Clay Engine: Mode engine templates.

Standard Engine layout easy to extend.

Note that most of the work will also happen in mesh_render.c to create geometry batches.
This commit is contained in:
2017-03-12 21:16:03 +01:00
parent 40532b9c3b
commit 9c6b9e889c
14 changed files with 2897 additions and 4 deletions

View File

@@ -57,9 +57,20 @@ set(SRC
intern/draw_view.c
intern/draw_armature.c
engines/clay/clay.c
modes/edit_armature_mode.c
modes/edit_mesh_mode.c
modes/object_mode.c
modes/edit_armature_mode.c
modes/edit_curve_mode.c
modes/edit_lattice_mode.c
modes/edit_mesh_mode.c
modes/edit_metaball_mode.c
modes/edit_surface_mode.c
modes/edit_text_mode.c
modes/paint_texture_mode.c
modes/paint_vertex_mode.c
modes/paint_weight_mode.c
modes/particle_mode.c
modes/pose_mode.c
modes/sculpt_mode.c
intern/DRW_render.h
intern/draw_common.h

View File

@@ -1413,29 +1413,40 @@ static void DRW_engines_enable(const bContext *C)
use_drw_engine(&draw_engine_edit_mesh_type);
break;
case CTX_MODE_EDIT_CURVE:
use_drw_engine(&draw_engine_edit_curve_type);
break;
case CTX_MODE_EDIT_SURFACE:
use_drw_engine(&draw_engine_edit_surface_type);
break;
case CTX_MODE_EDIT_TEXT:
use_drw_engine(&draw_engine_edit_text_type);
break;
case CTX_MODE_EDIT_ARMATURE:
use_drw_engine(&draw_engine_edit_armature_type);
break;
case CTX_MODE_EDIT_METABALL:
use_drw_engine(&draw_engine_edit_metaball_type);
break;
case CTX_MODE_EDIT_LATTICE:
use_drw_engine(&draw_engine_edit_lattice_type);
break;
case CTX_MODE_POSE:
use_drw_engine(&draw_engine_pose_type);
break;
case CTX_MODE_SCULPT:
use_drw_engine(&draw_engine_sculpt_type);
break;
case CTX_MODE_PAINT_WEIGHT:
use_drw_engine(&draw_engine_paint_weight_type);
break;
case CTX_MODE_PAINT_VERTEX:
use_drw_engine(&draw_engine_paint_vertex_type);
break;
case CTX_MODE_PAINT_TEXTURE:
use_drw_engine(&draw_engine_paint_texture_type);
break;
case CTX_MODE_PARTICLE:
use_drw_engine(&draw_engine_particle_type);
break;
case CTX_MODE_OBJECT:
break;
@@ -1535,8 +1546,19 @@ void DRW_engines_register(void)
RE_engines_register(NULL, &viewport_clay_type);
DRW_engine_register(&draw_engine_object_type);
DRW_engine_register(&draw_engine_edit_mesh_type);
DRW_engine_register(&draw_engine_edit_armature_type);
DRW_engine_register(&draw_engine_edit_curve_type);
DRW_engine_register(&draw_engine_edit_lattice_type);
DRW_engine_register(&draw_engine_edit_mesh_type);
DRW_engine_register(&draw_engine_edit_metaball_type);
DRW_engine_register(&draw_engine_edit_surface_type);
DRW_engine_register(&draw_engine_edit_text_type);
DRW_engine_register(&draw_engine_paint_texture_type);
DRW_engine_register(&draw_engine_paint_vertex_type);
DRW_engine_register(&draw_engine_paint_weight_type);
DRW_engine_register(&draw_engine_particle_type);
DRW_engine_register(&draw_engine_pose_type);
DRW_engine_register(&draw_engine_sculpt_type);
#endif
}

