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blender-archive/source/blender/draw/intern/draw_manager_data.c
Campbell Barton 19df0e3cfd Cleanup: swap top/bottom args to planes_from_projmat
X & Z were ordered min/max, where as Y was max/min.
2021-06-21 17:25:09 +10:00

2159 lines
71 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 "draw_manager.h"
#include "BKE_curve.h"
#include "BKE_duplilist.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "BLI_alloca.h"
#include "BLI_hash.h"
#include "BLI_link_utils.h"
#include "BLI_listbase.h"
#include "BLI_memblock.h"
#include "BLI_mempool.h"
#ifdef DRW_DEBUG_CULLING
# include "BLI_math_bits.h"
#endif
#include "GPU_buffers.h"
#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_uniform_buffer.h"
#include "intern/gpu_codegen.h"
/* -------------------------------------------------------------------- */
/** \name Uniform Buffer Object (DRW_uniformbuffer)
* \{ */
static void draw_call_sort(DRWCommand *array, DRWCommand *array_tmp, int array_len)
{
/* Count unique batches. Tt's not really important if
* there is collisions. If there is a lot of different batches,
* the sorting benefit will be negligible.
* So at least sort fast! */
uchar idx[128] = {0};
/* Shift by 6 positions knowing each GPUBatch is > 64 bytes */
#define KEY(a) ((((size_t)((a).draw.batch)) >> 6) % ARRAY_SIZE(idx))
BLI_assert(array_len <= ARRAY_SIZE(idx));
for (int i = 0; i < array_len; i++) {
/* Early out if nothing to sort. */
if (++idx[KEY(array[i])] == array_len) {
return;
}
}
/* Cumulate batch indices */
for (int i = 1; i < ARRAY_SIZE(idx); i++) {
idx[i] += idx[i - 1];
}
/* Traverse in reverse to not change the order of the resource ID's. */
for (int src = array_len - 1; src >= 0; src--) {
array_tmp[--idx[KEY(array[src])]] = array[src];
}
#undef KEY
memcpy(array, array_tmp, sizeof(*array) * array_len);
}
void drw_resource_buffer_finish(ViewportMemoryPool *vmempool)
{
int chunk_id = DRW_handle_chunk_get(&DST.resource_handle);
int elem_id = DRW_handle_id_get(&DST.resource_handle);
int ubo_len = 1 + chunk_id - ((elem_id == 0) ? 1 : 0);
size_t list_size = sizeof(GPUUniformBuf *) * ubo_len;
/* TODO find a better system. currently a lot of obinfos UBO are going to be unused
* if not rendering with Eevee. */
if (vmempool->matrices_ubo == NULL) {
vmempool->matrices_ubo = MEM_callocN(list_size, __func__);
vmempool->obinfos_ubo = MEM_callocN(list_size, __func__);
vmempool->ubo_len = ubo_len;
}
/* Remove unnecessary buffers */
for (int i = ubo_len; i < vmempool->ubo_len; i++) {
GPU_uniformbuf_free(vmempool->matrices_ubo[i]);
GPU_uniformbuf_free(vmempool->obinfos_ubo[i]);
}
if (ubo_len != vmempool->ubo_len) {
vmempool->matrices_ubo = MEM_recallocN(vmempool->matrices_ubo, list_size);
vmempool->obinfos_ubo = MEM_recallocN(vmempool->obinfos_ubo, list_size);
vmempool->ubo_len = ubo_len;
}
/* Create/Update buffers. */
for (int i = 0; i < ubo_len; i++) {
void *data_obmat = BLI_memblock_elem_get(vmempool->obmats, i, 0);
void *data_infos = BLI_memblock_elem_get(vmempool->obinfos, i, 0);
if (vmempool->matrices_ubo[i] == NULL) {
vmempool->matrices_ubo[i] = GPU_uniformbuf_create(sizeof(DRWObjectMatrix) *
DRW_RESOURCE_CHUNK_LEN);
vmempool->obinfos_ubo[i] = GPU_uniformbuf_create(sizeof(DRWObjectInfos) *
DRW_RESOURCE_CHUNK_LEN);
}
GPU_uniformbuf_update(vmempool->matrices_ubo[i], data_obmat);
GPU_uniformbuf_update(vmempool->obinfos_ubo[i], data_infos);
}
DRW_uniform_attrs_pool_flush_all(vmempool->obattrs_ubo_pool);
/* Aligned alloc to avoid unaligned memcpy. */
DRWCommandChunk *chunk_tmp = MEM_mallocN_aligned(sizeof(DRWCommandChunk), 16, "tmp call chunk");
DRWCommandChunk *chunk;
BLI_memblock_iter iter;
BLI_memblock_iternew(vmempool->commands, &iter);
while ((chunk = BLI_memblock_iterstep(&iter))) {
bool sortable = true;
/* We can only sort chunks that contain #DRWCommandDraw only. */
for (int i = 0; i < ARRAY_SIZE(chunk->command_type) && sortable; i++) {
if (chunk->command_type[i] != 0) {
sortable = false;
}
}
if (sortable) {
draw_call_sort(chunk->commands, chunk_tmp->commands, chunk->command_used);
}
}
MEM_freeN(chunk_tmp);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms (DRW_shgroup_uniform)
* \{ */
static void drw_shgroup_uniform_create_ex(DRWShadingGroup *shgroup,
int loc,
DRWUniformType type,
const void *value,
eGPUSamplerState sampler_state,
int length,
int arraysize)
{
if (loc == -1) {
/* Nice to enable eventually, for now EEVEE uses uniforms that might not exist. */
// BLI_assert(0);
return;
}
DRWUniformChunk *unichunk = shgroup->uniforms;
/* Happens on first uniform or if chunk is full. */
if (!unichunk || unichunk->uniform_used == unichunk->uniform_len) {
unichunk = BLI_memblock_alloc(DST.vmempool->uniforms);
unichunk->uniform_len = ARRAY_SIZE(shgroup->uniforms->uniforms);
unichunk->uniform_used = 0;
BLI_LINKS_PREPEND(shgroup->uniforms, unichunk);
}
DRWUniform *uni = unichunk->uniforms + unichunk->uniform_used++;
uni->location = loc;
uni->type = type;
uni->length = length;
uni->arraysize = arraysize;
switch (type) {
case DRW_UNIFORM_INT_COPY:
BLI_assert(length <= 4);
memcpy(uni->ivalue, value, sizeof(int) * length);
break;
case DRW_UNIFORM_FLOAT_COPY:
BLI_assert(length <= 4);
memcpy(uni->fvalue, value, sizeof(float) * length);
break;
case DRW_UNIFORM_BLOCK:
uni->block = (GPUUniformBuf *)value;
break;
case DRW_UNIFORM_BLOCK_REF:
uni->block_ref = (GPUUniformBuf **)value;
break;
case DRW_UNIFORM_IMAGE:
case DRW_UNIFORM_TEXTURE:
uni->texture = (GPUTexture *)value;
uni->sampler_state = sampler_state;
break;
case DRW_UNIFORM_IMAGE_REF:
case DRW_UNIFORM_TEXTURE_REF:
uni->texture_ref = (GPUTexture **)value;
uni->sampler_state = sampler_state;
break;
case DRW_UNIFORM_BLOCK_OBATTRS:
uni->uniform_attrs = (GPUUniformAttrList *)value;
break;
default:
uni->pvalue = (const float *)value;
break;
}
}
static void drw_shgroup_uniform(DRWShadingGroup *shgroup,
const char *name,
DRWUniformType type,
const void *value,
int length,
int arraysize)
{
BLI_assert(arraysize > 0 && arraysize <= 16);
BLI_assert(length >= 0 && length <= 16);
BLI_assert(!ELEM(type,
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_REF,
DRW_UNIFORM_TEXTURE,
DRW_UNIFORM_TEXTURE_REF));
int location = GPU_shader_get_uniform(shgroup->shader, name);
drw_shgroup_uniform_create_ex(shgroup, location, type, value, 0, length, arraysize);
}
void DRW_shgroup_uniform_texture_ex(DRWShadingGroup *shgroup,
const char *name,
const GPUTexture *tex,
eGPUSamplerState sampler_state)
{
BLI_assert(tex != NULL);
int loc = GPU_shader_get_texture_binding(shgroup->shader, name);
drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_TEXTURE, tex, sampler_state, 0, 1);
}
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
{
DRW_shgroup_uniform_texture_ex(shgroup, name, tex, GPU_SAMPLER_MAX);
}
void DRW_shgroup_uniform_texture_ref_ex(DRWShadingGroup *shgroup,
const char *name,
GPUTexture **tex,
eGPUSamplerState sampler_state)
{
BLI_assert(tex != NULL);
int loc = GPU_shader_get_texture_binding(shgroup->shader, name);
drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_TEXTURE_REF, tex, sampler_state, 0, 1);
}
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
