Same as MEM_SAFE_FREE macro, checks for NULL, runs free then sets NULL. Blocks of code that do this many times are noisy and likely errors here wouldn't be noticed immediately. Also NULL's static vars which were being left set.
269 lines
8.5 KiB
C
269 lines
8.5 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/edit_text_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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/* 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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/* *********** 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_TEXT_engine_init() to
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* initialize most of them and EDIT_TEXT_cache_init()
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* for EDIT_TEXT_PassList */
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typedef struct EDIT_TEXT_PassList {
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/* Declare all passes here and init them in
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* EDIT_TEXT_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *pass;
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} EDIT_TEXT_PassList;
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typedef struct EDIT_TEXT_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_TEXT_FramebufferList;
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typedef struct EDIT_TEXT_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_TEXT_TextureList;
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typedef struct EDIT_TEXT_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 g_data *g_data;
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} EDIT_TEXT_StorageList;
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typedef struct EDIT_TEXT_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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void *engine_type; /* Required */
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EDIT_TEXT_FramebufferList *fbl;
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EDIT_TEXT_TextureList *txl;
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EDIT_TEXT_PassList *psl;
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EDIT_TEXT_StorageList *stl;
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} EDIT_TEXT_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 EDIT_TEXT_engine_init();
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* free in EDIT_TEXT_engine_free(); */
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struct GPUShader *custom_shader;
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} e_data = {NULL}; /* Engine data */
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typedef struct g_data {
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/* This keeps the references of the shading groups for
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* easy access in EDIT_TEXT_cache_populate() */
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DRWShadingGroup *group;
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} g_data; /* 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 EDIT_TEXT_engine_init(void *vedata)
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{
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EDIT_TEXT_TextureList *txl = ((EDIT_TEXT_Data *)vedata)->txl;
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EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl;
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EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_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_BUF_DEPTH_24, 0},
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* {&txl->color, DRW_BUF_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.custom_shader) {
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e_data.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_TEXT_cache_init(void *vedata)
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{
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EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
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EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_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(g_data), "g_data");
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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_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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* 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 = DRW_shgroup_create(e_data.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] = {1.0f, 0.0f, 0.0f, 1.0};
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DRW_shgroup_uniform_vec4(stl->g_data->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_TEXT_cache_populate(void *vedata, Object *ob)
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{
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EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
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EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
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UNUSED_VARS(psl, 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_mesh_surface_get(ob);
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/* Add geom to a shading group */
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DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat);
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}
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}
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/* Optional: Post-cache_populate callback */
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static void EDIT_TEXT_cache_finish(void *vedata)
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{
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EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
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EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_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 EDIT_TEXT_draw_scene(void *vedata)
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{
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EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
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EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_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);
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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_TEXT_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 EDIT_TEXT_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 EDIT_TEXT_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_TEXT_Data);
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DrawEngineType draw_engine_edit_text_type = {
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NULL, NULL,
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N_("EditTextMode"),
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&EDIT_TEXT_data_size,
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&EDIT_TEXT_engine_init,
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&EDIT_TEXT_engine_free,
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&EDIT_TEXT_cache_init,
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&EDIT_TEXT_cache_populate,
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&EDIT_TEXT_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&EDIT_TEXT_draw_scene
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};
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