166 lines
4.3 KiB
C
166 lines
4.3 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 overlay_mode.c
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* \ingroup draw_engine
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*/
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#include "DNA_view3d_types.h"
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#include "GPU_shader.h"
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#include "DRW_render.h"
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#include "draw_mode_engines.h"
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/* Structures */
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typedef struct OVERLAY_StorageList {
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struct OVERLAY_PrivateData *g_data;
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} OVERLAY_StorageList;
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typedef struct OVERLAY_PassList {
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struct DRWPass *face_orientation_pass;
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} OVERLAY_PassList;
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typedef struct OVERLAY_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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OVERLAY_PassList *psl;
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OVERLAY_StorageList *stl;
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} OVERLAY_Data;
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typedef struct OVERLAY_PrivateData {
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DRWShadingGroup *face_orientation_shgrp;
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View3DOverlay overlay;
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} OVERLAY_PrivateData; /* Transient data */
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/* *********** STATIC *********** */
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static struct {
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/* Face orientation shader */
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struct GPUShader *face_orientation_sh;
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} e_data = {NULL};
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/* Shaders */
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extern char datatoc_overlay_face_orientation_frag_glsl[];
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extern char datatoc_overlay_face_orientation_vert_glsl[];
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/* Functions */
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static void overlay_engine_init(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_StorageList *stl = data->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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if (!e_data.face_orientation_sh) {
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/* Face orientation */
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e_data.face_orientation_sh = DRW_shader_create(
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datatoc_overlay_face_orientation_vert_glsl, NULL, datatoc_overlay_face_orientation_frag_glsl, "\n");
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}
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}
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static void overlay_cache_init(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_PassList *psl = data->psl;
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OVERLAY_StorageList *stl = data->stl;
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const DRWContextState *DCS = DRW_context_state_get();
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View3D *v3d = DCS->v3d;
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if (v3d) {
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stl->g_data->overlay = v3d->overlay;
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}
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else {
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memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
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}
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/* Face Orientation Pass */
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if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
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psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
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stl->g_data->face_orientation_shgrp = DRW_shgroup_create(
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e_data.face_orientation_sh, psl->face_orientation_pass);
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}
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}
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static void overlay_cache_populate(void *vedata, Object *ob)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_StorageList *stl = data->stl;
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OVERLAY_PrivateData *pd = stl->g_data;
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if (!DRW_object_is_renderable(ob))
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return;
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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/* Face Orientation */
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if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
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DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat);
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}
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}
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}
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static void overlay_cache_finish(void *UNUSED(vedata))
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{
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}
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static void overlay_draw_scene(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_PassList *psl = data->psl;
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OVERLAY_StorageList *stl = data->stl;
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OVERLAY_PrivateData *pd = stl->g_data;
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if (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
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DRW_draw_pass(psl->face_orientation_pass);
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}
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}
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static void overlay_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh);
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}
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static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
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DrawEngineType draw_engine_overlay_type = {
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NULL, NULL,
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N_("OverlayEngine"),
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&overlay_data_size,
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&overlay_engine_init,
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&overlay_engine_free,
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&overlay_cache_init,
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&overlay_cache_populate,
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&overlay_cache_finish,
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NULL,
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&overlay_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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