223 lines
5.9 KiB
C
223 lines
5.9 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* Copyright 2016, Blender Foundation.
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* Contributor(s): Blender Institute
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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/** \file basic_engine.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple flat shaders.
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*/
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#include "DRW_render.h"
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#include "BKE_icons.h"
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#include "BKE_idprop.h"
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#include "BKE_main.h"
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#include "BKE_particle.h"
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#include "DNA_particle_types.h"
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#include "GPU_shader.h"
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#include "basic_engine.h"
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/* Shaders */
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#define BASIC_ENGINE "BLENDER_BASIC"
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/* *********** LISTS *********** */
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/* GPUViewport.storage
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* Is freed everytime the viewport engine changes */
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typedef struct BASIC_StorageList {
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struct BASIC_PrivateData *g_data;
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} BASIC_StorageList;
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typedef struct BASIC_PassList {
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struct DRWPass *depth_pass;
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struct DRWPass *depth_pass_cull;
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} BASIC_PassList;
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typedef struct BASIC_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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BASIC_PassList *psl;
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BASIC_StorageList *stl;
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} BASIC_Data;
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/* *********** STATIC *********** */
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static struct {
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/* Depth Pre Pass */
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struct GPUShader *depth_sh;
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} e_data = {NULL}; /* Engine data */
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typedef struct BASIC_PrivateData {
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DRWShadingGroup *depth_shgrp;
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DRWShadingGroup *depth_shgrp_cull;
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DRWShadingGroup *depth_shgrp_hair;
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} BASIC_PrivateData; /* Transient data */
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/* Functions */
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static void basic_engine_init(void *UNUSED(vedata))
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{
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/* Depth prepass */
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if (!e_data.depth_sh) {
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e_data.depth_sh = DRW_shader_create_3D_depth_only();
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}
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}
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static void basic_cache_init(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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{
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psl->depth_pass = DRW_pass_create(
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"Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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psl->depth_pass_cull = DRW_pass_create(
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"Depth Pass Cull",
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DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
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stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
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}
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}
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static void basic_cache_populate(void *vedata, Object *ob)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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/* TODO(fclem) fix selection of smoke domains. */
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if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) {
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return;
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}
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (ob != draw_ctx->object_edit) {
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for (ParticleSystem *psys = ob->particlesystem.first;
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psys != NULL;
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psys = psys->next)
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{
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if (!psys_check_enabled(ob, psys, false)) {
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continue;
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}
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if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
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continue;
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}
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ParticleSettings *part = psys->part;
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const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
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if (draw_as == PART_DRAW_PATH) {
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struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, hairs, NULL);
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}
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}
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}
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/* Make flat object selectable in ortho view if wireframe is enabled. */
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if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
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(draw_ctx->v3d->shading.type == OB_WIRE) ||
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(ob->dtx & OB_DRAWWIRE) ||
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(ob->dt == OB_WIRE))
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{
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int flat_axis = 0;
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bool is_flat_object_viewed_from_side = (
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(draw_ctx->rv3d->persp == RV3D_ORTHO) &&
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DRW_object_is_flat(ob, &flat_axis) &&
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DRW_object_axis_orthogonal_to_view(ob, flat_axis));
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if (is_flat_object_viewed_from_side) {
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/* Avoid losing flat objects when in ortho views (see T56549) */
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struct GPUBatch *geom = DRW_cache_object_all_edges_get(ob);
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DRW_shgroup_call_object_add(stl->g_data->depth_shgrp, geom, ob);
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return;
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}
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}
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
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/* Depth Prepass */
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DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
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}
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}
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static void basic_cache_finish(void *vedata)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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UNUSED_VARS(stl);
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}
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static void basic_draw_scene(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->depth_pass_cull);
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}
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static void basic_engine_free(void)
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{
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/* all shaders are builtin */
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}
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static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
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DrawEngineType draw_engine_basic_type = {
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NULL, NULL,
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N_("Basic"),
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&basic_data_size,
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&basic_engine_init,
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&basic_engine_free,
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&basic_cache_init,
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&basic_cache_populate,
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&basic_cache_finish,
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NULL,
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&basic_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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/* Note: currently unused, we may want to register so we can see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_basic_type = {
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NULL, NULL,
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BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&draw_engine_basic_type,
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{NULL, NULL, NULL}
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};
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#undef BASIC_ENGINE
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