Workbench: Checkboard pattern for supporting objects

This commit is contained in:
Jeroen Bakker 2018-05-23 15:22:16 +02:00
parent 1c572b7412
commit 6afccf6348
4 changed files with 34 additions and 28 deletions

View File

@ -213,6 +213,7 @@ data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.glsl SRC)

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@ -0,0 +1,10 @@
void main()
{
vec2 p= vec2(floor(gl_FragCoord.x), floor(gl_FragCoord.y));
vec2 test = mod(p, 2.0);
if (mod(test.x + test.y, 2.0)==0.0) {
discard;
} else {
gl_FragDepth = 1.0;
}
}

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@ -52,8 +52,8 @@ static struct {
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
struct GPUShader *object_outline_sh;
struct GPUShader *depth_sh;
struct GPUShader *checker_depth_sh;
struct GPUTexture *depth_tx; /* ref only, not alloced */
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
@ -67,6 +67,7 @@ extern char datatoc_workbench_forward_depth_frag_glsl[];
extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
extern char datatoc_workbench_object_outline_lib_glsl[];
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
@ -168,9 +169,9 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
material->shgrp = grp;
/* Depth */
material->shgrp_depth = DRW_shgroup_create(e_data.object_outline_sh, psl->object_outline_pass);
material->shgrp_object_outline = DRW_shgroup_create(e_data.object_outline_sh, psl->object_outline_pass);
material->object_id = engine_object_data->object_id;
DRW_shgroup_uniform_int(material->shgrp_depth, "object_id", &material->object_id, 1);
DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
return material;
@ -215,6 +216,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp;
if (!stl->g_data) {
@ -234,6 +236,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
char *forward_depth_frag = workbench_build_forward_depth_frag();
e_data.object_outline_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
e_data.depth_sh = DRW_shader_create_3D_depth_only();
e_data.checker_depth_sh = DRW_shader_create_fullscreen(datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
MEM_freeN(forward_depth_frag);
MEM_freeN(defines);
}
@ -242,12 +245,11 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_transparent);
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
e_data.transparent_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
GPU_ATTACHMENT_TEXTURE(e_data.depth_tx),
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
@ -276,12 +278,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->object_outline_pass = DRW_pass_create("Object Outline Pass", state);
}
/* Depth Active */
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth Active", state);
wpd->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Composite */
{
int state = DRW_STATE_WRITE_COLOR;
@ -294,6 +290,13 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
/* Checker Depth */
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS;
psl->checker_depth_pass = DRW_pass_create("Checker Depth", state);
grp = DRW_shgroup_create(e_data.checker_depth_sh, psl->checker_depth_pass);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
void workbench_forward_engine_free()
@ -303,6 +306,7 @@ void workbench_forward_engine_free()
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
}
void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
@ -331,6 +335,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
DRW_shgroup_call_add(material->shgrp_object_outline, geom, mat);
DRW_shgroup_call_add(material->shgrp, geom, mat);
}
}
@ -351,7 +356,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
const bool is_edit_mode = is_active && (draw_ctx->object_mode & OB_MODE_EDIT) != 0;
bool is_drawn = false;
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
@ -372,7 +376,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
DRW_shgroup_call_object_add(material->shgrp_depth, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
is_drawn = true;
@ -387,11 +391,11 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_depth, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(material->shgrp_depth, geom, ob);
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob);
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
}
@ -408,21 +412,12 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
DRW_shgroup_call_object_add(material->shgrp_depth, mat_geom[i], ob);
DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
}
}
}
/* Is edit mode and active the update the Depth buffer */
if (is_edit_mode) {
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call_object_add(wpd->depth_shgrp, geom, ob);
}
}
}
}
@ -464,9 +459,8 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_transform_to_display(e_data.composite_buffer_tx);
/* Active Object Depth */
GPU_framebuffer_bind(dfbl->depth_only_fb);
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->checker_depth_pass);
workbench_private_data_free(wpd);
}

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@ -74,6 +74,7 @@ typedef struct WORKBENCH_PassList {
struct DRWPass *transparent_accum_pass;
struct DRWPass *object_outline_pass;
struct DRWPass *depth_pass;
struct DRWPass *checker_depth_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
@ -124,7 +125,7 @@ typedef struct WORKBENCH_MaterialData {
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
/* forward rendering */
DRWShadingGroup *shgrp_depth;
DRWShadingGroup *shgrp_object_outline;
} WORKBENCH_MaterialData;
typedef struct WORKBENCH_ObjectData {