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blender-archive/source/blender/draw/modes/edit_lattice_mode.c
Clément Foucault 596492e639 DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.

Now everything is culled based on the given object pointer.

If the object pointer is NULL there is no culling performed.
2019-05-30 13:43:33 +02:00

298 lines
10 KiB
C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "BKE_object.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_edit_lattice_overlay_loosevert_vert_glsl[];
extern char datatoc_edit_lattice_overlay_frag_glsl[];
/* *********** 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 */
typedef struct EDIT_LATTICE_PassList {
/* Declare all passes here and init them in
* EDIT_LATTICE_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *wire_pass;
struct DRWPass *vert_pass;
} EDIT_LATTICE_PassList;
typedef struct EDIT_LATTICE_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
struct GPUFrameBuffer *fb;
} EDIT_LATTICE_FramebufferList;
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;
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;
struct EDIT_LATTICE_PrivateData *g_data;
} EDIT_LATTICE_StorageList;
typedef struct EDIT_LATTICE_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_LATTICE_FramebufferList *fbl;
EDIT_LATTICE_TextureList *txl;
EDIT_LATTICE_PassList *psl;
EDIT_LATTICE_StorageList *stl;
} EDIT_LATTICE_Data;
typedef struct EDIT_LATTICE_Shaders {
GPUShader *wire;
GPUShader *overlay_vert;
} EDIT_LATTICE_Shaders;
/* *********** STATIC *********** */
static struct {
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in EDIT_LATTICE_engine_init();
* free in EDIT_LATTICE_engine_free(); */
EDIT_LATTICE_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}}; /* Engine data */
typedef struct EDIT_LATTICE_PrivateData {
/* This keeps the references of the shading groups for
* easy access in EDIT_LATTICE_cache_populate() */
DRWShadingGroup *wire_shgrp;
DRWShadingGroup *vert_shgrp;
} EDIT_LATTICE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optional) */
static void EDIT_LATTICE_engine_init(void *vedata)
{
EDIT_LATTICE_TextureList *txl = ((EDIT_LATTICE_Data *)vedata)->txl;
EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
UNUSED_VARS(txl, fbl, stl);
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
* {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* 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);
*/
const DRWContextState *draw_ctx = DRW_context_state_get();
EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
if (!sh_data->wire) {
sh_data->wire = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SMOOTH_COLOR,
draw_ctx->sh_cfg);
}
if (!sh_data->overlay_vert) {
sh_data->overlay_vert = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_lattice_overlay_loosevert_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_globals_lib_glsl,
datatoc_edit_lattice_overlay_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_LATTICE_cache_init(void *vedata)
{
EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->wire_pass = DRW_pass_create("Lattice Wire", state);
stl->g_data->wire_shgrp = DRW_shgroup_create(sh_data->wire, psl->wire_pass);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(stl->g_data->wire_shgrp, DRW_STATE_CLIP_PLANES);
}
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH;
psl->vert_pass = DRW_pass_create("Lattice Verts", state);
stl->g_data->vert_shgrp = DRW_shgroup_create(sh_data->overlay_vert, psl->vert_pass);
DRW_shgroup_uniform_block(stl->g_data->vert_shgrp, "globalsBlock", G_draw.block_ubo);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(stl->g_data->vert_shgrp, DRW_STATE_CLIP_PLANES);
}
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_LATTICE_cache_populate(void *vedata, Object *ob)
{
EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
UNUSED_VARS(psl);
if (ob->type == OB_LATTICE) {
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
/* Get geometry cache */
struct GPUBatch *geom;
geom = DRW_cache_lattice_wire_get(ob, true);
DRW_shgroup_call(stl->g_data->wire_shgrp, geom, ob);
geom = DRW_cache_lattice_vert_overlay_get(ob);
DRW_shgroup_call(stl->g_data->vert_shgrp, geom, ob);
}
}
}
/* Optional: Post-cache_populate callback */
static void EDIT_LATTICE_cache_finish(void *vedata)
{
EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_LATTICE_draw_scene(void *vedata)
{
EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
UNUSED_VARS(fbl);
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
/* 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, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->wire_pass);
DRW_draw_pass(psl->vert_pass);
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
/* 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)
{
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
/* Don't free builtins. */
sh_data->wire = NULL;
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
for (int i = 0; i < (sizeof(EDIT_LATTICE_Shaders) / sizeof(GPUShader *)); i++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
}
}
}
static const DrawEngineDataSize EDIT_LATTICE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_LATTICE_Data);
DrawEngineType draw_engine_edit_lattice_type = {
NULL,
NULL,
N_("EditLatticeMode"),
&EDIT_LATTICE_data_size,
&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,
NULL,
NULL,
};