As now is possible to use multiframe in Draw mode, the option to display only lines must be disabled.
1004 lines
36 KiB
C
1004 lines
36 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 2017, Blender Foundation.
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*/
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/** \file
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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 "BKE_gpencil.h"
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#include "BKE_gpencil_modifier.h"
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#include "BKE_lib_id.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_shader_fx.h"
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#include "BKE_camera.h"
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#include "BKE_global.h" /* for G.debug */
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#include "BLI_link_utils.h"
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#include "BLI_listbase.h"
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#include "BLI_memblock.h"
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#include "DNA_camera_types.h"
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#include "DNA_gpencil_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "GPU_texture.h"
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#include "GPU_uniform_buffer.h"
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#include "gpencil_engine.h"
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#include "DEG_depsgraph_query.h"
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "UI_resources.h"
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/* *********** FUNCTIONS *********** */
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void GPENCIL_engine_init(void *ved)
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{
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GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
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GPENCIL_StorageList *stl = vedata->stl;
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GPENCIL_TextureList *txl = vedata->txl;
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GPENCIL_FramebufferList *fbl = vedata->fbl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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const DRWContextState *ctx = DRW_context_state_get();
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const View3D *v3d = ctx->v3d;
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if (!stl->pd) {
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stl->pd = MEM_callocN(sizeof(GPENCIL_PrivateData), "GPENCIL_PrivateData");
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}
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if (txl->dummy_texture == NULL) {
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const float pixels[1][4] = {{1.0f, 0.0f, 1.0f, 1.0f}};
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txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float *)pixels);
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}
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GPENCIL_ViewLayerData *vldata = GPENCIL_view_layer_data_ensure();
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/* Resize and reset memblocks. */
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BLI_memblock_clear(vldata->gp_light_pool, gpencil_light_pool_free);
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BLI_memblock_clear(vldata->gp_material_pool, gpencil_material_pool_free);
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BLI_memblock_clear(vldata->gp_object_pool, NULL);
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BLI_memblock_clear(vldata->gp_layer_pool, NULL);
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BLI_memblock_clear(vldata->gp_vfx_pool, NULL);
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BLI_memblock_clear(vldata->gp_maskbit_pool, NULL);
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stl->pd->gp_light_pool = vldata->gp_light_pool;
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stl->pd->gp_material_pool = vldata->gp_material_pool;
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stl->pd->gp_maskbit_pool = vldata->gp_maskbit_pool;
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stl->pd->gp_object_pool = vldata->gp_object_pool;
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stl->pd->gp_layer_pool = vldata->gp_layer_pool;
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stl->pd->gp_vfx_pool = vldata->gp_vfx_pool;
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stl->pd->view_layer = ctx->view_layer;
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stl->pd->scene = ctx->scene;
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stl->pd->v3d = ctx->v3d;
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stl->pd->last_light_pool = NULL;
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stl->pd->last_material_pool = NULL;
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stl->pd->tobjects.first = NULL;
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stl->pd->tobjects.last = NULL;
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stl->pd->tobjects_infront.first = NULL;
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stl->pd->tobjects_infront.last = NULL;
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stl->pd->sbuffer_tobjects.first = NULL;
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stl->pd->sbuffer_tobjects.last = NULL;
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stl->pd->dummy_tx = txl->dummy_texture;
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stl->pd->draw_depth_only = !DRW_state_is_fbo();
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stl->pd->draw_wireframe = (v3d && v3d->shading.type == OB_WIRE) && !stl->pd->draw_depth_only;
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stl->pd->scene_depth_tx = stl->pd->draw_depth_only ? txl->dummy_texture : dtxl->depth;
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stl->pd->scene_fb = dfbl->default_fb;
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stl->pd->is_render = txl->render_depth_tx || (v3d && v3d->shading.type == OB_RENDER);
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stl->pd->is_viewport = (v3d != NULL);
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stl->pd->global_light_pool = gpencil_light_pool_add(stl->pd);
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stl->pd->shadeless_light_pool = gpencil_light_pool_add(stl->pd);
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/* Small HACK: we don't want the global pool to be reused,
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* so we set the last light pool to NULL. */
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stl->pd->last_light_pool = NULL;
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bool use_scene_lights = false;
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bool use_scene_world = false;
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if (v3d) {
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use_scene_lights = ((v3d->shading.type == OB_MATERIAL) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
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((v3d->shading.type == OB_RENDER) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER));
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use_scene_world = ((v3d->shading.type == OB_MATERIAL) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
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((v3d->shading.type == OB_RENDER) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER));
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stl->pd->v3d_color_type = (v3d->shading.type == OB_SOLID) ? v3d->shading.color_type : -1;
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/* Special case: If Vertex Paint mode, use always Vertex mode. */
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if (v3d->shading.type == OB_SOLID && ctx->obact && ctx->obact->type == OB_GPENCIL &&
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ctx->obact->mode == OB_MODE_VERTEX_GPENCIL) {
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stl->pd->v3d_color_type = V3D_SHADING_VERTEX_COLOR;
