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blender-archive/source/blender/draw/engines/workbench/workbench_engine.c
Hans Goudey f31c3f8114 Curves: Split curve EEVEE/workbench functions from particle hair
The GPU evaluation for curves will have to change significantly from the
current particle hair drawing code, due to its more general use cases
and support for more curve types. To simplify that process and avoid
introducing regressions for the rendering of hair particle systems,
this commit splits drawing functions for the curves object and
particle hair.

The changes are just inlining of functions and copying code
where necessary.

Differential Revision: https://developer.blender.org/D14576
2022-04-13 22:07:31 -05:00

687 lines
22 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw_engine
*
* Workbench Engine:
*
* Optimized engine to draw the working viewport with solid and transparent geometry.
*/
#include "DRW_render.h"
#include "BLI_alloca.h"
#include "BKE_editmesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pbvh.h"
#include "DNA_curves_types.h"
#include "DNA_fluid_types.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "ED_paint.h"
#include "workbench_engine.h"
#include "workbench_private.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
void workbench_engine_init(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_TextureList *txl = vedata->txl;
workbench_private_data_alloc(stl);
WORKBENCH_PrivateData *wpd = stl->wpd;
workbench_private_data_init(wpd);
workbench_update_world_ubo(wpd);
if (txl->dummy_image_tx == NULL) {
const float fpixel[4] = {1.0f, 0.0f, 1.0f, 1.0f};
txl->dummy_image_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, 0, fpixel);
}
wpd->dummy_image_tx = txl->dummy_image_tx;
if (OBJECT_ID_PASS_ENABLED(wpd)) {
wpd->object_id_tx = DRW_texture_pool_query_fullscreen(GPU_R16UI, &draw_engine_workbench);
}
else {
/* Don't free because it's a pool texture. */
wpd->object_id_tx = NULL;
}
workbench_opaque_engine_init(vedata);
workbench_transparent_engine_init(vedata);
workbench_dof_engine_init(vedata);
workbench_antialiasing_engine_init(vedata);
workbench_volume_engine_init(vedata);
}
void workbench_cache_init(void *ved)
{
WORKBENCH_Data *vedata = ved;
workbench_opaque_cache_init(vedata);
workbench_transparent_cache_init(vedata);
workbench_shadow_cache_init(vedata);
workbench_cavity_cache_init(vedata);
workbench_outline_cache_init(vedata);
workbench_dof_cache_init(vedata);
workbench_antialiasing_cache_init(vedata);
workbench_volume_cache_init(vedata);
}
/* TODO(fclem): DRW_cache_object_surface_material_get needs a refactor to allow passing NULL
* instead of gpumat_array. Avoiding all this boilerplate code. */
static struct GPUBatch **workbench_object_surface_material_get(Object *ob)
{
const int materials_len = DRW_cache_object_material_count_get(ob);
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len);
return DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len);
}
static void workbench_cache_sculpt_populate(WORKBENCH_PrivateData *wpd,
Object *ob,
eV3DShadingColorType color_type)
{
const bool use_single_drawcall = !ELEM(color_type, V3D_SHADING_MATERIAL_COLOR);
if (use_single_drawcall) {
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, 0, color_type, NULL);
DRW_shgroup_call_sculpt(grp, ob, false, false);
}
else {
const int materials_len = DRW_cache_object_material_count_get(ob);
struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len);
for (int i = 0; i < materials_len; i++) {
shgrps[i] = workbench_material_setup(wpd, ob, i + 1, color_type, NULL);
}
DRW_shgroup_call_sculpt_with_materials(shgrps, materials_len, ob);
}
}
BLI_INLINE void workbench_object_drawcall(DRWShadingGroup *grp, struct GPUBatch *geom, Object *ob)
{