{
DRW_shgroup_uniform_texture_ref_ex(shgroup, name, tex, GPU_SAMPLER_MAX);
}
void DRW_shgroup_uniform_image(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
{
BLI_assert(tex != NULL);
int loc = GPU_shader_get_texture_binding(shgroup->shader, name);
drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_IMAGE, tex, 0, 0, 1);
}
void DRW_shgroup_uniform_image_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
{
BLI_assert(tex != NULL);
int loc = GPU_shader_get_texture_binding(shgroup->shader, name);
drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_IMAGE_REF, tex, 0, 0, 1);
}
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup,
const char *name,
const GPUUniformBuf *ubo)
{
BLI_assert(ubo != NULL);
int loc = GPU_shader_get_uniform_block_binding(shgroup->shader, name);
drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_BLOCK, ubo, 0, 0, 1);
}
void DRW_shgroup_uniform_block_ref(DRWShadingGroup *shgroup, const char *name, GPUUniformBuf **ubo)
{
BLI_assert(ubo != NULL);
int loc = GPU_shader_get_uniform_block_binding(shgroup->shader, name);
drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_BLOCK_REF, ubo, 0, 0, 1);
}
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize);
}
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize);
}
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize);
}
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize);
}
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize);
}
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize);
}
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize);
}
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize);
}
void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 4, arraysize);
}
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3])
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1);
}
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4])
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 16, 1);
}
/* Stores the int instead of a pointer. */
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, &value, 1, 1);
}
void DRW_shgroup_uniform_ivec2_copy(DRWShadingGroup *shgroup, const char *name, const int *value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, value, 2, 1);
}
void DRW_shgroup_uniform_ivec3_copy(DRWShadingGroup *shgroup, const char *name, const int *value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, value, 3, 1);
}
void DRW_shgroup_uniform_ivec4_copy(DRWShadingGroup *shgroup, const char *name, const int *value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, value, 4, 1);
}
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
{
int ival = value;
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, &ival, 1, 1);
}
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, &value, 1, 1);
}
void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 2, 1);
}
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 3, 1);
}
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 4, 1);
}
void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
const char *name,
const float (*value)[4],
int arraysize)
{
int location = GPU_shader_get_uniform(shgroup->shader, name);
if (location == -1) {
/* Nice to enable eventually, for now EEVEE uses uniforms that might not exist. */
// BLI_assert(0);
return;
}
for (int i = 0; i < arraysize; i++) {
drw_shgroup_uniform_create_ex(
shgroup, location + i, DRW_UNIFORM_FLOAT_COPY, &value[i], 0, 4, 1);
}
}
void DRW_shgroup_vertex_buffer(DRWShadingGroup *shgroup,
const char *name,
GPUVertBuf *vertex_buffer)
{
int location = GPU_shader_get_ssbo(shgroup->shader, name);
if (location == -1) {
BLI_assert(false && "Unable to locate binding of shader storage buffer objects.");
return;
}
drw_shgroup_uniform_create_ex(
shgroup, location, DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE, vertex_buffer, 0, 0, 1);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Call (DRW_calls)
* \{ */
static void drw_call_calc_orco(Object *ob, float (*r_orcofacs)[4])
{
ID *ob_data = (ob) ? ob->data : NULL;
float *texcoloc = NULL;
float *texcosize = NULL;
if (ob_data != NULL) {
switch (GS(ob_data->name)) {
case ID_ME:
BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, &texcosize);
break;
case ID_CU: {
Curve *cu = (Curve *)ob_data;
BKE_curve_texspace_ensure(cu);
texcoloc = cu->loc;
texcosize = cu->size;
break;
}
case ID_MB: {
MetaBall *mb = (MetaBall *)ob_data;
texcoloc = mb->loc;
texcosize = mb->size;
break;
}
default:
break;
}
}
if ((texcoloc != NULL) && (texcosize != NULL)) {
mul_v3_v3fl(r_orcofacs[1], texcosize, 2.0f);
invert_v3(r_orcofacs[1]);
sub_v3_v3v3(r_orcofacs[0], texcoloc, texcosize);
negate_v3(r_orcofacs[0]);
mul_v3_v3(r_orcofacs[0], r_orcofacs[1]); /* result in a nice MADD in the shader */
}
else {
copy_v3_fl(r_orcofacs[0], 0.0f);
copy_v3_fl(r_orcofacs[1], 1.0f);
}
}
BLI_INLINE void drw_call_matrix_init(DRWObjectMatrix *ob_mats, Object *ob, float (*obmat)[4])
{
copy_m4_m4(ob_mats->model, obmat);
if (ob) {
copy_m4_m4(ob_mats->modelinverse, ob->imat);
}
else {
/* WATCH: Can be costly. */
invert_m4_m4(ob_mats->modelinverse, ob_mats->model);
}
}
static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob)
{
BLI_assert(ob);
/* Index. */
ob_infos->ob_index = ob->index;
/* Orco factors. */
drw_call_calc_orco(ob, ob_infos->orcotexfac);
/* Random float value. */
uint random = (DST.dupli_source) ?
DST.dupli_source->random_id :
/* TODO(fclem): this is rather costly to do at runtime. Maybe we can
* put it in ob->runtime and make depsgraph ensure it is up to date. */
BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0);
ob_infos->ob_random = random * (1.0f / (float)0xFFFFFFFF);
/* Object State. */
ob_infos->ob_flag = 1.0f; /* Required to have a correct sign */
ob_infos->ob_flag += (ob->base_flag & BASE_SELECTED) ? (1 << 1) : 0;
ob_infos->ob_flag += (ob->base_flag & BASE_FROM_DUPLI) ? (1 << 2) : 0;
ob_infos->ob_flag += (ob->base_flag & BASE_FROM_SET) ? (1 << 3) : 0;
ob_infos->ob_flag += (ob == DST.draw_ctx.obact) ? (1 << 4) : 0;
/* Negative scaling. */
ob_infos->ob_flag *= (ob->transflag & OB_NEG_SCALE) ? -1.0f : 1.0f;
/* Object Color. */
copy_v4_v4(ob_infos->ob_color, ob->color);
}
static void drw_call_culling_init(DRWCullingState *cull, Object *ob)
{
BoundBox *bbox;
if (ob != NULL && (bbox = BKE_object_boundbox_get(ob))) {
float corner[3];
/* Get BoundSphere center and radius from the BoundBox. */
mid_v3_v3v3(cull->bsphere.center, bbox->vec[0], bbox->vec[6]);
mul_v3_m4v3(corner, ob->obmat, bbox->vec[0]);
mul_m4_v3(ob->obmat, cull->bsphere.center);
cull->bsphere.radius = len_v3v3(cull->bsphere.center, corner);
/* Bypass test for very large objects (see T67319). */
if (UNLIKELY(cull->bsphere.radius > 1e12)) {
cull->bsphere.radius = -1.0f;
}
}
else {
/* Bypass test. */
cull->bsphere.radius = -1.0f;
}
/* Reset user data */
cull->user_data = NULL;
}
static DRWResourceHandle drw_resource_handle_new(float (*obmat)[4], Object *ob)
{
DRWCullingState *culling = BLI_memblock_alloc(DST.vmempool->cullstates);
DRWObjectMatrix *ob_mats = BLI_memblock_alloc(DST.vmempool->obmats);
/* FIXME Meh, not always needed but can be accessed after creation.
