Merge branch 'blender2.8' into blender2.8-workbench
authorJeroen Bakker <j.bakker@atmind.nl>
Mon, 16 Apr 2018 06:20:12 +0000 (08:20 +0200)
committerJeroen Bakker <j.bakker@atmind.nl>
Mon, 16 Apr 2018 06:20:12 +0000 (08:20 +0200)
source/blender/draw/CMakeLists.txt
source/blender/draw/engines/workbench/shaders/silhouette_frag.glsl [new file with mode: 0644]
source/blender/draw/engines/workbench/shaders/workbench_vert.glsl [new file with mode: 0644]
source/blender/draw/engines/workbench/workbench_engine.c [new file with mode: 0644]
source/blender/draw/engines/workbench/workbench_engine.h [new file with mode: 0644]
source/blender/draw/engines/workbench/workbench_materials.c [new file with mode: 0644]
source/blender/draw/engines/workbench/workbench_private.h [new file with mode: 0644]
source/blender/draw/intern/draw_manager.c

index d292e4d9405fa8e8ba892b6d5fef35540acb9079..f96f496a0f95a9abf449bd5214e98b29feccb90b 100644 (file)
@@ -104,6 +104,8 @@ set(SRC
        engines/eevee/eevee_subsurface.c
        engines/eevee/eevee_temporal_sampling.c
        engines/eevee/eevee_volumes.c
+       engines/workbench/workbench_engine.c
+       engines/workbench/workbench_materials.c
        engines/external/external_engine.c
 
