Was performing context access per object for scene, region etc. While not very slow they don't change during drawing so cache in a struct. This also makes it possible to draw in views besides the current context.
291 lines
9.3 KiB
C
291 lines
9.3 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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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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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/modes/edit_lattice_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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/* If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_edit_lattice_overlay_loosevert_vert_glsl[];
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extern char datatoc_edit_lattice_overlay_frag_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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/* *********** LISTS *********** */
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/* All lists are per viewport specific datas.
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* They are all free when viewport changes engines
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* or is free itself. Use EDIT_LATTICE_engine_init() to
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* initialize most of them and EDIT_LATTICE_cache_init()
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* for EDIT_LATTICE_PassList */
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typedef struct EDIT_LATTICE_PassList {
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/* Declare all passes here and init them in
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* EDIT_LATTICE_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *wire_pass;
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struct DRWPass *vert_pass;
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} EDIT_LATTICE_PassList;
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typedef struct EDIT_LATTICE_FramebufferList {
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/* Contains all framebuffer objects needed by this engine.
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* Only contains (GPUFrameBuffer *) */
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struct GPUFrameBuffer *fb;
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} EDIT_LATTICE_FramebufferList;
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typedef struct EDIT_LATTICE_TextureList {
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/* Contains all framebuffer textures / utility textures
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* needed by this engine. Only viewport specific textures
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* (not per object). Only contains (GPUTexture *) */
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struct GPUTexture *texture;
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} EDIT_LATTICE_TextureList;
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typedef struct EDIT_LATTICE_StorageList {
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/* Contains any other memory block that the engine needs.
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* Only directly MEM_(m/c)allocN'ed blocks because they are
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* free with MEM_freeN() when viewport is freed.
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* (not per object) */
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struct CustomStruct *block;
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struct g_data *g_data;
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} EDIT_LATTICE_StorageList;
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typedef struct EDIT_LATTICE_Data {
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/* Struct returned by DRW_viewport_engine_data_get.
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* If you don't use one of these, just make it a (void *) */
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// void *fbl;
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void *engine_type; /* Required */
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EDIT_LATTICE_FramebufferList *fbl;
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EDIT_LATTICE_TextureList *txl;
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EDIT_LATTICE_PassList *psl;
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EDIT_LATTICE_StorageList *stl;
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} EDIT_LATTICE_Data;
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/* *********** STATIC *********** */
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static struct {
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/* Custom shaders :
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* Add sources to source/blender/draw/modes/shaders
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* init in EDIT_LATTICE_engine_init();
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* free in EDIT_LATTICE_engine_free(); */
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GPUShader *wire_sh;
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GPUShader *overlay_vert_sh;
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} e_data = {NULL}; /* Engine data */
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typedef struct g_data {
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/* This keeps the references of the shading groups for
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* easy access in EDIT_LATTICE_cache_populate() */
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DRWShadingGroup *wire_shgrp;
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DRWShadingGroup *vert_shgrp;
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} g_data; /* Transient data */
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/* *********** FUNCTIONS *********** */
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/* Init Textures, Framebuffers, Storage and Shaders.
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* It is called for every frames.
