271 lines
8.1 KiB
C
271 lines
8.1 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 "DNA_object_types.h"
|
|
#include "DNA_mesh_types.h"
|
|
#include "DNA_meshdata_types.h"
|
|
|
|
#include "BKE_pbvh.h"
|
|
#include "BKE_paint.h"
|
|
#include "BKE_subdiv_ccg.h"
|
|
|
|
/* If builtin shaders are needed */
|
|
#include "GPU_shader.h"
|
|
|
|
#include "draw_common.h"
|
|
#include "draw_mode_engines.h"
|
|
|
|
extern char datatoc_sculpt_mask_vert_glsl[];
|
|
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
|
|
|
|
/* *********** LISTS *********** */
|
|
/* All lists are per viewport specific datas.
|
|
* They are all free when viewport changes engines
|
|
* or is free itself. Use SCULPT_engine_init() to
|
|
* initialize most of them and SCULPT_cache_init()
|
|
* for SCULPT_PassList */
|
|
|
|
typedef struct SCULPT_PassList {
|
|
/* Declare all passes here and init them in
|
|
* SCULPT_cache_init().
|
|
* Only contains (DRWPass *) */
|
|
struct DRWPass *pass;
|
|
} SCULPT_PassList;
|
|
|
|
typedef struct SCULPT_FramebufferList {
|
|
/* Contains all framebuffer objects needed by this engine.
|
|
* Only contains (GPUFrameBuffer *) */
|
|
struct GPUFrameBuffer *fb;
|
|
} SCULPT_FramebufferList;
|
|
|
|
typedef struct SCULPT_TextureList {
|
|
/* Contains all framebuffer textures / utility textures
|
|
* needed by this engine. Only viewport specific textures
|
|
* (not per object). Only contains (GPUTexture *) */
|
|
struct GPUTexture *texture;
|
|
} SCULPT_TextureList;
|
|
|
|
typedef struct SCULPT_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 SCULPT_PrivateData *g_data;
|
|
} SCULPT_StorageList;
|
|
|
|
typedef struct SCULPT_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 */
|
|
SCULPT_FramebufferList *fbl;
|
|
SCULPT_TextureList *txl;
|
|
SCULPT_PassList *psl;
|
|
SCULPT_StorageList *stl;
|
|
} SCULPT_Data;
|
|
|
|
/* *********** STATIC *********** */
|
|
|
|
static struct {
|
|
/* Custom shaders :
|
|
* Add sources to source/blender/draw/modes/shaders
|
|
* init in SCULPT_engine_init();
|
|
* free in SCULPT_engine_free(); */
|
|
struct GPUShader *shader_smooth;
|
|
} e_data = {NULL}; /* Engine data */
|
|
|
|
typedef struct SCULPT_PrivateData {
|
|
/* This keeps the references of the shading groups for
|
|
* easy access in SCULPT_cache_populate() */
|
|
DRWShadingGroup *group_flat;
|
|
DRWShadingGroup *group_smooth;
|
|
} SCULPT_PrivateData; /* Transient data */
|
|
|
|
/* *********** FUNCTIONS *********** */
|
|
|
|
/* Init Textures, Framebuffers, Storage and Shaders.
|
|
* It is called for every frames.
|
|
* (Optional) */
|
|
static void SCULPT_engine_init(void *vedata)
|
|
{
|
|
SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
|
|
SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
|
|
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
|
|
|
|
UNUSED_VARS(txl, fbl, stl);
|
|
|
|
if (!e_data.shader_smooth) {
|
|
e_data.shader_smooth = DRW_shader_create(datatoc_sculpt_mask_vert_glsl, NULL,
|
|
datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL);
|
|
}
|
|
}
|
|
|
|
/* Here init all passes and shading groups
|
|
* Assume that all Passes are NULL */
|
|
static void SCULPT_cache_init(void *vedata)
|
|
{
|
|
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
|
|
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
|
|
|
|
if (!stl->g_data) {
|
|
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
|
|
}
|
|
|
|
{
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
|
|
psl->pass = DRW_pass_create("Sculpt Pass", state);
|
|
stl->g_data->group_smooth = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
|
|
}
|
|
}
|
|
|
|
static void sculpt_draw_mask_cb(
|
|
DRWShadingGroup *shgroup,
|
|
void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
|
|
void *user_data)
|
|
{
|
|
Object *ob = user_data;
|
|
PBVH *pbvh = ob->sculpt->pbvh;
|
|
|
|
if (pbvh) {
|
|
BKE_pbvh_draw_cb(
|
|
pbvh, NULL, NULL, false, false, true,
|
|
(void (*)(void *, struct GPUBatch *))draw_fn, shgroup);
|
|
}
|
|
}
|
|
|
|
static void sculpt_update_pbvh_normals(Object *object)
|
|
{
|
|
Mesh *mesh = object->data;
|
|
PBVH *pbvh = object->sculpt->pbvh;
|
|
SubdivCCG *subdiv_ccg = mesh->runtime.subdiv_ccg;
|
|
if (pbvh == NULL || subdiv_ccg == NULL) {
|
|
return;
|
|
}
|
|
BKE_sculpt_bvh_update_from_ccg(pbvh, subdiv_ccg);
|
|
struct CCGFace **faces;
|
|
int num_faces;
|
|
BKE_pbvh_get_grid_updates(pbvh, 1, (void ***)&faces, &num_faces);
|
|
if (num_faces > 0) {
|
|
BKE_subdiv_ccg_update_normals(subdiv_ccg, faces, num_faces);
|
|
MEM_freeN(faces);
|
|
}
|
|
}
|
|
|
|
/* Add geometry to shadingGroups. Execute for each objects */
|
|
static void SCULPT_cache_populate(void *vedata, Object *ob)
|
|
{
|
|
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
|
|
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
|
|
|
|
UNUSED_VARS(psl, stl);
|
|
|
|
if (ob->type == OB_MESH) {
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
if (ob->sculpt && (ob == draw_ctx->obact)) {
|
|
sculpt_update_pbvh_normals(ob);
|
|
|
|
/* XXX, needed for dyntopo-undo (which clears).
|
|
* probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */
|
|
if (ob->sculpt->pbvh == NULL) {
|
|
/* create PBVH immediately (would be created on the fly too,
|
|
* but this avoids waiting on first stroke) */
|
|
Scene *scene = draw_ctx->scene;
|
|
|
|
BKE_sculpt_update_mesh_elements(draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
|
|
}
|
|
|
|
PBVH *pbvh = ob->sculpt->pbvh;
|
|
if (pbvh && pbvh_has_mask(pbvh)) {
|
|
DRW_shgroup_call_generate_add(stl->g_data->group_smooth, sculpt_draw_mask_cb, ob, ob->obmat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Optional: Post-cache_populate callback */
|
|
static void SCULPT_cache_finish(void *vedata)
|
|
{
|
|
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
|
|
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
|
|
|
|
/* Do something here! dependent on the objects gathered */
|
|
UNUSED_VARS(psl, stl);
|
|
}
|
|
|
|
/* Draw time ! Control rendering pipeline from here */
|
|
static void SCULPT_draw_scene(void *vedata)
|
|
{
|
|
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
|
|
SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
|
|
|
|
/* Default framebuffer and texture */
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
UNUSED_VARS(fbl, 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->pass);
|
|
|
|
/* 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 SCULPT_engine_free(void)
|
|
{
|
|
DRW_SHADER_FREE_SAFE(e_data.shader_smooth);
|
|
}
|
|
|
|
static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
|
|
|
|
DrawEngineType draw_engine_sculpt_type = {
|
|
NULL, NULL,
|
|
N_("SculptMode"),
|
|
&SCULPT_data_size,
|
|
&SCULPT_engine_init,
|
|
&SCULPT_engine_free,
|
|
&SCULPT_cache_init,
|
|
&SCULPT_cache_populate,
|
|
&SCULPT_cache_finish,
|
|
NULL, /* draw_background but not needed by mode engines */
|
|
&SCULPT_draw_scene,
|
|
NULL,
|
|
NULL,
|
|
};
|