Shaded triangles are not yet implemented (request from gpumaterials). This also changes the mechanism to draw curve normals to make it not dependant on normal size display. This way different viewport can reuse the same batch.
283 lines
9.0 KiB
C
283 lines
9.0 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_normals_vert_glsl[];
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extern char datatoc_edit_curve_overlay_handle_vert_glsl[];
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extern char datatoc_edit_curve_overlay_handle_geom_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_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_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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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_StorageList {
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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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void *engine_type; /* Required */
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *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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GPUShader *wire_sh;
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GPUShader *wire_normals_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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/* resulting curve as 'wire' for curves (and optionally normals) */
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DRWShadingGroup *wire_shgrp;
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DRWShadingGroup *wire_normals_shgrp;
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DRWShadingGroup *overlay_edge_shgrp;
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DRWShadingGroup *overlay_vert_shgrp;
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int show_handles;
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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 *UNUSED(vedata))
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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.wire_normals_sh) {
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e_data.wire_normals_sh = DRW_shader_create(
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datatoc_edit_curve_overlay_normals_vert_glsl, NULL,
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datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
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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_handle_vert_glsl,
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datatoc_edit_curve_overlay_handle_geom_glsl,
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datatoc_gpu_shader_3D_smooth_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_gpu_shader_point_varying_color_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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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->show_handles = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0;
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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_EQUAL | 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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grp = DRW_shgroup_create(e_data.wire_normals_sh, psl->wire_pass);
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DRW_shgroup_uniform_vec4(grp, "color", ts.colorWireEdit, 1);
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DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length);
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stl->g_data->wire_normals_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_BLEND);
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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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DRW_shgroup_uniform_bool(grp, "showCurveHandles", &stl->g_data->show_handles, 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_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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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_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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if (ob->type == OB_CURVE) {
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if (BKE_object_is_in_editmode(ob)) {
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Curve *cu = ob->data;
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/* Get geometry cache */
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struct GPUBatch *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) && (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_NORMALS) != 0) {
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static uint instance_len = 2;
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geom = DRW_cache_curve_edge_normal_get(ob);
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DRW_shgroup_call_instances_add(stl->g_data->wire_normals_shgrp, geom, ob->obmat, &instance_len);
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}
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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, stl->g_data->show_handles);
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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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if (ob->type == OB_SURF) {
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if (BKE_object_is_in_editmode(ob)) {
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struct GPUBatch *geom = DRW_cache_curve_edge_overlay_get(ob);
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DRW_shgroup_call_add(stl->g_data->overlay_edge_shgrp, geom, ob->obmat);
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geom = DRW_cache_curve_vert_overlay_get(ob, false);
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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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/* 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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/* 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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if (!DRW_pass_is_empty(psl->wire_pass)) {
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MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
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DRW_draw_pass(psl->wire_pass);
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MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
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}
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/* Thoses passes don't write to depth and are AA'ed using other tricks. */
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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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}
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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.wire_normals_sh);
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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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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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NULL,
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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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