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}
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copy_v3_v3(stl->pd->v3d_single_color, v3d->shading.single_color);
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/* For non active frame, use only lines in multiedit mode. */
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const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
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stl->pd->use_multiedit_lines_only = overlays_on &&
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(v3d->gp_flag & V3D_GP_SHOW_MULTIEDIT_LINES) != 0;
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const bool shmode_xray_support = v3d->shading.type <= OB_SOLID;
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stl->pd->xray_alpha = (shmode_xray_support && XRAY_ENABLED(v3d)) ? XRAY_ALPHA(v3d) : 1.0f;
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}
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else if (stl->pd->is_render) {
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use_scene_lights = true;
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use_scene_world = true;
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stl->pd->use_multiedit_lines_only = false;
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stl->pd->xray_alpha = 1.0f;
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stl->pd->v3d_color_type = -1;
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}
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stl->pd->use_lighting = (v3d && v3d->shading.type > OB_SOLID) || stl->pd->is_render;
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stl->pd->use_lights = use_scene_lights;
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if (txl->render_depth_tx != NULL) {
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stl->pd->scene_depth_tx = txl->render_depth_tx;
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stl->pd->scene_fb = fbl->render_fb;
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}
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gpencil_light_ambient_add(stl->pd->shadeless_light_pool, (float[3]){1.0f, 1.0f, 1.0f});
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World *world = ctx->scene->world;
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if (world != NULL && use_scene_world) {
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gpencil_light_ambient_add(stl->pd->global_light_pool, &world->horr);
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}
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else if (v3d) {
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float world_light[3];
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copy_v3_fl(world_light, v3d->shading.studiolight_intensity);
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gpencil_light_ambient_add(stl->pd->global_light_pool, world_light);
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}
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float viewmatinv[4][4];
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DRW_view_viewmat_get(NULL, viewmatinv, true);
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copy_v3_v3(stl->pd->camera_z_axis, viewmatinv[2]);
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copy_v3_v3(stl->pd->camera_pos, viewmatinv[3]);
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stl->pd->camera_z_offset = dot_v3v3(viewmatinv[3], viewmatinv[2]);
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if (ctx && ctx->rv3d && v3d) {
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stl->pd->camera = (ctx->rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
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}
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else {
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stl->pd->camera = NULL;
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}
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}
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void GPENCIL_cache_init(void *ved)
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{
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GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
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GPENCIL_PassList *psl = vedata->psl;
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GPENCIL_TextureList *txl = vedata->txl;
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GPENCIL_FramebufferList *fbl = vedata->fbl;
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GPENCIL_PrivateData *pd = vedata->stl->pd;
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DRWShadingGroup *grp;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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pd->cfra = (int)DEG_get_ctime(draw_ctx->depsgraph);
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pd->simplify_antialias = GPENCIL_SIMPLIFY_AA(draw_ctx->scene);
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pd->use_layer_fb = false;
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pd->use_object_fb = false;
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pd->use_mask_fb = false;
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/* Always use high precision for render. */
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pd->use_signed_fb = !pd->is_viewport;
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if (draw_ctx->v3d) {
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const bool hide_overlay = ((draw_ctx->v3d->flag2 & V3D_HIDE_OVERLAYS) != 0);
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const bool show_onion = ((draw_ctx->v3d->gp_flag & V3D_GP_SHOW_ONION_SKIN) != 0);
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const bool playing = (draw_ctx->evil_C != NULL) ?
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ED_screen_animation_playing(CTX_wm_manager(draw_ctx->evil_C)) !=
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NULL :
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false;
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pd->do_onion = show_onion && !hide_overlay && !playing;
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pd->playing = playing;
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/* Save simplify flags (can change while drawing, so it's better to save). */
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Scene *scene = draw_ctx->scene;
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pd->simplify_fill = GPENCIL_SIMPLIFY_FILL(scene, playing);
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pd->simplify_fx = GPENCIL_SIMPLIFY_FX(scene, playing) ||
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(draw_ctx->v3d->shading.type < OB_RENDER);
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/* Fade Layer. */
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const bool is_fade_layer = ((!hide_overlay) && (!pd->is_render) &&
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(draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_LAYERS));
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pd->fade_layer_opacity = (is_fade_layer) ? draw_ctx->v3d->overlay.gpencil_fade_layer : -1.0f;
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pd->vertex_paint_opacity = draw_ctx->v3d->overlay.gpencil_vertex_paint_opacity;
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/* Fade GPencil Objects. */
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const bool is_fade_object = ((!hide_overlay) && (!pd->is_render) &&
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(draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS) &&
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(draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_GPENCIL));
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pd->fade_gp_object_opacity = (is_fade_object) ? draw_ctx->v3d->overlay.gpencil_paper_opacity :
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-1.0f;
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pd->fade_3d_object_opacity = ((!hide_overlay) && (!pd->is_render) &&
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(draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS)) ?