if (ob->type == OB_POINTCLOUD) {
/* Draw range to avoid drawcall batching messing up the instance attribute. */
DRW_shgroup_call_instance_range(grp, ob, geom, 0, 0);
}
else {
DRW_shgroup_call(grp, geom, ob);
}
}
static void workbench_cache_texpaint_populate(WORKBENCH_PrivateData *wpd, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
const bool use_single_drawcall = imapaint->mode == IMAGEPAINT_MODE_IMAGE;
if (use_single_drawcall) {
struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
if (geom) {
Image *ima = imapaint->canvas;
eGPUSamplerState state = GPU_SAMPLER_REPEAT;
SET_FLAG_FROM_TEST(state, imapaint->interp == IMAGEPAINT_INTERP_LINEAR, GPU_SAMPLER_FILTER);
DRWShadingGroup *grp = workbench_image_setup(wpd, ob, 0, ima, NULL, state);
workbench_object_drawcall(grp, geom, ob);
}
}
else {
struct GPUBatch **geoms = DRW_cache_mesh_surface_texpaint_get(ob);
if (geoms) {
const int materials_len = DRW_cache_object_material_count_get(ob);
for (int i = 0; i < materials_len; i++) {
if (geoms[i] == NULL) {
continue;
}
DRWShadingGroup *grp = workbench_image_setup(wpd, ob, i + 1, NULL, NULL, 0);
workbench_object_drawcall(grp, geoms[i], ob);
}
}
}
}
static void workbench_cache_common_populate(WORKBENCH_PrivateData *wpd,
Object *ob,
eV3DShadingColorType color_type,
bool *r_transp)
{
const bool use_tex = ELEM(color_type, V3D_SHADING_TEXTURE_COLOR);
const bool use_vcol = ELEM(color_type, V3D_SHADING_VERTEX_COLOR);
const bool use_single_drawcall = !ELEM(
color_type, V3D_SHADING_MATERIAL_COLOR, V3D_SHADING_TEXTURE_COLOR);
if (use_single_drawcall) {
struct GPUBatch *geom;
if (use_vcol) {
if (ob->mode & OB_MODE_VERTEX_PAINT) {
geom = DRW_cache_mesh_surface_vertpaint_get(ob);
}
else {
geom = DRW_cache_mesh_surface_sculptcolors_get(ob);
}
}
else {
geom = DRW_cache_object_surface_get(ob);
}
if (geom) {
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, 0, color_type, r_transp);
workbench_object_drawcall(grp, geom, ob);
}
}
else {
struct GPUBatch **geoms = (use_tex) ? DRW_cache_mesh_surface_texpaint_get(ob) :
workbench_object_surface_material_get(ob);
if (geoms) {
const int materials_len = DRW_cache_object_material_count_get(ob);
for (int i = 0; i < materials_len; i++) {
if (geoms[i] == NULL) {
continue;
}
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, i + 1, color_type, r_transp);
workbench_object_drawcall(grp, geoms[i], ob);
}
}
}
}
static void workbench_cache_hair_populate(WORKBENCH_PrivateData *wpd,
Object *ob,
ParticleSystem *psys,
ModifierData *md,
eV3DShadingColorType color_type,
bool use_texpaint_mode,
const int matnr)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
const ImagePaintSettings *imapaint = use_texpaint_mode ? &scene->toolsettings->imapaint : NULL;
Image *ima = (imapaint && imapaint->mode == IMAGEPAINT_MODE_IMAGE) ? imapaint->canvas : NULL;
eGPUSamplerState state = 0;
state |= (imapaint && imapaint->interp == IMAGEPAINT_INTERP_LINEAR) ? GPU_SAMPLER_FILTER : 0;
DRWShadingGroup *grp = (use_texpaint_mode) ?
workbench_image_hair_setup(wpd, ob, matnr, ima, NULL, state) :
workbench_material_hair_setup(wpd, ob, matnr, color_type);
DRW_shgroup_hair_create_sub(ob, psys, md, grp, NULL);
}
static const CustomData *workbench_mesh_get_loop_custom_data(const Mesh *mesh)
{
if (mesh->runtime.wrapper_type == ME_WRAPPER_TYPE_BMESH) {
BLI_assert(mesh->edit_mesh != NULL);
BLI_assert(mesh->edit_mesh->bm != NULL);
return &mesh->edit_mesh->bm->ldata;
}
return &mesh->ldata;
}
static const CustomData *workbench_mesh_get_vert_custom_data(const Mesh *mesh)
{
if (mesh->runtime.wrapper_type == ME_WRAPPER_TYPE_BMESH) {
BLI_assert(mesh->edit_mesh != NULL);
BLI_assert(mesh->edit_mesh->bm != NULL);
return &mesh->edit_mesh->bm->vdata;
}
return &mesh->vdata;
}
/**
* Decide what color-type to draw the object with.
