* Move the curvature computation to the cavity pass: One can argue it's not the best performance wise (it gets a tiny perf pernalty if it is done alone without the ssao), but it make the code cleaner and reduce considerably the number of shader variation possible. * Lower shader variation to 2^8 instead of 2^12
178 lines
6.1 KiB
C
178 lines
6.1 KiB
C
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#include "workbench_private.h"
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#include "BIF_gl.h"
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#include "BLI_dynstr.h"
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#include "BLI_hash.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, Object *ob, Material *mat, WORKBENCH_MaterialData *data)
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{
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/* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
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int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? V3D_SHADING_MATERIAL_COLOR : wpd->shading.color_type;
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copy_v4_fl4(data->diffuse_color, 0.8f, 0.8f, 0.8f, 1.0f);
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copy_v4_fl4(data->specular_color, 0.05f, 0.05f, 0.05f, 1.0f); /* Dielectric: 5% reflective. */
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data->roughness = 0.5; /* sqrtf(0.25f); */
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if (color_type == V3D_SHADING_SINGLE_COLOR) {
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copy_v3_v3(data->diffuse_color, wpd->shading.single_color);
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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->diffuse_color);
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}
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else {
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/* V3D_SHADING_MATERIAL_COLOR */
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if (mat) {
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if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
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mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic);
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mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic);
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add_v3_fl(data->specular_color, 0.05f * (1.0f - mat->metallic));
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data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */
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}
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else {
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copy_v3_v3(data->diffuse_color, &mat->r);
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}
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}
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}
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}
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char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
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{
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char *str = NULL;
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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_appendf(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_appendf(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_appendf(ds, "#define WB_CAVITY\n");
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}
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if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
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BLI_dynstr_appendf(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_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
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}
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if (FLAT_ENABLED(wpd)) {
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BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_FLAT\n");
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}
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if (MATCAP_ENABLED(wpd)) {
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BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_MATCAP\n");
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}
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if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
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BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
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}
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if (use_textures) {
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BLI_dynstr_appendf(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_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
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}
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if (is_hair) {
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BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n");
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}
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BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_SH_BANDS %d\n", STUDIOLIGHT_SH_BANDS);
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BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_SH_MAX_COMPONENTS %d\n", WORKBENCH_SH_DATA_LEN);
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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 *material_template, bool is_ghost)
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{
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uint input[4];
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uint result;
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float *color = material_template->diffuse_color;
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input[0] = (uint)(color[0] * 512);
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input[1] = (uint)(color[1] * 512);
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input[2] = (uint)(color[2] * 512);
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input[3] = material_template->object_id;
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result = BLI_ghashutil_uinthash_v4_murmur(input);
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color = material_template->specular_color;
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input[0] = (uint)(color[0] * 512);
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input[1] = (uint)(color[1] * 512);
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input[2] = (uint)(color[2] * 512);
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input[3] = (uint)(material_template->roughness * 512);
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result += BLI_ghashutil_uinthash_v4_murmur(input);
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result += BLI_ghashutil_uinthash((uint)is_ghost);
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/* add texture reference */
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if (material_template->ima) {
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result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
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}
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return result;
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}
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int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
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{
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/* NOTE: change MAX_SHADERS accordingly when modifying this function. */
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int index = 0;
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/* 1 bit V3D_SHADING_TEXTURE_COLOR */
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SET_FLAG_FROM_TEST(index, use_textures, 1 << 0);
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/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
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int ligh_flag = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
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SET_FLAG_FROM_TEST(index, wpd->shading.light, ligh_flag << 1);
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/* 3 bits for flags */
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 3);
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 4);
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 5);
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/* 1 bit for hair */
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SET_FLAG_FROM_TEST(index, is_hair, 1 << 6);
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return index;
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}
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int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob)
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{
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int color_type = wpd->shading.color_type;
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if ((color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) || (ob->dt < OB_TEXTURE)) {
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color_type = V3D_SHADING_MATERIAL_COLOR;
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}
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return color_type;
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}
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void workbench_material_shgroup_uniform(
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WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob)
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{
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if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
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GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false, 0.0f);
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DRW_shgroup_uniform_texture(grp, "image", tex);
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}
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else {
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DRW_shgroup_uniform_vec4(grp, "materialDiffuseColor", material->diffuse_color, 1);
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}
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if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
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DRW_shgroup_uniform_vec4(grp, "materialSpecularColor", material->specular_color, 1);
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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, const WORKBENCH_MaterialData *source_material)
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{
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dest_material->object_id = source_material->object_id;
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copy_v4_v4(dest_material->diffuse_color, source_material->diffuse_color);
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copy_v4_v4(dest_material->specular_color, source_material->specular_color);
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dest_material->roughness = source_material->roughness;
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dest_material->ima = source_material->ima;
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}
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