2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 * Copyright 2016, Blender Foundation.
19 /** \file workbench_forward.c
20 * \ingroup draw_engine
23 #include "workbench_private.h"
27 #include "BLI_alloca.h"
28 #include "BLI_dynstr.h"
29 #include "BLI_string_utils.h"
30 #include "BLI_utildefines.h"
32 #include "BKE_particle.h"
33 #include "BKE_modifier.h"
34 #include "BKE_object.h"
36 #include "DNA_image_types.h"
37 #include "DNA_mesh_types.h"
38 #include "DNA_modifier_types.h"
39 #include "DNA_node_types.h"
42 #include "GPU_shader.h"
43 #include "GPU_texture.h"
46 /* *********** STATIC *********** */
48 struct GPUShader *composite_sh_cache[2];
49 struct GPUShader *transparent_accum_sh_cache[MAX_ACCUM_SHADERS];
50 struct GPUShader *object_outline_sh;
51 struct GPUShader *object_outline_texture_sh;
52 struct GPUShader *object_outline_hair_sh;
53 struct GPUShader *checker_depth_sh;
55 struct GPUTexture *object_id_tx; /* ref only, not alloced */
56 struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
57 struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
58 struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
64 extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
65 extern char datatoc_common_hair_lib_glsl[];
67 extern char datatoc_workbench_forward_composite_frag_glsl[];
68 extern char datatoc_workbench_forward_depth_frag_glsl[];
69 extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
70 extern char datatoc_workbench_data_lib_glsl[];
71 extern char datatoc_workbench_background_lib_glsl[];
72 extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
73 extern char datatoc_workbench_object_outline_lib_glsl[];
74 extern char datatoc_workbench_curvature_lib_glsl[];
75 extern char datatoc_workbench_prepass_vert_glsl[];
76 extern char datatoc_workbench_common_lib_glsl[];
77 extern char datatoc_workbench_world_light_lib_glsl[];
79 /* static functions */
80 static char *workbench_build_forward_vert(bool is_hair)
84 return BLI_string_joinN(
85 datatoc_gpu_shader_cfg_world_clip_lib_glsl,
86 datatoc_workbench_prepass_vert_glsl);
89 DynStr *ds = BLI_dynstr_new();
91 BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl);
92 BLI_dynstr_append(ds, datatoc_gpu_shader_cfg_world_clip_lib_glsl);
93 BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl);
95 str = BLI_dynstr_get_cstring(ds);
100 static char *workbench_build_forward_transparent_accum_frag(void)
104 DynStr *ds = BLI_dynstr_new();
106 BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
107 BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
108 BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
109 BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_accum_frag_glsl);
111 str = BLI_dynstr_get_cstring(ds);
116 static char *workbench_build_forward_composite_frag(void)
120 DynStr *ds = BLI_dynstr_new();
122 BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
123 BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
124 BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
125 BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
126 BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl);
127 BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl);
129 str = BLI_dynstr_get_cstring(ds);
134 static void workbench_init_object_data(DrawData *dd)
136 WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd;
137 data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
140 WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
141 WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int interp)
143 WORKBENCH_StorageList *stl = vedata->stl;
144 WORKBENCH_PassList *psl = vedata->psl;
145 WORKBENCH_PrivateData *wpd = stl->g_data;
146 WORKBENCH_MaterialData *material;
147 WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
148 &ob->id, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
149 WORKBENCH_MaterialData material_template;
150 DRWShadingGroup *grp;
153 workbench_material_update_data(wpd, ob, mat, &material_template);
154 material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
155 material_template.color_type = color_type;
156 material_template.ima = ima;
157 material_template.interp = interp;
158 uint hash = workbench_material_get_hash(&material_template, false);
160 material = BLI_ghash_lookup(wpd->material_transp_hash, POINTER_FROM_UINT(hash));
161 if (material == NULL) {
162 material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
164 /* transparent accum */
165 grp = DRW_shgroup_create(
166 color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->transparent_accum_texture_sh: wpd->transparent_accum_sh,
167 psl->transparent_accum_pass);
168 DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
169 DRW_shgroup_uniform_float_copy(grp, "alpha", wpd->shading.xray_alpha);
170 DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
171 workbench_material_copy(material, &material_template);
172 if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
173 BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
174 DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture );
176 if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
177 DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
179 if (SHADOW_ENABLED(wpd)) {
180 DRW_shgroup_uniform_float_copy(grp, "shadowMultiplier", wpd->shadow_multiplier);