* Also it needs to have the same resource handle. */
DRWObjectInfos *ob_infos = BLI_memblock_alloc(DST.vmempool->obinfos);
UNUSED_VARS(ob_infos);
DRWResourceHandle handle = DST.resource_handle;
DRW_handle_increment(&DST.resource_handle);
if (ob && (ob->transflag & OB_NEG_SCALE)) {
DRW_handle_negative_scale_enable(&handle);
}
drw_call_matrix_init(ob_mats, ob, obmat);
drw_call_culling_init(culling, ob);
/* ob_infos is init only if needed. */
return handle;
}
uint32_t DRW_object_resource_id_get(Object *UNUSED(ob))
{
DRWResourceHandle handle = DST.ob_handle;
if (handle == 0) {
/* Handle not yet allocated. Return next handle. */
handle = DST.resource_handle;
}
return handle & ~(1u << 31);
}
static DRWResourceHandle drw_resource_handle(DRWShadingGroup *shgroup,
float (*obmat)[4],
Object *ob)
{
if (ob == NULL) {
if (obmat == NULL) {
DRWResourceHandle handle = 0;
return handle;
}
return drw_resource_handle_new(obmat, NULL);
}
if (DST.ob_handle == 0) {
DST.ob_handle = drw_resource_handle_new(obmat, ob);
DST.ob_state_obinfo_init = false;
}
if (shgroup->objectinfo) {
if (!DST.ob_state_obinfo_init) {
DST.ob_state_obinfo_init = true;
DRWObjectInfos *ob_infos = DRW_memblock_elem_from_handle(DST.vmempool->obinfos,
&DST.ob_handle);
drw_call_obinfos_init(ob_infos, ob);
}
}
if (shgroup->uniform_attrs) {
drw_uniform_attrs_pool_update(DST.vmempool->obattrs_ubo_pool,
shgroup->uniform_attrs,
&DST.ob_handle,
ob,
DST.dupli_parent,
DST.dupli_source);
}
return DST.ob_handle;
}
static void command_type_set(uint64_t *command_type_bits, int index, eDRWCommandType type)
{
command_type_bits[index / 16] |= ((uint64_t)type) << ((index % 16) * 4);
}
eDRWCommandType command_type_get(const uint64_t *command_type_bits, int index)
{
return ((command_type_bits[index / 16] >> ((index % 16) * 4)) & 0xF);
}
static void *drw_command_create(DRWShadingGroup *shgroup, eDRWCommandType type)
{
DRWCommandChunk *chunk = shgroup->cmd.last;
if (chunk == NULL) {
DRWCommandSmallChunk *smallchunk = BLI_memblock_alloc(DST.vmempool->commands_small);
smallchunk->command_len = ARRAY_SIZE(smallchunk->commands);
smallchunk->command_used = 0;
smallchunk->command_type[0] = 0x0lu;
chunk = (DRWCommandChunk *)smallchunk;
BLI_LINKS_APPEND(&shgroup->cmd, chunk);
}
else if (chunk->command_used == chunk->command_len) {
chunk = BLI_memblock_alloc(DST.vmempool->commands);
chunk->command_len = ARRAY_SIZE(chunk->commands);
chunk->command_used = 0;
memset(chunk->command_type, 0x0, sizeof(chunk->command_type));
BLI_LINKS_APPEND(&shgroup->cmd, chunk);
}
command_type_set(chunk->command_type, chunk->command_used, type);
return chunk->commands + chunk->command_used++;
}
static void drw_command_draw(DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle)
{
DRWCommandDraw *cmd = drw_command_create(shgroup, DRW_CMD_DRAW);
cmd->batch = batch;
cmd->handle = handle;
}
static void drw_command_draw_range(
DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, uint start, uint count)
{
DRWCommandDrawRange *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_RANGE);
cmd->batch = batch;
cmd->handle = handle;
cmd->vert_first = start;
cmd->vert_count = count;
}
static void drw_command_draw_instance(
DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, uint count, bool use_attr)
{
DRWCommandDrawInstance *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_INSTANCE);
cmd->batch = batch;
cmd->handle = handle;
cmd->inst_count = count;
cmd->use_attrs = use_attr;
}
static void drw_command_draw_intance_range(
DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, uint start, uint count)
{
DRWCommandDrawInstanceRange *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_INSTANCE_RANGE);
cmd->batch = batch;
cmd->handle = handle;
cmd->inst_first = start;
cmd->inst_count = count;
}
static void drw_command_compute(DRWShadingGroup *shgroup,
int groups_x_len,
int groups_y_len,
int groups_z_len)
{
DRWCommandCompute *cmd = drw_command_create(shgroup, DRW_CMD_COMPUTE);
cmd->groups_x_len = groups_x_len;
cmd->groups_y_len = groups_y_len;
cmd->groups_z_len = groups_z_len;
}
static void drw_command_draw_procedural(DRWShadingGroup *shgroup,
GPUBatch *batch,
DRWResourceHandle handle,
uint vert_count)
{
DRWCommandDrawProcedural *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_PROCEDURAL);
cmd->batch = batch;
cmd->handle = handle;
cmd->vert_count = vert_count;
}
static void drw_command_set_select_id(DRWShadingGroup *shgroup, GPUVertBuf *buf, uint select_id)
{
/* Only one can be valid. */
BLI_assert(buf == NULL || select_id == -1);
DRWCommandSetSelectID *cmd = drw_command_create(shgroup, DRW_CMD_SELECTID);
cmd->select_buf = buf;
cmd->select_id = select_id;
}
static void drw_command_set_stencil_mask(DRWShadingGroup *shgroup,
uint write_mask,
uint reference,
uint compare_mask)
{
BLI_assert(write_mask <= 0xFF);
BLI_assert(reference <= 0xFF);
BLI_assert(compare_mask <= 0xFF);
DRWCommandSetStencil *cmd = drw_command_create(shgroup, DRW_CMD_STENCIL);
cmd->write_mask = write_mask;
cmd->comp_mask = compare_mask;
cmd->ref = reference;
}
static void drw_command_clear(DRWShadingGroup *shgroup,
eGPUFrameBufferBits channels,
uchar r,
uchar g,
uchar b,
uchar a,
float depth,
uchar stencil)
{
DRWCommandClear *cmd = drw_command_create(shgroup, DRW_CMD_CLEAR);
cmd->clear_channels = channels;
cmd->r = r;
cmd->g = g;
cmd->b = b;
cmd->a = a;
cmd->depth = depth;
cmd->stencil = stencil;
}
static void drw_command_set_mutable_state(DRWShadingGroup *shgroup,
DRWState enable,
DRWState disable)
{
/* TODO Restrict what state can be changed. */
DRWCommandSetMutableState *cmd = drw_command_create(shgroup, DRW_CMD_DRWSTATE);
cmd->enable = enable;
cmd->disable = disable;
}
void DRW_shgroup_call_ex(DRWShadingGroup *shgroup,
Object *ob,
float (*obmat)[4],
struct GPUBatch *geom,
bool bypass_culling,
void *user_data)
{
BLI_assert(geom != NULL);
if (G.f & G_FLAG_PICKSEL) {
drw_command_set_select_id(shgroup, NULL, DST.select_id);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : obmat, ob);
drw_command_draw(shgroup, geom, handle);
/* Culling data. */
if (user_data || bypass_culling) {
DRWCullingState *culling = DRW_memblock_elem_from_handle(DST.vmempool->cullstates,
&DST.ob_handle);
if (user_data) {
culling->user_data = user_data;
}
if (bypass_culling) {
/* NOTE this will disable culling for the whole object. */
culling->bsphere.radius = -1.0f;
}
}
}
void DRW_shgroup_call_range(
DRWShadingGroup *shgroup, struct Object *ob, GPUBatch *geom, uint v_sta, uint v_ct)
{
BLI_assert(geom != NULL);
if (G.f & G_FLAG_PICKSEL) {
drw_command_set_select_id(shgroup, NULL, DST.select_id);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob);
drw_command_draw_range(shgroup, geom, handle, v_sta, v_ct);
}
/* A count of 0 instance will use the default number of instance in the batch. */
void DRW_shgroup_call_instance_range(
DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint i_sta, uint i_ct)
{
BLI_assert(geom != NULL);
if (G.f & G_FLAG_PICKSEL) {
drw_command_set_select_id(shgroup, NULL, DST.select_id);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob);
drw_command_draw_intance_range(shgroup, geom, handle, i_sta, i_ct);
}
void DRW_shgroup_call_compute(DRWShadingGroup *shgroup,
int groups_x_len,
int groups_y_len,
int groups_z_len)
{
BLI_assert(groups_x_len > 0 && groups_y_len > 0 && groups_z_len > 0);
BLI_assert(GPU_compute_shader_support());
drw_command_compute(shgroup, groups_x_len, groups_y_len, groups_z_len);
}
static void drw_shgroup_call_procedural_add_ex(DRWShadingGroup *shgroup,
GPUBatch *geom,
Object *ob,
uint vert_count)
{
BLI_assert(vert_count > 0);
BLI_assert(geom != NULL);
if (G.f & G_FLAG_PICKSEL) {
drw_command_set_select_id(shgroup, NULL, DST.select_id);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob);
drw_command_draw_procedural(shgroup, geom, handle, vert_count);
}
void DRW_shgroup_call_procedural_points(DRWShadingGroup *shgroup, Object *ob, uint point_count)
{
struct GPUBatch *geom = drw_cache_procedural_points_get();
drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, point_count);
}
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *shgroup, Object *ob, uint line_count)
{
struct GPUBatch *geom = drw_cache_procedural_lines_get();
drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, line_count * 2);
}
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, Object *ob, uint tri_count)
{
struct GPUBatch *geom = drw_cache_procedural_triangles_get();
drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, tri_count * 3);
}
/* Should be removed */
void DRW_shgroup_call_instances(DRWShadingGroup *shgroup,
Object *ob,
struct GPUBatch *geom,
uint count)
{
BLI_assert(geom != NULL);
if (G.f & G_FLAG_PICKSEL) {
drw_command_set_select_id(shgroup, NULL, DST.select_id);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob);
drw_command_draw_instance(shgroup, geom, handle, count, false);
}
void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup,
Object *ob,
struct GPUBatch *geom,
struct GPUBatch *inst_attributes)
{
BLI_assert(geom != NULL);
BLI_assert(inst_attributes != NULL);
if (G.f & G_FLAG_PICKSEL) {
drw_command_set_select_id(shgroup, NULL, DST.select_id);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob);
GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, NULL, inst_attributes, geom);
drw_command_draw_instance(shgroup, batch, handle, 0, true);
}
#define SCULPT_DEBUG_BUFFERS (G.debug_value == 889)
typedef struct DRWSculptCallbackData {
Object *ob;
DRWShadingGroup **shading_groups;
int num_shading_groups;
bool use_wire;
bool use_mats;
bool use_mask;
bool use_fsets;
bool fast_mode; /* Set by draw manager. Do not init. */
int debug_node_nr;
} DRWSculptCallbackData;
#define SCULPT_DEBUG_COLOR(id) (sculpt_debug_colors[id % 9])
static float sculpt_debug_colors[9][4] = {
{1.0f, 0.2f, 0.2f, 1.0f},
{0.2f, 1.0f, 0.2f, 1.0f},
{0.2f, 0.2f, 1.0f, 1.0f},
{1.0f, 1.0f, 0.2f, 1.0f},
{0.2f, 1.0f, 1.0f, 1.0f},
{1.0f, 0.2f, 1.0f, 1.0f},
{1.0f, 0.7f, 0.2f, 1.0f},
{0.2f, 1.0f, 0.7f, 1.0f},
{0.7f, 0.2f, 1.0f, 1.0f},
};
static void sculpt_draw_cb(DRWSculptCallbackData *scd, GPU_PBVH_Buffers *buffers)
{
if (!buffers) {
return;
}
/* Meh... use_mask is a bit misleading here. */
if (scd->use_mask && !GPU_pbvh_buffers_has_overlays(buffers)) {
return;
}
GPUBatch *geom = GPU_pbvh_buffers_batch_get(buffers, scd->fast_mode, scd->use_wire);
short index = 0;
if (scd->use_mats) {
index = GPU_pbvh_buffers_material_index_get(buffers);
if (index >= scd->num_shading_groups) {
index = 0;
}
}
DRWShadingGroup *shgrp = scd->shading_groups[index];
if (geom != NULL && shgrp != NULL) {
if (SCULPT_DEBUG_BUFFERS) {
/* Color each buffers in different colors. Only work in solid/Xray mode. */
shgrp = DRW_shgroup_create_sub(shgrp);
DRW_shgroup_uniform_vec3(
shgrp, "materialDiffuseColor", SCULPT_DEBUG_COLOR(scd->debug_node_nr++), 1);
}
/* DRW_shgroup_call_no_cull reuses matrices calculations for all the drawcalls of this
* object. */
DRW_shgroup_call_no_cull(shgrp, geom, scd->ob);
}
}
static void sculpt_debug_cb(void *user_data,
const float bmin[3],
const float bmax[3],
PBVHNodeFlags flag)
{
int *debug_node_nr = (int *)user_data;
BoundBox bb;
BKE_boundbox_init_from_minmax(&bb, bmin, bmax);
#if 0 /* Nodes hierarchy. */
if (flag & PBVH_Leaf) {
DRW_debug_bbox(&bb, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
}
else {
DRW_debug_bbox(&bb, (float[4]){0.5f, 0.5f, 0.5f, 0.6f});
}
#else /* Color coded leaf bounds. */
if (flag & PBVH_Leaf) {
DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR((*debug_node_nr)++));
}
#endif
}
static void drw_sculpt_get_frustum_planes(Object *ob, float planes[6][4])
{
/* TODO: take into account partial redraw for clipping planes. */
DRW_view_frustum_planes_get(DRW_view_default_get(), planes);
/* Transform clipping planes to object space. Transforming a plane with a
* 4x4 matrix is done by multiplying with the transpose inverse.
* The inverse cancels out here since we transform by inverse(obmat). */
float tmat[4][4];
transpose_m4_m4(tmat, ob->obmat);
for (int i = 0; i < 6; i++) {
mul_m4_v4(tmat, planes[i]);
}
}
static void drw_sculpt_generate_calls(DRWSculptCallbackData *scd)
{
/* PBVH should always exist for non-empty meshes, created by depsgraph eval. */
PBVH *pbvh = (scd->ob->sculpt) ? scd->ob->sculpt->pbvh : NULL;
if (!pbvh) {
return;
}
const DRWContextState *drwctx = DRW_context_state_get();
RegionView3D *rv3d = drwctx->rv3d;
const bool navigating = rv3d && (rv3d->rflag & RV3D_NAVIGATING);
Paint *p = NULL;
if (drwctx->evil_C != NULL) {
p = BKE_paint_get_active_from_context(drwctx->evil_C);
}
/* Frustum planes to show only visible PBVH nodes. */
float update_planes[6][4];
float draw_planes[6][4];
PBVHFrustumPlanes update_frustum;
PBVHFrustumPlanes draw_frustum;
if (p && (p->flags & PAINT_SCULPT_DELAY_UPDATES)) {
update_frustum.planes = update_planes;
update_frustum.num_planes = 6;
BKE_pbvh_get_frustum_planes(pbvh, &update_frustum);
if (!navigating) {
drw_sculpt_get_frustum_planes(scd->ob, update_planes);
update_frustum.planes = update_planes;
update_frustum.num_planes = 6;
BKE_pbvh_set_frustum_planes(pbvh, &update_frustum);
}
}
else {
drw_sculpt_get_frustum_planes(scd->ob, update_planes);
update_frustum.planes = update_planes;
update_frustum.num_planes = 6;
}
drw_sculpt_get_frustum_planes(scd->ob, draw_planes);
draw_frustum.planes = draw_planes;
draw_frustum.num_planes = 6;
/* Fast mode to show low poly multires while navigating. */
scd->fast_mode = false;
if (p && (p->flags & PAINT_FAST_NAVIGATE)) {
scd->fast_mode = rv3d && (rv3d->rflag & RV3D_NAVIGATING);
}
/* Update draw buffers only for visible nodes while painting.