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draw_ctx->v3d->overlay.gpencil_paper_opacity :
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-1.0f;
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}
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else {
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pd->do_onion = true;
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pd->simplify_fill = false;
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pd->simplify_fx = false;
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pd->fade_layer_opacity = -1.0f;
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pd->playing = false;
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}
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{
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pd->sbuffer_stroke = NULL;
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pd->sbuffer_gpd = NULL;
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pd->sbuffer_layer = NULL;
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pd->stroke_batch = NULL;
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pd->fill_batch = NULL;
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pd->do_fast_drawing = false;
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pd->obact = draw_ctx->obact;
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if (pd->obact && pd->obact->type == OB_GPENCIL && !(pd->draw_depth_only)) {
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/* Check if active object has a temp stroke data. */
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bGPdata *gpd = (bGPdata *)pd->obact->data;
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if (gpd->runtime.sbuffer_used > 0) {
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pd->sbuffer_gpd = gpd;
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pd->sbuffer_stroke = DRW_cache_gpencil_sbuffer_stroke_data_get(pd->obact);
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pd->sbuffer_layer = BKE_gpencil_layer_active_get(pd->sbuffer_gpd);
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pd->do_fast_drawing = false; /* TODO option */
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}
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}
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}
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if (pd->do_fast_drawing) {
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pd->snapshot_buffer_dirty = (txl->snapshot_color_tx == NULL);
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const float *size = DRW_viewport_size_get();
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DRW_texture_ensure_2d(&txl->snapshot_depth_tx, size[0], size[1], GPU_DEPTH24_STENCIL8, 0);
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DRW_texture_ensure_2d(&txl->snapshot_color_tx, size[0], size[1], GPU_R11F_G11F_B10F, 0);
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DRW_texture_ensure_2d(&txl->snapshot_reveal_tx, size[0], size[1], GPU_R11F_G11F_B10F, 0);
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GPU_framebuffer_ensure_config(&fbl->snapshot_fb,
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{
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GPU_ATTACHMENT_TEXTURE(txl->snapshot_depth_tx),
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GPU_ATTACHMENT_TEXTURE(txl->snapshot_color_tx),
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GPU_ATTACHMENT_TEXTURE(txl->snapshot_reveal_tx),
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});
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}
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else {
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/* Free unneeded buffers. */
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->snapshot_fb);
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DRW_TEXTURE_FREE_SAFE(txl->snapshot_depth_tx);
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DRW_TEXTURE_FREE_SAFE(txl->snapshot_color_tx);
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DRW_TEXTURE_FREE_SAFE(txl->snapshot_reveal_tx);
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}
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{
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DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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DRW_PASS_CREATE(psl->merge_depth_ps, state);
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GPUShader *sh = GPENCIL_shader_depth_merge_get();
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grp = DRW_shgroup_create(sh, psl->merge_depth_ps);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuf", &pd->depth_tx);
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DRW_shgroup_uniform_bool(grp, "strokeOrder3d", &pd->is_stroke_order_3d, 1);
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DRW_shgroup_uniform_vec4(grp, "gpModelMatrix", pd->object_bound_mat[0], 4);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_LOGIC_INVERT;
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DRW_PASS_CREATE(psl->mask_invert_ps, state);
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GPUShader *sh = GPENCIL_shader_mask_invert_get();
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grp = DRW_shgroup_create(sh, psl->mask_invert_ps);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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Camera *cam = (pd->camera != NULL) ? pd->camera->data : NULL;
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/* Pseudo DOF setup. */
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if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
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const float *vp_size = DRW_viewport_size_get();
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float fstop = cam->dof.aperture_fstop;
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float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
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float focus_dist = BKE_camera_object_dof_distance(pd->camera);
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float focal_len = cam->lens;
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const float scale_camera = 0.001f;
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/* we want radius here for the aperture number */
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float aperture = 0.5f * scale_camera * focal_len / fstop;
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float focal_len_scaled = scale_camera * focal_len;
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float sensor_scaled = scale_camera * sensor;
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if (draw_ctx->rv3d != NULL) {
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sensor_scaled *= draw_ctx->rv3d->viewcamtexcofac[0];
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}
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pd->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
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pd->dof_params[1] *= vp_size[0] / sensor_scaled;
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pd->dof_params[0] = -focus_dist * pd->dof_params[1];
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}
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else {
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/* Disable DoF blur scaling. */
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pd->camera = NULL;
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}
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}
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#define DRAW_NOW 2
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typedef struct gpIterPopulateData {
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Object *ob;
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GPENCIL_tObject *tgp_ob;
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GPENCIL_PrivateData *pd;
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GPENCIL_MaterialPool *matpool;
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DRWShadingGroup *grp;
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/* Last material UBO bound. Used to avoid unneeded buffer binding. */
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GPUUniformBuf *ubo_mat;
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GPUUniformBuf *ubo_lights;
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/* Last texture bound. */
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GPUTexture *tex_fill;
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GPUTexture *tex_stroke;
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/* Offset in the material pool to the first material of this object. */
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int mat_ofs;
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/* Is the sbuffer call need to be issued. */
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int do_sbuffer_call;
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/* Indices to do correct insertion of the sbuffer stroke. */
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int stroke_index_last;
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int stroke_index_offset;
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/* Infos for call batching. */
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struct GPUBatch *geom;
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bool instancing;
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int vfirst, vcount;
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} gpIterPopulateData;
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#define DISABLE_BATCHING 0
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static void gpencil_drawcall_flush(gpIterPopulateData *iter)
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{
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#if !DISABLE_BATCHING
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if (iter->geom != NULL) {
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if (iter->instancing) {
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DRW_shgroup_call_instance_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
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}
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else {
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DRW_shgroup_call_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
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}
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}
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#endif
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iter->geom = NULL;
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iter->vfirst = -1;
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iter->vcount = 0;
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}
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/* Group draw-calls that are consecutive and with the same type. Reduces GPU driver overhead. */
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static void gpencil_drawcall_add(
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gpIterPopulateData *iter, struct GPUBatch *geom, bool instancing, int v_first, int v_count)
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{
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#if DISABLE_BATCHING
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if (instancing) {
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DRW_shgroup_call_instance_range(iter->grp, iter->ob, geom, v_first, v_count);
|
|
}
|
|
else {
|
|
DRW_shgroup_call_range(iter->grp, iter->ob, geom, v_first, v_count);
|
|
}
|
|
#endif
|
|
|
|
int last = iter->vfirst + iter->vcount;
|
|
/* Interrupt draw-call grouping if the sequence is not consecutive. */
|
|
if ((geom != iter->geom) || (v_first - last > 3)) {
|
|
gpencil_drawcall_flush(iter);
|
|
}
|
|
iter->geom = geom;
|
|
iter->instancing = instancing;
|
|
if (iter->vfirst == -1) {
|
|
iter->vfirst = v_first;
|
|
}
|
|
iter->vcount = v_first + v_count - iter->vfirst;
|
|
}
|
|
|
|
static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
|
|
bGPDframe *gpf,
|
|
bGPDstroke *gps,
|
|
void *thunk);
|
|
|
|
static void gpencil_sbuffer_cache_populate(gpIterPopulateData *iter)
|
|
{
|
|
iter->do_sbuffer_call = DRAW_NOW;
|
|
/* In order to draw the sbuffer stroke correctly mixed with other strokes,
|
|
* we need to offset the stroke index of the sbuffer stroke and the subsequent strokes.
