197 lines
5.9 KiB
C
197 lines
5.9 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 2016, 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 "DNA_object_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_pbvh.h"
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#include "BKE_paint.h"
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#include "BKE_subdiv_ccg.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_sculpt_mask_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_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 SCULPT_engine_init() to
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* initialize most of them and SCULPT_cache_init()
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* for SCULPT_PassList */
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typedef struct SCULPT_PassList {
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/* Declare all passes here and init them in
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* SCULPT_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *pass;
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} SCULPT_PassList;
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typedef struct SCULPT_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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} SCULPT_FramebufferList;
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typedef struct SCULPT_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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} SCULPT_TextureList;
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typedef struct SCULPT_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 SCULPT_PrivateData *g_data;
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} SCULPT_StorageList;
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typedef struct SCULPT_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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SCULPT_FramebufferList *fbl;
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SCULPT_TextureList *txl;
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SCULPT_PassList *psl;
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SCULPT_StorageList *stl;
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} SCULPT_Data;
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/* *********** STATIC *********** */
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static struct {
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struct GPUShader *shader_mask;
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} e_data = {NULL}; /* Engine data */
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typedef struct SCULPT_PrivateData {
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DRWShadingGroup *mask_overlay_grp;
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} SCULPT_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 SCULPT_engine_init(void *vedata)
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{
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SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
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SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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UNUSED_VARS(txl, fbl, stl);
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if (!e_data.shader_mask) {
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e_data.shader_mask = DRW_shader_create_with_lib(datatoc_sculpt_mask_vert_glsl,
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NULL,
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datatoc_gpu_shader_3D_smooth_color_frag_glsl,
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datatoc_common_view_lib_glsl,
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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 SCULPT_cache_init(void *vedata)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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if (!stl->g_data) {
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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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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL;
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psl->pass = DRW_pass_create("Sculpt Pass", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass);
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DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
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stl->g_data->mask_overlay_grp = shgrp;
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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 SCULPT_cache_populate(void *vedata, Object *ob)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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UNUSED_VARS(psl, stl);
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if (ob->sculpt) {
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if ((ob == draw_ctx->obact) &&
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(BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) || !ob->sculpt->modifiers_active)) {
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PBVH *pbvh = ob->sculpt->pbvh;
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if (pbvh && pbvh_has_mask(pbvh)) {
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DRW_shgroup_call_sculpt(stl->g_data->mask_overlay_grp, ob, false, true, false);
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}
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}
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}
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}
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static void SCULPT_draw_scene(void *vedata)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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DRW_draw_pass(psl->pass);
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}
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static void SCULPT_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.shader_mask);
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}
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static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
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DrawEngineType draw_engine_sculpt_type = {
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NULL,
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NULL,
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N_("SculptMode"),
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&SCULPT_data_size,
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&SCULPT_engine_init,
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&SCULPT_engine_free,
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&SCULPT_cache_init,
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&SCULPT_cache_populate,
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NULL,
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NULL, /* draw_background but not needed by mode engines */
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&SCULPT_draw_scene,
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NULL,
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NULL,
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};
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