* But do update them otherwise so navigating stays smooth. */
bool update_only_visible = rv3d && !(rv3d->rflag & RV3D_PAINTING);
if (p && (p->flags & PAINT_SCULPT_DELAY_UPDATES)) {
update_only_visible = true;
}
Mesh *mesh = scd->ob->data;
BKE_pbvh_update_normals(pbvh, mesh->runtime.subdiv_ccg);
BKE_pbvh_draw_cb(pbvh,
update_only_visible,
&update_frustum,
&draw_frustum,
(void (*)(void *, GPU_PBVH_Buffers *))sculpt_draw_cb,
scd);
if (SCULPT_DEBUG_BUFFERS) {
int debug_node_nr = 0;
DRW_debug_modelmat(scd->ob->obmat);
BKE_pbvh_draw_debug_cb(
pbvh,
(void (*)(
void *d, const float min[3], const float max[3], PBVHNodeFlags f))sculpt_debug_cb,
&debug_node_nr);
}
}
void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask)
{
DRWSculptCallbackData scd = {
.ob = ob,
.shading_groups = &shgroup,
.num_shading_groups = 1,
.use_wire = use_wire,
.use_mats = false,
.use_mask = use_mask,
};
drw_sculpt_generate_calls(&scd);
}
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **shgroups,
int num_shgroups,
Object *ob)
{
DRWSculptCallbackData scd = {
.ob = ob,
.shading_groups = shgroups,
.num_shading_groups = num_shgroups,
.use_wire = false,
.use_mats = true,
.use_mask = false,
};
drw_sculpt_generate_calls(&scd);
}
static GPUVertFormat inst_select_format = {0};
DRWCallBuffer *DRW_shgroup_call_buffer(DRWShadingGroup *shgroup,
struct GPUVertFormat *format,
GPUPrimType prim_type)
{
BLI_assert(ELEM(prim_type, GPU_PRIM_POINTS, GPU_PRIM_LINES, GPU_PRIM_TRI_FAN));
BLI_assert(format != NULL);
DRWCallBuffer *callbuf = BLI_memblock_alloc(DST.vmempool->callbuffers);
callbuf->buf = DRW_temp_buffer_request(DST.idatalist, format, &callbuf->count);
callbuf->buf_select = NULL;
callbuf->count = 0;
if (G.f & G_FLAG_PICKSEL) {
/* Not actually used for rendering but alloced in one chunk. */
if (inst_select_format.attr_len == 0) {
GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
callbuf->buf_select = DRW_temp_buffer_request(
DST.idatalist, &inst_select_format, &callbuf->count);
drw_command_set_select_id(shgroup, callbuf->buf_select, -1);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, NULL, NULL);
GPUBatch *batch = DRW_temp_batch_request(DST.idatalist, callbuf->buf, prim_type);
drw_command_draw(shgroup, batch, handle);
return callbuf;
}
DRWCallBuffer *DRW_shgroup_call_buffer_instance(DRWShadingGroup *shgroup,
struct GPUVertFormat *format,
GPUBatch *geom)
{
BLI_assert(geom != NULL);
BLI_assert(format != NULL);
DRWCallBuffer *callbuf = BLI_memblock_alloc(DST.vmempool->callbuffers);
callbuf->buf = DRW_temp_buffer_request(DST.idatalist, format, &callbuf->count);
callbuf->buf_select = NULL;
callbuf->count = 0;
if (G.f & G_FLAG_PICKSEL) {
/* Not actually used for rendering but alloced in one chunk. */
if (inst_select_format.attr_len == 0) {
GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
callbuf->buf_select = DRW_temp_buffer_request(
DST.idatalist, &inst_select_format, &callbuf->count);
drw_command_set_select_id(shgroup, callbuf->buf_select, -1);
}
DRWResourceHandle handle = drw_resource_handle(shgroup, NULL, NULL);
GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, callbuf->buf, NULL, geom);
drw_command_draw(shgroup, batch, handle);
return callbuf;
}
void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data)
{
GPUVertBuf *buf = callbuf->buf;
const bool resize = (callbuf->count == GPU_vertbuf_get_vertex_alloc(buf));
if (UNLIKELY(resize)) {
GPU_vertbuf_data_resize(buf, callbuf->count + DRW_BUFFER_VERTS_CHUNK);
}
GPU_vertbuf_vert_set(buf, callbuf->count, data);
if (G.f & G_FLAG_PICKSEL) {
if (UNLIKELY(resize)) {
GPU_vertbuf_data_resize(callbuf->buf_select, callbuf->count + DRW_BUFFER_VERTS_CHUNK);
}
GPU_vertbuf_attr_set(callbuf->buf_select, 0, callbuf->count, &DST.select_id);
}
callbuf->count++;
}
void DRW_buffer_add_entry_array(DRWCallBuffer *callbuf, const void *attr[], uint attr_len)
{
GPUVertBuf *buf = callbuf->buf;
const bool resize = (callbuf->count == GPU_vertbuf_get_vertex_alloc(buf));
BLI_assert(attr_len == GPU_vertbuf_get_format(buf)->attr_len);
UNUSED_VARS_NDEBUG(attr_len);
if (UNLIKELY(resize)) {
GPU_vertbuf_data_resize(buf, callbuf->count + DRW_BUFFER_VERTS_CHUNK);
}
for (int i = 0; i < attr_len; i++) {
GPU_vertbuf_attr_set(buf, i, callbuf->count, attr[i]);
}
if (G.f & G_FLAG_PICKSEL) {
if (UNLIKELY(resize)) {
GPU_vertbuf_data_resize(callbuf->buf_select, callbuf->count + DRW_BUFFER_VERTS_CHUNK);
}
GPU_vertbuf_attr_set(callbuf->buf_select, 0, callbuf->count, &DST.select_id);
}
callbuf->count++;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shading Groups (DRW_shgroup)
* \{ */
static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
{
shgroup->uniforms = NULL;
shgroup->uniform_attrs = NULL;
int view_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_VIEW);
int model_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_MODEL);
int info_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_INFO);
int baseinst_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_BASE_INSTANCE);
int chunkid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_CHUNK);
int resourceid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_ID);
if (chunkid_location != -1) {
drw_shgroup_uniform_create_ex(
shgroup, chunkid_location, DRW_UNIFORM_RESOURCE_CHUNK, NULL, 0, 0, 1);
}
if (resourceid_location != -1) {
drw_shgroup_uniform_create_ex(
shgroup, resourceid_location, DRW_UNIFORM_RESOURCE_ID, NULL, 0, 0, 1);
}
if (baseinst_location != -1) {
drw_shgroup_uniform_create_ex(
shgroup, baseinst_location, DRW_UNIFORM_BASE_INSTANCE, NULL, 0, 0, 1);
}
if (model_ubo_location != -1) {
drw_shgroup_uniform_create_ex(
shgroup, model_ubo_location, DRW_UNIFORM_BLOCK_OBMATS, NULL, 0, 0, 1);
}
else {
/* Note: This is only here to support old hardware fallback where uniform buffer is still
* too slow or buggy. */
int model = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL);
int modelinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL_INV);
if (model != -1) {
drw_shgroup_uniform_create_ex(shgroup, model, DRW_UNIFORM_MODEL_MATRIX, NULL, 0, 0, 1);
}
if (modelinverse != -1) {
drw_shgroup_uniform_create_ex(
shgroup, modelinverse, DRW_UNIFORM_MODEL_MATRIX_INVERSE, NULL, 0, 0, 1);
}
}
if (info_ubo_location != -1) {
drw_shgroup_uniform_create_ex(
shgroup, info_ubo_location, DRW_UNIFORM_BLOCK_OBINFOS, NULL, 0, 0, 1);
/* Abusing this loc to tell shgroup we need the obinfos. */
shgroup->objectinfo = 1;
}
else {
shgroup->objectinfo = 0;
}
if (view_ubo_location != -1) {
drw_shgroup_uniform_create_ex(
shgroup, view_ubo_location, DRW_UNIFORM_BLOCK, G_draw.view_ubo, 0, 0, 1);
}
/* Not supported. */
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEW) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEW_INV) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEWPROJECTION) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEWPROJECTION_INV) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION_INV) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CLIPPLANES) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP) == -1);
}
static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass *pass)
{
DRWShadingGroup *shgroup = BLI_memblock_alloc(DST.vmempool->shgroups);
BLI_LINKS_APPEND(&pass->shgroups, shgroup);
shgroup->shader = shader;
shgroup->cmd.first = NULL;
shgroup->cmd.last = NULL;
shgroup->pass_handle = pass->handle;
return shgroup;
}
static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass *pass)
{
if (!gpupass) {
/* Shader compilation error */
return NULL;
}
GPUShader *sh = GPU_pass_shader_get(gpupass);
if (!sh) {
/* Shader not yet compiled */
return NULL;
}
DRWShadingGroup *grp = drw_shgroup_create_ex(sh, pass);
return grp;
}
static void drw_shgroup_material_texture(DRWShadingGroup *grp,
GPUTexture *gputex,
const char *name,
eGPUSamplerState state)
{
DRW_shgroup_uniform_texture_ex(grp, name, gputex, state);
GPUTexture **gputex_ref = BLI_memblock_alloc(DST.vmempool->images);
*gputex_ref = gputex;
GPU_texture_ref(gputex);
}
void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial *material)
{
ListBase textures = GPU_material_textures(material);
/* Bind all textures needed by the material. */
LISTBASE_FOREACH (GPUMaterialTexture *, tex, &textures) {
if (tex->ima) {
/* Image */
GPUTexture *gputex;
if (tex->tiled_mapping_name[0]) {
gputex = BKE_image_get_gpu_tiles(tex->ima, tex->iuser, NULL);
drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state);
gputex = BKE_image_get_gpu_tilemap(tex->ima, tex->iuser, NULL);
drw_shgroup_material_texture(grp, gputex, tex->tiled_mapping_name, tex->sampler_state);
}
else {
gputex = BKE_image_get_gpu_texture(tex->ima, tex->iuser, NULL);
drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state);
}
}
else if (tex->colorband) {
/* Color Ramp */
DRW_shgroup_uniform_texture(grp, tex->sampler_name, *tex->colorband);
}
}
GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material);
if (ubo != NULL) {
DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo);
}
GPUUniformAttrList *uattrs = GPU_material_uniform_attributes(material);
if (uattrs != NULL) {
int loc = GPU_shader_get_uniform_block_binding(grp->shader, GPU_ATTRIBUTE_UBO_BLOCK_NAME);
drw_shgroup_uniform_create_ex(grp, loc, DRW_UNIFORM_BLOCK_OBATTRS, uattrs, 0, 0, 1);
grp->uniform_attrs = uattrs;
}
}
GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[],
int arraysize)
{
GPUVertFormat *format = MEM_callocN(sizeof(GPUVertFormat), "GPUVertFormat");
for (int i = 0; i < arraysize; i++) {
GPU_vertformat_attr_add(format,
attrs[i].name,
(attrs[i].type == DRW_ATTR_INT) ? GPU_COMP_I32 : GPU_COMP_F32,
attrs[i].components,
(attrs[i].type == DRW_ATTR_INT) ? GPU_FETCH_INT : GPU_FETCH_FLOAT);
}
return format;
}
DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass)
{
GPUPass *gpupass = GPU_material_get_pass(material);
DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
if (shgroup) {
drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass));
DRW_shgroup_add_material_resources(shgroup, material);
}
return shgroup;
}
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
{
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
drw_shgroup_init(shgroup, shader);
return shgroup;
}
DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader,
DRWPass *pass,
GPUVertBuf *tf_target)
{
BLI_assert(tf_target != NULL);
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
drw_shgroup_init(shgroup, shader);
drw_shgroup_uniform_create_ex(shgroup, 0, DRW_UNIFORM_TFEEDBACK_TARGET, tf_target, 0, 0, 1);
return shgroup;
}
/**
* State is added to #Pass.state while drawing.