View File

@@ -27,7 +27,18 @@
#define __DRAW_MODES_ENGINES_H__
extern DrawEngineType draw_engine_object_type;
extern DrawEngineType draw_engine_edit_mesh_type;
extern DrawEngineType draw_engine_edit_armature_type;
extern DrawEngineType draw_engine_edit_curve_type;
extern DrawEngineType draw_engine_edit_lattice_type;
extern DrawEngineType draw_engine_edit_mesh_type;
extern DrawEngineType draw_engine_edit_metaball_type;
extern DrawEngineType draw_engine_edit_surface_type;
extern DrawEngineType draw_engine_edit_text_type;
extern DrawEngineType draw_engine_paint_texture_type;
extern DrawEngineType draw_engine_paint_vertex_type;
extern DrawEngineType draw_engine_paint_weight_type;
extern DrawEngineType draw_engine_particle_type;
extern DrawEngineType draw_engine_pose_type;
extern DrawEngineType draw_engine_sculpt_type;
#endif /* __DRAW_MODES_ENGINES_H__ */

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@@ -0,0 +1,259 @@
/*
* 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 blender/draw/modes/edit_curve_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use EDIT_CURVE_engine_init() to
* initialize most of them and EDIT_CURVE_cache_init()
* for EDIT_CURVE_PassList */
/* keep it under MAX_PASSES */
typedef struct EDIT_CURVE_PassList {
/* Declare all passes here and init them in
* EDIT_CURVE_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} EDIT_CURVE_PassList;
/* keep it under MAX_BUFFERS */
typedef struct EDIT_CURVE_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} EDIT_CURVE_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct EDIT_CURVE_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} EDIT_CURVE_TextureList;
/* keep it under MAX_STORAGE */
typedef struct EDIT_CURVE_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} EDIT_CURVE_StorageList;
typedef struct EDIT_CURVE_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
EDIT_CURVE_FramebufferList *fbl;
EDIT_CURVE_TextureList *txl;
EDIT_CURVE_PassList *psl;
EDIT_CURVE_StorageList *stl;
} EDIT_CURVE_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in EDIT_CURVE_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in EDIT_CURVE_engine_init();
* free in EDIT_CURVE_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static EDIT_CURVE_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void EDIT_CURVE_engine_init(void)
{
EDIT_CURVE_Data *vedata = DRW_viewport_engine_data_get("EditCurveMode");
EDIT_CURVE_TextureList *txl = vedata->txl;
EDIT_CURVE_FramebufferList *fbl = vedata->fbl;
EDIT_CURVE_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_CURVE_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("EditCurveMode");
EDIT_CURVE_PassList *psl = vedata->psl;
EDIT_CURVE_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_CURVE_cache_populate(Object *ob)
{
EDIT_CURVE_PassList *psl = vedata->psl;
EDIT_CURVE_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void EDIT_CURVE_cache_finish(void)
{
EDIT_CURVE_PassList *psl = vedata->psl;
EDIT_CURVE_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_CURVE_draw_scene(void)
{
EDIT_CURVE_Data *ved = DRW_viewport_engine_data_get("EditCurveMode");
EDIT_CURVE_PassList *psl = ved->psl;
EDIT_CURVE_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void EDIT_CURVE_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void EDIT_CURVE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_edit_curve_type = {
NULL, NULL,
N_("EditCurveMode"),
&EDIT_CURVE_engine_init,
&EDIT_CURVE_engine_free,
&EDIT_CURVE_cache_init,
&EDIT_CURVE_cache_populate,
&EDIT_CURVE_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&EDIT_CURVE_draw_scene
};

