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blender-archive/source/blender/draw/engines/overlay/overlay_engine.c
Clément Foucault 058514aa0a PointCloud: Initial rendering support for Workbench
Also includes outline overlays. Removes the temp overlay drawing

We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.

This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.

Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8301
2020-07-15 20:10:45 +02:00

596 lines
18 KiB
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 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Engine for drawing a selection map where the pixels indicate the selection indices.
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DEG_depsgraph_query.h"
#include "ED_view3d.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "overlay_engine.h"
#include "overlay_private.h"
/* -------------------------------------------------------------------- */
/** \name Engine Callbacks
* \{ */
static void OVERLAY_engine_init(void *vedata)
{
OVERLAY_Data *data = vedata;
OVERLAY_StorageList *stl = data->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const RegionView3D *rv3d = draw_ctx->rv3d;
const View3D *v3d = draw_ctx->v3d;
const Scene *scene = draw_ctx->scene;
const ToolSettings *ts = scene->toolsettings;
if (!stl->pd) {
/* Alloc transient pointers */
stl->pd = MEM_callocN(sizeof(*stl->pd), __func__);
}
OVERLAY_PrivateData *pd = stl->pd;
pd->hide_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) != 0;
pd->ctx_mode = CTX_data_mode_enum_ex(
draw_ctx->object_edit, draw_ctx->obact, draw_ctx->object_mode);
if (!pd->hide_overlays) {
pd->overlay = v3d->overlay;
pd->v3d_flag = v3d->flag;
pd->v3d_gridflag = v3d->gridflag;
}
else {
memset(&pd->overlay, 0, sizeof(pd->overlay));
pd->v3d_flag = 0;
pd->v3d_gridflag = 0;
pd->overlay.flag = V3D_OVERLAY_HIDE_TEXT | V3D_OVERLAY_HIDE_MOTION_PATHS |
V3D_OVERLAY_HIDE_BONES | V3D_OVERLAY_HIDE_OBJECT_XTRAS |
V3D_OVERLAY_HIDE_OBJECT_ORIGINS;
pd->overlay.wireframe_threshold = v3d->overlay.wireframe_threshold;
}
if (v3d->shading.type == OB_WIRE) {
pd->overlay.flag |= V3D_OVERLAY_WIREFRAMES;
}
if (ts->sculpt) {
if (ts->sculpt->flags & SCULPT_HIDE_FACE_SETS) {
pd->overlay.sculpt_mode_face_sets_opacity = 0.0f;
}
if (ts->sculpt->flags & SCULPT_HIDE_MASK) {
pd->overlay.sculpt_mode_mask_opacity = 0.0f;
}
}
pd->use_in_front = (v3d->shading.type <= OB_SOLID) ||
BKE_scene_uses_blender_workbench(draw_ctx->scene);
pd->wireframe_mode = (v3d->shading.type == OB_WIRE);
pd->clipping_state = RV3D_CLIPPING_ENABLED(v3d, rv3d) ? DRW_STATE_CLIP_PLANES : 0;
pd->xray_opacity = XRAY_ALPHA(v3d);
pd->xray_enabled = XRAY_ACTIVE(v3d);
pd->xray_enabled_and_not_wire = pd->xray_enabled && v3d->shading.type > OB_WIRE;
pd->clear_in_front = (v3d->shading.type != OB_SOLID);
pd->cfra = DEG_get_ctime(draw_ctx->depsgraph);
OVERLAY_antialiasing_init(vedata);
switch (stl->pd->ctx_mode) {
case CTX_MODE_EDIT_MESH:
OVERLAY_edit_mesh_init(vedata);
break;
default:
/* Nothing to do. */