* Use to temporarily enable draw options.
*/
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
{
drw_command_set_mutable_state(shgroup, state, 0x0);
}
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state)
{
drw_command_set_mutable_state(shgroup, 0x0, state);
}
void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup,
uint write_mask,
uint reference,
uint compare_mask)
{
drw_command_set_stencil_mask(shgroup, write_mask, reference, compare_mask);
}
/* TODO remove this function. */
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask)
{
drw_command_set_stencil_mask(shgroup, 0xFF, mask, 0xFF);
}
void DRW_shgroup_clear_framebuffer(DRWShadingGroup *shgroup,
eGPUFrameBufferBits channels,
uchar r,
uchar g,
uchar b,
uchar a,
float depth,
uchar stencil)
{
drw_command_clear(shgroup, channels, r, g, b, a, depth, stencil);
}
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup)
{
DRWCommandChunk *chunk = shgroup->cmd.first;
for (; chunk; chunk = chunk->next) {
for (int i = 0; i < chunk->command_used; i++) {
if (command_type_get(chunk->command_type, i) <= DRW_MAX_DRAW_CMD_TYPE) {
return false;
}
}
}
return true;
}
DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup)
{
DRWShadingGroup *shgroup_new = BLI_memblock_alloc(DST.vmempool->shgroups);
*shgroup_new = *shgroup;
drw_shgroup_init(shgroup_new, shgroup_new->shader);
shgroup_new->cmd.first = NULL;
shgroup_new->cmd.last = NULL;
DRWPass *parent_pass = DRW_memblock_elem_from_handle(DST.vmempool->passes,
&shgroup->pass_handle);
BLI_LINKS_INSERT_AFTER(&parent_pass->shgroups, shgroup, shgroup_new);
return shgroup_new;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View (DRW_view)
* \{ */
/* Extract the 8 corners from a Projection Matrix.
* Although less accurate, this solution can be simplified as follows:
* BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const
* float[3]){1.0f, 1.0f, 1.0f}); for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv,
* bbox.vec[i]);}
*/
static void draw_frustum_boundbox_calc(const float (*viewinv)[4],
const float (*projmat)[4],
BoundBox *r_bbox)
{
float left, right, bottom, top, near, far;
bool is_persp = projmat[3][3] == 0.0f;
#if 0 /* Equivalent to this but it has accuracy problems. */
BKE_boundbox_init_from_minmax(
&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f});
for (int i = 0; i < 8; i++) {
mul_project_m4_v3(projinv, bbox.vec[i]);
}
#endif
projmat_dimensions(projmat, &left, &right, &bottom, &top, &near, &far);
if (is_persp) {
left *= near;
right *= near;
bottom *= near;
top *= near;
}
r_bbox->vec[0][2] = r_bbox->vec[3][2] = r_bbox->vec[7][2] = r_bbox->vec[4][2] = -near;
r_bbox->vec[0][0] = r_bbox->vec[3][0] = left;
r_bbox->vec[4][0] = r_bbox->vec[7][0] = right;
r_bbox->vec[0][1] = r_bbox->vec[4][1] = bottom;
r_bbox->vec[7][1] = r_bbox->vec[3][1] = top;
/* Get the coordinates of the far plane. */
if (is_persp) {
float sca_far = far / near;
left *= sca_far;
right *= sca_far;
bottom *= sca_far;
top *= sca_far;
}
r_bbox->vec[1][2] = r_bbox->vec[2][2] = r_bbox->vec[6][2] = r_bbox->vec[5][2] = -far;
r_bbox->vec[1][0] = r_bbox->vec[2][0] = left;
r_bbox->vec[6][0] = r_bbox->vec[5][0] = right;
r_bbox->vec[1][1] = r_bbox->vec[5][1] = bottom;
r_bbox->vec[2][1] = r_bbox->vec[6][1] = top;
/* Transform into world space. */
for (int i = 0; i < 8; i++) {
mul_m4_v3(viewinv, r_bbox->vec[i]);
}
}
static void draw_frustum_culling_planes_calc(const float (*persmat)[4], float (*frustum_planes)[4])
{
planes_from_projmat(persmat,
frustum_planes[0],
frustum_planes[5],
frustum_planes[1],
frustum_planes[3],
frustum_planes[4],
frustum_planes[2]);
/* Normalize. */
for (int p = 0; p < 6; p++) {
frustum_planes[p][3] /= normalize_v3(frustum_planes[p]);
}
}
static void draw_frustum_bound_sphere_calc(const BoundBox *bbox,
const float (*viewinv)[4],
const float (*projmat)[4],
const float (*projinv)[4],
BoundSphere *bsphere)
{
/* Extract Bounding Sphere */
if (projmat[3][3] != 0.0f) {
/* Orthographic */
/* The most extreme points on the near and far plane. (normalized device coords). */
const float *nearpoint = bbox->vec[0];
const float *farpoint = bbox->vec[6];
/* just use median point */
mid_v3_v3v3(bsphere->center, farpoint, nearpoint);
bsphere->radius = len_v3v3(bsphere->center, farpoint);
}
else if (projmat[2][0] == 0.0f && projmat[2][1] == 0.0f) {
/* Perspective with symmetrical frustum. */
/* We obtain the center and radius of the circumscribed circle of the
* isosceles trapezoid composed by the diagonals of the near and far clipping plane */
/* center of each clipping plane */
float mid_min[3], mid_max[3];
mid_v3_v3v3(mid_min, bbox->vec[3], bbox->vec[4]);
mid_v3_v3v3(mid_max, bbox->vec[2], bbox->vec[5]);
/* square length of the diagonals of each clipping plane */
float a_sq = len_squared_v3v3(bbox->vec[3], bbox->vec[4]);
float b_sq = len_squared_v3v3(bbox->vec[2], bbox->vec[5]);
/* distance squared between clipping planes */
float h_sq = len_squared_v3v3(mid_min, mid_max);
float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq);
/* The goal is to get the smallest sphere,
* not the sphere that passes through each corner */
CLAMP(fac, 0.0f, 1.0f);
interp_v3_v3v3(bsphere->center, mid_min, mid_max, fac);
/* distance from the center to one of the points of the far plane (1, 2, 5, 6) */
bsphere->radius = len_v3v3(bsphere->center, bbox->vec[1]);
}
else {
/* Perspective with asymmetrical frustum. */
/* We put the sphere center on the line that goes from origin
* to the center of the far clipping plane. */
/* Detect which of the corner of the far clipping plane is the farthest to the origin */
float nfar[4]; /* most extreme far point in NDC space */
float farxy[2]; /* far-point projection onto the near plane */
float farpoint[3] = {0.0f}; /* most extreme far point in camera coordinate */
float nearpoint[3]; /* most extreme near point in camera coordinate */
float farcenter[3] = {0.0f}; /* center of far clipping plane in camera coordinate */
float F = -1.0f, N; /* square distance of far and near point to origin */
float f, n; /* distance of far and near point to z axis. f is always > 0 but n can be < 0 */
float e, s; /* far and near clipping distance (<0) */
float c; /* slope of center line = distance of far clipping center
* to z axis / far clipping distance. */
float z; /* projection of sphere center on z axis (<0) */
/* Find farthest corner and center of far clip plane. */
float corner[3] = {1.0f, 1.0f, 1.0f}; /* in clip space */
for (int i = 0; i < 4; i++) {
float point[3];
mul_v3_project_m4_v3(point, projinv, corner);
float len = len_squared_v3(point);
if (len > F) {
copy_v3_v3(nfar, corner);
copy_v3_v3(farpoint, point);
F = len;
}
add_v3_v3(farcenter, point);
/* rotate by 90 degree to walk through the 4 points of the far clip plane */
float tmp = corner[0];
corner[0] = -corner[1];
corner[1] = tmp;
}
/* the far center is the average of the far clipping points */
mul_v3_fl(farcenter, 0.25f);