|
|
* Remember, sbuffer stroke indices start from 0. So we add last index to avoid
|
|
* masking issues. */
|
|
iter->grp = DRW_shgroup_create_sub(iter->grp);
|
|
DRW_shgroup_uniform_block(iter->grp, "gpMaterialBlock", iter->ubo_mat);
|
|
DRW_shgroup_uniform_float_copy(iter->grp, "strokeIndexOffset", iter->stroke_index_last);
|
|
|
|
const DRWContextState *ctx = DRW_context_state_get();
|
|
ToolSettings *ts = ctx->scene->toolsettings;
|
|
if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
|
|
/* In this case we can't do correct projection during stroke. We just disable depth test. */
|
|
DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
|
|
}
|
|
|
|
gpencil_stroke_cache_populate(NULL, NULL, iter->pd->sbuffer_stroke, iter);
|
|
gpencil_drawcall_flush(iter);
|
|
|
|
iter->stroke_index_offset = iter->pd->sbuffer_stroke->totpoints + 1;
|
|
iter->do_sbuffer_call = 0;
|
|
}
|
|
|
|
static void gpencil_layer_cache_populate(bGPDlayer *gpl,
|
|
bGPDframe *gpf,
|
|
bGPDstroke *UNUSED(gps),
|
|
void *thunk)
|
|
{
|
|
gpIterPopulateData *iter = (gpIterPopulateData *)thunk;
|
|
GPENCIL_PrivateData *pd = iter->pd;
|
|
bGPdata *gpd = (bGPdata *)iter->ob->data;
|
|
|
|
gpencil_drawcall_flush(iter);
|
|
|
|
if (iter->do_sbuffer_call) {
|
|
gpencil_sbuffer_cache_populate(iter);
|
|
}
|
|
else {
|
|
iter->do_sbuffer_call = !pd->do_fast_drawing && (gpd == pd->sbuffer_gpd) &&
|
|
(gpl == pd->sbuffer_layer) &&
|
|
(gpf == NULL || gpf->runtime.onion_id == 0.0f);
|
|
}
|
|
|
|
GPENCIL_tLayer *tgp_layer = gpencil_layer_cache_add(pd, iter->ob, gpl, gpf, iter->tgp_ob);
|
|
|
|
const bool use_lights = pd->use_lighting && ((gpl->flag & GP_LAYER_USE_LIGHTS) != 0) &&
|
|
(iter->ob->dtx & OB_USE_GPENCIL_LIGHTS);
|
|
|
|
iter->ubo_lights = (use_lights) ? pd->global_light_pool->ubo : pd->shadeless_light_pool->ubo;
|
|
|
|
gpencil_material_resources_get(iter->matpool, 0, NULL, NULL, &iter->ubo_mat);
|
|
|
|
/* Iterator dependent uniforms. */
|
|
DRWShadingGroup *grp = iter->grp = tgp_layer->base_shgrp;
|
|
DRW_shgroup_uniform_block(grp, "gpLightBlock", iter->ubo_lights);
|
|
DRW_shgroup_uniform_block(grp, "gpMaterialBlock", iter->ubo_mat);
|
|
DRW_shgroup_uniform_texture(grp, "gpFillTexture", iter->tex_fill);
|
|
DRW_shgroup_uniform_texture(grp, "gpStrokeTexture", iter->tex_stroke);
|
|
DRW_shgroup_uniform_int_copy(grp, "gpMaterialOffset", iter->mat_ofs);
|
|
DRW_shgroup_uniform_float_copy(grp, "strokeIndexOffset", iter->stroke_index_offset);
|
|
}
|
|
|
|
static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
|
|
bGPDframe *gpf,
|
|
bGPDstroke *gps,
|
|
void *thunk)
|
|
{
|
|
gpIterPopulateData *iter = (gpIterPopulateData *)thunk;
|
|
|
|
bGPdata *gpd = iter->ob->data;
|
|
MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(iter->ob, gps->mat_nr + 1);
|
|
|
|
const bool is_render = iter->pd->is_render;
|
|
bool hide_material = (gp_style->flag & GP_MATERIAL_HIDE) != 0;
|
|
bool show_stroke = ((gp_style->flag & GP_MATERIAL_STROKE_SHOW) != 0) ||
|
|
(!is_render && ((gps->flag & GP_STROKE_NOFILL) != 0));
|
|
bool show_fill = (gps->tot_triangles > 0) && ((gp_style->flag & GP_MATERIAL_FILL_SHOW) != 0) &&
|
|
(!iter->pd->simplify_fill) && ((gps->flag & GP_STROKE_NOFILL) == 0);
|
|
bool only_lines = !GPENCIL_PAINT_MODE(gpd) && gpl && gpf && gpl->actframe != gpf &&
|
|
iter->pd->use_multiedit_lines_only;
|
|
bool is_onion = gpl && gpf && gpf->runtime.onion_id != 0;
|
|
bool hide_onion = is_onion && ((gp_style->flag & GP_MATERIAL_HIDE_ONIONSKIN) != 0);
|
|
if ((hide_material) || (!show_stroke && !show_fill) || (only_lines && !is_onion) ||
|
|
(hide_onion)) {
|
|
return;
|
|
}
|
|
|
|
GPUUniformBuf *ubo_mat;
|
|
GPUTexture *tex_stroke, *tex_fill;
|
|
gpencil_material_resources_get(
|
|
iter->matpool, iter->mat_ofs + gps->mat_nr, &tex_stroke, &tex_fill, &ubo_mat);
|
|
|
|
bool resource_changed = (iter->ubo_mat != ubo_mat) ||
|
|
(tex_fill && (iter->tex_fill != tex_fill)) ||
