136 lines
3.6 KiB
C
136 lines
3.6 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 2019, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*
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* Engine for debugging the selection map drawing.
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*/
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#include "DNA_ID.h"
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#include "DNA_vec_types.h"
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#include "DRW_engine.h"
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#include "DRW_select_buffer.h"
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#include "draw_cache.h"
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#include "draw_manager.h"
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#include "select_engine.h"
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#define SELECT_DEBUG_ENGINE "SELECT_DEBUG_ENGINE"
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/* -------------------------------------------------------------------- */
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/** \name Structs and static variables
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* \{ */
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typedef struct SELECTIDDEBUG_PassList {
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struct DRWPass *debug_pass;
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} SELECTIDDEBUG_PassList;
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typedef struct SELECTIDDEBUG_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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SELECTIDDEBUG_PassList *psl;
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DRWViewportEmptyList *stl;
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} SELECTIDDEBUG_Data;
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static struct {
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struct GPUShader *select_debug_sh;
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} e_data = {{NULL}}; /* Engine data */
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Engine Functions
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* \{ */
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static void select_debug_engine_init(void *vedata)
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{
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SELECTIDDEBUG_PassList *psl = ((SELECTIDDEBUG_Data *)vedata)->psl;
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if (!e_data.select_debug_sh) {
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e_data.select_debug_sh = DRW_shader_create_fullscreen(
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"uniform usampler2D image;"
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"in vec4 uvcoordsvar;"
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"out vec4 fragColor;"
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"void main() {"
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" uint px = texture(image, uvcoordsvar.xy).r;"
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" fragColor = vec4(1.0, 1.0, 1.0, 0.0);"
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" if (px != 0u) {"
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" fragColor.a = 1.0;"
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" px &= 0x3Fu;"
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" fragColor.r = ((px >> 0) & 0x3u) / float(0x3u);"
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" fragColor.g = ((px >> 2) & 0x3u) / float(0x3u);"
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" fragColor.b = ((px >> 4) & 0x3u) / float(0x3u);"
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" }"
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"}\n",
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NULL);
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}
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psl->debug_pass = DRW_pass_create("Debug Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
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GPUTexture *texture_u32 = DRW_engine_select_texture_get();
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if (texture_u32) {
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.select_debug_sh, psl->debug_pass);
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DRW_shgroup_uniform_texture(shgrp, "image", texture_u32);
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DRW_shgroup_call_procedural_triangles(shgrp, NULL, 1);
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}
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}
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static void select_debug_draw_scene(void *vedata)
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{
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SELECTIDDEBUG_PassList *psl = ((SELECTIDDEBUG_Data *)vedata)->psl;
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DRW_draw_pass(psl->debug_pass);
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}
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static void select_debug_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.select_debug_sh);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Engine Type
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* \{ */
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static const DrawEngineDataSize select_debug_data_size = DRW_VIEWPORT_DATA_SIZE(
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SELECTIDDEBUG_Data);
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DrawEngineType draw_engine_debug_select_type = {
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NULL,
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NULL,
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N_("Select ID Debug"),
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&select_debug_data_size,
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&select_debug_engine_init,
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&select_debug_engine_free,
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NULL,
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NULL,
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NULL,
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&select_debug_draw_scene,
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NULL,
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NULL,
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NULL,
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NULL,
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};
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/** \} */
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#undef SELECT_DEBUG_ENGINE
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