181 DRW_shgroup_uniform_float_copy(grp, "shadowShift", wpd->shadow_shift);
182 DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
185 workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp);
186 material->shgrp = grp;
189 if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
190 material->shgrp_object_outline = DRW_shgroup_create(
191 e_data.object_outline_texture_sh, psl->object_outline_pass);
192 GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false, 0.0f);
193 DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
196 material->shgrp_object_outline = DRW_shgroup_create(
197 e_data.object_outline_sh, psl->object_outline_pass);
199 material->object_id = engine_object_data->object_id;
200 DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1);
201 if (wpd->world_clip_planes) {
202 const DRWContextState *draw_ctx = DRW_context_state_get();
203 RegionView3D *rv3d = draw_ctx->rv3d;
204 DRW_shgroup_world_clip_planes_from_rv3d(material->shgrp_object_outline, rv3d);
206 BLI_ghash_insert(wpd->material_transp_hash, POINTER_FROM_UINT(hash), material);
211 static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
213 int index = workbench_material_get_accum_shader_index(wpd, use_textures, is_hair);
214 if (e_data.transparent_accum_sh_cache[index] == NULL) {
215 char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
216 char *transparent_accum_vert = workbench_build_forward_vert(is_hair);
217 char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
218 e_data.transparent_accum_sh_cache[index] = DRW_shader_create(
219 transparent_accum_vert, NULL,
220 transparent_accum_frag, defines);
221 MEM_freeN(transparent_accum_vert);
222 MEM_freeN(transparent_accum_frag);
225 return e_data.transparent_accum_sh_cache[index];
228 static GPUShader *ensure_forward_composite_shaders(WORKBENCH_PrivateData *wpd)
230 int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0;
231 if (e_data.composite_sh_cache[index] == NULL) {
232 char *defines = workbench_material_build_defines(wpd, false, false);
233 char *composite_frag = workbench_build_forward_composite_frag();
234 e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
235 MEM_freeN(composite_frag);
238 return e_data.composite_sh_cache[index];
241 void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd)
243 wpd->composite_sh = ensure_forward_composite_shaders(wpd);
244 wpd->transparent_accum_sh = ensure_forward_accum_shaders(wpd, false, false);
245 wpd->transparent_accum_hair_sh = ensure_forward_accum_shaders(wpd, false, true);
246 wpd->transparent_accum_texture_sh = ensure_forward_accum_shaders(wpd, true, false);
247 wpd->transparent_accum_texture_hair_sh = ensure_forward_accum_shaders(wpd, true, true);
250 void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd)
252 if (e_data.object_outline_sh == NULL) {
253 char *defines = workbench_material_build_defines(wpd, false, false);
254 char *defines_texture = workbench_material_build_defines(wpd, true, false);
255 char *defines_hair = workbench_material_build_defines(wpd, false, true);
256 char *forward_vert = workbench_build_forward_vert(false);
257 char *forward_hair_vert = workbench_build_forward_vert(true);
259 e_data.object_outline_sh = DRW_shader_create(
261 datatoc_workbench_forward_depth_frag_glsl, defines);
262 e_data.object_outline_texture_sh = DRW_shader_create(
264 datatoc_workbench_forward_depth_frag_glsl, defines_texture);
265 e_data.object_outline_hair_sh = DRW_shader_create(
266 forward_hair_vert, NULL,
267 datatoc_workbench_forward_depth_frag_glsl, defines_hair);
269 MEM_freeN(forward_hair_vert);
270 MEM_freeN(forward_vert);
272 MEM_freeN(defines_texture);
273 MEM_freeN(defines_hair);
277 /* public functions */
278 void workbench_forward_engine_init(WORKBENCH_Data *vedata)
280 WORKBENCH_FramebufferList *fbl = vedata->fbl;
281 WORKBENCH_PassList *psl = vedata->psl;
282 WORKBENCH_StorageList *stl = vedata->stl;
283 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
284 const DRWContextState *draw_ctx = DRW_context_state_get();
285 DRWShadingGroup *grp;
288 /* Alloc transient pointers */
289 stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
292 stl->effects = MEM_callocN(sizeof(*stl->effects), __func__);
293 workbench_effect_info_init(stl->effects);
295 WORKBENCH_PrivateData *wpd = stl->g_data;
296 workbench_private_data_init(wpd);
297 float light_direction[3];
298 workbench_private_data_get_light_direction(wpd, light_direction);
300 if (!e_data.checker_depth_sh) {
301 workbench_forward_outline_shaders_ensure(wpd);
303 e_data.checker_depth_sh = DRW_shader_create_fullscreen(
304 datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
306 workbench_volume_engine_init();
307 workbench_fxaa_engine_init();
308 workbench_taa_engine_init(vedata);
310 workbench_forward_choose_shaders(wpd);
312 const float *viewport_size = DRW_viewport_size_get();
313 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
315 e_data.object_id_tx = DRW_texture_pool_query_2D(
316 size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
317 e_data.transparent_accum_tx = DRW_texture_pool_query_2D(
318 size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
319 e_data.transparent_revealage_tx = DRW_texture_pool_query_2D(
320 size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent);
321 e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