        DRW_engine.h
@@ -203,6 +205,9 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
 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/silhouette_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
+
 data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
 data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)
 data_to_c_simple(modes/shaders/common_fxaa_lib.glsl SRC)
diff --git a/source/blender/draw/engines/workbench/shaders/silhouette_frag.glsl b/source/blender/draw/engines/workbench/shaders/silhouette_frag.glsl
new file mode 100644 (file)
index 0000000..3a6700b
--- /dev/null
@@ -0,0 +1,8 @@
+uniform vec3 color;
+
+out vec4 fragColor;
+
+void main()
+{
+       fragColor = vec4(color, 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_vert.glsl
new file mode 100644 (file)
index 0000000..97639f0
--- /dev/null
@@ -0,0 +1,8 @@
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+
+void main()
+{
+       gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
new file mode 100644 (file)
index 0000000..bcaed90
--- /dev/null
@@ -0,0 +1,105 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_engine.c
+ *  \ingroup draw_engine
+ *
+ * Simple engine for drawing color and/or depth.
+ * When we only need simple flat shaders.
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_icons.h"
+#include "BKE_idprop.h"
+#include "BKE_main.h"
+
+#include "GPU_shader.h"
+
+#include "workbench_engine.h"
+#include "workbench_private.h"
+/* Shaders */
+
+#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
+
+
+/* Functions */
+
+static void workbench_engine_init(void *UNUSED(vedata))
+{
+       workbench_materials_init();
+}
+
+static void workbench_cache_init(void *vedata)
+{
+       workbench_materials_cache_init((WORKBENCH_Data *)vedata);
+}
+
+static void workbench_cache_populate(void *vedata, Object *ob)
+{
+       workbench_materials_cache_populate((WORKBENCH_Data *)vedata, ob);
+}
+
+static void workbench_cache_finish(void *vedata)
+{
+       workbench_materials_cache_finish((WORKBENCH_Data *)vedata);
+}
+
+static void workbench_draw_scene(void *vedata)
+{
+       workbench_materials_draw_scene((WORKBENCH_Data *)vedata);
+}
+
+static void workbench_engine_free(void)
+{
+       workbench_materials_free();
+}
+
+static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
+
+DrawEngineType draw_engine_workbench_type = {
+       NULL, NULL,
+       N_("Workbench"),
+       &workbench_data_size,
+       &workbench_engine_init,
+       &workbench_engine_free,
+       &workbench_cache_init,
+       &workbench_cache_populate,
+       &workbench_cache_finish,
+       NULL,
+       &workbench_draw_scene,
+       NULL,
+       NULL,
+       NULL,
+};
+
+/* Note: currently unused, we may want to register so we can see this when debugging the view. */
+
+RenderEngineType DRW_engine_viewport_workbench_type = {
+       NULL, NULL,
+       WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
+       NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
+       &draw_engine_workbench_type,
+       {NULL, NULL, NULL}
+};
+
+
+#undef WORKBENCH_ENGINE
diff --git a/source/blender/draw/engines/workbench/workbench_engine.h b/source/blender/draw/engines/workbench/workbench_engine.h
new file mode 100644 (file)
index 0000000..ca96845
--- /dev/null
@@ -0,0 +1,32 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_engine.h
+ *  \ingroup draw_engine
+ */
+
+#ifndef __WORKBENCH_ENGINE_H__
+#define __WORKBENCH_ENGINE_H__
+
+extern DrawEngineType draw_engine_workbench_type;
+extern RenderEngineType DRW_engine_viewport_workbench_type;
+
+#endif /* __WORKBENCH_ENGINE_H__ */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
new file mode 100644 (file)
index 0000000..3a6d199
--- /dev/null
@@ -0,0 +1,119 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_materials.c
+ *  \ingroup draw_engine
+ */
+
+#include "workbench_private.h"
+#include "GPU_shader.h"
+
+extern char datatoc_silhouette_frag_glsl[];
+extern char datatoc_workbench_vert_glsl[];
+
+/* *********** STATIC *********** */
+static struct {
+       struct GPUShader *depth_sh;
+
+       /* Shading Pass */
+       struct GPUShader *silhouette_sh;
+} e_data = {NULL};
+
+
+void workbench_materials_init() {
+       if (!e_data.depth_sh) {
+               /* Depth pass */
+               e_data.depth_sh = DRW_shader_create_3D_depth_only();
+
+               /* Shading pass */
+               e_data.silhouette_sh = DRW_shader_create(
+                       datatoc_workbench_vert_glsl, NULL, datatoc_silhouette_frag_glsl, "\n");
+       }
+}
+
+void workbench_materials_cache_init(WORKBENCH_Data* vedata)
+{
+       WORKBENCH_PassList *psl = vedata->psl;
+       WORKBENCH_StorageList *stl = vedata->stl;
+
+       if (!stl->g_data) {
+               /* Alloc transient pointers */
+               stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+       }
+       
+       /* Depth Pass */
+       {
+               int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+               psl->depth_pass = DRW_pass_create("Depth Pass", state);
+               stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
+       }
+
+       /* Shadeless Pass */
+       {
+               int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
+               psl->silhouette_pass = DRW_pass_create("Silhouette Pass", state);
+       }
+}
+
+void workbench_materials_cache_populate(WORKBENCH_Data* vedata, Object *ob)
+{
+       WORKBENCH_PassList *psl = vedata->psl;
+       WORKBENCH_StorageList *stl = vedata->stl;
+
+       if (!DRW_object_is_renderable(ob))
+               return;
+       
+       struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+       DRWShadingGroup *grp;
+       if (geom) {
+               /* Depth */
+               DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
+               
+               /* Silhouette */
+               grp = DRW_shgroup_create(e_data.silhouette_sh, psl->silhouette_pass);
+               DRW_shgroup_uniform_vec3(grp, "color", ob->col, 1);
+               DRW_shgroup_call_add(grp, geom, ob->obmat);
+       }
+}
+
+void workbench_materials_cache_finish(WORKBENCH_Data *vedata)
+{
+       WORKBENCH_StorageList *stl = ((WORKBENCH_Data *)vedata)->stl;
+
+       UNUSED_VARS(stl);
+}
+
+void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
+{
+
+       WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
+       
+       DRW_draw_pass(psl->depth_pass);
+       DRW_draw_pass(psl->silhouette_pass);
+}
+
+void workbench_materials_free(void)
+{
+       DRW_SHADER_FREE_SAFE(e_data.silhouette_sh);
+}
+
+
+
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
new file mode 100644 (file)
index 0000000..e9f915a
--- /dev/null
@@ -0,0 +1,74 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_private.h
+ *  \ingroup draw_engine
+ */
+
+#ifndef __WORKBENCH_PRIVATE_H__
+#define __WORKBENCH_PRIVATE_H__
+
+
+#include "DRW_render.h"
+
+
+typedef struct WORKBENCH_StorageList {
+       struct WORKBENCH_PrivateData *g_data;
+} WORKBENCH_StorageList;
+
+typedef struct WORKBENCH_PassList {
+       struct DRWPass *depth_pass;
+
+       struct DRWPass *silhouette_pass;
+} WORKBENCH_PassList;
+
+typedef struct WORKBENCH_FrameBufferList {
+} WORKBENCH_FrameBufferList;
+
+typedef struct WORKBENCH_TextureList {
+} WORKBENCH_TextureList;
+
+
+typedef struct WORKBENCH_Data {
+       void *engine_type;
+       WORKBENCH_FrameBufferList *fbl;
+       WORKBENCH_TextureList *txl;
+       WORKBENCH_PassList *psl;
+       WORKBENCH_StorageList *stl;
+} WORKBENCH_Data;
+
+typedef struct WORKBENCH_PrivateData {
+       DRWShadingGroup *depth_shgrp;
+       
+       DRWShadingGroup *shadeless_shgrp;
+} WORKBENCH_PrivateData; /* Transient data */
+
+
+/* workbench_materials.c */
+void workbench_materials_init(void);
+void workbench_materials_cache_init(WORKBENCH_Data* vedata);
+void workbench_materials_cache_populate(WORKBENCH_Data* vedata, Object* ob);
+void workbench_materials_cache_finish(WORKBENCH_Data* vedata);
+void workbench_materials_draw_scene(WORKBENCH_Data* vedata);
+void workbench_materials_free(void);
+
+
+#endif
index 6ba1225b6873083086e4e458ade0fb2182785f6e..b8ed341e2c5771d47e403444b58b82908dfd7e38 100644 (file)
@@ -76,6 +76,7 @@
 #include "engines/clay/clay_engine.h"
 #include "engines/eevee/eevee_engine.h"
 #include "engines/basic/basic_engine.h"
+#include "engines/workbench/workbench_engine.h"
 #include "engines/external/external_engine.h"
 
 #include "../../../intern/gawain/gawain/gwn_context.h"
@@ -1923,6 +1924,7 @@ void DRW_engines_register(void)
        RE_engines_register(NULL, &DRW_engine_viewport_clay_type);
 #endif
        RE_engines_register(NULL, &DRW_engine_viewport_eevee_type);
+       RE_engines_register(NULL, &DRW_engine_viewport_workbench_type);
 
        DRW_engine_register(&draw_engine_object_type);
        DRW_engine_register(&draw_engine_edit_armature_type);