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@@ -0,0 +1,259 @@
/*
* 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 blender/draw/modes/edit_lattice_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use EDIT_LATTICE_engine_init() to
* initialize most of them and EDIT_LATTICE_cache_init()
* for EDIT_LATTICE_PassList */
/* keep it under MAX_PASSES */
typedef struct EDIT_LATTICE_PassList {
/* Declare all passes here and init them in
* EDIT_LATTICE_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} EDIT_LATTICE_PassList;
/* keep it under MAX_BUFFERS */
typedef struct EDIT_LATTICE_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} EDIT_LATTICE_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct EDIT_LATTICE_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} EDIT_LATTICE_TextureList;
/* keep it under MAX_STORAGE */
typedef struct EDIT_LATTICE_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} EDIT_LATTICE_StorageList;
typedef struct EDIT_LATTICE_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
EDIT_LATTICE_FramebufferList *fbl;
EDIT_LATTICE_TextureList *txl;
EDIT_LATTICE_PassList *psl;
EDIT_LATTICE_StorageList *stl;
} EDIT_LATTICE_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in EDIT_LATTICE_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in EDIT_LATTICE_engine_init();
* free in EDIT_LATTICE_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static EDIT_LATTICE_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void EDIT_LATTICE_engine_init(void)
{
EDIT_LATTICE_Data *vedata = DRW_viewport_engine_data_get("EditLatticeMode");
EDIT_LATTICE_TextureList *txl = vedata->txl;
EDIT_LATTICE_FramebufferList *fbl = vedata->fbl;
EDIT_LATTICE_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_LATTICE_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("EditLatticeMode");
EDIT_LATTICE_PassList *psl = vedata->psl;
EDIT_LATTICE_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {1.0f, 0.0f, 0.0f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_LATTICE_cache_populate(Object *ob)
{
EDIT_LATTICE_PassList *psl = vedata->psl;
EDIT_LATTICE_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void EDIT_LATTICE_cache_finish(void)
{
EDIT_LATTICE_PassList *psl = vedata->psl;
EDIT_LATTICE_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_LATTICE_draw_scene(void)
{
EDIT_LATTICE_Data *ved = DRW_viewport_engine_data_get("EditLatticeMode");
EDIT_LATTICE_PassList *psl = ved->psl;
EDIT_LATTICE_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void EDIT_LATTICE_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void EDIT_LATTICE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_edit_lattice_type = {
NULL, NULL,
N_("EditLatticeMode"),
&EDIT_LATTICE_engine_init,
&EDIT_LATTICE_engine_free,
&EDIT_LATTICE_cache_init,
&EDIT_LATTICE_cache_populate,
&EDIT_LATTICE_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&EDIT_LATTICE_draw_scene
};

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@@ -0,0 +1,259 @@
/*
* 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 blender/draw/modes/edit_metaball_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use EDIT_METABALL_engine_init() to
* initialize most of them and EDIT_METABALL_cache_init()
* for EDIT_METABALL_PassList */
/* keep it under MAX_PASSES */
typedef struct EDIT_METABALL_PassList {
/* Declare all passes here and init them in
* EDIT_METABALL_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} EDIT_METABALL_PassList;
/* keep it under MAX_BUFFERS */
typedef struct EDIT_METABALL_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} EDIT_METABALL_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct EDIT_METABALL_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} EDIT_METABALL_TextureList;
/* keep it under MAX_STORAGE */
typedef struct EDIT_METABALL_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} EDIT_METABALL_StorageList;
typedef struct EDIT_METABALL_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
EDIT_METABALL_FramebufferList *fbl;
EDIT_METABALL_TextureList *txl;
EDIT_METABALL_PassList *psl;
EDIT_METABALL_StorageList *stl;
} EDIT_METABALL_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in EDIT_METABALL_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in EDIT_METABALL_engine_init();
* free in EDIT_METABALL_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static EDIT_METABALL_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void EDIT_METABALL_engine_init(void)
{
EDIT_METABALL_Data *vedata = DRW_viewport_engine_data_get("EditMetaballMode");
EDIT_METABALL_TextureList *txl = vedata->txl;
EDIT_METABALL_FramebufferList *fbl = vedata->fbl;
EDIT_METABALL_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_METABALL_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("EditMetaballMode");
EDIT_METABALL_PassList *psl = vedata->psl;
EDIT_METABALL_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.0f, 1.0f, 0.0f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_METABALL_cache_populate(Object *ob)
{
EDIT_METABALL_PassList *psl = vedata->psl;
EDIT_METABALL_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void EDIT_METABALL_cache_finish(void)
{
EDIT_METABALL_PassList *psl = vedata->psl;
EDIT_METABALL_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_METABALL_draw_scene(void)
{
EDIT_METABALL_Data *ved = DRW_viewport_engine_data_get("EditMetaballMode");
EDIT_METABALL_PassList *psl = ved->psl;
EDIT_METABALL_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void EDIT_METABALL_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void EDIT_METABALL_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_edit_metaball_type = {
NULL, NULL,
N_("EditMetaballMode"),
&EDIT_METABALL_engine_init,
&EDIT_METABALL_engine_free,
&EDIT_METABALL_cache_init,
&EDIT_METABALL_cache_populate,
&EDIT_METABALL_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&EDIT_METABALL_draw_scene
};