322 size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_transparent);
324 GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
325 GPU_ATTACHMENT_TEXTURE(dtxl->depth),
326 GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
328 GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
330 GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
331 GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx),
333 GPU_framebuffer_ensure_config(&fbl->composite_fb, {
335 GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
337 GPU_framebuffer_ensure_config(&fbl->effect_fb, {
339 GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
342 workbench_volume_cache_init(vedata);
343 const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
344 const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
346 /* Transparency Accum */
348 int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | cull_state;
349 psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
353 int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state;
354 psl->object_outline_pass = DRW_pass_create("Object Outline Pass", state);
358 int state = DRW_STATE_WRITE_COLOR;
359 psl->composite_pass = DRW_pass_create("Composite", state);
361 grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
362 if (OBJECT_ID_PASS_ENABLED(wpd)) {
363 DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
365 DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
366 DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_tx);
367 DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
368 DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
369 DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
372 /* TODO(campbell): displays but masks geometry, only use with wire for now. */
373 if ((wpd->shading.type == OB_WIRE) &&
374 (draw_ctx->rv3d && (draw_ctx->rv3d->rflag & RV3D_CLIPPING) && draw_ctx->rv3d->clipbb))
376 psl->background_pass = DRW_pass_create(
377 "Background", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
378 GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND);
379 grp = DRW_shgroup_create(shader, psl->background_pass);
380 wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d);
381 DRW_shgroup_call_add(grp, wpd->world_clip_planes_batch, NULL);
382 DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1);
386 workbench_aa_create_pass(vedata, &e_data.transparent_accum_tx);
391 static float noise_offset = 0.0f;
392 float blend_threshold = 0.0f;
394 if (DRW_state_is_image_render()) {
395 /* TODO: Should be based on the number of samples used for render. */
396 noise_offset = fmodf(noise_offset + 1.0f / 8.0f, 1.0f);
399 if (wpd->shading.flag & XRAY_FLAG(wpd)) {
400 blend_threshold = 1.0f - XRAY_ALPHA(wpd) * 0.9f;
403 if (wpd->shading.type == OB_WIRE) {
404 wpd->shading.xray_alpha = 0.0f;
405 wpd->shading.xray_alpha_wire = 0.0f;
408 int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS;
409 psl->checker_depth_pass = DRW_pass_create("Checker Depth", state);
410 grp = DRW_shgroup_create(e_data.checker_depth_sh, psl->checker_depth_pass);
411 DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
412 DRW_shgroup_uniform_float_copy(grp, "threshold", blend_threshold);
413 DRW_shgroup_uniform_float_copy(grp, "offset", noise_offset);
417 void workbench_forward_engine_free()
419 for (int index = 0; index < 2; index++) {
420 DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
422 for (int index = 0; index < MAX_ACCUM_SHADERS; index++) {
423 DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
425 DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
426 DRW_SHADER_FREE_SAFE(e_data.object_outline_texture_sh);
427 DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
428 DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
430 workbench_volume_engine_free();
431 workbench_fxaa_engine_free();
432 workbench_taa_engine_free();
433 workbench_dof_engine_free();
436 void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
440 static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
442 WORKBENCH_StorageList *stl = vedata->stl;
443 WORKBENCH_PassList *psl = vedata->psl;
444 WORKBENCH_PrivateData *wpd = stl->g_data;
446 for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
447 if (md->type != eModifierType_ParticleSystem) {
450 ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
451 if (!psys_check_enabled(ob, psys, false)) {
454 if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
457 ParticleSettings *part = psys->part;
458 const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
460 if (draw_as == PART_DRAW_PATH) {
464 workbench_material_get_image_and_mat(ob, part->omat, &image, &interp, &mat);
465 int color_type = workbench_material_determine_color_type(wpd, image, ob);
466 WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
468 struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
469 ? wpd->transparent_accum_hair_sh
470 : wpd->transparent_accum_texture_hair_sh;
471 DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
473 psl->transparent_accum_pass,
475 DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
476 workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, false, interp);
477 DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
478 /* Hairs have lots of layer and can rapidly become the most prominent surface.
