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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
*
*/
/** \file basic_engine.h
* \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 "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_Storage {
int dummy;
} BASIC_Storage;
typedef struct BASIC_StorageList {
struct BASIC_Storage *storage;
struct g_data *g_data;
} BASIC_StorageList;
typedef struct BASIC_FramebufferList {
/* default */
struct GPUFrameBuffer *default_fb;
/* engine specific */
#ifdef USE_DEPTH
struct GPUFrameBuffer *dupli_depth;
#endif
} BASIC_FramebufferList;
typedef struct BASIC_TextureList {
/* default */
struct GPUTexture *color;
#ifdef USE_DEPTH
struct GPUTexture *depth;
/* engine specific */
struct GPUTexture *depth_dup;
#endif
} BASIC_TextureList;
typedef struct BASIC_PassList {
#ifdef USE_DEPTH
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
#endif
struct DRWPass *color_pass;
struct g_data *g_data;
} BASIC_PassList;
typedef struct BASIC_Data {
void *engine_type;
BASIC_FramebufferList *fbl;
BASIC_TextureList *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 g_data {
#ifdef USE_DEPTH
DRWShadingGroup *depth_shgrp;
DRWShadingGroup *depth_shgrp_cull;
#endif
DRWShadingGroup *color_shgrp;
} g_data; /* Transient data */
/* Functions */
static void BASIC_engine_init(void *vedata)
{
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
BASIC_TextureList *txl = ((BASIC_Data *)vedata)->txl;
BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
#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);
}
if (!stl->storage) {
stl->storage = MEM_callocN(sizeof(BASIC_Storage), "BASIC_Storage");
}
#ifdef USE_DEPTH
if (DRW_state_is_fbo()) {
const float *viewport_size = DRW_viewport_size_get();
DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24, 0};
DRW_framebuffer_init(&fbl->dupli_depth,
(int)viewport_size[0], (int)viewport_size[1],
&tex, 1);
}
#endif
}
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(g_data), "g_data");
}
#ifdef USE_DEPTH
/* Depth Pass */
{
psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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_is_object_renderable(ob))
return;
struct 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;
BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
#ifdef USE_DEPTH
/* Pass 1 : Depth pre-pass */
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
/* Pass 2 : Duplicate depth */
/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
if (DRW_state_is_fbo()) {
DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true);
}
#endif
/* Pass 3 : Shading */
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
};
/* 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 | RE_USE_OGL_PIPELINE,
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
&draw_engine_basic_type,
{NULL, NULL, NULL}
};
#undef BASIC_ENGINE