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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 blender/draw/modes/edit_surface_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use EDIT_SURFACE_engine_init() to
* initialize most of them and EDIT_SURFACE_cache_init()
* for EDIT_SURFACE_PassList */
/* keep it under MAX_PASSES */
typedef struct EDIT_SURFACE_PassList {
/* Declare all passes here and init them in
* EDIT_SURFACE_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} EDIT_SURFACE_PassList;
/* keep it under MAX_BUFFERS */
typedef struct EDIT_SURFACE_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} EDIT_SURFACE_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct EDIT_SURFACE_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} EDIT_SURFACE_TextureList;
/* keep it under MAX_STORAGE */
typedef struct EDIT_SURFACE_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} EDIT_SURFACE_StorageList;
typedef struct EDIT_SURFACE_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
EDIT_SURFACE_FramebufferList *fbl;
EDIT_SURFACE_TextureList *txl;
EDIT_SURFACE_PassList *psl;
EDIT_SURFACE_StorageList *stl;
} EDIT_SURFACE_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in EDIT_SURFACE_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in EDIT_SURFACE_engine_init();
* free in EDIT_SURFACE_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static EDIT_SURFACE_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void EDIT_SURFACE_engine_init(void)
{
EDIT_SURFACE_Data *vedata = DRW_viewport_engine_data_get("EditSurfaceMode");
EDIT_SURFACE_TextureList *txl = vedata->txl;
EDIT_SURFACE_FramebufferList *fbl = vedata->fbl;
EDIT_SURFACE_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_SURFACE_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("EditSurfaceMode");
EDIT_SURFACE_PassList *psl = vedata->psl;
EDIT_SURFACE_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.0f, 0.0f, 1.0f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_SURFACE_cache_populate(Object *ob)
{
EDIT_SURFACE_PassList *psl = vedata->psl;
EDIT_SURFACE_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void EDIT_SURFACE_cache_finish(void)
{
EDIT_SURFACE_PassList *psl = vedata->psl;
EDIT_SURFACE_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_SURFACE_draw_scene(void)
{
EDIT_SURFACE_Data *ved = DRW_viewport_engine_data_get("EditSurfaceMode");
EDIT_SURFACE_PassList *psl = ved->psl;
EDIT_SURFACE_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void EDIT_SURFACE_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void EDIT_SURFACE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_edit_surface_type = {
NULL, NULL,
N_("EditSurfaceMode"),
&EDIT_SURFACE_engine_init,
&EDIT_SURFACE_engine_free,
&EDIT_SURFACE_cache_init,
&EDIT_SURFACE_cache_populate,
&EDIT_SURFACE_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&EDIT_SURFACE_draw_scene
};

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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 blender/draw/modes/edit_text_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use EDIT_TEXT_engine_init() to
* initialize most of them and EDIT_TEXT_cache_init()
* for EDIT_TEXT_PassList */
/* keep it under MAX_PASSES */
typedef struct EDIT_TEXT_PassList {
/* Declare all passes here and init them in
* EDIT_TEXT_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} EDIT_TEXT_PassList;
/* keep it under MAX_BUFFERS */
typedef struct EDIT_TEXT_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} EDIT_TEXT_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct EDIT_TEXT_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} EDIT_TEXT_TextureList;
/* keep it under MAX_STORAGE */
typedef struct EDIT_TEXT_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} EDIT_TEXT_StorageList;
typedef struct EDIT_TEXT_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
EDIT_TEXT_FramebufferList *fbl;
EDIT_TEXT_TextureList *txl;
EDIT_TEXT_PassList *psl;
EDIT_TEXT_StorageList *stl;
} EDIT_TEXT_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in EDIT_TEXT_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in EDIT_TEXT_engine_init();
* free in EDIT_TEXT_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static EDIT_TEXT_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void EDIT_TEXT_engine_init(void)
{
EDIT_TEXT_Data *vedata = DRW_viewport_engine_data_get("EditTextMode");
EDIT_TEXT_TextureList *txl = vedata->txl;
EDIT_TEXT_FramebufferList *fbl = vedata->fbl;
EDIT_TEXT_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_TEXT_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("EditTextMode");
EDIT_TEXT_PassList *psl = vedata->psl;
EDIT_TEXT_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {1.0f, 0.0f, 0.0f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_TEXT_cache_populate(Object *ob)
{
EDIT_TEXT_PassList *psl = vedata->psl;
EDIT_TEXT_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void EDIT_TEXT_cache_finish(void)
{
EDIT_TEXT_PassList *psl = vedata->psl;
EDIT_TEXT_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_TEXT_draw_scene(void)
{
EDIT_TEXT_Data *ved = DRW_viewport_engine_data_get("EditTextMode");
EDIT_TEXT_PassList *psl = ved->psl;
EDIT_TEXT_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void EDIT_TEXT_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void EDIT_TEXT_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_edit_text_type = {
NULL, NULL,
N_("EditTextMode"),
&EDIT_TEXT_engine_init,
&EDIT_TEXT_engine_free,
&EDIT_TEXT_cache_init,
&EDIT_TEXT_cache_populate,
&EDIT_TEXT_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&EDIT_TEXT_draw_scene
};