break;
}
OVERLAY_facing_init(vedata);
OVERLAY_grid_init(vedata);
OVERLAY_image_init(vedata);
OVERLAY_outline_init(vedata);
OVERLAY_wireframe_init(vedata);
OVERLAY_paint_init(vedata);
}
static void OVERLAY_cache_init(void *vedata)
{
OVERLAY_Data *data = vedata;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->pd;
switch (pd->ctx_mode) {
case CTX_MODE_EDIT_MESH:
OVERLAY_edit_mesh_cache_init(vedata);
/* `pd->edit_mesh.flag` is valid after calling `OVERLAY_edit_mesh_cache_init`. */
const bool draw_edit_weights = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_WEIGHT);
if (draw_edit_weights) {
OVERLAY_paint_cache_init(vedata);
}
break;
case CTX_MODE_EDIT_SURFACE:
case CTX_MODE_EDIT_CURVE:
OVERLAY_edit_curve_cache_init(vedata);
break;
case CTX_MODE_EDIT_TEXT:
OVERLAY_edit_text_cache_init(vedata);
break;
case CTX_MODE_EDIT_ARMATURE:
break;
case CTX_MODE_EDIT_METABALL:
break;
case CTX_MODE_EDIT_LATTICE:
OVERLAY_edit_lattice_cache_init(vedata);
break;
case CTX_MODE_PARTICLE:
OVERLAY_edit_particle_cache_init(vedata);
break;
case CTX_MODE_POSE:
case CTX_MODE_PAINT_WEIGHT:
case CTX_MODE_PAINT_VERTEX:
case CTX_MODE_PAINT_TEXTURE:
OVERLAY_paint_cache_init(vedata);
break;
case CTX_MODE_SCULPT:
OVERLAY_sculpt_cache_init(vedata);
break;
case CTX_MODE_EDIT_GPENCIL:
case CTX_MODE_PAINT_GPENCIL:
case CTX_MODE_SCULPT_GPENCIL:
case CTX_MODE_VERTEX_GPENCIL:
case CTX_MODE_WEIGHT_GPENCIL:
OVERLAY_edit_gpencil_cache_init(vedata);
break;
case CTX_MODE_OBJECT:
break;
default:
BLI_assert(!"Draw mode invalid");
break;
}
OVERLAY_antialiasing_cache_init(vedata);
OVERLAY_armature_cache_init(vedata);
OVERLAY_background_cache_init(vedata);
OVERLAY_extra_cache_init(vedata);
OVERLAY_facing_cache_init(vedata);
OVERLAY_gpencil_cache_init(vedata);
OVERLAY_grid_cache_init(vedata);
OVERLAY_image_cache_init(vedata);
OVERLAY_metaball_cache_init(vedata);
OVERLAY_motion_path_cache_init(vedata);
OVERLAY_outline_cache_init(vedata);
OVERLAY_particle_cache_init(vedata);
OVERLAY_wireframe_cache_init(vedata);
}
BLI_INLINE OVERLAY_DupliData *OVERLAY_duplidata_get(Object *ob, void *vedata, bool *do_init)
{
OVERLAY_DupliData **dupli_data = (OVERLAY_DupliData **)DRW_duplidata_get(vedata);
*do_init = false;
if (!ELEM(ob->type, OB_MESH, OB_SURF, OB_LATTICE, OB_CURVE, OB_FONT)) {
return NULL;
}
if (dupli_data) {
if (*dupli_data == NULL) {
*dupli_data = MEM_callocN(sizeof(OVERLAY_DupliData), __func__);
*do_init = true;
}
else if ((*dupli_data)->base_flag != ob->base_flag) {
/* Select state might have change, reinit. */
*do_init = true;
}
return *dupli_data;
}
return NULL;
}
static bool overlay_object_is_edit_mode(const OVERLAY_PrivateData *pd, const Object *ob)
{
if (DRW_object_is_in_edit_mode(ob)) {
/* Also check for context mode as the object mode is not 100% reliable. (see T72490) */
switch (ob->type) {
case OB_MESH:
return pd->ctx_mode == CTX_MODE_EDIT_MESH;
case OB_ARMATURE:
return pd->ctx_mode == CTX_MODE_EDIT_ARMATURE;
case OB_CURVE:
return pd->ctx_mode == CTX_MODE_EDIT_CURVE;
case OB_SURF:
return pd->ctx_mode == CTX_MODE_EDIT_SURFACE;
case OB_LATTICE:
return pd->ctx_mode == CTX_MODE_EDIT_LATTICE;
case OB_MBALL:
return pd->ctx_mode == CTX_MODE_EDIT_METABALL;
case OB_FONT:
return pd->ctx_mode == CTX_MODE_EDIT_TEXT;
case OB_HAIR:
case OB_POINTCLOUD:
case OB_VOLUME:
/* No edit mode yet. */
return false;
}
}
return false;
}
static void OVERLAY_cache_populate(void *vedata, Object *ob)
{
OVERLAY_Data *data = vedata;
OVERLAY_PrivateData *pd = data->stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_select = DRW_state_is_select();
const bool renderable = DRW_object_is_renderable(ob);
const bool in_pose_mode = ob->type == OB_ARMATURE && OVERLAY_armature_is_pose_mode(ob, draw_ctx);
const bool in_edit_mode = overlay_object_is_edit_mode(pd, ob);
const bool in_particle_edit_mode = (ob->mode == OB_MODE_PARTICLE_EDIT) &&
(pd->ctx_mode == CTX_MODE_PARTICLE);
const bool in_paint_mode = (ob == draw_ctx->obact) &&
(draw_ctx->object_mode & OB_MODE_ALL_PAINT);
const bool in_sculpt_mode = (ob == draw_ctx->obact) && (ob->sculpt != NULL) &&
(ob->sculpt->mode_type == OB_MODE_SCULPT);
const bool has_surface = ELEM(ob->type,
OB_MESH,
OB_CURVE,
OB_SURF,
OB_MBALL,
OB_FONT,
OB_GPENCIL,
OB_HAIR,
OB_POINTCLOUD,
OB_VOLUME);
const bool draw_surface = (ob->dt >= OB_WIRE) && (renderable || (ob->dt == OB_WIRE));
const bool draw_facing = draw_surface && (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) &&
!is_select;
const bool draw_bones = (pd->overlay.flag & V3D_OVERLAY_HIDE_BONES) == 0;
const bool draw_wires = draw_surface && has_surface &&
(pd->wireframe_mode || !pd->hide_overlays);
const bool draw_outlines = !in_edit_mode && !in_paint_mode && renderable && has_surface &&
(pd->v3d_flag & V3D_SELECT_OUTLINE) &&
(ob->base_flag & BASE_SELECTED);
const bool draw_bone_selection = (ob->type == OB_MESH) && pd->armature.do_pose_fade_geom &&
!is_select;
const bool draw_edit_weights = in_edit_mode && (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_WEIGHT);
const bool draw_extras =
(!pd->hide_overlays) &&
(((pd->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) == 0) ||
/* Show if this is the camera we're looking through since it's useful for selecting. */
((draw_ctx->rv3d->persp == RV3D_CAMOB) && ((ID *)draw_ctx->v3d->camera == ob->id.orig_id)));
const bool draw_motion_paths = (pd->overlay.flag & V3D_OVERLAY_HIDE_MOTION_PATHS) == 0;
bool do_init;
OVERLAY_DupliData *dupli = OVERLAY_duplidata_get(ob, vedata, &do_init);
if (draw_facing) {
OVERLAY_facing_cache_populate(vedata, ob);
}
if (draw_wires) {
OVERLAY_wireframe_cache_populate(vedata, ob, dupli, do_init);
}
if (draw_outlines) {
OVERLAY_outline_cache_populate(vedata, ob, dupli, do_init);
}
if (draw_bone_selection) {
OVERLAY_pose_cache_populate(vedata, ob);
}
if (in_edit_mode && !pd->hide_overlays) {
switch (ob->type) {
case OB_MESH:
OVERLAY_edit_mesh_cache_populate(vedata, ob);
if (draw_edit_weights) {
OVERLAY_paint_weight_cache_populate(vedata, ob);
}
break;
case OB_ARMATURE:
if (draw_bones) {
