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blender-archive/source/blender/draw/modes/edit_metaball_mode.c
Clément Foucault b6dbd8723c DRW / Render: Add support for render pipeline in drawmanager.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.

A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29 22:00:15 +01:00

253 lines
8.1 KiB
C

/*
* 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"
#include "DNA_meta_types.h"
#include "BKE_mball.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "GPU_select.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* 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 */
/* *********** 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 */
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;
typedef struct EDIT_METABALL_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
struct GPUFrameBuffer *fb;
} EDIT_METABALL_FramebufferList;
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;
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;
struct EDIT_METABALL_PrivateData *g_data;
} EDIT_METABALL_StorageList;
typedef struct EDIT_METABALL_Data {
/* Struct returned by DRW_viewport_engine_data_ensure.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
void *engine_type; /* Required */
EDIT_METABALL_FramebufferList *fbl;
EDIT_METABALL_TextureList *txl;
EDIT_METABALL_PassList *psl;
EDIT_METABALL_StorageList *stl;
} EDIT_METABALL_Data;
/* *********** STATIC *********** */
typedef struct EDIT_METABALL_PrivateData {
/* This keeps the references of the shading groups for
* easy access in EDIT_METABALL_cache_populate() */
DRWShadingGroup *group;
} EDIT_METABALL_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_METABALL_cache_init(void *vedata)
{
EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* 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 */
stl->g_data->group = shgroup_instance_mball_helpers(psl->pass, DRW_cache_screenspace_circle_get());
}
}
static void EDIT_METABALL_cache_populate_radius_visualization(
DRWShadingGroup *group, MetaElem *ml, const float scale_xform[3][4],
const float *radius, const int selection_id)
{
const float *color;
static const float col_radius[3] = {0.63, 0.19, 0.19}; /* 0x3030A0 */
static const float col_radius_select[3] = {0.94, 0.63, 0.63}; /* 0xA0A0F0 */
if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) color = col_radius_select;
else color = col_radius;
if (selection_id != -1) {
ml->selcol1 = selection_id;
DRW_select_load_id(selection_id);
}
DRW_shgroup_call_dynamic_add(group, scale_xform, radius, color);
}
static void EDIT_METABALL_cache_populate_stiffness_visualization(
DRWShadingGroup *group, MetaElem *ml, const float scale_xform[3][4],
const float *radius, const int selection_id)
{
const float *color;
static const float col_stiffness[3] = {0.19, 0.63, 0.19}; /* 0x30A030 */
static const float col_stiffness_select[3] = {0.63, 0.94, 0.63}; /* 0xA0F0A0 */
if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) color = col_stiffness_select;
else color = col_stiffness;
if (selection_id != -1) {
ml->selcol2 = selection_id;
DRW_select_load_id(selection_id);
}
DRW_shgroup_call_dynamic_add(group, scale_xform, radius, color);
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_METABALL_cache_populate(void *vedata, Object *ob)
{
//EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
if (ob->type == OB_MBALL) {
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
Object *obedit = scene->obedit;
DRWShadingGroup *group = stl->g_data->group;
if (ob == obedit) {
MetaBall *mb = ob->data;
const bool is_select = DRW_state_is_select();
int selection_id = 0;
for (MetaElem *ml = mb->editelems->first; ml != NULL; ml = ml->next) {
BKE_mball_element_calc_display_m3x4(ml->draw_scale_xform, ob->obmat, &ml->x);
ml->draw_stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2;
EDIT_METABALL_cache_populate_radius_visualization(
group, ml, ml->draw_scale_xform, &ml->rad, is_select ? ++selection_id : -1);
EDIT_METABALL_cache_populate_stiffness_visualization(
group, ml, ml->draw_scale_xform, &ml->draw_stiffness_radius, is_select ? ++selection_id : -1);
}
}
}
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_METABALL_draw_scene(void *vedata)
{
EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
/* 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)
{
// DRW_SHADER_FREE_SAFE(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
*/
#if 0
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);
}
#endif
static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_METABALL_Data);
DrawEngineType draw_engine_edit_metaball_type = {
NULL, NULL,
N_("EditMetaballMode"),
&EDIT_METABALL_data_size,
NULL,
&EDIT_METABALL_engine_free,
&EDIT_METABALL_cache_init,
&EDIT_METABALL_cache_populate,
NULL,
NULL, /* draw_background but not needed by mode engines */
&EDIT_METABALL_draw_scene,
NULL,
NULL,
};