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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 blender/draw/modes/paint_texture_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use PAINT_TEXTURE_engine_init() to
* initialize most of them and PAINT_TEXTURE_cache_init()
* for PAINT_TEXTURE_PassList */
/* keep it under MAX_PASSES */
typedef struct PAINT_TEXTURE_PassList {
/* Declare all passes here and init them in
* PAINT_TEXTURE_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} PAINT_TEXTURE_PassList;
/* keep it under MAX_BUFFERS */
typedef struct PAINT_TEXTURE_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} PAINT_TEXTURE_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct PAINT_TEXTURE_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} PAINT_TEXTURE_TextureList;
/* keep it under MAX_STORAGE */
typedef struct PAINT_TEXTURE_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} PAINT_TEXTURE_StorageList;
typedef struct PAINT_TEXTURE_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
PAINT_TEXTURE_FramebufferList *fbl;
PAINT_TEXTURE_TextureList *txl;
PAINT_TEXTURE_PassList *psl;
PAINT_TEXTURE_StorageList *stl;
} PAINT_TEXTURE_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in PAINT_TEXTURE_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in PAINT_TEXTURE_engine_init();
* free in PAINT_TEXTURE_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static PAINT_TEXTURE_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void PAINT_TEXTURE_engine_init(void)
{
PAINT_TEXTURE_Data *vedata = DRW_viewport_engine_data_get("PaintTextureMode");
PAINT_TEXTURE_TextureList *txl = vedata->txl;
PAINT_TEXTURE_FramebufferList *fbl = vedata->fbl;
PAINT_TEXTURE_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void PAINT_TEXTURE_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("PaintTextureMode");
PAINT_TEXTURE_PassList *psl = vedata->psl;
PAINT_TEXTURE_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void PAINT_TEXTURE_cache_populate(Object *ob)
{
PAINT_TEXTURE_PassList *psl = vedata->psl;
PAINT_TEXTURE_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void PAINT_TEXTURE_cache_finish(void)
{
PAINT_TEXTURE_PassList *psl = vedata->psl;
PAINT_TEXTURE_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void PAINT_TEXTURE_draw_scene(void)
{
PAINT_TEXTURE_Data *ved = DRW_viewport_engine_data_get("PaintTextureMode");
PAINT_TEXTURE_PassList *psl = ved->psl;
PAINT_TEXTURE_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void PAINT_TEXTURE_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void PAINT_TEXTURE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_paint_texture_type = {
NULL, NULL,
N_("PaintTextureMode"),
&PAINT_TEXTURE_engine_init,
&PAINT_TEXTURE_engine_free,
&PAINT_TEXTURE_cache_init,
&PAINT_TEXTURE_cache_populate,
&PAINT_TEXTURE_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&PAINT_TEXTURE_draw_scene
};