|
|
(tex_stroke && (iter->tex_stroke != tex_stroke));
|
|
|
|
if (resource_changed) {
|
|
gpencil_drawcall_flush(iter);
|
|
|
|
iter->grp = DRW_shgroup_create_sub(iter->grp);
|
|
if (iter->ubo_mat != ubo_mat) {
|
|
DRW_shgroup_uniform_block(iter->grp, "gpMaterialBlock", ubo_mat);
|
|
iter->ubo_mat = ubo_mat;
|
|
}
|
|
if (tex_fill) {
|
|
DRW_shgroup_uniform_texture(iter->grp, "gpFillTexture", tex_fill);
|
|
iter->tex_fill = tex_fill;
|
|
}
|
|
if (tex_stroke) {
|
|
DRW_shgroup_uniform_texture(iter->grp, "gpStrokeTexture", tex_stroke);
|
|
iter->tex_stroke = tex_stroke;
|
|
}
|
|
}
|
|
|
|
bool do_sbuffer = (iter->do_sbuffer_call == DRAW_NOW);
|
|
|
|
if (show_fill) {
|
|
GPUBatch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_fill_get(iter->ob) :
|
|
DRW_cache_gpencil_fills_get(iter->ob, iter->pd->cfra);
|
|
int vfirst = gps->runtime.fill_start * 3;
|
|
int vcount = gps->tot_triangles * 3;
|
|
gpencil_drawcall_add(iter, geom, false, vfirst, vcount);
|
|
}
|
|
|
|
if (show_stroke) {
|
|
GPUBatch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_stroke_get(iter->ob) :
|
|
DRW_cache_gpencil_strokes_get(iter->ob, iter->pd->cfra);
|
|
/* Start one vert before to have gl_InstanceID > 0 (see shader). */
|
|
int vfirst = gps->runtime.stroke_start - 1;
|
|
/* Include "potential" cyclic vertex and start adj vertex (see shader). */
|
|
int vcount = gps->totpoints + 1 + 1;
|
|
gpencil_drawcall_add(iter, geom, true, vfirst, vcount);
|
|
}
|
|
|
|
iter->stroke_index_last = gps->runtime.stroke_start + gps->totpoints + 1;
|
|
}
|
|
|
|
static void gpencil_sbuffer_cache_populate_fast(GPENCIL_Data *vedata, gpIterPopulateData *iter)
|
|
{
|
|
bGPdata *gpd = (bGPdata *)iter->ob->data;
|
|
if (gpd != iter->pd->sbuffer_gpd) {
|
|
return;
|
|
}
|
|
|
|
GPENCIL_TextureList *txl = vedata->txl;
|
|
GPUTexture *depth_texture = iter->pd->scene_depth_tx;
|
|
GPENCIL_tObject *last_tgp_ob = iter->pd->tobjects.last;
|
|
/* Create another temp object that only contain the stroke. */
|
|
iter->tgp_ob = gpencil_object_cache_add(iter->pd, iter->ob);
|
|
/* Remove from the main list. */
|
|
iter->pd->tobjects.last = last_tgp_ob;
|
|
last_tgp_ob->next = NULL;
|
|
/* Add to sbuffer tgpobject list. */
|
|
BLI_LINKS_APPEND(&iter->pd->sbuffer_tobjects, iter->tgp_ob);
|
|
/* Remove depth test with scene (avoid self occlusion). */
|
|
iter->pd->scene_depth_tx = txl->dummy_texture;
|
|
|
|
gpencil_layer_cache_populate(
|
|
iter->pd->sbuffer_layer, iter->pd->sbuffer_layer->actframe, NULL, iter);
|
|
|
|
const DRWContextState *ctx = DRW_context_state_get();
|
|
ToolSettings *ts = ctx->scene->toolsettings;
|
|
if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
|
|
/* In this case we can't do correct projection during stroke. We just disable depth test. */
|
|
DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
|
|
}
|
|
|
|
iter->do_sbuffer_call = DRAW_NOW;
|
|
gpencil_stroke_cache_populate(NULL, NULL, iter->pd->sbuffer_stroke, iter);
|
|
gpencil_drawcall_flush(iter);
|
|
|
|
gpencil_vfx_cache_populate(vedata, iter->ob, iter->tgp_ob);
|
|
|
|
/* Restore state. */
|
|
iter->do_sbuffer_call = 0;
|
|
iter->pd->scene_depth_tx = depth_texture;
|
|
}
|
|
|
|
void GPENCIL_cache_populate(void *ved, Object *ob)
|
|
{
|
|
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
|
|
GPENCIL_PrivateData *pd = vedata->stl->pd;
|
|
GPENCIL_TextureList *txl = vedata->txl;
|
|
const bool is_final_render = DRW_state_is_image_render();
|
|
|
|
/* object must be visible */
|
|
if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
|
|
return;
|
|
}
|
|
|
|
if (ob->data && (ob->type == OB_GPENCIL) && (ob->dt >= OB_SOLID)) {
|
|
gpIterPopulateData iter = {0};
|
|
iter.ob = ob;
|
|
iter.pd = pd;
|
|
iter.tgp_ob = gpencil_object_cache_add(pd, ob);
|
|
iter.matpool = gpencil_material_pool_create(pd, ob, &iter.mat_ofs);
|
|
iter.tex_fill = txl->dummy_texture;
|
|
iter.tex_stroke = txl->dummy_texture;
