which will transform
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* BBox space normal to world space. */
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mul_mat3_m4_v3(mat, tgp_ob->plane_normal);
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normalize_v3(tgp_ob->plane_normal);
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/* Define a matrix that will be used to render a triangle to merge the depth of the rendered
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* gpencil object with the rest of the scene. */
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unit_m4(tgp_ob->plane_mat);
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copy_v3_v3(tgp_ob->plane_mat[2], tgp_ob->plane_normal);
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orthogonalize_m4(tgp_ob->plane_mat, 2);
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mul_mat3_m4_v3(ob->obmat, size);
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float radius = len_v3(size);
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mul_m4_v3(ob->obmat, center);
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rescale_m4(tgp_ob->plane_mat, (float[3]){radius, radius, radius});
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copy_v3_v3(tgp_ob->plane_mat[3], center);
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/* Add to corresponding list if is in front. */
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if (ob->dtx & OB_DRAW_IN_FRONT) {
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BLI_LINKS_APPEND(&pd->tobjects_infront, tgp_ob);
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}
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else {
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BLI_LINKS_APPEND(&pd->tobjects, tgp_ob);
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}
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return tgp_ob;
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}
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#define SORT_IMPL_LINKTYPE GPENCIL_tObject
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#define SORT_IMPL_FUNC gpencil_tobject_sort_fn_r
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#include "../../blenlib/intern/list_sort_impl.h"
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#undef SORT_IMPL_FUNC
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#undef SORT_IMPL_LINKTYPE
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static int gpencil_tobject_dist_sort(const void *a, const void *b)
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{
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const GPENCIL_tObject *ob_a = (const GPENCIL_tObject *)a;
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const GPENCIL_tObject *ob_b = (const GPENCIL_tObject *)b;
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/* Reminder, camera_z is negative in front of the camera. */
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if (ob_a->camera_z > ob_b->camera_z) {
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return 1;
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}
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if (ob_a->camera_z < ob_b->camera_z) {
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return -1;
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}
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return 0;
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}
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void gpencil_object_cache_sort(GPENCIL_PrivateData *pd)
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{
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/* Sort object by distance to the camera. */
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if (pd->tobjects.first) {
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pd->tobjects.first = gpencil_tobject_sort_fn_r(pd->tobjects.first, gpencil_tobject_dist_sort);
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/* Relink last pointer. */
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while (pd->tobjects.last->next) {
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pd->tobjects.last = pd->tobjects.last->next;
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}
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}
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if (pd->tobjects_infront.first) {
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pd->tobjects_infront.first = gpencil_tobject_sort_fn_r(pd->tobjects_infront.first,
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gpencil_tobject_dist_sort);
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/* Relink last pointer. */
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while (pd->tobjects_infront.last->next) {
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pd->tobjects_infront.last = pd->tobjects_infront.last->next;
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}
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}
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/* Join both lists, adding in front. */
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if (pd->tobjects_infront.first != NULL) {
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if (pd->tobjects.last != NULL) {
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pd->tobjects.last->next = pd->tobjects_infront.first;
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pd->tobjects.last = pd->tobjects_infront.last;
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}
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else {
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/* Only in front objects. */
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pd->tobjects.first = pd->tobjects_infront.first;
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pd->tobjects.last = pd->tobjects_infront.last;
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}
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Layer
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* \{ */
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static float gpencil_layer_final_opacity_get(const GPENCIL_PrivateData *pd,
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const Object *ob,
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const bGPDlayer *gpl)
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{
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const bool is_obact = ((pd->obact) && (pd->obact == ob));
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const bool is_fade = ((pd->fade_layer_opacity > -1.0f) && (is_obact) &&
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((gpl->flag & GP_LAYER_ACTIVE) == 0));
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/* Defines layer opacity. For active object depends of layer opacity factor, and
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* for no active object, depends if the fade grease pencil objects option is enabled. */
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if (!pd->is_render) {
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if (is_obact && is_fade) {
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return gpl->opacity * pd->fade_layer_opacity;
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}
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if (!is_obact && (pd->fade_gp_object_opacity > -1.0f)) {
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return gpl->opacity * pd->fade_gp_object_opacity;
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}
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}
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return gpl->opacity;
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}
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static void gpencil_layer_final_tint_and_alpha_get(const GPENCIL_PrivateData *pd,
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const bGPdata *gpd,
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const bGPDlayer *gpl,
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const bGPDframe *gpf,
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float r_tint[4],
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float *r_alpha)
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{
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const bool use_onion = (gpf != NULL) && (gpf->runtime.onion_id != 0.0f);
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if (use_onion) {
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const bool use_onion_custom_col = (gpd->onion_flag & GP_ONION_GHOST_PREVCOL) != 0;
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const bool use_onion_fade = (gpd->onion_flag & GP_ONION_FADE) != 0;
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const bool use_next_col = gpf->runtime.onion_id > 0.0f;
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const float *onion_col_custom = (use_onion_custom_col) ?
