Centralize logic for when to use the PBVH for drawing, fix missing tests in mask drawing, fix missing tests for multiple windows, only do more expensive update for all viewports at end of the stroke.
196 lines
5.8 KiB
C
196 lines
5.8 KiB
C
/*
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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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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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 "BKE_subdiv_ccg.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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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_sculpt_mask_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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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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struct GPUShader *shader_mask;
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} e_data = {NULL}; /* Engine data */
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typedef struct SCULPT_PrivateData {
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DRWShadingGroup *mask_overlay_grp;
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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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if (!e_data.shader_mask) {
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e_data.shader_mask = DRW_shader_create_with_lib(datatoc_sculpt_mask_vert_glsl,
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NULL,
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datatoc_gpu_shader_3D_smooth_color_frag_glsl,
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datatoc_common_view_lib_glsl,
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NULL);
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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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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL;
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psl->pass = DRW_pass_create("Sculpt Pass", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass);
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DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
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stl->g_data->mask_overlay_grp = shgrp;
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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->sculpt) {
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if ((ob == draw_ctx->obact) && BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d)) {
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PBVH *pbvh = ob->sculpt->pbvh;
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if (pbvh && pbvh_has_mask(pbvh)) {
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DRW_shgroup_call_sculpt(stl->g_data->mask_overlay_grp, ob, false, true, false);
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}
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}
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}
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}
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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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DRW_draw_pass(psl->pass);
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}
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static void SCULPT_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.shader_mask);
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}
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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,
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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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NULL,
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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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