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blender-archive/source/blender/draw/engines/overlay/overlay_volume.cc
Jacques Lucke 2fffd7d7a8 Move overlay engine to C++
This just makes the minimum changes to make the files compile.
2022-09-19 14:29:58 +02:00

54 lines
1.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*/
#include "DNA_volume_types.h"
#include "DRW_render.h"
#include "GPU_shader.h"
#include "overlay_private.hh"
void OVERLAY_volume_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
const bool is_select = DRW_state_is_select();
if (is_select) {
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRW_PASS_CREATE(psl->volume_ps, state | pd->clipping_state);
GPUShader *sh = OVERLAY_shader_depth_only();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->volume_ps);
pd->volume_selection_surface_grp = grp;
}
else {
psl->volume_ps = nullptr;
pd->volume_selection_surface_grp = nullptr;
}
}
void OVERLAY_volume_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
const bool is_select = DRW_state_is_select();
if (is_select) {
struct GPUBatch *geom = DRW_cache_volume_selection_surface_get(ob);
if (geom != nullptr) {
DRW_shgroup_call(pd->volume_selection_surface_grp, geom, ob);
}
}
}
void OVERLAY_volume_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
if (psl->volume_ps) {
DRW_draw_pass(psl->volume_ps);
}
}