OVERLAY_edit_armature_cache_populate(vedata, ob);
}
break;
case OB_CURVE:
OVERLAY_edit_curve_cache_populate(vedata, ob);
break;
case OB_SURF:
OVERLAY_edit_surf_cache_populate(vedata, ob);
break;
case OB_LATTICE:
OVERLAY_edit_lattice_cache_populate(vedata, ob);
break;
case OB_MBALL:
OVERLAY_edit_metaball_cache_populate(vedata, ob);
break;
case OB_FONT:
OVERLAY_edit_text_cache_populate(vedata, ob);
break;
}
}
else if (in_pose_mode && draw_bones) {
OVERLAY_pose_armature_cache_populate(vedata, ob);
}
else if (in_paint_mode && !pd->hide_overlays) {
switch (draw_ctx->object_mode) {
case OB_MODE_VERTEX_PAINT:
OVERLAY_paint_vertex_cache_populate(vedata, ob);
break;
case OB_MODE_WEIGHT_PAINT:
OVERLAY_paint_weight_cache_populate(vedata, ob);
break;
case OB_MODE_TEXTURE_PAINT:
OVERLAY_paint_texture_cache_populate(vedata, ob);
break;
default:
break;
}
}
else if (in_particle_edit_mode) {
OVERLAY_edit_particle_cache_populate(vedata, ob);
}
if (in_sculpt_mode) {
OVERLAY_sculpt_cache_populate(vedata, ob);
}
if (draw_motion_paths) {
OVERLAY_motion_path_cache_populate(vedata, ob);
}
if (!pd->hide_overlays) {
switch (ob->type) {
case OB_ARMATURE:
if (draw_bones && (is_select || (!in_edit_mode && !in_pose_mode))) {
OVERLAY_armature_cache_populate(vedata, ob);
}
break;
case OB_MBALL:
if (!in_edit_mode) {
OVERLAY_metaball_cache_populate(vedata, ob);
}
break;
case OB_GPENCIL:
OVERLAY_gpencil_cache_populate(vedata, ob);
break;
}
}
/* Non-Meshes */
if (draw_extras) {
switch (ob->type) {
case OB_EMPTY:
OVERLAY_empty_cache_populate(vedata, ob);
break;
case OB_LAMP:
OVERLAY_light_cache_populate(vedata, ob);
break;
case OB_CAMERA:
OVERLAY_camera_cache_populate(vedata, ob);
break;
case OB_SPEAKER:
OVERLAY_speaker_cache_populate(vedata, ob);
break;
case OB_LIGHTPROBE:
OVERLAY_lightprobe_cache_populate(vedata, ob);
break;
case OB_LATTICE:
OVERLAY_lattice_cache_populate(vedata, ob);
break;
}
}
if (!BLI_listbase_is_empty(&ob->particlesystem)) {
OVERLAY_particle_cache_populate(vedata, ob);
}
/* Relationship, object center, bounbox ... */
if (!pd->hide_overlays) {
OVERLAY_extra_cache_populate(vedata, ob);
}
if (dupli) {
dupli->base_flag = ob->base_flag;
}
}
static void OVERLAY_cache_finish(void *vedata)
{
/* TODO(fclem) Only do this when really needed. */
{
/* HACK we allocate the in front depth here to avoid the overhead when if is not needed. */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_texture_ensure_fullscreen_2d(&dtxl->depth_in_front, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(
&dfbl->in_front_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), GPU_ATTACHMENT_TEXTURE(dtxl->color)});
}
OVERLAY_antialiasing_cache_finish(vedata);
OVERLAY_armature_cache_finish(vedata);
OVERLAY_image_cache_finish(vedata);
}
static void OVERLAY_draw_scene(void *vedata)
{
OVERLAY_Data *data = vedata;
OVERLAY_PrivateData *pd = data->stl->pd;
OVERLAY_FramebufferList *fbl = data->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (DRW_state_is_fbo()) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_framebuffer_bind(dfbl->overlay_only_fb);