|
|
|
|
/* Special case for rendering onion skin. */
|
|
bGPdata *gpd = (bGPdata *)ob->data;
|
|
bool do_onion = (!pd->is_render) ? pd->do_onion : (gpd->onion_flag & GP_ONION_GHOST_ALWAYS);
|
|
gpd->runtime.playing = (short)pd->playing;
|
|
|
|
/* When render in background the active frame could not be properly set due thread priority,
|
|
* better set again. This is not required in viewport. */
|
|
if (txl->render_depth_tx) {
|
|
const bool time_remap = BKE_gpencil_has_time_modifiers(ob);
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
LISTBASE_FOREACH (bGPDlayer *, gpl, &gpd->layers) {
|
|
/* If there is a time modifier, need remap the time before. */
|
|
if (time_remap) {
|
|
gpl->actframe = BKE_gpencil_frame_retime_get(draw_ctx->depsgraph, pd->scene, ob, gpl);
|
|
}
|
|
else {
|
|
gpl->actframe = BKE_gpencil_layer_frame_get(gpl, pd->cfra, GP_GETFRAME_USE_PREV);
|
|
}
|
|
}
|
|
}
|
|
|
|
BKE_gpencil_visible_stroke_iter(is_final_render ? pd->view_layer : NULL,
|
|
ob,
|
|
gpencil_layer_cache_populate,
|
|
gpencil_stroke_cache_populate,
|
|
&iter,
|
|
do_onion,
|
|
pd->cfra);
|
|
|
|
gpencil_drawcall_flush(&iter);
|
|
|
|
if (iter.do_sbuffer_call) {
|
|
gpencil_sbuffer_cache_populate(&iter);
|
|
}
|
|
|
|
gpencil_vfx_cache_populate(vedata, ob, iter.tgp_ob);
|
|
|
|
if (pd->do_fast_drawing) {
|
|
gpencil_sbuffer_cache_populate_fast(vedata, &iter);
|
|
}
|
|
}
|
|
|
|
if (ob->type == OB_LAMP && pd->use_lights) {
|
|
gpencil_light_pool_populate(pd->global_light_pool, ob);
|
|
}
|
|
}
|
|
|
|
void GPENCIL_cache_finish(void *ved)
|
|
{
|
|
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
|
|
GPENCIL_PrivateData *pd = vedata->stl->pd;
|
|
GPENCIL_FramebufferList *fbl = vedata->fbl;
|
|
|
|
/* Upload UBO data. */
|
|
BLI_memblock_iter iter;
|
|
BLI_memblock_iternew(pd->gp_material_pool, &iter);
|
|
GPENCIL_MaterialPool *pool;
|
|
while ((pool = (GPENCIL_MaterialPool *)BLI_memblock_iterstep(&iter))) {
|
|
GPU_uniformbuf_update(pool->ubo, pool->mat_data);
|
|
}
|
|
|
|
BLI_memblock_iternew(pd->gp_light_pool, &iter);
|
|
GPENCIL_LightPool *lpool;
|
|
while ((lpool = (GPENCIL_LightPool *)BLI_memblock_iterstep(&iter))) {
|
|
GPU_uniformbuf_update(lpool->ubo, lpool->light_data);
|
|
}
|
|
|
|
/* Sort object by decreasing Z to avoid most of alpha ordering issues. */
|
|
gpencil_object_cache_sort(pd);
|
|
|
|
/* Create frame-buffers only if needed. */
|
|
if (pd->tobjects.first) {
|
|
eGPUTextureFormat format = pd->use_signed_fb ? GPU_RGBA16F : GPU_R11F_G11F_B10F;
|
|
|
|
const float *size = DRW_viewport_size_get();
|
|
pd->depth_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
|
|
pd->color_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
|
|
pd->reveal_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->gpencil_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(pd->color_tx),
|
|
GPU_ATTACHMENT_TEXTURE(pd->reveal_tx),
|
|
});
|
|
|
|
if (pd->use_layer_fb) {
|
|
pd->color_layer_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], format, &draw_engine_gpencil_type);
|
|
pd->reveal_layer_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], format, &draw_engine_gpencil_type);
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->layer_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(pd->color_layer_tx),
|
|
GPU_ATTACHMENT_TEXTURE(pd->reveal_layer_tx),
|
|
});
|
|
}
|
|
|
|
if (pd->use_object_fb) {
|
|
pd->color_object_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], format, &draw_engine_gpencil_type);
|
|
pd->reveal_object_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], format, &draw_engine_gpencil_type);
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->object_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(pd->color_object_tx),
|
|
GPU_ATTACHMENT_TEXTURE(pd->reveal_object_tx),
|
|
});
|
|
}
|
|
|
|
if (pd->use_mask_fb) {
|
|
/* We need an extra depth to not disturb the normal drawing.