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(use_next_col ? gpd->gcolor_next : gpd->gcolor_prev) :
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U.gpencil_new_layer_col;
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copy_v4_fl4(r_tint, UNPACK3(onion_col_custom), 1.0f);
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*r_alpha = use_onion_fade ? (1.0f / abs(gpf->runtime.onion_id)) : 0.5f;
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*r_alpha *= gpd->onion_factor;
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*r_alpha = (gpd->onion_factor > 0.0f) ? clamp_f(*r_alpha, 0.1f, 1.0f) :
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clamp_f(*r_alpha, 0.01f, 1.0f);
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}
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else {
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copy_v4_v4(r_tint, gpl->tintcolor);
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if (GPENCIL_SIMPLIFY_TINT(pd->scene)) {
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r_tint[3] = 0.0f;
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}
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*r_alpha = 1.0f;
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}
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*r_alpha *= pd->xray_alpha;
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}
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/* Random color by layer. */
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static void gpencil_layer_random_color_get(const Object *ob,
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const bGPDlayer *gpl,
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float r_color[3])
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{
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const float hsv_saturation = 0.7f;
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const float hsv_value = 0.6f;
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uint ob_hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
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uint gpl_hash = BLI_ghashutil_strhash_p_murmur(gpl->info);
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float hue = BLI_hash_int_01(ob_hash * gpl_hash);
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const float hsv[3] = {hue, hsv_saturation, hsv_value};
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hsv_to_rgb_v(hsv, r_color);
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}
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GPENCIL_tLayer *gpencil_layer_cache_add(GPENCIL_PrivateData *pd,
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const Object *ob,
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const bGPDlayer *gpl,
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const bGPDframe *gpf,
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GPENCIL_tObject *tgp_ob)
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{
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bGPdata *gpd = (bGPdata *)ob->data;
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const bool is_in_front = (ob->dtx & OB_DRAW_IN_FRONT);
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const bool is_screenspace = (gpd->flag & GP_DATA_STROKE_KEEPTHICKNESS) != 0;
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const bool override_vertcol = (pd->v3d_color_type != -1);
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const bool is_vert_col_mode = (pd->v3d_color_type == V3D_SHADING_VERTEX_COLOR) ||
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GPENCIL_VERTEX_MODE(gpd) || pd->is_render;
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bool is_masked = (gpl->flag & GP_LAYER_USE_MASK) && !BLI_listbase_is_empty(&gpl->mask_layers);
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float vert_col_opacity = (override_vertcol) ?
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(is_vert_col_mode ? pd->vertex_paint_opacity : 0.0f) :
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pd->is_render ? gpl->vertex_paint_opacity :
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pd->vertex_paint_opacity;
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/* Negate thickness sign to tag that strokes are in screen space.
