T55570: Moved Texture drawtype as to shading popover

the use of the texture drawtype is limited. so who should we have it
this prominent on the screen. By adding it as a shading.color_type
option we should save some screenspace.
This commit is contained in:
Jeroen Bakker 2018-06-21 14:56:00 +02:00
parent 3584810fdd
commit d5552a6d4b
13 changed files with 193 additions and 199 deletions

View File

@ -3646,7 +3646,7 @@ class VIEW3D_PT_shading_lighting(Panel):
view = context.space_data
shading = view.shading
if shading.type in ('SOLID', 'TEXTURED'):
if shading.type == 'SOLID':
layout.row().prop(shading, "light", expand=True)
if shading.light == 'STUDIO':
row = layout.row()
@ -3663,7 +3663,7 @@ class VIEW3D_PT_shading_lighting(Panel):
sub.operator('VIEW3D_OT_toggle_matcap_flip', emboss=False, text="", icon='ARROW_LEFTRIGHT')
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='PREFERENCES')
elif shading.type in ('MATERIAL'):
elif shading.type == 'MATERIAL':
row = layout.row()
row.template_icon_view(shading, "studio_light", show_labels=True)
sub = row.column()
@ -3708,7 +3708,7 @@ class VIEW3D_PT_shading_options(Panel):
def poll(cls, context):
view = context.space_data
shading = view.shading
return shading.type in ['SOLID', 'TEXTURED']
return shading.type == 'SOLID'
def draw(self, context):
layout = self.layout
@ -3720,35 +3720,34 @@ class VIEW3D_PT_shading_options(Panel):
row = layout.row()
row.prop(shading, "show_specular_highlight")
if shading.type in ('SOLID', 'TEXTURED'):
row = layout.split(0.4)
row.prop(shading, "show_xray")
sub = row.row()
sub.active = shading.show_xray
sub.prop(shading, "xray_alpha", text="")
row = layout.split(0.4)
row.prop(shading, "show_xray")
sub = row.row()
sub.active = shading.show_xray
sub.prop(shading, "xray_alpha", text="")
row = layout.split(0.4)
row.active = not shading.show_xray
row.prop(shading, "show_shadows")
sub = row.row()
sub.active = shading.show_shadows and not shading.show_xray
sub.prop(shading, "shadow_intensity", text="")
row = layout.split(0.4)
row.active = not shading.show_xray
row.prop(shading, "show_shadows")
sub = row.row()
sub.active = shading.show_shadows and not shading.show_xray
sub.prop(shading, "shadow_intensity", text="")
row = layout.split(0.4)
row.active = not shading.show_xray
row.prop(shading, "show_cavity")
sub = row.column(align=True)
sub.active = not shading.show_xray and shading.show_cavity
sub.prop(shading, "cavity_ridge_factor")
sub.prop(shading, "cavity_valley_factor")
row = layout.split(0.4)
row.active = not shading.show_xray
row.prop(shading, "show_cavity")
sub = row.column(align=True)
sub.active = not shading.show_xray and shading.show_cavity
sub.prop(shading, "cavity_ridge_factor")
sub.prop(shading, "cavity_valley_factor")
row = layout.split(0.4)
row.prop(shading, "show_object_outline")
sub = row.row()
sub.active = shading.show_object_outline
sub.prop(shading, "object_outline_color", text="")
row = layout.split(0.4)
row.prop(shading, "show_object_outline")
sub = row.row()
sub.active = shading.show_object_outline
sub.prop(shading, "object_outline_color", text="")
layout.prop(view, "show_world")
layout.prop(view, "show_world")
class VIEW3D_PT_overlay(Panel):

View File

@ -1490,5 +1490,22 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
}
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
if (v3d->drawtype == OB_TEXTURE)
{
v3d->drawtype = OB_SOLID;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.color_type = V3D_SHADING_TEXTURE_COLOR;
}
}
}
}
}
}
}