* In some cases it can be overwritten by #workbench_material_setup().
*/
static eV3DShadingColorType workbench_color_type_get(WORKBENCH_PrivateData *wpd,
Object *ob,
bool *r_sculpt_pbvh,
bool *r_texpaint_mode,
bool *r_draw_shadow)
{
eV3DShadingColorType color_type = wpd->shading.color_type;
const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
const CustomData *ldata = (me == NULL) ? NULL : workbench_mesh_get_loop_custom_data(me);
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
const bool is_render = DRW_state_is_image_render() && (draw_ctx->v3d == NULL);
const bool is_texpaint_mode = is_active && (wpd->ctx_mode == CTX_MODE_PAINT_TEXTURE);
const bool is_vertpaint_mode = is_active && (wpd->ctx_mode == CTX_MODE_PAINT_VERTEX);
/* Needed for mesh cache validation, to prevent two copies of
* of vertex color arrays from being sent to the GPU (e.g.
* when switching from eevee to workbench).
*/
if (ob->sculpt && ob->sculpt->pbvh) {
BKE_pbvh_is_drawing_set(ob->sculpt->pbvh, is_sculpt_pbvh);
}
if (color_type == V3D_SHADING_TEXTURE_COLOR) {
if (ob->dt < OB_TEXTURE) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
else if ((me == NULL) || !CustomData_has_layer(ldata, CD_MLOOPUV)) {
/* Disable color mode if data layer is unavailable. */
color_type = V3D_SHADING_MATERIAL_COLOR;
}
}
else if (color_type == V3D_SHADING_VERTEX_COLOR) {
if (!me) {
color_type = V3D_SHADING_OBJECT_COLOR;
}
else {
const CustomData *cd_vdata = workbench_mesh_get_vert_custom_data(me);
const CustomData *cd_ldata = workbench_mesh_get_loop_custom_data(me);
bool has_color = (CustomData_has_layer(cd_vdata, CD_PROP_COLOR) ||
CustomData_has_layer(cd_vdata, CD_MLOOPCOL) ||
CustomData_has_layer(cd_ldata, CD_PROP_COLOR) ||
CustomData_has_layer(cd_ldata, CD_MLOOPCOL));
if (!has_color) {
color_type = V3D_SHADING_OBJECT_COLOR;
}
}
}
if (r_sculpt_pbvh) {
*r_sculpt_pbvh = is_sculpt_pbvh;
}
if (r_texpaint_mode) {
*r_texpaint_mode = false;
}
if (!is_sculpt_pbvh && !is_render) {
/* Force texture or vertex mode if object is in paint mode. */
if (is_texpaint_mode && me && CustomData_has_layer(ldata, CD_MLOOPUV)) {
color_type = V3D_SHADING_TEXTURE_COLOR;
if (r_texpaint_mode) {
*r_texpaint_mode = true;
}
}
else if (is_vertpaint_mode && me && CustomData_has_layer(ldata, CD_MLOOPCOL)) {
color_type = V3D_SHADING_VERTEX_COLOR;
}
}
if (is_sculpt_pbvh && color_type == V3D_SHADING_TEXTURE_COLOR) {
/* Force use of material color for sculpt. */
color_type = V3D_SHADING_MATERIAL_COLOR;
}
if (is_sculpt_pbvh) {
/* Bad call C is required to access the tool system that is context aware. Cast to non-const
* due to current API. */
bContext *C = (bContext *)DRW_context_state_get()->evil_C;
if (C != NULL) {
color_type = ED_paint_shading_color_override(
C, &wpd->scene->toolsettings->paint_mode, ob, color_type);
}
}
if (r_draw_shadow) {
*r_draw_shadow = (ob->dtx & OB_DRAW_NO_SHADOW_CAST) == 0 && SHADOW_ENABLED(wpd);
/* Currently unsupported in sculpt mode. We could revert to the slow
* method in this case but I'm not sure if it's a good idea given that
* sculpted meshes are heavy to begin with. */
if (is_sculpt_pbvh) {
*r_draw_shadow = false;
}
if (is_active && DRW_object_use_hide_faces(ob)) {
*r_draw_shadow = false;
}
}
return color_type;
}
void workbench_cache_populate(void *ved, Object *ob)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->wpd;
if (!DRW_object_is_renderable(ob)) {
return;
}
if (ob->type == OB_MESH && ob->modifiers.first != NULL) {
