2018-04-18 08:20:12 +02:00
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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 solid_studio_mode.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple studio shaders.
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*/
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "workbench_private.h"
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/* Functions */
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static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
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{
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2018-04-18 13:44:33 +02:00
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workbench_materials_engine_init();
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2018-04-18 08:20:12 +02:00
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}
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static void workbench_solid_studio_cache_init(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = data->psl;
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WORKBENCH_StorageList *stl = data->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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/* Depth Pass */
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{
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int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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psl->depth_pass = DRW_pass_create("Depth Pass", state);
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}
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/* Solid Pass */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->solid_pass = DRW_pass_create("Solid Pass", state);
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}
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2018-04-18 13:44:33 +02:00
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workbench_materials_cache_init(data);
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2018-04-18 08:20:12 +02:00
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}
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static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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2018-04-19 12:44:37 +02:00
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workbench_materials_solid_cache_populate(data, ob);
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2018-04-18 08:20:12 +02:00
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}
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2018-04-19 10:25:52 +02:00
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static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
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2018-04-18 08:20:12 +02:00
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{
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}
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static void workbench_solid_studio_draw_scene(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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2018-04-18 13:44:33 +02:00
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WORKBENCH_PassList *psl = data->psl;
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2018-04-18 08:20:12 +02:00
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->solid_pass);
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2018-04-19 10:25:52 +02:00
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2018-04-19 10:41:24 +02:00
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workbench_materials_draw_scene_finish(data);
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2018-04-18 08:20:12 +02:00
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}
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static void workbench_solid_studio_engine_free(void)
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{
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2018-04-19 10:41:24 +02:00
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workbench_materials_engine_free();
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2018-04-18 08:20:12 +02:00
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}
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static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
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DrawEngineType draw_engine_workbench_solid_studio = {
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NULL, NULL,
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N_("Workbench"),
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&workbench_data_size,
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&workbench_solid_studio_engine_init,
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&workbench_solid_studio_engine_free,
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&workbench_solid_studio_cache_init,
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&workbench_solid_studio_cache_populate,
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&workbench_solid_studio_cache_finish,
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NULL,
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&workbench_solid_studio_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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2018-04-19 10:41:24 +02:00
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