View File

@ -1,4 +1,4 @@
#ifdef OB_TEXTURE
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
#endif
uniform mat4 ProjectionMatrix;
@ -10,7 +10,7 @@ uniform vec4 viewvecs[3];
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
@ -32,12 +32,12 @@ void main()
{
vec4 diffuse_color;
vec3 diffuse_light = vec3(1.0);
#ifdef OB_SOLID
diffuse_color = material_data.diffuse_color;
#endif /* OB_SOLID */
#ifdef OB_TEXTURE
#ifdef V3D_SHADING_TEXTURE_COLOR
diffuse_color = texture(image, uv_interp);
#endif /* OB_TEXTURE */
#else
diffuse_color = material_data.diffuse_color;
#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);

View File

@ -4,7 +4,7 @@ layout(std140) uniform material_block {
MaterialData material_data;
};
#ifdef OB_TEXTURE
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
#endif
@ -12,9 +12,9 @@ uniform sampler2D image;
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif /* OB_TEXTURE */
#endif /* V3D_SHADING_TEXTURE_COLOR */
#ifdef HAIR_SHADER
flat in float hair_rand;
@ -40,17 +40,16 @@ void main()
n = normalize(n);
#endif
#ifdef OB_SOLID
#ifdef V3D_SHADING_TEXTURE_COLOR
diffuseColor = texture(image, uv_interp);
#else
diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0);
# ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
specularColor = vec4(material_data.diffuse_color.rgb, 0.0);
# endif
#endif /* OB_SOLID */
#ifdef OB_TEXTURE
diffuseColor = texture(image, uv_interp);
#endif /* OB_TEXTURE */
# endif
#endif /* V3D_SHADING_TEXTURE_COLOR */
#ifdef HAIR_SHADER
float hair_color_variation = hair_rand * 0.1;
diffuseColor.rgb = clamp(diffuseColor.rgb - hair_color_variation, 0.0, 1.0);

View File

@ -9,7 +9,7 @@ in vec3 pos;
in vec3 nor;
in vec2 uv;
#else /* HAIR_SHADER */
# ifdef OB_TEXTURE
# ifdef V3D_SHADING_TEXTURE_COLOR
uniform samplerBuffer u; /* active texture layer */
# endif
flat out float hair_rand;
@ -19,7 +19,7 @@ flat out float hair_rand;
out vec3 normal_viewport;
#endif
#ifdef OB_TEXTURE
#ifdef V3D_SHADING_TEXTURE_COLOR
out vec2 uv_interp;
#endif
@ -34,7 +34,7 @@ float integer_noise(int n)
void main()
{
#ifdef HAIR_SHADER
# ifdef OB_TEXTURE
# ifdef V3D_SHADING_TEXTURE_COLOR
vec2 uv = hair_get_customdata_vec2(u);
# endif
float time, thick_time, thickness;
@ -55,7 +55,7 @@ void main()
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#endif
#ifdef OB_TEXTURE
#ifdef V3D_SHADING_TEXTURE_COLOR
uv_interp = uv;
#endif

View File

@ -15,7 +15,6 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
View3D *v3d = draw_ctx->v3d;
if (v3d) {
wpd->shading = v3d->shading;
wpd->drawtype = v3d->drawtype;
if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
wpd->studio_light = BKE_studiolight_find(
wpd->shading.matcap, STUDIOLIGHT_ORIENTATION_VIEWNORMAL);
@ -30,7 +29,6 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
wpd->shading.light = V3D_LIGHTING_STUDIO;
wpd->shading.shadow_intensity = 0.5;
copy_v3_fl(wpd->shading.single_color, 0.8f);
wpd->drawtype = OB_SOLID;
wpd->studio_light = BKE_studiolight_find_first(STUDIOLIGHT_INTERNAL);
}
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;

