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.
307 lines
9.2 KiB
C
307 lines
9.2 KiB
C
/*
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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/sculpt_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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#include "DNA_object_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_pbvh.h"
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#include "BKE_paint.h"
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#include "DEG_depsgraph.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "GPU_matrix.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 SCULPT_engine_init() to
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* initialize most of them and SCULPT_cache_init()
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* for SCULPT_PassList */
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typedef struct SCULPT_PassList {
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/* Declare all passes here and init them in
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* SCULPT_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *pass;
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} SCULPT_PassList;
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typedef struct SCULPT_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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} SCULPT_FramebufferList;
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typedef struct SCULPT_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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} SCULPT_TextureList;
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typedef struct SCULPT_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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struct SCULPT_PrivateData *g_data;
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} SCULPT_StorageList;
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typedef struct SCULPT_Data {
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/* Struct returned by DRW_viewport_engine_data_ensure.
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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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void *engine_type; /* Required */
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SCULPT_FramebufferList *fbl;
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SCULPT_TextureList *txl;
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SCULPT_PassList *psl;
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SCULPT_StorageList *stl;
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} SCULPT_Data;
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/* *********** STATIC *********** */
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static struct {
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/* Custom shaders :
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* Add sources to source/blender/draw/modes/shaders
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* init in SCULPT_engine_init();
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* free in SCULPT_engine_free(); */
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struct GPUShader *shader_flat;
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struct GPUShader *shader_smooth;
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} e_data = {NULL}; /* Engine data */
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typedef struct SCULPT_PrivateData {
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/* This keeps the references of the shading groups for
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* easy access in SCULPT_cache_populate() */
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DRWShadingGroup *group_flat;
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DRWShadingGroup *group_smooth;
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} SCULPT_PrivateData; /* Transient data */
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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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* (Optional) */
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static void SCULPT_engine_init(void *vedata)
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{
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SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
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SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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UNUSED_VARS(txl, fbl, 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_TEX_DEPTH_24, 0},
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* {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
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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 (!e_data.shader_flat) {
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e_data.shader_flat = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
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}
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if (!e_data.shader_smooth) {
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e_data.shader_smooth = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_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 SCULPT_cache_init(void *vedata)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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{
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/* Create a pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
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psl->pass = DRW_pass_create("Sculpt 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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* stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
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* -- or --
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* stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
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*/
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stl->g_data->group_flat = DRW_shgroup_create(e_data.shader_flat, psl->pass);
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stl->g_data->group_smooth = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
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}
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}
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static bool object_is_flat(const Object *ob)
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{
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Mesh *me = ob->data;
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if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
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return false;
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}
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else {
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return true;
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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 SCULPT_cache_populate(void *vedata, Object *ob)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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UNUSED_VARS(psl, stl);
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if (ob->type == OB_MESH) {
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EvaluationContext eval_ctx;
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CTX_data_eval_ctx(draw_ctx->evil_C, &eval_ctx);
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if (ob->sculpt && (ob == draw_ctx->obact)) {
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/* XXX, needed for dyntopo-undo (which clears).
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* probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */
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if (ob->sculpt->pbvh == NULL) {
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/* create PBVH immediately (would be created on the fly too,
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* but this avoids waiting on first stroke) */
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Scene *scene = draw_ctx->scene;
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BKE_sculpt_update_mesh_elements(&eval_ctx, scene, scene->toolsettings->sculpt, ob, false, false);
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}
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PBVH *pbvh = ob->sculpt->pbvh;
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if (pbvh && pbvh_has_mask(pbvh)) {
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/* Get geometry cache */
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DRWShadingGroup *shgroup = object_is_flat(ob) ? stl->g_data->group_flat : stl->g_data->group_smooth;
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/* Add geom to a shading group */
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DRW_shgroup_call_sculpt_add(shgroup, ob, ob->obmat);
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}
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}
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}
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}
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/* Optional: Post-cache_populate callback */
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static void SCULPT_cache_finish(void *vedata)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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/* Do something here! dependant on the objects gathered */
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UNUSED_VARS(psl, stl);
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}
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/* Draw time ! Control rendering pipeline from here */
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static void SCULPT_draw_scene(void *vedata)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_FramebufferList *fbl = ((SCULPT_Data *)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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UNUSED_VARS(fbl, dfbl, dtxl);
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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, 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 SCULPT_engine_free(void)
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{
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// DRW_SHADER_FREE_SAFE(custom_shader);
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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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#if 0
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void SCULPT_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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#endif
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static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
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DrawEngineType draw_engine_sculpt_type = {
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NULL, NULL,
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N_("SculptMode"),
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&SCULPT_data_size,
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&SCULPT_engine_init,
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&SCULPT_engine_free,
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&SCULPT_cache_init,
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&SCULPT_cache_populate,
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&SCULPT_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&SCULPT_draw_scene,
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NULL,
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NULL,
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};
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