bool use_texpaint_mode;
int color_type = workbench_color_type_get(wpd, ob, NULL, &use_texpaint_mode, NULL);
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type != eModifierType_ParticleSystem) {
continue;
}
ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
workbench_cache_hair_populate(
wpd, ob, psys, md, color_type, use_texpaint_mode, part->omat);
}
}
}
if (!(ob->base_flag & BASE_FROM_DUPLI)) {
ModifierData *md = BKE_modifiers_findby_type(ob, eModifierType_Fluid);
if (md && BKE_modifier_is_enabled(wpd->scene, md, eModifierMode_Realtime)) {
FluidModifierData *fmd = (FluidModifierData *)md;
if (fmd->domain) {
workbench_volume_cache_populate(vedata, wpd->scene, ob, md, V3D_SHADING_SINGLE_COLOR);
if (fmd->domain->type == FLUID_DOMAIN_TYPE_GAS) {
return; /* Do not draw solid in this case. */
}
}
}
}
if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
return;
}
if ((ob->dt < OB_SOLID) && !DRW_state_is_scene_render()) {
return;
}
if (ELEM(ob->type, OB_MESH, OB_SURF, OB_MBALL, OB_POINTCLOUD)) {
bool use_sculpt_pbvh, use_texpaint_mode, draw_shadow, has_transp_mat = false;
eV3DShadingColorType color_type = workbench_color_type_get(
wpd, ob, &use_sculpt_pbvh, &use_texpaint_mode, &draw_shadow);
if (use_sculpt_pbvh) {
workbench_cache_sculpt_populate(wpd, ob, color_type);
}
else if (use_texpaint_mode) {
workbench_cache_texpaint_populate(wpd, ob);
}
else {
workbench_cache_common_populate(wpd, ob, color_type, &has_transp_mat);
}
if (draw_shadow) {
workbench_shadow_cache_populate(vedata, ob, has_transp_mat);
}
}
else if (ob->type == OB_CURVES) {
int color_type = workbench_color_type_get(wpd, ob, NULL, NULL, NULL);
DRWShadingGroup *grp = workbench_material_hair_setup(wpd, ob, CURVES_MATERIAL_NR, color_type);
DRW_shgroup_curves_create_sub(ob, grp, NULL);
}
else if (ob->type == OB_VOLUME) {
if (wpd->shading.type != OB_WIRE) {
int color_type = workbench_color_type_get(wpd, ob, NULL, NULL, NULL);
workbench_volume_cache_populate(vedata, wpd->scene, ob, NULL, color_type);
}
}
}
void workbench_cache_finish(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->wpd;
/* 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),
});
GPU_framebuffer_ensure_config(&fbl->opaque_infront_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
GPU_ATTACHMENT_TEXTURE(wpd->material_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->normal_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
});
GPU_framebuffer_ensure_config(&fbl->transp_accum_infront_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
GPU_ATTACHMENT_TEXTURE(wpd->accum_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->reveal_buffer_tx),
});
}
if (wpd->object_id_tx) {
GPU_framebuffer_ensure_config(&fbl->id_clear_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
});
}
else {
GPU_FRAMEBUFFER_FREE_SAFE(fbl->id_clear_fb);
}
workbench_update_material_ubos(wpd);
/* TODO: don't free reuse next redraw. */
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
for (int k = 0; k < WORKBENCH_DATATYPE_MAX; k++) {
if (wpd->prepass[i][j][k].material_hash) {
BLI_ghash_free(wpd->prepass[i][j][k].material_hash, NULL, NULL);
wpd->prepass[i][j][k].material_hash = NULL;
}
}
}
}
}
void workbench_draw_sample(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
WORKBENCH_PassList *psl = vedata->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
const float clear_col_with_alpha[4] = {0.0f, 0.0f, 0.0f, 1.0f};
const bool do_render = workbench_antialiasing_setup(vedata);