View File

@ -175,17 +175,17 @@ static char *workbench_build_cavity_frag(void)
return str;
}
static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
{
if (e_data.prepass_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_vert = workbench_build_prepass_vert();
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(
prepass_vert, NULL,
prepass_frag, defines);
if (drawtype == OB_SOLID && !is_hair) {
if (!use_textures && !is_hair) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(prepass_vert);
@ -197,15 +197,15 @@ static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int d
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
int index_solid = workbench_material_get_shader_index(wpd, false, false);
int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
int index_texture = workbench_material_get_shader_index(wpd, true, false);
int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
ensure_deferred_shaders(wpd, index_solid, OB_SOLID, false);
ensure_deferred_shaders(wpd, index_solid_hair, OB_SOLID, true);
ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE, false);
ensure_deferred_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
ensure_deferred_shaders(wpd, index_solid, false, false);
ensure_deferred_shaders(wpd, index_solid_hair, false, true);
ensure_deferred_shaders(wpd, index_texture, true, false);
ensure_deferred_shaders(wpd, index_texture_hair, true, true);
wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair];
@ -557,7 +557,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
}
static WORKBENCH_MaterialData *get_or_create_material_data(
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@ -570,7 +570,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.drawtype = drawtype;
material_template.color_type = color_type;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
@ -578,22 +578,16 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(
drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
material->object_id = material_template.object_id;
copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
material->material_data.roughness = material_template.material_data.roughness;
switch (drawtype) {
case OB_SOLID:
break;
case OB_TEXTURE:
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
break;
}
if (color_type == V3D_SHADING_TEXTURE_COLOR)
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
}
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
@ -630,19 +624,11 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
if (draw_as == PART_DRAW_PATH) {
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
int mat_drawtype = OB_SOLID;
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
int color_type = workbench_material_determine_color_type(wpd, image);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
if (wpd->drawtype == OB_TEXTURE) {
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
if (image) {
mat_drawtype = OB_TEXTURE;
}
}
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
struct GPUShader *shader = (mat_drawtype == OB_SOLID)
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
? wpd->prepass_solid_hair_sh
: wpd->prepass_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
@ -682,7 +668,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ELEM(ob->type, OB_MESH)) {
if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
@ -697,12 +683,8 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
int mat_drawtype = OB_SOLID;
if (image) {
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
int color_type = workbench_material_determine_color_type(wpd, image);
material = get_or_create_material_data(vedata, ob, mat, image, color_type);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
is_drawn = true;
@ -712,11 +694,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR)) {
if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
@ -741,7 +723,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}

