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blender-archive/source/blender/draw/modes/sculpt_mode.c

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_pbvh.h"
#include "BKE_paint.h"
#include "BKE_subdiv_ccg.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_sculpt_mask_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use SCULPT_engine_init() to
* initialize most of them and SCULPT_cache_init()
* for SCULPT_PassList */
typedef struct SCULPT_PassList {
/* Declare all passes here and init them in
* SCULPT_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} SCULPT_PassList;
typedef struct SCULPT_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
struct GPUFrameBuffer *fb;
} SCULPT_FramebufferList;
typedef struct SCULPT_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
struct GPUTexture *texture;
} SCULPT_TextureList;
typedef struct SCULPT_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
struct CustomStruct *block;
struct SCULPT_PrivateData *g_data;
} SCULPT_StorageList;
typedef struct SCULPT_Data {
/* Struct returned by DRW_viewport_engine_data_ensure.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
void *engine_type; /* Required */
SCULPT_FramebufferList *fbl;
SCULPT_TextureList *txl;
SCULPT_PassList *psl;
SCULPT_StorageList *stl;
} SCULPT_Data;
/* *********** STATIC *********** */
static struct {
struct GPUShader *shader_mask;
} e_data = {NULL}; /* Engine data */
typedef struct SCULPT_PrivateData {
DRWShadingGroup *mask_overlay_grp;
} SCULPT_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optional) */
static void SCULPT_engine_init(void *vedata)
{
SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
UNUSED_VARS(txl, fbl, stl);
if (!e_data.shader_mask) {
e_data.shader_mask = DRW_shader_create_with_lib(datatoc_sculpt_mask_vert_glsl,
NULL,
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void SCULPT_cache_init(void *vedata)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
if (!stl->g_data) {
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL;
psl->pass = DRW_pass_create("Sculpt Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass);
DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
stl->g_data->mask_overlay_grp = shgrp;
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void SCULPT_cache_populate(void *vedata, Object *ob)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
UNUSED_VARS(psl, stl);
if (ob->sculpt) {
const DRWContextState *draw_ctx = DRW_context_state_get();
if ((ob == draw_ctx->obact) &&
(BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) || !ob->sculpt->modifiers_active)) {
PBVH *pbvh = ob->sculpt->pbvh;
if (pbvh && pbvh_has_mask(pbvh)) {
DRW_shgroup_call_sculpt(stl->g_data->mask_overlay_grp, ob, false, true, false);
}
}
}
}
static void SCULPT_draw_scene(void *vedata)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
DRW_draw_pass(psl->pass);
}
static void SCULPT_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.shader_mask);
}
static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
DrawEngineType draw_engine_sculpt_type = {
NULL,
NULL,
N_("SculptMode"),
&SCULPT_data_size,
&SCULPT_engine_init,
&SCULPT_engine_free,
&SCULPT_cache_init,
&SCULPT_cache_populate,
NULL,
NULL, /* draw_background but not needed by mode engines */
&SCULPT_draw_scene,
NULL,
NULL,
};