|
|
* The color_tx is needed for frame-buffer completeness. */
|
|
GPUTexture *color_tx, *depth_tx;
|
|
depth_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
|
|
color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R8, &draw_engine_gpencil_type);
|
|
/* Use high quality format for render. */
|
|
eGPUTextureFormat mask_format = pd->is_render ? GPU_R16 : GPU_R8;
|
|
pd->mask_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], mask_format, &draw_engine_gpencil_type);
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->mask_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(color_tx),
|
|
GPU_ATTACHMENT_TEXTURE(pd->mask_tx),
|
|
});
|
|
}
|
|
|
|
GPENCIL_antialiasing_init(vedata);
|
|
}
|
|
}
|
|
|
|
static void GPENCIL_draw_scene_depth_only(void *ved)
|
|
{
|
|
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
|
|
GPENCIL_PrivateData *pd = vedata->stl->pd;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
|
|
if (DRW_state_is_fbo()) {
|
|
GPU_framebuffer_bind(dfbl->depth_only_fb);
|
|
}
|
|
|
|
LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->tobjects) {
|
|
LISTBASE_FOREACH (GPENCIL_tLayer *, layer, &ob->layers) {
|
|
DRW_draw_pass(layer->geom_ps);
|
|
}
|
|
}
|
|
|
|
if (DRW_state_is_fbo()) {
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
}
|
|
|
|
pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = NULL;
|
|
|
|
/* Free temp stroke buffers. */
|
|
if (pd->sbuffer_gpd) {
|
|
DRW_cache_gpencil_sbuffer_clear(pd->obact);
|
|
}
|
|
}
|
|
|
|
static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL_tLayer *layer)
|
|
{
|
|
GPENCIL_PassList *psl = vedata->psl;
|
|
GPENCIL_FramebufferList *fbl = vedata->fbl;
|
|
const float clear_col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
float clear_depth = ob->is_drawmode3d ? 1.0f : 0.0f;
|
|
bool inverted = false;
|
|
/* OPTI(fclem) we could optimize by only clearing if the new mask_bits does not contain all
|
|
* the masks already rendered in the buffer, and drawing only the layers not already drawn. */
|
|
bool cleared = false;
|
|
|
|
DRW_stats_group_start("GPencil Mask");
|
|
|
|
GPU_framebuffer_bind(fbl->mask_fb);
|
|
|
|
for (int i = 0; i < GP_MAX_MASKBITS; i++) {
|
|
if (!BLI_BITMAP_TEST(layer->mask_bits, i)) {
|
|
continue;
|
|
}
|
|
|
|
if (BLI_BITMAP_TEST_BOOL(layer->mask_invert_bits, i) != inverted) {
|
|
if (cleared) {
|
|
DRW_draw_pass(psl->mask_invert_ps);
|
|
}
|
|
inverted = !inverted;
|
|
}
|
|
|
|
if (!cleared) {
|
|
cleared = true;
|
|
GPU_framebuffer_clear_color_depth(fbl->mask_fb, clear_col, clear_depth);
|
|
}
|
|
|
|
GPENCIL_tLayer *mask_layer = gpencil_layer_cache_get(ob, i);
|
|
BLI_assert(mask_layer);
|
|
|
|
DRW_draw_pass(mask_layer->geom_ps);
|
|
}
|
|
|
|
if (!inverted) {
|
|
/* Blend shader expect an opacity mask not a reavealage buffer. */
|
|
DRW_draw_pass(psl->mask_invert_ps);
|
|
}
|
|
|
|
DRW_stats_group_end();
|
|
}
|
|
|
|
static void GPENCIL_draw_object(GPENCIL_Data *vedata, GPENCIL_tObject *ob)
|
|
{
|
|
GPENCIL_PassList *psl = vedata->psl;
|
|
GPENCIL_PrivateData *pd = vedata->stl->pd;
|
|
GPENCIL_FramebufferList *fbl = vedata->fbl;
|
|
const float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}};
|
|
|
|
DRW_stats_group_start("GPencil Object");
|
|
|
|
GPUFrameBuffer *fb_object = (ob->vfx.first) ? fbl->object_fb : fbl->gpencil_fb;
|
|
|
|
GPU_framebuffer_bind(fb_object);
|
|
GPU_framebuffer_clear_depth_stencil(fb_object, ob->is_drawmode3d ? 1.0f : 0.0f, 0x00);
|
|
|
|
if (ob->vfx.first) {
|
|
GPU_framebuffer_multi_clear(fb_object, clear_cols);
|
|
}
|
|
|
|
LISTBASE_FOREACH (GPENCIL_tLayer *, layer, &ob->layers) {
|
|
if (layer->mask_bits) {
|
|
gpencil_draw_mask(vedata, ob, layer);
|
|
}
|
|
|
|
if (layer->blend_ps) {
|
|
GPU_framebuffer_bind(fbl->layer_fb);
|
|
GPU_framebuffer_multi_clear(fbl->layer_fb, clear_cols);
|
|
}
|
|
else {
|
|
GPU_framebuffer_bind(fb_object);
|
|
}
|
|
|
|
DRW_draw_pass(layer->geom_ps);
|
|
|
|
if (layer->blend_ps) {
|
|
