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blender-archive/source/blender/draw/engines/overlay/overlay_particle.c
Clément Foucault d21a8dcae2 Overlay Engine: Fix crash in select mode with Lock Object Modes off
Fixes T72189: Crash when Lock Object Modes off and switching from Sculpt mode to Object mode
2019-12-05 13:32:04 +01:00

223 lines
7.5 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 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "DEG_depsgraph_query.h"
#include "DNA_particle_types.h"
#include "BKE_pointcache.h"
#include "ED_particle.h"
#include "overlay_private.h"
/* -------------------------------------------------------------------- */
/** \name Edit Particles
* \{ */
void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
ParticleEditSettings *pset = PE_settings(draw_ctx->scene);
GPUShader *sh;
DRWShadingGroup *grp;
pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT);
pd->edit_particle.select_mode = pset->selectmode;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRW_PASS_CREATE(psl->edit_particle_ps, state | pd->clipping_state);
sh = OVERLAY_shader_edit_particle_strand();
pd->edit_particle_strand_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "useWeight", pd->edit_particle.use_weight);
DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.weight_ramp);
sh = OVERLAY_shader_edit_particle_point();
pd->edit_particle_point_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
}
void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id);
/* Usually the edit structure is created by Particle Edit Mode Toggle
* operator, but sometimes it's invoked after tagging hair as outdated
* (for example, when toggling edit mode). That makes it impossible to
* create edit structure for until after next dependency graph evaluation.
*
* Ideally, the edit structure will be created here already via some
* dependency graph callback or so, but currently trying to make it nicer
* only causes bad level calls and breaks design from the past.
*/
Object *ob_orig = DEG_get_original_object(ob);
PTCacheEdit *edit = PE_create_current(draw_ctx->depsgraph, scene_orig, ob_orig);
if (edit == NULL) {
/* Happens when trying to edit particles in EMITTER mode without
* having them cached.
*/
return;
}
/* NOTE: We need to pass evaluated particle system, which we need
* to find first.
*/
ParticleSystem *psys = ob->particlesystem.first;
LISTBASE_FOREACH (ParticleSystem *, psys_orig, &ob_orig->particlesystem) {
if (PE_get_current_from_psys(psys_orig) == edit) {
break;
}
psys = psys->next;
}
if (psys == NULL) {
printf("Error getting evaluated particle system for edit.\n");
return;
}
struct GPUBatch *geom;
{
geom = DRW_cache_particles_get_edit_strands(ob, psys, edit, pd->edit_particle.use_weight);
DRW_shgroup_call(pd->edit_particle_strand_grp, geom, NULL);
}
if (pd->edit_particle.select_mode == SCE_SELECT_POINT) {
geom = DRW_cache_particles_get_edit_inner_points(ob, psys, edit);
DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL);
}
if (ELEM(pd->edit_particle.select_mode, SCE_SELECT_POINT, SCE_SELECT_END)) {
geom = DRW_cache_particles_get_edit_tip_points(ob, psys, edit);
DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL);
}
}
void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_FramebufferList *fbl = vedata->fbl;
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_default_fb);
}
DRW_draw_pass(psl->edit_particle_ps);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Particles
* \{ */
void OVERLAY_particle_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
ParticleEditSettings *pset = PE_settings(draw_ctx->scene);
GPUShader *sh;
DRWShadingGroup *grp;
pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT);
pd->edit_particle.select_mode = pset->selectmode;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRW_PASS_CREATE(psl->particle_ps, state | pd->clipping_state);
sh = OVERLAY_shader_particle_dot();
pd->particle_dots_grp = grp = DRW_shgroup_create(sh, psl->particle_ps);
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_persistent(grp, "weightTex", G_draw.ramp);
sh = OVERLAY_shader_particle_shape();
pd->particle_shapes_grp = grp = DRW_shgroup_create(sh, psl->particle_ps);
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_persistent(grp, "weightTex", G_draw.ramp);
}
void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
LISTBASE_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (part->type == PART_HAIR) {
/* Hairs should have been rendered by the render engine.*/
continue;
}
if (!ELEM(draw_as, PART_DRAW_NOT, PART_DRAW_OB, PART_DRAW_GR)) {
struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
struct GPUBatch *shape = NULL;
DRWShadingGroup *grp;
/* TODO(fclem) Here would be a good place for preemptive culling. */
/* fclem: Is color even usefull in our modern context? */
Material *ma = give_current_material(ob, part->omat);
float color[4] = {0.6f, 0.6f, 0.6f, part->draw_size};
if (ma != NULL) {
copy_v3_v3(color, &ma->r);
}
switch (draw_as) {
default:
case PART_DRAW_DOT:
grp = DRW_shgroup_create_sub(pd->particle_dots_grp);
DRW_shgroup_uniform_vec4_copy(grp, "color", color);
DRW_shgroup_call(grp, geom, NULL);
break;
case PART_DRAW_AXIS:
case PART_DRAW_CIRC:
case PART_DRAW_CROSS:
grp = DRW_shgroup_create_sub(pd->particle_shapes_grp);
DRW_shgroup_uniform_vec4_copy(grp, "color", color);
shape = DRW_cache_particles_get_prim(draw_as);
DRW_shgroup_call_instances_with_attribs(grp, NULL, shape, geom);
break;
}
}
}
}
void OVERLAY_particle_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_draw_pass(psl->particle_ps);
}
/** \} */