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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 blender/draw/modes/paint_vertex_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use PAINT_VERTEX_engine_init() to
* initialize most of them and PAINT_VERTEX_cache_init()
* for PAINT_VERTEX_PassList */
/* keep it under MAX_PASSES */
typedef struct PAINT_VERTEX_PassList {
/* Declare all passes here and init them in
* PAINT_VERTEX_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} PAINT_VERTEX_PassList;
/* keep it under MAX_BUFFERS */
typedef struct PAINT_VERTEX_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} PAINT_VERTEX_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct PAINT_VERTEX_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} PAINT_VERTEX_TextureList;
/* keep it under MAX_STORAGE */
typedef struct PAINT_VERTEX_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} PAINT_VERTEX_StorageList;
typedef struct PAINT_VERTEX_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
PAINT_VERTEX_FramebufferList *fbl;
PAINT_VERTEX_TextureList *txl;
PAINT_VERTEX_PassList *psl;
PAINT_VERTEX_StorageList *stl;
} PAINT_VERTEX_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in PAINT_VERTEX_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in PAINT_VERTEX_engine_init();
* free in PAINT_VERTEX_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static PAINT_VERTEX_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void PAINT_VERTEX_engine_init(void)
{
PAINT_VERTEX_Data *vedata = DRW_viewport_engine_data_get("PaintVertexMode");
PAINT_VERTEX_TextureList *txl = vedata->txl;
PAINT_VERTEX_FramebufferList *fbl = vedata->fbl;
PAINT_VERTEX_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void PAINT_VERTEX_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("PaintVertexMode");
PAINT_VERTEX_PassList *psl = vedata->psl;
PAINT_VERTEX_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void PAINT_VERTEX_cache_populate(Object *ob)
{
PAINT_VERTEX_PassList *psl = vedata->psl;
PAINT_VERTEX_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void PAINT_VERTEX_cache_finish(void)
{
PAINT_VERTEX_PassList *psl = vedata->psl;
PAINT_VERTEX_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void PAINT_VERTEX_draw_scene(void)
{
PAINT_VERTEX_Data *ved = DRW_viewport_engine_data_get("PaintVertexMode");
PAINT_VERTEX_PassList *psl = ved->psl;
PAINT_VERTEX_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void PAINT_VERTEX_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void PAINT_VERTEX_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_paint_vertex_type = {
NULL, NULL,
N_("PaintVertexMode"),
&PAINT_VERTEX_engine_init,
&PAINT_VERTEX_engine_free,
&PAINT_VERTEX_cache_init,
&PAINT_VERTEX_cache_populate,
&PAINT_VERTEX_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&PAINT_VERTEX_draw_scene
};

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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 blender/draw/modes/paint_weight_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use PAINT_WEIGHT_engine_init() to
* initialize most of them and PAINT_WEIGHT_cache_init()
* for PAINT_WEIGHT_PassList */
/* keep it under MAX_PASSES */
typedef struct PAINT_WEIGHT_PassList {
/* Declare all passes here and init them in
* PAINT_WEIGHT_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} PAINT_WEIGHT_PassList;
/* keep it under MAX_BUFFERS */
typedef struct PAINT_WEIGHT_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} PAINT_WEIGHT_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct PAINT_WEIGHT_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} PAINT_WEIGHT_TextureList;
/* keep it under MAX_STORAGE */
typedef struct PAINT_WEIGHT_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} PAINT_WEIGHT_StorageList;
typedef struct PAINT_WEIGHT_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
PAINT_WEIGHT_FramebufferList *fbl;
PAINT_WEIGHT_TextureList *txl;
PAINT_WEIGHT_PassList *psl;
PAINT_WEIGHT_StorageList *stl;
} PAINT_WEIGHT_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in PAINT_WEIGHT_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in PAINT_WEIGHT_engine_init();
* free in PAINT_WEIGHT_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static PAINT_WEIGHT_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void PAINT_WEIGHT_engine_init(void)
{
PAINT_WEIGHT_Data *vedata = DRW_viewport_engine_data_get("PaintWeightMode");
PAINT_WEIGHT_TextureList *txl = vedata->txl;
PAINT_WEIGHT_FramebufferList *fbl = vedata->fbl;
PAINT_WEIGHT_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void PAINT_WEIGHT_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("PaintWeightMode");
PAINT_WEIGHT_PassList *psl = vedata->psl;
PAINT_WEIGHT_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void PAINT_WEIGHT_cache_populate(Object *ob)
{
PAINT_WEIGHT_PassList *psl = vedata->psl;
PAINT_WEIGHT_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void PAINT_WEIGHT_cache_finish(void)
{
PAINT_WEIGHT_PassList *psl = vedata->psl;
PAINT_WEIGHT_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void PAINT_WEIGHT_draw_scene(void)
{
PAINT_WEIGHT_Data *ved = DRW_viewport_engine_data_get("PaintWeightMode");
PAINT_WEIGHT_PassList *psl = ved->psl;
PAINT_WEIGHT_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void PAINT_WEIGHT_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void PAINT_WEIGHT_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_paint_weight_type = {
NULL, NULL,
N_("PaintWeightMode"),
&PAINT_WEIGHT_engine_init,
&PAINT_WEIGHT_engine_free,
&PAINT_WEIGHT_cache_init,
&PAINT_WEIGHT_cache_populate,
&PAINT_WEIGHT_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&PAINT_WEIGHT_draw_scene
};

