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blender-archive/source/blender/draw/engines/basic/basic_engine.c

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/*
* 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
*
*/
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/** \file basic_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 "BKE_particle.h"
#include "DNA_particle_types.h"
#include "GPU_shader.h"
#include "basic_engine.h"
/* Shaders */
#define BASIC_ENGINE "BLENDER_BASIC"
/* we may want this later? */
#define USE_DEPTH
/* *********** LISTS *********** */
/* GPUViewport.storage
* Is freed everytime the viewport engine changes */
typedef struct BASIC_StorageList {
struct BASIC_PrivateData *g_data;
} BASIC_StorageList;
typedef struct BASIC_PassList {
#ifdef USE_DEPTH
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
#endif
struct DRWPass *color_pass;
} BASIC_PassList;
typedef struct BASIC_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
BASIC_PassList *psl;
BASIC_StorageList *stl;
} BASIC_Data;
/* *********** STATIC *********** */
static struct {
#ifdef USE_DEPTH
/* Depth Pre Pass */
struct GPUShader *depth_sh;
#endif
/* Shading Pass */
struct GPUShader *color_sh;
} e_data = {NULL}; /* Engine data */
typedef struct BASIC_PrivateData {
#ifdef USE_DEPTH
DRWShadingGroup *depth_shgrp;
DRWShadingGroup *depth_shgrp_cull;
DRWShadingGroup *depth_shgrp_hair;
#endif
DRWShadingGroup *color_shgrp;
} BASIC_PrivateData; /* Transient data */
/* Functions */
static void basic_engine_init(void *UNUSED(vedata))
{
#ifdef USE_DEPTH
/* Depth prepass */
if (!e_data.depth_sh) {
e_data.depth_sh = DRW_shader_create_3D_depth_only();
}
#endif
/* Shading pass */
if (!e_data.color_sh) {
e_data.color_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
static void basic_cache_init(void *vedata)
{
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
#ifdef USE_DEPTH
/* Depth Pass */
{
psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
psl->depth_pass_cull = DRW_pass_create(
"Depth Pass Cull",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
}
#endif
/* Color Pass */
{
psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
}
}
static void basic_cache_populate(void *vedata, Object *ob)
{
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
if (!DRW_object_is_renderable(ob)) {
return;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob == draw_ctx->object_edit) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
return;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
DRW_shgroup_call_add(stl->g_data->depth_shgrp, hairs, NULL);
}
}
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */
#ifdef USE_DEPTH
/* Depth Prepass */
DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
#endif
/* Shading */
DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat);
}
}
static void basic_cache_finish(void *vedata)
{
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
UNUSED_VARS(stl);
}
static void basic_draw_scene(void *vedata)
{
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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const bool is_select = DRW_state_is_select();
bool use_color = true;
bool use_depth = true;
bool use_depth_cull = true;
if (is_select) {
/* Needed for depth-picking,
* for other selection types there are no need for extra passes either. */
use_color = false;
use_depth_cull = false;
}
#ifdef USE_DEPTH
/* Pass 1 : Depth pre-pass */
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if (use_depth) {
DRW_draw_pass(psl->depth_pass);
}
if (use_depth_cull) {
DRW_draw_pass(psl->depth_pass_cull);
}
#endif
/* Pass 3 : Shading */
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if (use_color) {
DRW_draw_pass(psl->color_pass);
}
}
static void basic_engine_free(void)
{
/* all shaders are builtin */
}
static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
DrawEngineType draw_engine_basic_type = {
NULL, NULL,
N_("Basic"),
&basic_data_size,
&basic_engine_init,
&basic_engine_free,
&basic_cache_init,
&basic_cache_populate,
&basic_cache_finish,
NULL,
&basic_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_basic_type = {
NULL, NULL,
BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
&draw_engine_basic_type,
{NULL, NULL, NULL}
};
#undef BASIC_ENGINE