2017-03-12 21:16:03 +01:00
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/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/modes/paint_vertex_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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2017-03-18 22:14:53 +01:00
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/* If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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2017-03-12 21:16:03 +01:00
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/* *********** LISTS *********** */
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/* All lists are per viewport specific datas.
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* They are all free when viewport changes engines
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* or is free itself. Use PAINT_VERTEX_engine_init() to
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* initialize most of them and PAINT_VERTEX_cache_init()
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* for PAINT_VERTEX_PassList */
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typedef struct PAINT_VERTEX_PassList {
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/* Declare all passes here and init them in
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* PAINT_VERTEX_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *pass;
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} PAINT_VERTEX_PassList;
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typedef struct PAINT_VERTEX_FramebufferList {
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/* Contains all framebuffer objects needed by this engine.
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* Only contains (GPUFrameBuffer *) */
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2017-03-13 11:39:41 +01:00
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struct GPUFrameBuffer *fb;
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2017-03-12 21:16:03 +01:00
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} PAINT_VERTEX_FramebufferList;
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typedef struct PAINT_VERTEX_TextureList {
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/* Contains all framebuffer textures / utility textures
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* needed by this engine. Only viewport specific textures
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* (not per object). Only contains (GPUTexture *) */
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2017-03-13 11:39:41 +01:00
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struct GPUTexture *texture;
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2017-03-12 21:16:03 +01:00
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} PAINT_VERTEX_TextureList;
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typedef struct PAINT_VERTEX_StorageList {
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/* Contains any other memory block that the engine needs.
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* Only directly MEM_(m/c)allocN'ed blocks because they are
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* free with MEM_freeN() when viewport is freed.
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* (not per object) */
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2017-03-13 11:39:41 +01:00
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struct CustomStruct *block;
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2017-04-29 16:52:12 +10:00
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struct PAINT_VERTEX_PrivateData *g_data;
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2017-03-12 21:16:03 +01:00
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} PAINT_VERTEX_StorageList;
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typedef struct PAINT_VERTEX_Data {
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/* Struct returned by DRW_viewport_engine_data_get.
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* If you don't use one of these, just make it a (void *) */
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// void *fbl;
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2017-04-03 19:32:05 +02:00
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void *engine_type; /* Required */
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2017-03-12 21:16:03 +01:00
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PAINT_VERTEX_FramebufferList *fbl;
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PAINT_VERTEX_TextureList *txl;
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PAINT_VERTEX_PassList *psl;
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PAINT_VERTEX_StorageList *stl;
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} PAINT_VERTEX_Data;
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/* *********** STATIC *********** */
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2017-03-18 22:14:53 +01:00
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static struct {
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/* Custom shaders :
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* Add sources to source/blender/draw/modes/shaders
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* init in PAINT_VERTEX_engine_init();
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* free in PAINT_VERTEX_engine_free(); */
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struct GPUShader *custom_shader;
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} e_data = {NULL}; /* Engine data */
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2017-04-29 16:52:12 +10:00
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typedef struct PAINT_VERTEX_PrivateData {
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2017-03-18 22:14:53 +01:00
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/* This keeps the references of the shading groups for
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* easy access in PAINT_VERTEX_cache_populate() */
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DRWShadingGroup *group;
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2017-04-29 16:52:12 +10:00
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} PAINT_VERTEX_PrivateData; /* Transient data */
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2017-03-12 21:16:03 +01:00
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/* *********** FUNCTIONS *********** */
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/* Init Textures, Framebuffers, Storage and Shaders.
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* It is called for every frames.
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2017-03-14 18:40:23 +11:00
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* (Optional) */
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2017-03-26 19:10:53 +02:00
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static void PAINT_VERTEX_engine_init(void *vedata)
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2017-03-12 21:16:03 +01:00
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{
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2017-03-26 20:13:34 +02:00
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PAINT_VERTEX_TextureList *txl = ((PAINT_VERTEX_Data *)vedata)->txl;
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2017-03-26 19:10:53 +02:00
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PAINT_VERTEX_FramebufferList *fbl = ((PAINT_VERTEX_Data *)vedata)->fbl;
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2017-03-26 20:13:34 +02:00
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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2017-03-12 21:16:03 +01:00
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2017-03-14 18:40:23 +11:00
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UNUSED_VARS(txl, fbl, stl);
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2017-03-12 21:16:03 +01:00
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/* Init Framebuffers like this: order is attachment order (for color texs) */
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/*
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2017-04-05 12:57:32 +02:00
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* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24, 0},
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* {&txl->color, DRW_BUF_RGBA_8, DRW_TEX_FILTER}};
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2017-03-12 21:16:03 +01:00
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*/
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/* DRW_framebuffer_init takes care of checking if
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* the framebuffer is valid and has the right size*/
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/*
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* float *viewport_size = DRW_viewport_size_get();
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* DRW_framebuffer_init(&fbl->occlude_wire_fb,
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* (int)viewport_size[0], (int)viewport_size[1],
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* tex, 2);
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*/
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2017-03-18 22:14:53 +01:00
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if (!e_data.custom_shader) {
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e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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2017-03-12 21:16:03 +01:00
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}
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}
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/* Here init all passes and shading groups
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* Assume that all Passes are NULL */
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2017-03-26 19:10:53 +02:00
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static void PAINT_VERTEX_cache_init(void *vedata)
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2017-03-12 21:16:03 +01:00
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{
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2017-03-26 19:10:53 +02:00
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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2017-03-12 21:16:03 +01:00
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2017-03-26 20:13:34 +02:00
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if (!stl->g_data) {
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/* Alloc transient pointers */
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2017-04-29 16:52:12 +10:00
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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2017-03-26 20:13:34 +02:00
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}
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2017-03-14 18:40:23 +11:00
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2017-03-12 21:16:03 +01:00
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{
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/* Create a pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
