For some we may add per object overrides, but for most we plan to keep them strictly per viewport settings. Display settings from the mesh still need to be moved here, only collections were done to remove that code.
359 lines
11 KiB
C
359 lines
11 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_curve_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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#include "DNA_curve_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_object.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "GPU_batch.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_curve_overlay_loosevert_vert_glsl[];
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extern char datatoc_edit_curve_overlay_frag_glsl[];
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extern char datatoc_edit_curve_overlay_handle_geom_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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extern char datatoc_gpu_shader_flat_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_CURVE_engine_init() to
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* initialize most of them and EDIT_CURVE_cache_init()
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* for EDIT_CURVE_PassList */
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typedef struct EDIT_CURVE_PassList {
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/* Declare all passes here and init them in
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* EDIT_CURVE_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *wire_pass;
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struct DRWPass *overlay_edge_pass;
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struct DRWPass *overlay_vert_pass;
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} EDIT_CURVE_PassList;
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typedef struct EDIT_CURVE_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_CURVE_FramebufferList;
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typedef struct EDIT_CURVE_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_CURVE_TextureList;
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typedef struct EDIT_CURVE_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 EDIT_CURVE_PrivateData *g_data;
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} EDIT_CURVE_StorageList;
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typedef struct EDIT_CURVE_Data {
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/* Struct returned by DRW_viewport_engine_data_ensure.
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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_CURVE_FramebufferList *fbl;
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EDIT_CURVE_TextureList *txl;
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EDIT_CURVE_PassList *psl;
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EDIT_CURVE_StorageList *stl;
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} EDIT_CURVE_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_CURVE_engine_init();
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* free in EDIT_CURVE_engine_free(); */
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GPUShader *wire_sh;
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GPUShader *overlay_edge_sh; /* handles and nurbs control cage */
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GPUShader *overlay_vert_sh;
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} e_data = {NULL}; /* Engine data */
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typedef struct EDIT_CURVE_PrivateData {
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/* This keeps the references of the shading groups for
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* easy access in EDIT_CURVE_cache_populate() */
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/* resulting curve as 'wire' for curves (and optionally normals) */
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DRWShadingGroup *wire_shgrp;
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DRWShadingGroup *overlay_edge_shgrp;
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DRWShadingGroup *overlay_vert_shgrp;
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} EDIT_CURVE_PrivateData; /* 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_CURVE_engine_init(void *vedata)
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{
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EDIT_CURVE_TextureList *txl = ((EDIT_CURVE_Data *)vedata)->txl;
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EDIT_CURVE_FramebufferList *fbl = ((EDIT_CURVE_Data *)vedata)->fbl;
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EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_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, GPU_DEPTH_COMPONENT24, 0},
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* {&txl->color, GPU_RGBA8, 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_edge_sh) {
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e_data.overlay_edge_sh = DRW_shader_create_with_lib(
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datatoc_edit_curve_overlay_loosevert_vert_glsl,
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datatoc_edit_curve_overlay_handle_geom_glsl,
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datatoc_gpu_shader_flat_color_frag_glsl,
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datatoc_common_globals_lib_glsl, NULL);
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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_curve_overlay_loosevert_vert_glsl, NULL,
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datatoc_edit_curve_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_CURVE_cache_init(void *vedata)
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{
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EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
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EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_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(*stl->g_data), __func__);
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}
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{
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DRWShadingGroup *grp;
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/* Center-Line (wire) */
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psl->wire_pass = DRW_pass_create(
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"Curve Wire",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE);
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grp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
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DRW_shgroup_uniform_vec4(grp, "color", ts.colorWireEdit, 1);
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stl->g_data->wire_shgrp = grp;
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psl->overlay_edge_pass = DRW_pass_create(
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"Curve Handle Overlay",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_WIRE);
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grp = DRW_shgroup_create(e_data.overlay_edge_sh, psl->overlay_edge_pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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stl->g_data->overlay_edge_shgrp = grp;
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psl->overlay_vert_pass = DRW_pass_create(
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"Curve Vert Overlay",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_POINT);
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grp = DRW_shgroup_create(e_data.overlay_vert_sh, psl->overlay_vert_pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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stl->g_data->overlay_vert_shgrp = grp;
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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_CURVE_cache_populate(void *vedata, Object *ob)
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{
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EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
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EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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UNUSED_VARS(psl, stl);
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if (ob->type == OB_CURVE) {
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#if 0
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if (ob == draw_ctx->object_edit)
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#else
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if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode_and_selected(ob))
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#endif
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{
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Curve *cu = ob->data;
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/* Get geometry cache */
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struct Gwn_Batch *geom;
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geom = DRW_cache_curve_edge_wire_get(ob);
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DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
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if ((cu->flag & CU_3D) && (cu->drawflag & CU_HIDE_NORMALS) == 0) {
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geom = DRW_cache_curve_edge_normal_get(ob, v3d->overlay.normals_length);
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DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
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}
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/* Add geom to a shading group */
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geom = DRW_cache_curve_edge_overlay_get(ob);
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if (geom) {
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DRW_shgroup_call_add(stl->g_data->overlay_edge_shgrp, geom, ob->obmat);
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}
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geom = DRW_cache_curve_vert_overlay_get(ob);
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DRW_shgroup_call_add(stl->g_data->overlay_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_CURVE_cache_finish(void *vedata)
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{
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EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
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EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_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_CURVE_draw_scene(void *vedata)
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{
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EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
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EDIT_CURVE_FramebufferList *fbl = ((EDIT_CURVE_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);
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MULTISAMPLE_SYNC_ENABLE(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->overlay_edge_pass);
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DRW_draw_pass(psl->overlay_vert_pass);
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MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
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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_CURVE_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.overlay_edge_sh);
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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_CURVE_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_CURVE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_CURVE_Data);
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DrawEngineType draw_engine_edit_curve_type = {
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NULL, NULL,
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N_("EditCurveMode"),
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&EDIT_CURVE_data_size,
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&EDIT_CURVE_engine_init,
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&EDIT_CURVE_engine_free,
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&EDIT_CURVE_cache_init,
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&EDIT_CURVE_cache_populate,
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&EDIT_CURVE_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&EDIT_CURVE_draw_scene,
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NULL,
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NULL,
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};
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