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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 blender/draw/modes/particle_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use PARTICLE_engine_init() to
* initialize most of them and PARTICLE_cache_init()
* for PARTICLE_PassList */
/* keep it under MAX_PASSES */
typedef struct PARTICLE_PassList {
/* Declare all passes here and init them in
* PARTICLE_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} PARTICLE_PassList;
/* keep it under MAX_BUFFERS */
typedef struct PARTICLE_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} PARTICLE_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct PARTICLE_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} PARTICLE_TextureList;
/* keep it under MAX_STORAGE */
typedef struct PARTICLE_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} PARTICLE_StorageList;
typedef struct PARTICLE_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
PARTICLE_FramebufferList *fbl;
PARTICLE_TextureList *txl;
PARTICLE_PassList *psl;
PARTICLE_StorageList *stl;
} PARTICLE_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in PARTICLE_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in PARTICLE_engine_init();
* free in PARTICLE_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static PARTICLE_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void PARTICLE_engine_init(void)
{
PARTICLE_Data *vedata = DRW_viewport_engine_data_get("ParticleMode");
PARTICLE_TextureList *txl = vedata->txl;
PARTICLE_FramebufferList *fbl = vedata->fbl;
PARTICLE_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void PARTICLE_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("ParticleMode");
PARTICLE_PassList *psl = vedata->psl;
PARTICLE_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void PARTICLE_cache_populate(Object *ob)
{
PARTICLE_PassList *psl = vedata->psl;
PARTICLE_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void PARTICLE_cache_finish(void)
{
PARTICLE_PassList *psl = vedata->psl;
PARTICLE_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void PARTICLE_draw_scene(void)
{
PARTICLE_Data *ved = DRW_viewport_engine_data_get("ParticleMode");
PARTICLE_PassList *psl = ved->psl;
PARTICLE_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void PARTICLE_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void PARTICLE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_particle_type = {
NULL, NULL,
N_("ParticleMode"),
&PARTICLE_engine_init,
&PARTICLE_engine_free,
&PARTICLE_cache_init,
&PARTICLE_cache_populate,
&PARTICLE_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&PARTICLE_draw_scene
};

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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 blender/draw/modes/pose_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use POSE_engine_init() to
* initialize most of them and POSE_cache_init()
* for POSE_PassList */
/* keep it under MAX_PASSES */
typedef struct POSE_PassList {
/* Declare all passes here and init them in
* POSE_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} POSE_PassList;
/* keep it under MAX_BUFFERS */
typedef struct POSE_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} POSE_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct POSE_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} POSE_TextureList;
/* keep it under MAX_STORAGE */
typedef struct POSE_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} POSE_StorageList;
typedef struct POSE_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
POSE_FramebufferList *fbl;
POSE_TextureList *txl;
POSE_PassList *psl;
POSE_StorageList *stl;
} POSE_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in POSE_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in POSE_engine_init();
* free in POSE_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static POSE_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void POSE_engine_init(void)
{
POSE_Data *vedata = DRW_viewport_engine_data_get("PoseMode");
POSE_TextureList *txl = vedata->txl;
POSE_FramebufferList *fbl = vedata->fbl;
POSE_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void POSE_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("PoseMode");
POSE_PassList *psl = vedata->psl;
POSE_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void POSE_cache_populate(Object *ob)
{
POSE_PassList *psl = vedata->psl;
POSE_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void POSE_cache_finish(void)
{
POSE_PassList *psl = vedata->psl;
POSE_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void POSE_draw_scene(void)
{
POSE_Data *ved = DRW_viewport_engine_data_get("PoseMode");
POSE_PassList *psl = ved->psl;
POSE_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void POSE_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void POSE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_pose_type = {
NULL, NULL,
N_("PoseMode"),
&POSE_engine_init,
&POSE_engine_free,
&POSE_cache_init,
&POSE_cache_populate,
&POSE_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&POSE_draw_scene
};

