This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
242 lines
7.0 KiB
C
242 lines
7.0 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_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple flat shaders.
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*/
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#include "DRW_render.h"
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#include "BKE_paint.h"
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#include "BKE_particle.h"
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#include "DNA_particle_types.h"
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#include "GPU_shader.h"
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#include "basic_engine.h"
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/* Shaders */
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#define BASIC_ENGINE "BLENDER_BASIC"
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/* *********** LISTS *********** */
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/* GPUViewport.storage
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* Is freed everytime the viewport engine changes */
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typedef struct BASIC_StorageList {
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struct BASIC_PrivateData *g_data;
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} BASIC_StorageList;
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typedef struct BASIC_PassList {
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struct DRWPass *depth_pass[2];
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struct DRWPass *depth_pass_cull[2];
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} BASIC_PassList;
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typedef struct BASIC_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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BASIC_PassList *psl;
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BASIC_StorageList *stl;
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} BASIC_Data;
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typedef struct BASIC_Shaders {
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/* Depth Pre Pass */
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struct GPUShader *depth;
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} BASIC_Shaders;
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/* *********** STATIC *********** */
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static struct {
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BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
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} e_data = {{{NULL}}}; /* Engine data */
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typedef struct BASIC_PrivateData {
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DRWShadingGroup *depth_shgrp[2];
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DRWShadingGroup *depth_shgrp_cull[2];
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} BASIC_PrivateData; /* Transient data */
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/* Functions */
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static void basic_engine_init(void *UNUSED(vedata))
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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/* Depth prepass */
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if (!sh_data->depth) {
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sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg);
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}
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}
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static void basic_cache_init(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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/* Twice for normal and infront objects. */
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for (int i = 0; i < 2; i++) {
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DRWState clip_state = (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? DRW_STATE_CLIP_PLANES : 0;
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DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
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DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
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DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state);
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stl->g_data->depth_shgrp[i] = DRW_shgroup_create(sh_data->depth, psl->depth_pass[i]);
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state |= DRW_STATE_CULL_BACK;
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DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
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stl->g_data->depth_shgrp_cull[i] = DRW_shgroup_create(sh_data->depth, psl->depth_pass_cull[i]);
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}
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}
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static void basic_cache_populate(void *vedata, Object *ob)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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/* TODO(fclem) fix selection of smoke domains. */
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if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) {
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return;
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}
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bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (ob != draw_ctx->object_edit) {
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for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
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if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
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continue;
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}
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ParticleSettings *part = psys->part;
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const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
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if (draw_as == PART_DRAW_PATH) {
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struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
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DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], hairs, NULL);
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}
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}
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}
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/* Make flat object selectable in ortho view if wireframe is enabled. */
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if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
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(draw_ctx->v3d->shading.type == OB_WIRE) || (ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) {
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int flat_axis = 0;
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bool is_flat_object_viewed_from_side = ((draw_ctx->rv3d->persp == RV3D_ORTHO) &&
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DRW_object_is_flat(ob, &flat_axis) &&
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DRW_object_axis_orthogonal_to_view(ob, flat_axis));
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if (is_flat_object_viewed_from_side) {
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/* Avoid losing flat objects when in ortho views (see T56549) */
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struct GPUBatch *geom = DRW_cache_object_all_edges_get(ob);
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if (geom) {
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DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], geom, ob);
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}
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return;
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}
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}
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const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
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!DRW_state_is_image_render();
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const bool do_cull = (draw_ctx->v3d &&
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(draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
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DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] :
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stl->g_data->depth_shgrp[do_in_front];
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if (use_sculpt_pbvh) {
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DRW_shgroup_call_sculpt(shgrp, ob, false, false, false);
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}
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else {
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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DRW_shgroup_call(shgrp, geom, ob);
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}
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}
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}
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static void basic_cache_finish(void *vedata)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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UNUSED_VARS(stl);
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}
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static void basic_draw_scene(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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DRW_draw_pass(psl->depth_pass[0]);
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DRW_draw_pass(psl->depth_pass_cull[0]);
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DRW_draw_pass(psl->depth_pass[1]);
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DRW_draw_pass(psl->depth_pass_cull[1]);
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}
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static void basic_engine_free(void)
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{
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/* all shaders are builtin */
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}
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static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
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DrawEngineType draw_engine_basic_type = {
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NULL,
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NULL,
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N_("Basic"),
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&basic_data_size,
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&basic_engine_init,
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&basic_engine_free,
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&basic_cache_init,
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&basic_cache_populate,
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&basic_cache_finish,
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NULL,
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&basic_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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/* Note: currently unused, we may want to register so we can see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_basic_type = {
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NULL,
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NULL,
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BASIC_ENGINE,
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N_("Basic"),
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RE_INTERNAL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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&draw_engine_basic_type,
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{NULL, NULL, NULL},
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};
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#undef BASIC_ENGINE
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