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psl->pass = DRW_pass_create("My Pass", state);
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/* Create a shadingGroup using a function in draw_common.c or custom one */
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/*
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2017-03-26 20:13:34 +02:00
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* stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
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2017-03-12 21:16:03 +01:00
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* -- or --
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2017-03-26 20:13:34 +02:00
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* stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
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2017-03-12 21:16:03 +01:00
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*/
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2017-03-26 20:13:34 +02:00
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stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
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2017-03-12 21:16:03 +01:00
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/* Uniforms need a pointer to it's value so be sure it's accessible at
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* any given time (i.e. use static vars) */
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static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
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2017-03-26 20:13:34 +02:00
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DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1);
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2017-03-12 21:16:03 +01:00
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}
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}
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/* Add geometry to shadingGroups. Execute for each objects */
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2017-03-26 19:10:53 +02:00
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static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
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2017-03-12 21:16:03 +01:00
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{
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2017-03-26 19:10:53 +02:00
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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2017-03-12 21:16:03 +01:00
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2017-03-14 18:40:23 +11:00
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UNUSED_VARS(psl, stl);
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2017-03-12 21:16:03 +01:00
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if (ob->type == OB_MESH) {
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/* Get geometry cache */
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2017-04-12 18:08:07 +10:00
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struct Batch *geom = DRW_cache_mesh_surface_get(ob);
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2017-03-12 21:16:03 +01:00
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/* Add geom to a shading group */
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2017-03-26 20:13:34 +02:00
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DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat);
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2017-03-12 21:16:03 +01:00
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}
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}
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2017-03-14 18:40:23 +11:00
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/* Optional: Post-cache_populate callback */
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2017-03-26 19:10:53 +02:00
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static void PAINT_VERTEX_cache_finish(void *vedata)
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2017-03-12 21:16:03 +01:00
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{
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2017-03-26 19:10:53 +02:00
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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2017-03-12 21:16:03 +01:00
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/* Do something here! dependant on the objects gathered */
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2017-03-14 18:40:23 +11:00
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UNUSED_VARS(psl, stl);
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2017-03-12 21:16:03 +01:00
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}
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/* Draw time ! Control rendering pipeline from here */
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2017-03-26 19:10:53 +02:00
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static void PAINT_VERTEX_draw_scene(void *vedata)
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2017-03-12 21:16:03 +01:00
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{
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2017-03-26 19:10:53 +02:00
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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PAINT_VERTEX_FramebufferList *fbl = ((PAINT_VERTEX_Data *)vedata)->fbl;
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2017-03-12 21:16:03 +01:00
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/* Default framebuffer and texture */
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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2017-03-14 18:40:23 +11:00
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UNUSED_VARS(fbl, dfbl, dtxl);
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2017-03-12 21:16:03 +01:00
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/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
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/*
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* DRW_framebuffer_texture_detach(dtxl->depth);
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* DRW_framebuffer_bind(fbl->custom_fb);
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* DRW_draw_pass(psl->pass);
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2017-04-18 11:28:11 +02:00
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* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
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2017-03-12 21:16:03 +01:00
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* DRW_framebuffer_bind(dfbl->default_fb);
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*/
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/* ... or just render passes on default framebuffer. */
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DRW_draw_pass(psl->pass);
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/* If you changed framebuffer, double check you rebind
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* the default one with its textures attached before finishing */
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}
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/* Cleanup when destroying the engine.
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* This is not per viewport ! only when quitting blender.
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* Mostly used for freeing shaders */
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static void PAINT_VERTEX_engine_free(void)
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{
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2017-04-13 13:30:53 +10:00
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// DRW_SHADER_FREE_SAFE(custom_shader);
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2017-03-12 21:16:03 +01:00
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}
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/* Create collection settings here.
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*
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* Be sure to add this function there :
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* source/blender/draw/DRW_engine.h
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* source/blender/blenkernel/intern/layer.c
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* source/blenderplayer/bad_level_call_stubs/stubs.c
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*
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* And relevant collection settings to :
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* source/blender/makesrna/intern/rna_scene.c
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* source/blender/blenkernel/intern/layer.c
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*/
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2017-03-14 18:40:23 +11:00
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#if 0
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2017-03-12 21:16:03 +01:00
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void PAINT_VERTEX_collection_settings_create(CollectionEngineSettings *ces)
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{
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BLI_assert(ces);
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// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
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// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
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// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
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}
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2017-03-14 18:40:23 +11:00
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#endif
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2017-03-12 21:16:03 +01:00
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2017-04-12 19:49:19 +10:00
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static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
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2017-03-12 21:16:03 +01:00
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DrawEngineType draw_engine_paint_vertex_type = {
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NULL, NULL,
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N_("PaintVertexMode"),
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2017-04-12 19:49:19 +10:00
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&PAINT_VERTEX_data_size,
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2017-03-12 21:16:03 +01:00
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&PAINT_VERTEX_engine_init,
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&PAINT_VERTEX_engine_free,
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&PAINT_VERTEX_cache_init,
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&PAINT_VERTEX_cache_populate,
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&PAINT_VERTEX_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&PAINT_VERTEX_draw_scene
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};
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