GPU_framebuffer_clear_color(dfbl->overlay_only_fb, clear_col);
}
OVERLAY_image_background_draw(vedata);
OVERLAY_background_draw(vedata);
OVERLAY_antialiasing_start(vedata);
DRW_view_set_active(NULL);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_color_only_fb);
}
OVERLAY_outline_draw(vedata);
OVERLAY_xray_depth_copy(vedata);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_default_fb);
}
OVERLAY_image_draw(vedata);
OVERLAY_facing_draw(vedata);
OVERLAY_extra_blend_draw(vedata);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_line_fb);
}
OVERLAY_wireframe_draw(vedata);
OVERLAY_armature_draw(vedata);
OVERLAY_particle_draw(vedata);
OVERLAY_metaball_draw(vedata);
OVERLAY_gpencil_draw(vedata);
OVERLAY_extra_draw(vedata);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_color_only_fb);
}
OVERLAY_xray_fade_draw(vedata);
OVERLAY_grid_draw(vedata);
OVERLAY_xray_depth_infront_copy(vedata);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_in_front_fb);
}
OVERLAY_facing_infront_draw(vedata);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_line_in_front_fb);
}
OVERLAY_wireframe_in_front_draw(vedata);
OVERLAY_armature_in_front_draw(vedata);
OVERLAY_extra_in_front_draw(vedata);
OVERLAY_metaball_in_front_draw(vedata);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_color_only_fb);
}
OVERLAY_image_in_front_draw(vedata);
OVERLAY_motion_path_draw(vedata);
OVERLAY_extra_centers_draw(vedata);
if (DRW_state_is_select() || DRW_state_is_depth()) {
/* Edit modes have their own selection code. */
return;
}
/* Functions after this point can change FBO freely. */
switch (pd->ctx_mode) {
case CTX_MODE_EDIT_MESH:
OVERLAY_paint_draw(vedata);
OVERLAY_edit_mesh_draw(vedata);
break;
case CTX_MODE_EDIT_SURFACE:
case CTX_MODE_EDIT_CURVE:
OVERLAY_edit_curve_draw(vedata);
break;
case CTX_MODE_EDIT_TEXT:
OVERLAY_edit_text_draw(vedata);
break;
case CTX_MODE_EDIT_LATTICE:
OVERLAY_edit_lattice_draw(vedata);
break;
case CTX_MODE_POSE:
OVERLAY_paint_draw(vedata);
OVERLAY_pose_draw(vedata);
break;
case CTX_MODE_PAINT_WEIGHT:
case CTX_MODE_PAINT_VERTEX:
case CTX_MODE_PAINT_TEXTURE:
OVERLAY_paint_draw(vedata);
break;
case CTX_MODE_PARTICLE:
OVERLAY_edit_particle_draw(vedata);
break;
case CTX_MODE_SCULPT:
OVERLAY_sculpt_draw(vedata);
break;
case CTX_MODE_EDIT_GPENCIL:
case CTX_MODE_PAINT_GPENCIL:
case CTX_MODE_SCULPT_GPENCIL:
case CTX_MODE_VERTEX_GPENCIL:
case CTX_MODE_WEIGHT_GPENCIL:
OVERLAY_edit_gpencil_draw(vedata);
break;
default:
break;
}
OVERLAY_antialiasing_end(vedata);
}
static void OVERLAY_engine_free(void)
{
OVERLAY_shader_free();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Type
* \{ */
static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
DrawEngineType draw_engine_overlay_type = {
NULL,
NULL,
N_("Overlay"),
&overlay_data_size,
&OVERLAY_engine_init,
&OVERLAY_engine_free,
&OVERLAY_cache_init,
&OVERLAY_cache_populate,
&OVERLAY_cache_finish,
&OVERLAY_draw_scene,
NULL,
NULL,
NULL,
};
/** \} */
#undef SELECT_ENGINE