This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/engines/select/select_engine.c

285 lines
8.9 KiB
C
Raw Normal View History

/*
* 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.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Engine for drawing a selection map where the pixels indicate the selection indices.
*/
#include "DNA_screen_types.h"
#include "GPU_shader.h"
#include "UI_resources.h"
#include "DRW_engine.h"
#include "DRW_select_buffer.h"
#include "select_private.h"
#include "select_engine.h"
#define SELECT_ENGINE "SELECT_ENGINE"
/* *********** STATIC *********** */
static struct {
SELECTID_Shaders sh_data[GPU_SHADER_CFG_LEN];
struct SELECTID_Context context;
} e_data = {{{NULL}}}; /* Engine data */
/* Shaders */
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_selection_id_3D_vert_glsl[];
extern char datatoc_selection_id_frag_glsl[];
/* -------------------------------------------------------------------- */
/** \name Engine Functions
* \{ */
static void select_engine_init(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
SELECTID_Shaders *sh_data = &e_data.sh_data[sh_cfg];
/* Prepass */
if (!sh_data->select_id_flat) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->select_id_flat = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_selection_id_3D_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_selection_id_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
if (!sh_data->select_id_uniform) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->select_id_uniform = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_selection_id_3D_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_selection_id_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define UNIFORM_ID\n", NULL},
});
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* Create view with depth offset */
stl->g_data->view_faces = (DRWView *)DRW_view_default_get();
stl->g_data->view_edges = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
stl->g_data->view_verts = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.1f);
}
}
static void select_cache_init(void *vedata)
{
SELECTID_PassList *psl = ((SELECTID_Data *)vedata)->psl;
SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
SELECTID_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (e_data.context.select_mode == -1) {
e_data.context.select_mode = select_id_get_object_select_mode(draw_ctx->scene,
OBACT(draw_ctx->view_layer));
BLI_assert(e_data.context.select_mode != 0);
}
{
psl->select_id_face_pass = DRW_pass_create("Face Pass", DRW_STATE_DEFAULT);
if (e_data.context.select_mode & SCE_SELECT_FACE) {
stl->g_data->shgrp_face_flat = DRW_shgroup_create(sh_data->select_id_flat,
psl->select_id_face_pass);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_face_flat, DRW_STATE_CLIP_PLANES);
}
}
else {
stl->g_data->shgrp_face_unif = DRW_shgroup_create(sh_data->select_id_uniform,
psl->select_id_face_pass);
DRW_shgroup_uniform_int_copy(stl->g_data->shgrp_face_unif, "id", 0);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_face_unif, DRW_STATE_CLIP_PLANES);
}
}
if (e_data.context.select_mode & SCE_SELECT_EDGE) {
psl->select_id_edge_pass = DRW_pass_create(
"Edge Pass", DRW_STATE_DEFAULT | DRW_STATE_FIRST_VERTEX_CONVENTION);
stl->g_data->shgrp_edge = DRW_shgroup_create(sh_data->select_id_flat,
psl->select_id_edge_pass);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_edge, DRW_STATE_CLIP_PLANES);
}
}
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
psl->select_id_vert_pass = DRW_pass_create("Vert Pass", DRW_STATE_DEFAULT);
stl->g_data->shgrp_vert = DRW_shgroup_create(sh_data->select_id_flat,
psl->select_id_vert_pass);
DRW_shgroup_uniform_float_copy(
stl->g_data->shgrp_vert, "sizeVertex", G_draw.block.sizeVertex);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_vert, DRW_STATE_CLIP_PLANES);
}
}
}
e_data.context.last_object_drawn = 0;
e_data.context.last_index_drawn = 1;
}
static void select_cache_populate(void *vedata, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
struct ObjectOffsets *base_ofs =
&e_data.context.index_offsets[e_data.context.last_object_drawn++];
uint offset = e_data.context.last_index_drawn;
select_id_draw_object(vedata,
draw_ctx->v3d,
ob,
e_data.context.select_mode,
offset,
&base_ofs->vert,
&base_ofs->edge,
&base_ofs->face);
base_ofs->offset = offset;
e_data.context.last_index_drawn = base_ofs->vert;
}
static void select_draw_scene(void *vedata)
{
SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
SELECTID_PassList *psl = ((SELECTID_Data *)vedata)->psl;
/* Setup framebuffer */
draw_select_framebuffer_select_id_setup(&e_data.context);
GPU_framebuffer_bind(e_data.context.framebuffer_select_id);
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
GPU_framebuffer_clear_color_depth(
e_data.context.framebuffer_select_id, (const float[4]){0.0f}, 1.0f);
DRW_view_set_active(stl->g_data->view_faces);
DRW_draw_pass(psl->select_id_face_pass);
if (e_data.context.select_mode & SCE_SELECT_EDGE) {
DRW_view_set_active(stl->g_data->view_edges);
DRW_draw_pass(psl->select_id_edge_pass);
}
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
DRW_view_set_active(stl->g_data->view_verts);
DRW_draw_pass(psl->select_id_vert_pass);
}
}
static void select_engine_free(void)
{
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
SELECTID_Shaders *sh_data = &e_data.sh_data[sh_data_index];
DRW_SHADER_FREE_SAFE(sh_data->select_id_flat);
DRW_SHADER_FREE_SAFE(sh_data->select_id_uniform);
}
DRW_TEXTURE_FREE_SAFE(e_data.context.texture_u32);
GPU_FRAMEBUFFER_FREE_SAFE(e_data.context.framebuffer_select_id);
MEM_SAFE_FREE(e_data.context.index_offsets);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Type
* \{ */
static const DrawEngineDataSize select_data_size = DRW_VIEWPORT_DATA_SIZE(SELECTID_Data);
DrawEngineType draw_engine_select_type = {
NULL,
NULL,
N_("Select ID"),
&select_data_size,
&select_engine_init,
&select_engine_free,
&select_cache_init,
&select_cache_populate,
NULL,
NULL,
&select_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_select_type = {
NULL,
NULL,
SELECT_ENGINE,
N_("Select ID"),
RE_INTERNAL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
&draw_engine_select_type,
{NULL, NULL, NULL},
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Exposed `select_private.h` functions
* \{ */
struct SELECTID_Context *DRW_select_engine_context_get(void)
{
return &e_data.context;
}
/** \} */
#undef SELECT_ENGINE