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:
@@ -57,9 +57,20 @@ set(SRC
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intern/draw_view.c
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intern/draw_armature.c
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engines/clay/clay.c
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modes/edit_armature_mode.c
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modes/edit_mesh_mode.c
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modes/object_mode.c
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modes/edit_armature_mode.c
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modes/edit_curve_mode.c
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modes/edit_lattice_mode.c
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modes/edit_mesh_mode.c
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modes/edit_metaball_mode.c
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modes/edit_surface_mode.c
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modes/edit_text_mode.c
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modes/paint_texture_mode.c
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modes/paint_vertex_mode.c
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modes/paint_weight_mode.c
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modes/particle_mode.c
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modes/pose_mode.c
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modes/sculpt_mode.c
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intern/DRW_render.h
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intern/draw_common.h
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@@ -1413,29 +1413,40 @@ static void DRW_engines_enable(const bContext *C)
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use_drw_engine(&draw_engine_edit_mesh_type);
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break;
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case CTX_MODE_EDIT_CURVE:
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use_drw_engine(&draw_engine_edit_curve_type);
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break;
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case CTX_MODE_EDIT_SURFACE:
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use_drw_engine(&draw_engine_edit_surface_type);
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break;
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case CTX_MODE_EDIT_TEXT:
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use_drw_engine(&draw_engine_edit_text_type);
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break;
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case CTX_MODE_EDIT_ARMATURE:
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use_drw_engine(&draw_engine_edit_armature_type);
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break;
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case CTX_MODE_EDIT_METABALL:
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use_drw_engine(&draw_engine_edit_metaball_type);
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break;
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case CTX_MODE_EDIT_LATTICE:
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use_drw_engine(&draw_engine_edit_lattice_type);
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break;
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case CTX_MODE_POSE:
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use_drw_engine(&draw_engine_pose_type);
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break;
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case CTX_MODE_SCULPT:
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use_drw_engine(&draw_engine_sculpt_type);
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break;
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case CTX_MODE_PAINT_WEIGHT:
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use_drw_engine(&draw_engine_paint_weight_type);
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break;
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case CTX_MODE_PAINT_VERTEX:
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use_drw_engine(&draw_engine_paint_vertex_type);
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break;
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case CTX_MODE_PAINT_TEXTURE:
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use_drw_engine(&draw_engine_paint_texture_type);
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break;
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case CTX_MODE_PARTICLE:
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use_drw_engine(&draw_engine_particle_type);
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break;
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case CTX_MODE_OBJECT:
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break;
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@@ -1535,8 +1546,19 @@ void DRW_engines_register(void)
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RE_engines_register(NULL, &viewport_clay_type);
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DRW_engine_register(&draw_engine_object_type);
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DRW_engine_register(&draw_engine_edit_mesh_type);
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DRW_engine_register(&draw_engine_edit_armature_type);
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DRW_engine_register(&draw_engine_edit_curve_type);
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DRW_engine_register(&draw_engine_edit_lattice_type);
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DRW_engine_register(&draw_engine_edit_mesh_type);
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DRW_engine_register(&draw_engine_edit_metaball_type);
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DRW_engine_register(&draw_engine_edit_surface_type);
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DRW_engine_register(&draw_engine_edit_text_type);
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DRW_engine_register(&draw_engine_paint_texture_type);
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DRW_engine_register(&draw_engine_paint_vertex_type);
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DRW_engine_register(&draw_engine_paint_weight_type);
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DRW_engine_register(&draw_engine_particle_type);
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DRW_engine_register(&draw_engine_pose_type);
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DRW_engine_register(&draw_engine_sculpt_type);
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#endif
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}
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@@ -27,7 +27,18 @@
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#define __DRAW_MODES_ENGINES_H__
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extern DrawEngineType draw_engine_object_type;
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extern DrawEngineType draw_engine_edit_mesh_type;
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extern DrawEngineType draw_engine_edit_armature_type;
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extern DrawEngineType draw_engine_edit_curve_type;
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extern DrawEngineType draw_engine_edit_lattice_type;
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extern DrawEngineType draw_engine_edit_mesh_type;
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extern DrawEngineType draw_engine_edit_metaball_type;
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extern DrawEngineType draw_engine_edit_surface_type;
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extern DrawEngineType draw_engine_edit_text_type;
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extern DrawEngineType draw_engine_paint_texture_type;
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extern DrawEngineType draw_engine_paint_vertex_type;
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extern DrawEngineType draw_engine_paint_weight_type;
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extern DrawEngineType draw_engine_particle_type;
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extern DrawEngineType draw_engine_pose_type;
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extern DrawEngineType draw_engine_sculpt_type;
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#endif /* __DRAW_MODES_ENGINES_H__ */
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259
source/blender/draw/modes/edit_curve_mode.c
Normal file
259
source/blender/draw/modes/edit_curve_mode.c
Normal file
@@ -0,0 +1,259 @@
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/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/modes/edit_curve_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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/* *********** LISTS *********** */
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/* All lists are per viewport specific datas.
