These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
201 lines
6.0 KiB
C++
201 lines
6.0 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 2016, 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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#ifndef __DRAW_COMMON_H__
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#define __DRAW_COMMON_H__
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struct DRWPass;
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struct DRWShadingGroup;
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struct GPUMaterial;
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struct ModifierData;
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struct Object;
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struct ParticleSystem;
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struct ViewLayer;
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#define UBO_FIRST_COLOR colorWire
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#define UBO_LAST_COLOR colorFaceFront
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/* Used as ubo but colors can be directly referenced as well */
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/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
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/* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */
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typedef struct GlobalsUboStorage {
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/* UBOs data needs to be 16 byte aligned (size of vec4) */
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float colorWire[4];
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float colorWireEdit[4];
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float colorActive[4];
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float colorSelect[4];
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float colorDupliSelect[4];
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float colorDupli[4];
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float colorLibrarySelect[4];
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float colorLibrary[4];
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float colorTransform[4];
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float colorLight[4];
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float colorSpeaker[4];
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float colorCamera[4];
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float colorCameraPath[4];
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float colorEmpty[4];
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float colorVertex[4];
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float colorVertexSelect[4];
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float colorVertexUnreferenced[4];
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float colorVertexMissingData[4];
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float colorEditMeshActive[4];
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float colorEdgeSelect[4];
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float colorEdgeSeam[4];
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float colorEdgeSharp[4];
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float colorEdgeCrease[4];
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float colorEdgeBWeight[4];
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float colorEdgeFaceSelect[4];
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float colorEdgeFreestyle[4];
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float colorFace[4];
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float colorFaceSelect[4];
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float colorFaceFreestyle[4];
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float colorGpencilVertex[4];
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float colorGpencilVertexSelect[4];
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float colorNormal[4];
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float colorVNormal[4];
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float colorLNormal[4];
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float colorFaceDot[4];
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float colorSkinRoot[4];
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float colorDeselect[4];
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float colorOutline[4];
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float colorLightNoAlpha[4];
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float colorBackground[4];
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float colorBackgroundGradient[4];
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float colorCheckerPrimary[4];
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float colorCheckerSecondary[4];
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float colorClippingBorder[4];
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float colorEditMeshMiddle[4];
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float colorHandleFree[4];
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float colorHandleAuto[4];
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float colorHandleVect[4];
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float colorHandleAlign[4];
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float colorHandleAutoclamp[4];
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float colorHandleSelFree[4];
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float colorHandleSelAuto[4];
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float colorHandleSelVect[4];
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float colorHandleSelAlign[4];
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float colorHandleSelAutoclamp[4];
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float colorNurbUline[4];
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float colorNurbVline[4];
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float colorNurbSelUline[4];
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float colorNurbSelVline[4];
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float colorActiveSpline[4];
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float colorBonePose[4];
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float colorBonePoseActive[4];
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float colorBonePoseActiveUnsel[4];
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float colorBonePoseConstraint[4];
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float colorBonePoseIK[4];
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float colorBonePoseSplineIK[4];
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float colorBonePoseTarget[4];
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float colorBoneSolid[4];
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float colorBoneLocked[4];
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float colorBoneActive[4];
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float colorBoneActiveUnsel[4];
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float colorBoneSelect[4];
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float colorBoneIKLine[4];
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float colorBoneIKLineNoTarget[4];
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float colorBoneIKLineSpline[4];
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float colorText[4];
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float colorTextHi[4];
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float colorBundleSolid[4];
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float colorMballRadius[4];
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float colorMballRadiusSelect[4];
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float colorMballStiffness[4];
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float colorMballStiffnessSelect[4];
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float colorCurrentFrame[4];
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float colorGrid[4];
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float colorGridEmphasise[4];
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float colorGridAxisX[4];
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float colorGridAxisY[4];
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float colorGridAxisZ[4];
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float colorFaceBack[4];
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float colorFaceFront[4];
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/* NOTE! Put all color before UBO_LAST_COLOR */
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float screenVecs[2][4]; /* padded as vec4 */
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float sizeViewport[2], sizeViewportInv[2]; /* packed as vec4 in glsl */
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/* Pack individual float at the end of the buffer to avoid alignment errors */
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float sizePixel, pixelFac;
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float sizeObjectCenter, sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
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float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
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float sizeChecker;
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float pad_globalsBlock;
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} GlobalsUboStorage;
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/* Keep in sync with globalsBlock in shaders */
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BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
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void DRW_globals_update(void);
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void DRW_globals_free(void);
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struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view,
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const RegionView3D *rv3d,
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float offset);
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int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color);
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float *DRW_color_background_blend_get(int theme_id);
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bool DRW_object_is_flat(Object *ob, int *r_axis);
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bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
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/* draw_hair.c */
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/* This creates a shading group with display hairs.
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* The draw call is already added by this function, just add additional uniforms. */
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struct DRWShadingGroup *DRW_shgroup_hair_create_sub(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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struct DRWShadingGroup *shgrp);
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void DRW_hair_init(void);
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void DRW_hair_update(void);
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void DRW_hair_free(void);
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/* draw_common.c */
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struct DRW_Global {
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/** If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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GlobalsUboStorage block;
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/** Define "globalsBlock" uniform for 'block'. */
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struct GPUUniformBuffer *block_ubo;
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struct GPUTexture *ramp;
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struct GPUTexture *weight_ramp;
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struct GPUUniformBuffer *view_ubo;
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};
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extern struct DRW_Global G_draw;
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#endif /* __DRAW_COMMON_H__ */
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