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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 blender/draw/modes/sculpt_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use SCULPT_engine_init() to
* initialize most of them and SCULPT_cache_init()
* for SCULPT_PassList */
/* keep it under MAX_PASSES */
typedef struct SCULPT_PassList {
/* Declare all passes here and init them in
* SCULPT_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} SCULPT_PassList;
/* keep it under MAX_BUFFERS */
typedef struct SCULPT_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
// struct GPUFrameBuffer *fb;
} SCULPT_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct SCULPT_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
// struct GPUTexture *texture;
} SCULPT_TextureList;
/* keep it under MAX_STORAGE */
typedef struct SCULPT_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
} SCULPT_StorageList;
typedef struct SCULPT_Data {
/* Struct returned by DRW_viewport_engine_data_get.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
char engine_name[32]; /* Required */
SCULPT_FramebufferList *fbl;
SCULPT_TextureList *txl;
SCULPT_PassList *psl;
SCULPT_StorageList *stl;
} SCULPT_Data;
/* *********** STATIC *********** */
/* This keeps the references of the shading groups for
* easy access in SCULPT_cache_populate() */
static DRWShadingGroup *group;
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in SCULPT_engine_init();
* free in SCULPT_engine_free(); */
static struct GPUShader *custom_shader = NULL;
/* This keeps the reference of the viewport engine data because
* DRW_viewport_engine_data_get is slow and we don't want to
* call it for every object */
static SCULPT_Data *vedata;
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optionnal) */
static void SCULPT_engine_init(void)
{
SCULPT_Data *vedata = DRW_viewport_engine_data_get("SculptMode");
SCULPT_TextureList *txl = vedata->txl;
SCULPT_FramebufferList *fbl = vedata->fbl;
SCULPT_StorageList *stl = vedata->stl;
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
* {&txl->color, DRW_BUF_RGBA_8}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!custom_shader) {
custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void SCULPT_cache_init(void)
{
vedata = DRW_viewport_engine_data_get("SculptMode");
SCULPT_PassList *psl = vedata->psl;
SCULPT_StorageList *stl = vedata->stl;
{
/* Create a pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
/*
* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
* -- or --
* group = DRW_shgroup_create(custom_shader, psl->pass);
*/
group = DRW_shgroup_create(custom_shader, psl->pass);
/* Uniforms need a pointer to it's value so be sure it's accessible at
* any given time (i.e. use static vars) */
static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
DRW_shgroup_uniform_vec4(group, "color", color, 1);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void SCULPT_cache_populate(Object *ob)
{
SCULPT_PassList *psl = vedata->psl;
SCULPT_StorageList *stl = vedata->stl;
if (ob->type == OB_MESH) {
/* Get geometry cache */
struct Batch *geom = DRW_cache_surface_get(ob);
/* Add geom to a shading group */
DRW_shgroup_call_add(group, geom, ob->obmat);
}
}
/* Optionnal : Post-cache_populate callback */
static void SCULPT_cache_finish(void)
{
SCULPT_PassList *psl = vedata->psl;
SCULPT_StorageList *stl = vedata->stl;
/* Do something here! dependant on the objects gathered */
}
/* Draw time ! Control rendering pipeline from here */
static void SCULPT_draw_scene(void)
{
SCULPT_Data *ved = DRW_viewport_engine_data_get("SculptMode");
SCULPT_PassList *psl = ved->psl;
SCULPT_FramebufferList *fbl = vedata->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void SCULPT_engine_free(void)
{
// if (custom_shader)
// DRW_shader_free(custom_shader);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
void SCULPT_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
}
DrawEngineType draw_engine_sculpt_type = {
NULL, NULL,
N_("SculptMode"),
&SCULPT_engine_init,
&SCULPT_engine_free,
&SCULPT_cache_init,
&SCULPT_cache_populate,
&SCULPT_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&SCULPT_draw_scene
};