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* They are all free when viewport changes engines
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* or is free itself. Use EDIT_CURVE_engine_init() to
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* initialize most of them and EDIT_CURVE_cache_init()
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* for EDIT_CURVE_PassList */
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/* keep it under MAX_PASSES */
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typedef struct EDIT_CURVE_PassList {
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/* Declare all passes here and init them in
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* EDIT_CURVE_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *pass;
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} EDIT_CURVE_PassList;
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/* keep it under MAX_BUFFERS */
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typedef struct EDIT_CURVE_FramebufferList {
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/* Contains all framebuffer objects needed by this engine.
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* Only contains (GPUFrameBuffer *) */
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// struct GPUFrameBuffer *fb;
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} EDIT_CURVE_FramebufferList;
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/* keep it under MAX_TEXTURES */
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typedef struct EDIT_CURVE_TextureList {
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/* Contains all framebuffer textures / utility textures
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* needed by this engine. Only viewport specific textures
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* (not per object). Only contains (GPUTexture *) */
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// struct GPUTexture *texture;
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} EDIT_CURVE_TextureList;
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/* keep it under MAX_STORAGE */
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typedef struct EDIT_CURVE_StorageList {
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/* Contains any other memory block that the engine needs.
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* Only directly MEM_(m/c)allocN'ed blocks because they are
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* free with MEM_freeN() when viewport is freed.
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* (not per object) */
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// struct CustomStruct *block;
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} EDIT_CURVE_StorageList;
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typedef struct EDIT_CURVE_Data {
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/* Struct returned by DRW_viewport_engine_data_get.
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* If you don't use one of these, just make it a (void *) */
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// void *fbl;
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char engine_name[32]; /* Required */
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EDIT_CURVE_FramebufferList *fbl;
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EDIT_CURVE_TextureList *txl;
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EDIT_CURVE_PassList *psl;
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EDIT_CURVE_StorageList *stl;
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} EDIT_CURVE_Data;
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/* *********** STATIC *********** */
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/* This keeps the references of the shading groups for
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* easy access in EDIT_CURVE_cache_populate() */
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static DRWShadingGroup *group;
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/* If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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/* Custom shaders :
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* Add sources to source/blender/draw/modes/shaders
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* init in EDIT_CURVE_engine_init();
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* free in EDIT_CURVE_engine_free(); */
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static struct GPUShader *custom_shader = NULL;
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/* This keeps the reference of the viewport engine data because
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* DRW_viewport_engine_data_get is slow and we don't want to
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* call it for every object */
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static EDIT_CURVE_Data *vedata;
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/* *********** FUNCTIONS *********** */
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/* Init Textures, Framebuffers, Storage and Shaders.
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* It is called for every frames.
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* (Optionnal) */
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static void EDIT_CURVE_engine_init(void)
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{
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EDIT_CURVE_Data *vedata = DRW_viewport_engine_data_get("EditCurveMode");
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EDIT_CURVE_TextureList *txl = vedata->txl;
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EDIT_CURVE_FramebufferList *fbl = vedata->fbl;
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EDIT_CURVE_StorageList *stl = vedata->stl;
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/* Init Framebuffers like this: order is attachment order (for color texs) */
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/*
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* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
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* {&txl->color, DRW_BUF_RGBA_8}};
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*/
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/* DRW_framebuffer_init takes care of checking if
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* the framebuffer is valid and has the right size*/
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/*
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* float *viewport_size = DRW_viewport_size_get();
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* DRW_framebuffer_init(&fbl->occlude_wire_fb,
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* (int)viewport_size[0], (int)viewport_size[1],
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* tex, 2);
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*/
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if (!custom_shader) {
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custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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}
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}
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/* Here init all passes and shading groups
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* Assume that all Passes are NULL */
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static void EDIT_CURVE_cache_init(void)
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{
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vedata = DRW_viewport_engine_data_get("EditCurveMode");
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EDIT_CURVE_PassList *psl = vedata->psl;
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EDIT_CURVE_StorageList *stl = vedata->stl;
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{
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/* Create a pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
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psl->pass = DRW_pass_create("My Pass", state);
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/* Create a shadingGroup using a function in draw_common.c or custom one */
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/*
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* group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
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* -- or --
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* group = DRW_shgroup_create(custom_shader, psl->pass);
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*/
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group = DRW_shgroup_create(custom_shader, psl->pass);
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/* Uniforms need a pointer to it's value so be sure it's accessible at
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* any given time (i.e. use static vars) */
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static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