View File

@ -144,7 +144,7 @@ static void workbench_init_object_data(ObjectEngineData *engine_data)
}
static WORKBENCH_MaterialData *get_or_create_material_data(
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@ -158,7 +158,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.drawtype = drawtype;
material_template.color_type = color_type;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
@ -168,7 +168,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* transparent accum */
grp = DRW_shgroup_create(
drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh,
color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->transparent_accum_texture_sh: wpd->transparent_accum_sh,
psl->transparent_accum_pass);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
@ -178,26 +178,20 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
material->material_data.roughness = material_template.material_data.roughness;
switch (drawtype) {
case OB_SOLID:
{
if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
}
if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
break;
}
case OB_TEXTURE:
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f);
DRW_shgroup_uniform_texture(grp, "image", tex);
break;
}
if (color_type == V3D_SHADING_TEXTURE_COLOR)
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f);
DRW_shgroup_uniform_texture(grp, "image", tex);
}
if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
}
if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
DRW_shgroup_uniform_block(grp, "material_block", material->material_ubo);
material->shgrp = grp;
@ -211,10 +205,10 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
return material;
}
static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
{
if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID && !is_hair) {
char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
if (e_data.composite_sh_cache[index] == NULL && !use_textures && !is_hair) {
char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *composite_frag = workbench_build_forward_composite_frag();
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
MEM_freeN(composite_frag);
@ -222,7 +216,7 @@ static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int dr
}
if (e_data.transparent_accum_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *transparent_accum_vert = workbench_build_forward_vert();
char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
e_data.transparent_accum_sh_cache[index] = DRW_shader_create(
@ -236,15 +230,15 @@ static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int dr
static void select_forward_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
int index_solid = workbench_material_get_shader_index(wpd, false, false);
int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
int index_texture = workbench_material_get_shader_index(wpd, true, false);
int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
ensure_forward_shaders(wpd, index_solid, OB_SOLID, false);
ensure_forward_shaders(wpd, index_solid_hair, OB_SOLID, true);
ensure_forward_shaders(wpd, index_texture, OB_TEXTURE, false);
ensure_forward_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
ensure_forward_shaders(wpd, index_solid, false, false);
ensure_forward_shaders(wpd, index_solid_hair, false, true);
ensure_forward_shaders(wpd, index_texture, true, false);
ensure_forward_shaders(wpd, index_texture_hair, true, true);
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid];
@ -399,19 +393,11 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
if (draw_as == PART_DRAW_PATH) {
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
int mat_drawtype = OB_SOLID;
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
int color_type = workbench_material_determine_color_type(wpd, image);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
if (wpd->drawtype == OB_TEXTURE) {
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
if (image) {
mat_drawtype = OB_TEXTURE;
}
}
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
struct GPUShader *shader = (mat_drawtype == OB_SOLID)
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
? wpd->transparent_accum_hair_sh
: wpd->transparent_accum_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
@ -461,14 +447,14 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
return;
}
WORKBENCH_MaterialData *material;
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
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;
bool is_drawn = false;
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ELEM(ob->type, OB_MESH)) {
if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
@ -484,11 +470,16 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
int mat_drawtype = OB_SOLID;
if (image) {
mat_drawtype = OB_TEXTURE;
int color_type = wpd->shading.color_type;
if (color_type == V3D_SHADING_TEXTURE_COLOR) {
/* use OB_SOLID when no texture could be determined */
if (image == NULL) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
material = get_or_create_material_data(vedata, ob, mat, image, color_type);
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@ -499,10 +490,11 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR)) {
if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
@ -529,7 +521,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);

View File

@ -9,8 +9,8 @@
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data)
{
/* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
/* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR? V3D_SHADING_MATERIAL_COLOR: wpd->shading.color_type;
static float default_diffuse_color[] = {0.8f, 0.8f, 0.8f, 1.0f};
static float default_specular_color[] = {0.5f, 0.5f, 0.5f, 0.5f};
copy_v4_v4(data->material_data.diffuse_color, default_diffuse_color);
@ -40,7 +40,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Mate
}
}
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair)
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
{
char *str = NULL;
@ -79,15 +79,9 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype,
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
}
switch (drawtype) {
case OB_SOLID:
BLI_dynstr_appendf(ds, "#define OB_SOLID\n");
break;
case OB_TEXTURE:
BLI_dynstr_appendf(ds, "#define OB_TEXTURE\n");
break;
if (use_textures) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
}
if (NORMAL_ENCODING_ENABLED()) {
BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
}
@ -129,19 +123,19 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
input[3] = (uint)(material_template->material_data.roughness * 512);
result += BLI_ghashutil_uinthash_v4_murmur(input);
if (material_template->drawtype == OB_TEXTURE) {
if (material_template->color_type == V3D_SHADING_TEXTURE_COLOR) {
/* add texture reference */
result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
}
return result;
}
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair)
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
{
/* NOTE: change MAX_SHADERS accordingly when modifying this function. */
int index = 0;
/* 1 bit OB_SOLID and OB_TEXTURE */
SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1 << 0);
/* 1 bit V3D_SHADING_TEXTURE_COLOR */
SET_FLAG_FROM_TEST(index, use_textures, 1 << 0);
/* 2 bits FLAT/STUDIO/MATCAP/SCENE */
SET_FLAG_FROM_TEST(index, wpd->shading.light, wpd->shading.light << 1);
/* 1 bit V3D_SHADING_SPECULAR_HIGHLIGHT */
@ -171,3 +165,13 @@ void workbench_material_set_normal_world_matrix(
DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", persistent_matrix);
}
}
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima)
{
int color_type = wpd->shading.color_type;
if (color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL)
{
color_type = V3D_SHADING_MATERIAL_COLOR;
}
return color_type;
}

