Commit: 15ebe30bc5bdb9d515c8a8a478db6c7770ff0fb1
Author: Jeroen Bakker
Date: Fri Jun 29 09:59:37 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB15ebe30bc5bdb9d515c8a8a478db6c7770ff0fb1
Workbench: remove runtime warnings
Added feature check when uploading material uniforms
===================================================================
M source/blender/draw/engines/workbench/workbench_deferred.c
M source/blender/draw/engines/workbench/workbench_forward.c
M source/blender/draw/engines/workbench/workbench_materials.c
M source/blender/draw/engines/workbench/workbench_private.h
===================================================================
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c
b/source/blender/draw/engines/workbench/workbench_deferred.c
index 5eb2344bffe..fcf0d451742 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -580,11 +580,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
workbench_material_copy(material, &material_template);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
DRW_shgroup_uniform_int(material->shgrp, "object_id",
&material->object_id, 1);
- workbench_material_shgroup_uniform(material->shgrp, material);
- 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);
- }
+ workbench_material_shgroup_uniform(wpd, material->shgrp,
material);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash),
material);
}
@@ -630,11 +626,7 @@ static void
workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
shader);
DRW_shgroup_stencil_mask(shgrp, 0xFF);
DRW_shgroup_uniform_int(shgrp, "object_id",
&material->object_id, 1);
- workbench_material_shgroup_uniform(shgrp, material);
- if (image) {
- GPUTexture *tex =
GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, 0.0f);
- DRW_shgroup_uniform_texture(shgrp, "image",
tex);
- }
+ workbench_material_shgroup_uniform(wpd, shgrp,
material);
}
}
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c
b/source/blender/draw/engines/workbench/workbench_forward.c
index 9cc01149067..fb7f3d2bb84 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -177,10 +177,6 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float
*)wpd->viewvecs, 3);
workbench_material_set_normal_world_matrix(grp, wpd,
e_data.normal_world_matrix);
workbench_material_copy(material, &material_template);
- 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);
@@ -189,7 +185,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize",
DRW_viewport_invert_size_get(), 1);
}
- workbench_material_shgroup_uniform(grp, material);
+ workbench_material_shgroup_uniform(wpd, grp, material);
material->shgrp = grp;
/* Depth */
@@ -423,16 +419,12 @@ static void
workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
shader);
workbench_material_set_normal_world_matrix(shgrp, wpd,
e_data.normal_world_matrix);
DRW_shgroup_uniform_block(shgrp, "world_block",
wpd->world_ubo);
- workbench_material_shgroup_uniform(shgrp, material);
+ workbench_material_shgroup_uniform(wpd, shgrp,
material);
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float
*)wpd->viewvecs, 3);
/* Hairs have lots of layer and can rapidly become the
most prominent surface.
* So lower their alpha artificially. */
float hair_alpha = wpd->shading.xray_alpha * 0.33f;
DRW_shgroup_uniform_float_copy(shgrp, "alpha",
hair_alpha);
- if (image) {
- GPUTexture *tex =
GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, 0.0f);
- DRW_shgroup_uniform_texture(shgrp, "image",
tex);
- }
if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light,
STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
DRW_shgroup_uniform_texture(shgrp,
"matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c
b/source/blender/draw/engines/workbench/workbench_materials.c
index 69900ca09ac..56b177d1afc 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -2,6 +2,8 @@
#include "workbench_private.h"
+#include "BIF_gl.h"
+
#include "BLI_dynstr.h"
#define HSV_SATURATION 0.5
@@ -177,11 +179,21 @@ int
workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *i
return color_type;
}
-void workbench_material_shgroup_uniform(DRWShadingGroup *grp,
WORKBENCH_MaterialData *material)
+void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp, WORKBENCH_MaterialData *material)
{
- DRW_shgroup_uniform_vec4(grp, "materialDiffuseColor",
material->diffuse_color, 1);
- DRW_shgroup_uniform_vec4(grp, "materialSpecularColor",
material->specular_color, 1);
- DRW_shgroup_uniform_float(grp, "materialRoughness",
&material->roughness, 1);
+ if (workbench_material_determine_color_type(wpd, material->ima) ==
V3D_SHADING_TEXTURE_COLOR)
+ {
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL,
GL_TEXTURE_2D, false, 0.0f);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ }
+ else {
+ DRW_shgroup_uniform_vec4(grp, "materialDiffuseColor",
material->diffuse_color, 1);
+ }
+
+ if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
+ DRW_shgroup_uniform_vec4(grp, "materialSpecularColor",
material->specular_color, 1);
+ DRW_shgroup_uniform_float(grp, "materialRoughness",
&material->roughness, 1);
+ }
}
void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const
WORKBENCH_MaterialData *source_material)
diff --git a/source/blender/draw/engines/workbench/workbench_private.h
b/source/blender/draw/engines/workbench/workbench_private.h
index b240c0a5c3a..3bec6bb6d53 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -270,7 +270,7 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData
*material_template);
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]);
-void workbench_material_shgroup_uniform(DRWShadingGroup *grp,
WORKBENCH_MaterialData *material);
+void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp, WORKBENCH_MaterialData *material);
void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const
WORKBENCH_MaterialData *source_material);
/* workbench_studiolight.c */
_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs