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blender-archive/source/blender/draw/modes/sculpt_mode.c

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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,
};