/* the extreme near point is the opposite point on the near clipping plane */
copy_v3_fl3(nfar, -nfar[0], -nfar[1], -1.0f);
mul_v3_project_m4_v3(nearpoint, projinv, nfar);
/* this is a frustum projection */
N = len_squared_v3(nearpoint);
e = farpoint[2];
s = nearpoint[2];
/* distance to view Z axis */
f = len_v2(farpoint);
/* get corresponding point on the near plane */
mul_v2_v2fl(farxy, farpoint, s / e);
/* this formula preserve the sign of n */
sub_v2_v2(nearpoint, farxy);
n = f * s / e - len_v2(nearpoint);
c = len_v2(farcenter) / e;
/* the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case */
z = (F - N) / (2.0f * (e - s + c * (f - n)));
bsphere->center[0] = farcenter[0] * z / e;
bsphere->center[1] = farcenter[1] * z / e;
bsphere->center[2] = z;
bsphere->radius = len_v3v3(bsphere->center, farpoint);
/* Transform to world space. */
mul_m4_v3(viewinv, bsphere->center);
}
}
static void draw_view_matrix_state_update(DRWViewUboStorage *storage,
const float viewmat[4][4],
const float winmat[4][4])
{
copy_m4_m4(storage->viewmat, viewmat);
invert_m4_m4(storage->viewinv, storage->viewmat);
copy_m4_m4(storage->winmat, winmat);
invert_m4_m4(storage->wininv, storage->winmat);
mul_m4_m4m4(storage->persmat, winmat, viewmat);
invert_m4_m4(storage->persinv, storage->persmat);
const bool is_persp = (winmat[3][3] == 0.0f);
/* Near clip distance. */
storage->viewvecs[0][3] = (is_persp) ? -winmat[3][2] / (winmat[2][2] - 1.0f) :
-(winmat[3][2] + 1.0f) / winmat[2][2];
/* Far clip distance. */
storage->viewvecs[1][3] = (is_persp) ? -winmat[3][2] / (winmat[2][2] + 1.0f) :
-(winmat[3][2] - 1.0f) / winmat[2][2];
/* view vectors for the corners of the view frustum.
* Can be used to recreate the world space position easily */
float view_vecs[4][3] = {
{-1.0f, -1.0f, -1.0f},
{1.0f, -1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f},
{-1.0f, -1.0f, 1.0f},
};
/* convert the view vectors to view space */
for (int i = 0; i < 4; i++) {
mul_project_m4_v3(storage->wininv, view_vecs[i]);
/* normalized trick see:
* http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
if (is_persp) {
/* Divide XY by Z. */
mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]);
}
}
/**
* If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
* view_vecs[1] is the vector going from the near-bottom-left corner to
* the far-top-right corner.
* If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
* when Z = 1, and top-left corner if Z = 1.
* view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
* distance from the near plane to the far clip plane.
*/
copy_v3_v3(storage->viewvecs[0], view_vecs[0]);
/* we need to store the differences */
storage->viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
storage->viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
storage->viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
}
/* Create a view with culling. */
DRWView *DRW_view_create(const float viewmat[4][4],
const float winmat[4][4],
const float (*culling_viewmat)[4],
const float (*culling_winmat)[4],
DRWCallVisibilityFn *visibility_fn)
{
DRWView *view = BLI_memblock_alloc(DST.vmempool->views);
if (DST.primary_view_ct < MAX_CULLED_VIEWS) {
view->culling_mask = 1u << DST.primary_view_ct++;
}
else {
BLI_assert(0);
view->culling_mask = 0u;
}
view->clip_planes_len = 0;
view->visibility_fn = visibility_fn;
view->parent = NULL;
copy_v4_fl4(view->storage.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
DRW_view_update(view, viewmat, winmat, culling_viewmat, culling_winmat);
return view;
}
/* Create a view with culling done by another view. */
DRWView *DRW_view_create_sub(const DRWView *parent_view,
const float viewmat[4][4],
const float winmat[4][4])
{
/* Search original parent. */
const DRWView *ori_view = parent_view;
while (ori_view->parent != NULL) {
ori_view = ori_view->parent;
}
DRWView *view = BLI_memblock_alloc(DST.vmempool->views);
/* Perform copy. */
*view = *ori_view;
view->parent = (DRWView *)ori_view;
DRW_view_update_sub(view, viewmat, winmat);
return view;
}
/**
* DRWView Update:
* This is meant to be done on existing views when rendering in a loop and there is no
* need to allocate more DRWViews.
*/
/* Update matrices of a view created with DRW_view_create_sub. */
void DRW_view_update_sub(DRWView *view, const float viewmat[4][4], const float winmat[4][4])
{
BLI_assert(view->parent != NULL);
view->is_dirty = true;
view->is_inverted = (is_negative_m4(viewmat) == is_negative_m4(winmat));
draw_view_matrix_state_update(&view->storage, viewmat, winmat);
}
/* Update matrices of a view created with DRW_view_create. */
void DRW_view_update(DRWView *view,
const float viewmat[4][4],
const float winmat[4][4],
const float (*culling_viewmat)[4],
const float (*culling_winmat)[4])
{
/* DO NOT UPDATE THE DEFAULT VIEW.
* Create sub-views instead, or a copy. */
BLI_assert(view != DST.view_default);
BLI_assert(view->parent == NULL);
view->is_dirty = true;
view->is_inverted = (is_negative_m4(viewmat) == is_negative_m4(winmat));
draw_view_matrix_state_update(&view->storage, viewmat, winmat);
/* Prepare frustum culling. */
#ifdef DRW_DEBUG_CULLING
static float mv[MAX_CULLED_VIEWS][4][4], mw[MAX_CULLED_VIEWS][4][4];
/* Select view here. */
if (view->culling_mask != 0) {
uint index = bitscan_forward_uint(view->culling_mask);
if (G.debug_value == 0) {
copy_m4_m4(mv[index], culling_viewmat ? culling_viewmat : viewmat);
copy_m4_m4(mw[index], culling_winmat ? culling_winmat : winmat);
}
else {
culling_winmat = mw[index];
culling_viewmat = mv[index];
}
}
#endif
float wininv[4][4];
if (culling_winmat) {
winmat = culling_winmat;
invert_m4_m4(wininv, winmat);
}
else {
copy_m4_m4(wininv, view->storage.wininv);
}
float viewinv[4][4];
if (culling_viewmat) {
viewmat = culling_viewmat;
invert_m4_m4(viewinv, viewmat);
}
else {
copy_m4_m4(viewinv, view->storage.viewinv);
}
draw_frustum_boundbox_calc(viewinv, winmat, &view->frustum_corners);
draw_frustum_culling_planes_calc(view->storage.persmat, view->frustum_planes);
draw_frustum_bound_sphere_calc(
&view->frustum_corners, viewinv, winmat, wininv, &view->frustum_bsphere);
#ifdef DRW_DEBUG_CULLING
if (G.debug_value != 0) {
DRW_debug_sphere(
view->frustum_bsphere.center, view->frustum_bsphere.radius, (const float[4]){1, 1, 0, 1});
DRW_debug_bbox(&view->frustum_corners, (const float[4]){1, 1, 0, 1});
}
#endif
}
/* Return default view if it is a viewport render. */
const DRWView *DRW_view_default_get(void)
{
return DST.view_default;
}
/* WARNING: Only use in render AND only if you are going to set view_default again. */
void DRW_view_reset(void)
{
DST.view_default = NULL;
DST.view_active = NULL;
DST.view_previous = NULL;
}
/* MUST only be called once per render and only in render mode. Sets default view. */
void DRW_view_default_set(DRWView *view)
{
BLI_assert(DST.view_default == NULL);
DST.view_default = view;
}
/**
* This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES,
* and if the shaders have support for it (see usage of gl_ClipDistance).