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* Convert to world units (by default, 1 meter = 2000 px). */
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float thickness_scale = (is_screenspace) ? -1.0f : (gpd->pixfactor / GPENCIL_PIXEL_FACTOR);
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float layer_opacity = gpencil_layer_final_opacity_get(pd, ob, gpl);
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float layer_tint[4];
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float layer_alpha;
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gpencil_layer_final_tint_and_alpha_get(pd, gpd, gpl, gpf, layer_tint, &layer_alpha);
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/* Create the new layer descriptor. */
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GPENCIL_tLayer *tgp_layer = BLI_memblock_alloc(pd->gp_layer_pool);
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BLI_LINKS_APPEND(&tgp_ob->layers, tgp_layer);
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tgp_layer->layer_id = BLI_findindex(&gpd->layers, gpl);
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tgp_layer->mask_bits = NULL;
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tgp_layer->mask_invert_bits = NULL;
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tgp_layer->blend_ps = NULL;
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/* Masking: Go through mask list and extract valid masks in a bitmap. */
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if (is_masked) {
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bool valid_mask = false;
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/* Warning: only GP_MAX_MASKBITS amount of bits.
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* TODO(fclem): Find a better system without any limitation. */
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tgp_layer->mask_bits = BLI_memblock_alloc(pd->gp_maskbit_pool);
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tgp_layer->mask_invert_bits = BLI_memblock_alloc(pd->gp_maskbit_pool);
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BLI_bitmap_set_all(tgp_layer->mask_bits, false, GP_MAX_MASKBITS);
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LISTBASE_FOREACH (bGPDlayer_Mask *, mask, &gpl->mask_layers) {
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bGPDlayer *gpl_mask = BKE_gpencil_layer_named_get(gpd, mask->name);
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if (gpl_mask && (gpl_mask != gpl) && ((gpl_mask->flag & GP_LAYER_HIDE) == 0) &&
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((mask->flag & GP_MASK_HIDE) == 0)) {
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int index = BLI_findindex(&gpd->layers, gpl_mask);
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if (index < GP_MAX_MASKBITS) {
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const bool invert = (mask->flag & GP_MASK_INVERT) != 0;
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BLI_BITMAP_SET(tgp_layer->mask_bits, index, true);
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BLI_BITMAP_SET(tgp_layer->mask_invert_bits, index, invert);
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valid_mask = true;
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}
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}
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}
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if (valid_mask) {
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pd->use_mask_fb = true;
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}
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else {
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tgp_layer->mask_bits = NULL;
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}
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is_masked = valid_mask;
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}
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/* Blending: Force blending for masked layer. */
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if (is_masked || (gpl->blend_mode != eGplBlendMode_Regular) || (layer_opacity < 1.0f)) {
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL;
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switch (gpl->blend_mode) {
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case eGplBlendMode_Regular:
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state |= DRW_STATE_BLEND_ALPHA_PREMUL;
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break;
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case eGplBlendMode_Add:
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state |= DRW_STATE_BLEND_ADD_FULL;
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break;
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case eGplBlendMode_Subtract:
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state |= DRW_STATE_BLEND_SUB;
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break;
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case eGplBlendMode_Multiply:
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case eGplBlendMode_Divide:
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case eGplBlendMode_HardLight:
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state |= DRW_STATE_BLEND_MUL;
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break;
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}
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if (ELEM(gpl->blend_mode, eGplBlendMode_Subtract, eGplBlendMode_HardLight)) {
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/* For these effect to propagate, we need a signed floating point buffer. */
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pd->use_signed_fb = true;
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}
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tgp_layer->blend_ps = DRW_pass_create("GPencil Blend Layer", state);
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GPUShader *sh = GPENCIL_shader_layer_blend_get();
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DRWShadingGroup *grp = DRW_shgroup_create(sh, tgp_layer->blend_ps);
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DRW_shgroup_uniform_int_copy(grp, "blendMode", gpl->blend_mode);
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DRW_shgroup_uniform_float_copy(grp, "blendOpacity", layer_opacity);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuf", &pd->color_layer_tx);
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DRW_shgroup_uniform_texture_ref(grp, "revealBuf", &pd->reveal_layer_tx);
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DRW_shgroup_uniform_texture_ref(grp, "maskBuf", (is_masked) ? &pd->mask_tx : &pd->dummy_tx);
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DRW_shgroup_stencil_mask(grp, 0xFF);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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if (gpl->blend_mode == eGplBlendMode_HardLight) {
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/* We cannot do custom blending on Multi-Target frame-buffers.
