/* * 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 overlay_mode.c * \ingroup draw_engine */ #include "DNA_view3d_types.h" #include "GPU_shader.h" #include "DRW_render.h" #include "draw_mode_engines.h" /* Structures */ typedef struct OVERLAY_StorageList { struct OVERLAY_PrivateData *g_data; } OVERLAY_StorageList; typedef struct OVERLAY_PassList { struct DRWPass *face_orientation_pass; } OVERLAY_PassList; typedef struct OVERLAY_Data { void *engine_type; DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; OVERLAY_PassList *psl; OVERLAY_StorageList *stl; } OVERLAY_Data; typedef struct OVERLAY_PrivateData { DRWShadingGroup *face_orientation_shgrp; View3DOverlay overlay; } OVERLAY_PrivateData; /* Transient data */ /* *********** STATIC *********** */ static struct { /* Face orientation shader */ struct GPUShader *face_orientation_sh; } e_data = {NULL}; /* Shaders */ extern char datatoc_overlay_face_orientation_frag_glsl[]; extern char datatoc_overlay_face_orientation_vert_glsl[]; /* Functions */ static void overlay_engine_init(void *vedata) { OVERLAY_Data * data = (OVERLAY_Data *)vedata; OVERLAY_StorageList *stl = data->stl; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } if (!e_data.face_orientation_sh) { /* Face orientation */ e_data.face_orientation_sh = DRW_shader_create( datatoc_overlay_face_orientation_vert_glsl, NULL, datatoc_overlay_face_orientation_frag_glsl, "\n"); } } static void overlay_cache_init(void *vedata) { OVERLAY_Data * data = (OVERLAY_Data *)vedata; OVERLAY_PassList *psl = data->psl; OVERLAY_StorageList *stl = data->stl; const DRWContextState *DCS = DRW_context_state_get(); View3D *v3d = DCS->v3d; if (v3d) { stl->g_data->overlay = v3d->overlay; } else { memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay)); } /* Face Orientation Pass */ if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND; psl->face_orientation_pass = DRW_pass_create("Face Orientation", state); stl->g_data->face_orientation_shgrp = DRW_shgroup_create( e_data.face_orientation_sh, psl->face_orientation_pass); } } static void overlay_cache_populate(void *vedata, Object *ob) { OVERLAY_Data * data = (OVERLAY_Data *)vedata; OVERLAY_StorageList *stl = data->stl; OVERLAY_PrivateData *pd = stl->g_data; if (!DRW_object_is_renderable(ob)) return; struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { /* Face Orientation */ if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) { DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat); } } } static void overlay_cache_finish(void *UNUSED(vedata)) { } static void overlay_draw_scene(void *vedata) { OVERLAY_Data * data = (OVERLAY_Data *)vedata; OVERLAY_PassList *psl = data->psl; OVERLAY_StorageList *stl = data->stl; OVERLAY_PrivateData *pd = stl->g_data; if (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) { DRW_draw_pass(psl->face_orientation_pass); } } static void overlay_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh); } static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data); DrawEngineType draw_engine_overlay_type = { NULL, NULL, N_("OverlayEngine"), &overlay_data_size, &overlay_engine_init, &overlay_engine_free, &overlay_cache_init, &overlay_cache_populate, &overlay_cache_finish, NULL, &overlay_draw_scene, NULL, NULL, NULL, };