View File

@ -41,11 +41,10 @@
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_SHADERS (1 << 10)
#define OB_SOLID_ENABLED(wpd) (wpd->drawtype & OB_SOLID)
#define OB_TEXTURE_ENABLED(wpd) (wpd->drawtype & OB_TEXTURE)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->color_type & V3D_SHADING_TEXTURE_COLOR)
#define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT)
#define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP && OB_SOLID_ENABLED(wpd))
#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)
#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD))
#define STUDIOLIGHT_ORIENTATION_CAMERA_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_CAMERA))
#define STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL))
@ -57,6 +56,8 @@
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || CAVITY_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->color_type & V3D_SHADING_TEXTURE_COLOR)
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
@ -147,7 +148,7 @@ typedef struct WORKBENCH_PrivateData {
View3DShading shading;
StudioLight *studio_light;
UserDef *user_preferences;
int drawtype;
int color_type;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
@ -176,7 +177,7 @@ typedef struct WORKBENCH_MaterialData {
struct GPUUniformBuffer *material_ubo;
int object_id;
int drawtype;
int color_type;
Image *ima;
/* Linked shgroup for drawing */
@ -228,10 +229,11 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* workbench_materials.c */
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair);
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_set_normal_world_matrix(
DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);

View File

@ -1024,7 +1024,6 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
break;
case OB_SOLID:
case OB_TEXTURE:
if (shading_flags & V3D_SHADING_XRAY) {
use_drw_engine(&draw_engine_workbench_transparent);
}

View File

@ -355,11 +355,12 @@ enum {
V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
};
/* View3DShading->single_color_type */
/* View3DShading->color_type */
enum {
V3D_SHADING_MATERIAL_COLOR = 0,
V3D_SHADING_RANDOM_COLOR = 1,
V3D_SHADING_SINGLE_COLOR = 2,
V3D_SHADING_TEXTURE_COLOR = 3,
};
/* View3DOverlay->flag */