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* Workaround by doing 2 passes. */
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grp = DRW_shgroup_create(sh, tgp_layer->blend_ps);
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DRW_shgroup_state_disable(grp, DRW_STATE_BLEND_MUL);
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DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ADD_FULL);
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DRW_shgroup_uniform_int_copy(grp, "blendMode", 999);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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pd->use_layer_fb = true;
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}
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/* Geometry pass */
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{
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GPUTexture *depth_tex = (is_in_front) ? pd->dummy_tx : pd->scene_depth_tx;
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GPUTexture **mask_tex = (is_masked) ? &pd->mask_tx : &pd->dummy_tx;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND_ALPHA_PREMUL;
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/* For 2D mode, we render all strokes with uniform depth (increasing with stroke id). */
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state |= tgp_ob->is_drawmode3d ? DRW_STATE_DEPTH_LESS_EQUAL : DRW_STATE_DEPTH_GREATER;
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/* Always write stencil. Only used as optimization for blending. */
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state |= DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS;
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tgp_layer->geom_ps = DRW_pass_create("GPencil Layer", state);
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struct GPUShader *sh = GPENCIL_shader_geometry_get();
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DRWShadingGroup *grp = tgp_layer->base_shgrp = DRW_shgroup_create(sh, tgp_layer->geom_ps);
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DRW_shgroup_uniform_texture(grp, "gpSceneDepthTexture", depth_tex);
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DRW_shgroup_uniform_texture_ref(grp, "gpMaskTexture", mask_tex);
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DRW_shgroup_uniform_vec3_copy(grp, "gpNormal", tgp_ob->plane_normal);
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DRW_shgroup_uniform_bool_copy(grp, "strokeOrder3d", tgp_ob->is_drawmode3d);
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DRW_shgroup_uniform_float_copy(grp, "thicknessScale", tgp_ob->object_scale);
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DRW_shgroup_uniform_vec2_copy(grp, "sizeViewportInv", DRW_viewport_invert_size_get());
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DRW_shgroup_uniform_vec2_copy(grp, "sizeViewport", DRW_viewport_size_get());
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DRW_shgroup_uniform_float_copy(grp, "thicknessOffset", (float)gpl->line_change);
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DRW_shgroup_uniform_float_copy(grp, "thicknessWorldScale", thickness_scale);
|
|
DRW_shgroup_uniform_float_copy(grp, "vertexColorOpacity", vert_col_opacity);
|
|
|
|
/* If random color type, need color by layer. */
|
|
float gpl_color[4];
|
|
copy_v4_v4(gpl_color, layer_tint);
|
|
if (pd->v3d_color_type == V3D_SHADING_RANDOM_COLOR) {
|
|
gpencil_layer_random_color_get(ob, gpl, gpl_color);
|
|
gpl_color[3] = 1.0f;
|
|
}
|
|
DRW_shgroup_uniform_vec4_copy(grp, "layerTint", gpl_color);
|
|
|
|
DRW_shgroup_uniform_float_copy(grp, "layerOpacity", layer_alpha);
|
|
DRW_shgroup_stencil_mask(grp, 0xFF);
|
|
}
|
|
|
|
return tgp_layer;
|
|
}
|
|
|
|
GPENCIL_tLayer *gpencil_layer_cache_get(GPENCIL_tObject *tgp_ob, int number)
|
|
{
|
|
if (number >= 0) {
|
|
GPENCIL_tLayer *layer = tgp_ob->layers.first;
|
|
while (layer != NULL) {
|
|
if (layer->layer_id == number) {
|
|
return layer;
|
|
}
|
|
layer = layer->next;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/** \} */
|