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* (Optional) */
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static void EDIT_LATTICE_engine_init(void *vedata)
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{
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EDIT_LATTICE_TextureList *txl = ((EDIT_LATTICE_Data *)vedata)->txl;
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EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
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EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
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UNUSED_VARS(txl, fbl, stl);
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/* Init Framebuffers like this: order is attachment order (for color texs) */
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/*
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* DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24, 0},
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* {&txl->color, DRW_BUF_RGBA_8, DRW_TEX_FILTER}};
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*/
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/* DRW_framebuffer_init takes care of checking if
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* the framebuffer is valid and has the right size*/
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/*
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* float *viewport_size = DRW_viewport_size_get();
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* DRW_framebuffer_init(&fbl->occlude_wire_fb,
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* (int)viewport_size[0], (int)viewport_size[1],
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* tex, 2);
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*/
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if (!e_data.wire_sh) {
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e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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}
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if (!e_data.overlay_vert_sh) {
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e_data.overlay_vert_sh = DRW_shader_create_with_lib(
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datatoc_edit_lattice_overlay_loosevert_vert_glsl, NULL,
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datatoc_edit_lattice_overlay_frag_glsl,
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datatoc_common_globals_lib_glsl, NULL);
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}
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}
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/* Here init all passes and shading groups
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* Assume that all Passes are NULL */
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static void EDIT_LATTICE_cache_init(void *vedata)
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{
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EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
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EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(g_data), "g_data");
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}
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{
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psl->wire_pass = DRW_pass_create(
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"Lattice Wire",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE);
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stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
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psl->vert_pass = DRW_pass_create(
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"Lattice Verts",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_POINT);
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stl->g_data->vert_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, psl->vert_pass);
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}
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}
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/* Add geometry to shadingGroups. Execute for each objects */
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static void EDIT_LATTICE_cache_populate(void *vedata, Object *ob)
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{
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EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
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EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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Object *obedit = scene->obedit;
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UNUSED_VARS(psl);
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if (ob->type == OB_LATTICE) {
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if (ob == obedit) {
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/* Get geometry cache */
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struct Batch *geom;
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geom = DRW_cache_lattice_wire_get(ob);
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DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
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geom = DRW_cache_lattice_vert_overlay_get(ob);
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DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat);
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}
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}
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}
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/* Optional: Post-cache_populate callback */
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static void EDIT_LATTICE_cache_finish(void *vedata)
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{
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EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
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EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
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/* Do something here! dependant on the objects gathered */
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UNUSED_VARS(psl, stl);
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}
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/* Draw time ! Control rendering pipeline from here */
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static void EDIT_LATTICE_draw_scene(void *vedata)
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{
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EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
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EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
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/* Default framebuffer and texture */
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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UNUSED_VARS(fbl, dfbl, dtxl);
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/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
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/*
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* DRW_framebuffer_texture_detach(dtxl->depth);
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* DRW_framebuffer_bind(fbl->custom_fb);
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* DRW_draw_pass(psl->pass);
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* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
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* DRW_framebuffer_bind(dfbl->default_fb);
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*/
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/* ... or just render passes on default framebuffer. */
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DRW_draw_pass(psl->wire_pass);
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DRW_draw_pass(psl->vert_pass);
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/* If you changed framebuffer, double check you rebind
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* the default one with its textures attached before finishing */
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}
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/* Cleanup when destroying the engine.
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* This is not per viewport ! only when quitting blender.
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* Mostly used for freeing shaders */
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static void EDIT_LATTICE_engine_free(void)
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{
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// Currently built-in, dont free
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DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh);
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}
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/* Create collection settings here.
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*
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* Be sure to add this function there :
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* source/blender/draw/DRW_engine.h
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* source/blender/blenkernel/intern/layer.c
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* source/blenderplayer/bad_level_call_stubs/stubs.c
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*
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* And relevant collection settings to :
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* source/blender/makesrna/intern/rna_scene.c
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* source/blender/blenkernel/intern/layer.c
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*/
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#if 0
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void EDIT_LATTICE_collection_settings_create(CollectionEngineSettings *ces)
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{
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BLI_assert(ces);
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// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
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// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
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// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
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}
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#endif
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static const DrawEngineDataSize EDIT_LATTICE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_LATTICE_Data);
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DrawEngineType draw_engine_edit_lattice_type = {
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NULL, NULL,
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N_("EditLatticeMode"),
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&EDIT_LATTICE_data_size,
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&EDIT_LATTICE_engine_init,
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&EDIT_LATTICE_engine_free,
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&EDIT_LATTICE_cache_init,
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&EDIT_LATTICE_cache_populate,
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&EDIT_LATTICE_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&EDIT_LATTICE_draw_scene
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};
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