* NOTE: planes must be in world space.
*/
void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len)
{
BLI_assert(plane_len <= MAX_CLIP_PLANES);
view->clip_planes_len = plane_len;
if (plane_len > 0) {
memcpy(view->storage.clipplanes, planes, sizeof(float[4]) * plane_len);
}
}
void DRW_view_camtexco_set(DRWView *view, float texco[4])
{
copy_v4_v4(view->storage.viewcamtexcofac, texco);
}
/* Return world space frustum corners. */
void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners)
{
memcpy(corners, &view->frustum_corners, sizeof(view->frustum_corners));
}
/* Return world space frustum sides as planes.
* See draw_frustum_culling_planes_calc() for the plane order. */
void DRW_view_frustum_planes_get(const DRWView *view, float planes[6][4])
{
memcpy(planes, &view->frustum_planes, sizeof(view->frustum_planes));
}
bool DRW_view_is_persp_get(const DRWView *view)
{
view = (view) ? view : DST.view_default;
return view->storage.winmat[3][3] == 0.0f;
}
float DRW_view_near_distance_get(const DRWView *view)
{
view = (view) ? view : DST.view_default;
const float(*projmat)[4] = view->storage.winmat;
if (DRW_view_is_persp_get(view)) {
return -projmat[3][2] / (projmat[2][2] - 1.0f);
}
return -(projmat[3][2] + 1.0f) / projmat[2][2];
}
float DRW_view_far_distance_get(const DRWView *view)
{
view = (view) ? view : DST.view_default;
const float(*projmat)[4] = view->storage.winmat;
if (DRW_view_is_persp_get(view)) {
return -projmat[3][2] / (projmat[2][2] + 1.0f);
}
return -(projmat[3][2] - 1.0f) / projmat[2][2];
}
void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse)
{
view = (view) ? view : DST.view_default;
const DRWViewUboStorage *storage = &view->storage;
copy_m4_m4(mat, (inverse) ? storage->viewinv : storage->viewmat);
}
void DRW_view_winmat_get(const DRWView *view, float mat[4][4], bool inverse)
{
view = (view) ? view : DST.view_default;
const DRWViewUboStorage *storage = &view->storage;
copy_m4_m4(mat, (inverse) ? storage->wininv : storage->winmat);
}
void DRW_view_persmat_get(const DRWView *view, float mat[4][4], bool inverse)
{
view = (view) ? view : DST.view_default;
const DRWViewUboStorage *storage = &view->storage;
copy_m4_m4(mat, (inverse) ? storage->persinv : storage->persmat);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Passes (DRW_pass)
* \{ */
DRWPass *DRW_pass_create(const char *name, DRWState state)
{
DRWPass *pass = BLI_memblock_alloc(DST.vmempool->passes);
pass->state = state | DRW_STATE_PROGRAM_POINT_SIZE;
if (G.debug & G_DEBUG_GPU) {
BLI_strncpy(pass->name, name, MAX_PASS_NAME);
}
pass->shgroups.first = NULL;
pass->shgroups.last = NULL;
pass->handle = DST.pass_handle;
DRW_handle_increment(&DST.pass_handle);
pass->original = NULL;
pass->next = NULL;
return pass;
}
/* Create an instance of the original pass that will execute the same drawcalls but with its own
* DRWState. */
DRWPass *DRW_pass_create_instance(const char *name, DRWPass *original, DRWState state)
{
DRWPass *pass = DRW_pass_create(name, state);
pass->original = original;
return pass;
}
/* Link two passes so that they are both rendered if the first one is being drawn. */
void DRW_pass_link(DRWPass *first, DRWPass *second)
{
BLI_assert(first != second);
BLI_assert(first->next == NULL);
first->next = second;
}
bool DRW_pass_is_empty(DRWPass *pass)
{
if (pass->original) {
return DRW_pass_is_empty(pass->original);
}
LISTBASE_FOREACH (DRWShadingGroup *, shgroup, &pass->shgroups) {
if (!DRW_shgroup_is_empty(shgroup)) {
return false;
}
}
return true;
}
void DRW_pass_foreach_shgroup(DRWPass *pass,
void (*callback)(void *userData, DRWShadingGroup *shgrp),
void *userData)
{
LISTBASE_FOREACH (DRWShadingGroup *, shgroup, &pass->shgroups) {
callback(userData, shgroup);
}
}
static int pass_shgroup_dist_sort(const void *a, const void *b)
{
const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a;
const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b;
if (shgrp_a->z_sorting.distance < shgrp_b->z_sorting.distance) {
return 1;
}
if (shgrp_a->z_sorting.distance > shgrp_b->z_sorting.distance) {
return -1;
}
/* If distances are the same, keep original order. */
if (shgrp_a->z_sorting.original_index > shgrp_b->z_sorting.original_index) {
return -1;
}
return 0;
}
/* ------------------ Shading group sorting --------------------- */
#define SORT_IMPL_LINKTYPE DRWShadingGroup
#define SORT_IMPL_FUNC shgroup_sort_fn_r
#include "../../blenlib/intern/list_sort_impl.h"
#undef SORT_IMPL_FUNC
#undef SORT_IMPL_LINKTYPE
/**
* Sort Shading groups by decreasing Z of their first draw call.
* This is useful for order dependent effect such as alpha-blending.
*/
void DRW_pass_sort_shgroup_z(DRWPass *pass)
{
const float(*viewinv)[4] = DST.view_active->storage.viewinv;
if (!(pass->shgroups.first && pass->shgroups.first->next)) {
/* Nothing to sort */
return;
}
uint index = 0;
DRWShadingGroup *shgroup = pass->shgroups.first;
do {
DRWResourceHandle handle = 0;
/* Find first DRWCommandDraw. */
DRWCommandChunk *cmd_chunk = shgroup->cmd.first;
for (; cmd_chunk && handle == 0; cmd_chunk = cmd_chunk->next) {
for (int i = 0; i < cmd_chunk->command_used && handle == 0; i++) {
if (DRW_CMD_DRAW == command_type_get(cmd_chunk->command_type, i)) {
handle = cmd_chunk->commands[i].draw.handle;
}
}
}
/* To be sorted a shgroup needs to have at least one draw command. */
/* FIXME(fclem) In some case, we can still have empty shading group to sort. However their
* final order is not well defined.
* (see T76730 & D7729). */
// BLI_assert(handle != 0);
DRWObjectMatrix *obmats = DRW_memblock_elem_from_handle(DST.vmempool->obmats, &handle);
/* Compute distance to camera. */
float tmp[3];
sub_v3_v3v3(tmp, viewinv[3], obmats->model[3]);
shgroup->z_sorting.distance = dot_v3v3(viewinv[2], tmp);
shgroup->z_sorting.original_index = index++;
} while ((shgroup = shgroup->next));
/* Sort using computed distances. */
pass->shgroups.first = shgroup_sort_fn_r(pass->shgroups.first, pass_shgroup_dist_sort);
/* Find the new last */
DRWShadingGroup *last = pass->shgroups.first;
while ((last = last->next)) {
/* Reset the pass id for debugging. */
last->pass_handle = pass->handle;
}
pass->shgroups.last = last;
}
/**
* Reverse Shading group submission order.
*/
void DRW_pass_sort_shgroup_reverse(DRWPass *pass)
{
pass->shgroups.last = pass->shgroups.first;
/* WARNING: Assume that DRWShadingGroup->next is the first member. */
BLI_linklist_reverse((LinkNode **)&pass->shgroups.first);
}
/** \} */