View File

@ -237,11 +237,9 @@ static const EnumPropertyItem autosnap_items[] = {
#endif
const EnumPropertyItem rna_enum_shading_type_items[] = {
{OB_WIRE, "WIREFRAME", ICON_WIRE, "Wireframe", "Display the object as wire edges"},
{OB_SOLID, "SOLID", ICON_SOLID, "Single Color", "Display the object or material in a single color"},
{OB_TEXTURE, "TEXTURED", ICON_POTATO, "Texture", "Display the object solid, with a texture"},
{OB_MATERIAL, "MATERIAL", ICON_MATERIAL_DATA, "Material", "Display objects solid, with GLSL material"},
{OB_RENDER, "RENDERED", ICON_SMOOTH, "Rendered", "Display render preview"},
{OB_SOLID, "SOLID", ICON_SOLID, "Solid", "Display in solid mode"},
{OB_MATERIAL, "MATERIAL", ICON_MATERIAL_DATA, "LookDev", "Display in LookDev mode"},
{OB_RENDER, "RENDERED", ICON_SMOOTH, "Rendered", "Display render preview"},
{0, NULL, 0, NULL, NULL}
};
@ -252,6 +250,15 @@ const EnumPropertyItem rna_enum_viewport_lighting_items[] = {
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem rna_enum_shading_color_type_items[] = {
{V3D_SHADING_SINGLE_COLOR, "SOLID", 0, "Single", "Show scene in a single color"},
{V3D_SHADING_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show material color"},
{V3D_SHADING_RANDOM_COLOR, "RANDOM", 0, "Random", "Show random object color"},
{V3D_SHADING_TEXTURE_COLOR, "TEXTURE", 0, "Texture", "Show texture"},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem rna_enum_studio_light_items[] = {
{0, "DEFAULT", 0, "Default", ""},
{0, NULL, 0, NULL, NULL}
@ -692,9 +699,6 @@ static void rna_3DViewShading_type_set(PointerRNA *ptr, int value)
if (value != v3d->drawtype && value == OB_RENDER) {
v3d->prev_drawtype = v3d->drawtype;
}
if (value == OB_TEXTURE && v3d->shading.light == V3D_LIGHTING_MATCAP) {
v3d->shading.light = V3D_LIGHTING_STUDIO;
}
v3d->drawtype = value;
}
@ -710,7 +714,6 @@ static const EnumPropertyItem *rna_3DViewShading_type_itemf(
int totitem = 0;
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_SOLID);
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_TEXTURE);
if (BKE_scene_uses_blender_eevee(scene)) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_MATERIAL);
@ -753,10 +756,13 @@ static int rna_View3DShading_light_get(PointerRNA *ptr)
static void rna_View3DShading_light_set(PointerRNA *ptr, int value)
{
View3D *v3d = (View3D *)ptr->data;
if (value == V3D_LIGHTING_MATCAP && v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
v3d->shading.color_type = V3D_SHADING_MATERIAL_COLOR;
}
v3d->shading.light = value;
}
static const EnumPropertyItem *rna_View3DShading_light_itemf(
static const EnumPropertyItem *rna_View3DShading_color_type_itemf(
bContext *UNUSED(C), PointerRNA *ptr,
PropertyRNA *UNUSED(prop), bool *r_free)
{
@ -765,14 +771,15 @@ static const EnumPropertyItem *rna_View3DShading_light_itemf(
int totitem = 0;
EnumPropertyItem *item = NULL;
if (v3d->drawtype == OB_SOLID || v3d->drawtype == OB_TEXTURE) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_lighting_items, V3D_LIGHTING_FLAT);
RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_lighting_items, V3D_LIGHTING_STUDIO);
if (v3d->drawtype == OB_SOLID) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_SINGLE_COLOR);
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_MATERIAL_COLOR);
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_RANDOM_COLOR);
if (v3d->shading.light != V3D_LIGHTING_MATCAP) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_TEXTURE_COLOR);
}
}
if (v3d->drawtype == OB_SOLID) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_viewport_lighting_items, V3D_LIGHTING_MATCAP);
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
@ -2367,13 +2374,6 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
StructRNA *srna;
PropertyRNA *prop;
static const EnumPropertyItem color_type_items[] = {
{V3D_SHADING_SINGLE_COLOR, "SINGLE", 0, "Single", "Show scene in a single color"},
{V3D_SHADING_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show material color"},
{V3D_SHADING_RANDOM_COLOR, "RANDOM", 0, "Random", "Show random object color"},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "View3DShading", NULL);
RNA_def_struct_sdna(srna, "View3D");
RNA_def_struct_nested(brna, srna, "SpaceView3D");
@ -2391,7 +2391,7 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "light", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "shading.light");
RNA_def_property_enum_items(prop, rna_enum_viewport_lighting_items);
RNA_def_property_enum_funcs(prop, "rna_View3DShading_light_get", "rna_View3DShading_light_set", "rna_View3DShading_light_itemf");
RNA_def_property_enum_funcs(prop, "rna_View3DShading_light_get", "rna_View3DShading_light_set", NULL);
RNA_def_property_ui_text(prop, "Lighting", "Lighting Method for Solid/Texture Viewport Shading");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
@ -2450,7 +2450,8 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "color_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "shading.color_type");
RNA_def_property_enum_items(prop, color_type_items);
RNA_def_property_enum_items(prop, rna_enum_shading_color_type_items);
RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_View3DShading_color_type_itemf");
RNA_def_property_ui_text(prop, "Color", "Color Type");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);