GPU_framebuffer_bind(fb_object);
|
|
DRW_draw_pass(layer->blend_ps);
|
|
}
|
|
}
|
|
|
|
LISTBASE_FOREACH (GPENCIL_tVfx *, vfx, &ob->vfx) {
|
|
GPU_framebuffer_bind(*(vfx->target_fb));
|
|
DRW_draw_pass(vfx->vfx_ps);
|
|
}
|
|
|
|
copy_m4_m4(pd->object_bound_mat, ob->plane_mat);
|
|
pd->is_stroke_order_3d = ob->is_drawmode3d;
|
|
|
|
if (pd->scene_fb) {
|
|
GPU_framebuffer_bind(pd->scene_fb);
|
|
DRW_draw_pass(psl->merge_depth_ps);
|
|
}
|
|
|
|
DRW_stats_group_end();
|
|
}
|
|
|
|
static void GPENCIL_fast_draw_start(GPENCIL_Data *vedata)
|
|
{
|
|
GPENCIL_PrivateData *pd = vedata->stl->pd;
|
|
GPENCIL_FramebufferList *fbl = vedata->fbl;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
|
|
if (!pd->snapshot_buffer_dirty) {
|
|
/* Copy back cached render. */
|
|
GPU_framebuffer_blit(fbl->snapshot_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
|
|
GPU_framebuffer_blit(fbl->snapshot_fb, 0, fbl->gpencil_fb, 0, GPU_COLOR_BIT);
|
|
GPU_framebuffer_blit(fbl->snapshot_fb, 1, fbl->gpencil_fb, 1, GPU_COLOR_BIT);
|
|
/* Bypass drawing. */
|
|
pd->tobjects.first = pd->tobjects.last = NULL;
|
|
}
|
|
}
|
|
|
|
static void GPENCIL_fast_draw_end(GPENCIL_Data *vedata)
|
|
{
|
|
GPENCIL_PrivateData *pd = vedata->stl->pd;
|
|
GPENCIL_FramebufferList *fbl = vedata->fbl;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
|
|
if (pd->snapshot_buffer_dirty) {
|
|
/* Save to snapshot buffer. */
|
|
GPU_framebuffer_blit(dfbl->default_fb, 0, fbl->snapshot_fb, 0, GPU_DEPTH_BIT);
|
|
GPU_framebuffer_blit(fbl->gpencil_fb, 0, fbl->snapshot_fb, 0, GPU_COLOR_BIT);
|
|
GPU_framebuffer_blit(fbl->gpencil_fb, 1, fbl->snapshot_fb, 1, GPU_COLOR_BIT);
|
|
pd->snapshot_buffer_dirty = false;
|
|
}
|
|
/* Draw the sbuffer stroke(s). */
|
|
LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->sbuffer_tobjects) {
|
|
GPENCIL_draw_object(vedata, ob);
|
|
}
|
|
}
|
|
|
|
void GPENCIL_draw_scene(void *ved)
|
|
{
|
|
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
|
|
GPENCIL_PrivateData *pd = vedata->stl->pd;
|
|
GPENCIL_FramebufferList *fbl = vedata->fbl;
|
|
float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}};
|
|
|
|
/* Fade 3D objects. */
|
|
if ((!pd->is_render) && (pd->fade_3d_object_opacity > -1.0f) && (pd->obact != NULL) &&
|
|
(pd->obact->type == OB_GPENCIL)) {
|
|
float background_color[3];
|
|
ED_view3d_background_color_get(pd->scene, pd->v3d, background_color);
|
|
/* Blend color. */
|
|
interp_v3_v3v3(clear_cols[0], background_color, clear_cols[0], pd->fade_3d_object_opacity);
|
|
|
|
mul_v4_fl(clear_cols[1], pd->fade_3d_object_opacity);
|
|
}
|
|
|
|
if (pd->draw_depth_only) {
|
|
GPENCIL_draw_scene_depth_only(vedata);
|
|
return;
|
|
}
|
|
|
|
if (pd->tobjects.first == NULL) {
|
|
return;
|
|
}
|
|
|
|
if (pd->do_fast_drawing) {
|
|
GPENCIL_fast_draw_start(vedata);
|
|
}
|
|
|
|
if (pd->tobjects.first) {
|
|
GPU_framebuffer_bind(fbl->gpencil_fb);
|
|
GPU_framebuffer_multi_clear(fbl->gpencil_fb, clear_cols);
|
|
}
|
|
|
|
LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->tobjects) {
|
|
GPENCIL_draw_object(vedata, ob);
|
|
}
|
|
|
|
if (pd->do_fast_drawing) {
|
|
GPENCIL_fast_draw_end(vedata);
|
|
}
|
|
|
|
if (pd->scene_fb) {
|
|
GPENCIL_antialiasing_draw(vedata);
|
|
}
|
|
|
|
pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = NULL;
|
|
|
|
/* Free temp stroke buffers. */
|
|
if (pd->sbuffer_gpd) {
|
|
DRW_cache_gpencil_sbuffer_clear(pd->obact);
|
|
}
|
|
}
|
|
|
|
static void GPENCIL_engine_free(void)
|
|
{
|
|
GPENCIL_shader_free();
|
|
}
|
|
|
|
static const DrawEngineDataSize GPENCIL_data_size = DRW_VIEWPORT_DATA_SIZE(GPENCIL_Data);
|
|
|
|
DrawEngineType draw_engine_gpencil_type = {
|
|
NULL,
|
|
NULL,
|
|
N_("GpencilMode"),
|
|
&GPENCIL_data_size,
|
|
&GPENCIL_engine_init,
|
|
&GPENCIL_engine_free,
|
|
&GPENCIL_cache_init,
|
|
&GPENCIL_cache_populate,
|
|
&GPENCIL_cache_finish,
|
|
&GPENCIL_draw_scene,
|
|
NULL,
|
|
NULL,
|
|
&GPENCIL_render_to_image,
|
|
NULL,
|
|
};
|