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DRW_shgroup_uniform_vec4(group, "color", color, 1);
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}
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}
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/* Add geometry to shadingGroups. Execute for each objects */
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static void EDIT_CURVE_cache_populate(Object *ob)
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{
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EDIT_CURVE_PassList *psl = vedata->psl;
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EDIT_CURVE_StorageList *stl = vedata->stl;
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if (ob->type == OB_MESH) {
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/* Get geometry cache */
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struct Batch *geom = DRW_cache_surface_get(ob);
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/* Add geom to a shading group */
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DRW_shgroup_call_add(group, geom, ob->obmat);
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}
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}
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/* Optionnal : Post-cache_populate callback */
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static void EDIT_CURVE_cache_finish(void)
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{
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EDIT_CURVE_PassList *psl = vedata->psl;
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EDIT_CURVE_StorageList *stl = vedata->stl;
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/* Do something here! dependant on the objects gathered */
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}
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/* Draw time ! Control rendering pipeline from here */
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static void EDIT_CURVE_draw_scene(void)
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{
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EDIT_CURVE_Data *ved = DRW_viewport_engine_data_get("EditCurveMode");
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EDIT_CURVE_PassList *psl = ved->psl;
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EDIT_CURVE_FramebufferList *fbl = vedata->fbl;
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/* Default framebuffer and texture */
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
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/*
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* DRW_framebuffer_texture_detach(dtxl->depth);
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* DRW_framebuffer_bind(fbl->custom_fb);
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* DRW_draw_pass(psl->pass);
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* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
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* DRW_framebuffer_bind(dfbl->default_fb);
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*/
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/* ... or just render passes on default framebuffer. */
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DRW_draw_pass(psl->pass);
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/* If you changed framebuffer, double check you rebind
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* the default one with its textures attached before finishing */
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}
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/* Cleanup when destroying the engine.
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* This is not per viewport ! only when quitting blender.
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* Mostly used for freeing shaders */
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static void EDIT_CURVE_engine_free(void)
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{
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// if (custom_shader)
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// DRW_shader_free(custom_shader);
|
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}
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|
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/* Create collection settings here.
|
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*
|
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* Be sure to add this function there :
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* source/blender/draw/DRW_engine.h
|
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* source/blender/blenkernel/intern/layer.c
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* source/blenderplayer/bad_level_call_stubs/stubs.c
|
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*
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* And relevant collection settings to :
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* source/blender/makesrna/intern/rna_scene.c
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* source/blender/blenkernel/intern/layer.c
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*/
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void EDIT_CURVE_collection_settings_create(CollectionEngineSettings *ces)
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{
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BLI_assert(ces);
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// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
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// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
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// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
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}
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|
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DrawEngineType draw_engine_edit_curve_type = {
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NULL, NULL,
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N_("EditCurveMode"),
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&EDIT_CURVE_engine_init,
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&EDIT_CURVE_engine_free,
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&EDIT_CURVE_cache_init,
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&EDIT_CURVE_cache_populate,
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&EDIT_CURVE_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&EDIT_CURVE_draw_scene
|
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};
|
||||
259
source/blender/draw/modes/edit_lattice_mode.c
Normal file
259
source/blender/draw/modes/edit_lattice_mode.c
Normal file
@@ -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
|
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* \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
|
||||
};
|
||||
259
source/blender/draw/modes/edit_metaball_mode.c
Normal file
259
source/blender/draw/modes/edit_metaball_mode.c
Normal file
@@ -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
|
||||
};
|
||||
259
source/blender/draw/modes/edit_surface_mode.c
Normal file
259
source/blender/draw/modes/edit_surface_mode.c
Normal file
@@ -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_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
|
||||
};
|
||||
259
source/blender/draw/modes/edit_text_mode.c
Normal file
259
source/blender/draw/modes/edit_text_mode.c
Normal file
@@ -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_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
|
||||
};
|
||||
259
source/blender/draw/modes/paint_texture_mode.c
Normal file
259
source/blender/draw/modes/paint_texture_mode.c
Normal file
@@ -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/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
|
||||
};
|
||||
259
source/blender/draw/modes/paint_vertex_mode.c
Normal file
259
source/blender/draw/modes/paint_vertex_mode.c
Normal file
@@ -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/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
|
||||
};
|
||||
259
source/blender/draw/modes/paint_weight_mode.c
Normal file
259
source/blender/draw/modes/paint_weight_mode.c
Normal file
@@ -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/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
|
||||
};
|
||||
259
source/blender/draw/modes/particle_mode.c
Normal file
259
source/blender/draw/modes/particle_mode.c
Normal file
@@ -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/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
|
||||
};
|
||||
259
source/blender/draw/modes/pose_mode.c
Normal file
259
source/blender/draw/modes/pose_mode.c
Normal file
@@ -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/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
|
||||
};
|
||||
259
source/blender/draw/modes/sculpt_mode.c
Normal file
259
source/blender/draw/modes/sculpt_mode.c
Normal file
@@ -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/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
|
||||
};
|
||||
Reference in New Issue
Block a user