479 * So lower their alpha artificially. */
480 float hair_alpha = XRAY_ALPHA(wpd) * 0.33f;
481 DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha);
482 if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
483 BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
484 DRW_shgroup_uniform_texture(shgrp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture );
486 if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
487 DRW_shgroup_uniform_vec2(shgrp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
489 shgrp = DRW_shgroup_hair_create(ob, psys, md,
490 vedata->psl->object_outline_pass,
491 e_data.object_outline_hair_sh);
492 DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
497 void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
499 WORKBENCH_StorageList *stl = vedata->stl;
500 WORKBENCH_PrivateData *wpd = stl->g_data;
501 const DRWContextState *draw_ctx = DRW_context_state_get();
502 Scene *scene = draw_ctx->scene;
503 const bool is_wire = (ob->dt == OB_WIRE);
505 if (!DRW_object_is_renderable(ob)) {
509 if (ob->type == OB_MESH) {
510 workbench_forward_cache_populate_particles(vedata, ob);
514 if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
515 (md = modifiers_findByType(ob, eModifierType_Smoke)) &&
516 (modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
517 (((SmokeModifierData *)md)->domain != NULL))
519 workbench_volume_cache_populate(vedata, scene, ob, md);
520 return; /* Do not draw solid in this case. */
523 if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
526 if (ob->dt < OB_WIRE) {
530 WORKBENCH_MaterialData *material;
531 if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
532 const bool is_active = (ob == draw_ctx->obact);
533 const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
534 bool is_drawn = false;
536 if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) {
537 const Mesh *me = ob->data;
539 const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
540 struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
541 for (int i = 0; i < materials_len; i++) {
545 workbench_material_get_image_and_mat(ob, i + 1, &image, &interp, &mat);
546 int color_type = workbench_material_determine_color_type(wpd, image, ob);
547 material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
548 DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
549 DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
555 /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
557 if (ELEM(wpd->shading.color_type,
558 V3D_SHADING_SINGLE_COLOR, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR))
560 /* No material split needed */
561 struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
563 material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
564 if (is_sculpt_mode) {
565 DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
567 DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
571 DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob);
573 DRW_shgroup_call_object_add(material->shgrp, geom, ob);
579 const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
580 struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
581 for (int i = 0; i < materials_len; i++) {
582 gpumat_array[i] = NULL;
585 struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get(
586 ob, gpumat_array, materials_len, NULL, NULL, NULL);
588 for (int i = 0; i < materials_len; ++i) {
589 if (mat_geom[i] == NULL) {
593 Material *mat = give_current_material(ob, i + 1);
594 material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
595 if (is_sculpt_mode) {
596 DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
598 DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
602 DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob);
604 DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
614 void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata))
618 void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
620 const float clear_depth = 1.0f;
621 DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
622 DRW_stats_group_start("Clear depth");
623 GPU_framebuffer_bind(dfbl->default_fb);
624 GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth);
625 DRW_stats_group_end();
628 void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
630 WORKBENCH_PassList *psl = vedata->psl;
631 WORKBENCH_StorageList *stl = vedata->stl;
632 WORKBENCH_FramebufferList *fbl = vedata->fbl;
633 WORKBENCH_PrivateData *wpd = stl->g_data;
634 DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
636 if (TAA_ENABLED(wpd)) {
637 workbench_taa_draw_scene_start(vedata);
640 /* Write Depth + Object ID */
641 const float clear_outline[4] = {0.0f};
642 GPU_framebuffer_bind(fbl->object_outline_fb);
643 GPU_framebuffer_clear_color(fbl->object_outline_fb, clear_outline);
644 DRW_draw_pass(psl->object_outline_pass);
646 if (XRAY_ALPHA(wpd) > 0.0) {
647 const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
648 GPU_framebuffer_bind(fbl->transparent_accum_fb);
649 GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
650 DRW_draw_pass(psl->transparent_accum_pass);
653 /* TODO(fclem): this is unnecessary and takes up perf.
654 * Better change the composite frag shader to not use the tx. */
655 const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
656 GPU_framebuffer_bind(fbl->transparent_accum_fb);
657 GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
661 GPU_framebuffer_bind(fbl->composite_fb);
662 DRW_draw_pass(psl->composite_pass);
663 DRW_draw_pass(psl->volume_pass);
665 /* Only when clipping is enabled. */
666 if (psl->background_pass) {
667 DRW_draw_pass(psl->background_pass);
670 /* Color correct and Anti aliasing */
671 workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx);
673 /* Apply checker pattern */
674 GPU_framebuffer_bind(dfbl->depth_only_fb);
675 DRW_draw_pass(psl->checker_depth_pass);
678 void workbench_forward_draw_finish(WORKBENCH_Data *vedata)
680 WORKBENCH_StorageList *stl = vedata->stl;
681 WORKBENCH_PrivateData *wpd = stl->g_data;
683 workbench_private_data_free(wpd);
684 workbench_volume_smoke_textures_free(wpd);