const bool xray_is_visible = wpd->shading.xray_alpha > 0.0f;
const bool do_transparent_infront_pass = !DRW_pass_is_empty(psl->transp_accum_infront_ps);
const bool do_transparent_pass = !DRW_pass_is_empty(psl->transp_accum_ps);
const bool do_opaque_infront_pass = !DRW_pass_is_empty(psl->opaque_infront_ps);
const bool do_opaque_pass = !DRW_pass_is_empty(psl->opaque_ps) || do_opaque_infront_pass;
if (dfbl->in_front_fb) {
GPU_framebuffer_bind(dfbl->in_front_fb);
GPU_framebuffer_clear_depth(dfbl->in_front_fb, 1.0f);
}
if (do_render) {
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_color_depth_stencil(dfbl->default_fb, wpd->background_color, 1.0f, 0x00);
if (fbl->id_clear_fb) {
GPU_framebuffer_bind(fbl->id_clear_fb);
GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_col);
}
if (do_opaque_pass) {
GPU_framebuffer_bind(fbl->opaque_fb);
DRW_draw_pass(psl->opaque_ps);
if (psl->shadow_ps[0]) {
DRW_draw_pass(psl->shadow_ps[0]);
DRW_draw_pass(psl->shadow_ps[1]);
}
if (do_opaque_infront_pass) {
GPU_framebuffer_bind(fbl->opaque_infront_fb);
DRW_draw_pass(psl->opaque_infront_ps);
GPU_framebuffer_bind(fbl->opaque_fb);
DRW_draw_pass(psl->merge_infront_ps);
}
GPU_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->composite_ps);
if (psl->cavity_ps) {
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->cavity_ps);
}
}
workbench_volume_draw_pass(vedata);
if (xray_is_visible) {
if (do_transparent_pass) {
GPU_framebuffer_bind(fbl->transp_accum_fb);
GPU_framebuffer_clear_color(fbl->transp_accum_fb, clear_col_with_alpha);
DRW_draw_pass(psl->transp_accum_ps);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->transp_resolve_ps);
}
if (do_transparent_infront_pass) {
GPU_framebuffer_bind(fbl->transp_accum_infront_fb);
GPU_framebuffer_clear_color(fbl->transp_accum_infront_fb, clear_col_with_alpha);
DRW_draw_pass(psl->transp_accum_infront_ps);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->transp_resolve_ps);
}
}
workbench_transparent_draw_depth_pass(vedata);
if (psl->outline_ps) {
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->outline_ps);
}
workbench_dof_draw_pass(vedata);
}
workbench_antialiasing_draw_pass(vedata);
}
/* Viewport rendering. */
static void workbench_draw_scene(void *ved)
{
WORKBENCH_Data *vedata = ved;
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
if (DRW_state_is_opengl_render()) {
while (wpd->taa_sample < max_ii(1, wpd->taa_sample_len)) {
workbench_update_world_ubo(wpd);
workbench_draw_sample(vedata);
}
}
else {
workbench_draw_sample(vedata);
}
workbench_draw_finish(vedata);
}
void workbench_draw_finish(void *ved)
{
WORKBENCH_Data *vedata = ved;
workbench_volume_draw_finish(vedata);
/* Reset default view. */
DRW_view_set_active(NULL);
}
static void workbench_engine_free(void)
{
workbench_shader_free();
}
static void workbench_view_update(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_antialiasing_view_updated(data);
}
static void workbench_id_update(void *UNUSED(vedata), struct ID *id)
{
if (GS(id->name) == ID_OB) {
WORKBENCH_ObjectData *oed = (WORKBENCH_ObjectData *)DRW_drawdata_get(id,
&draw_engine_workbench);
if (oed != NULL && oed->dd.recalc != 0) {
oed->shadow_bbox_dirty = (oed->dd.recalc & ID_RECALC_ALL) != 0;
oed->dd.recalc = 0;
}
}
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench = {
NULL,
NULL,
N_("Workbench"),
&workbench_data_size,
&workbench_engine_init,
&workbench_engine_free,
NULL, /* instance_free */
&workbench_cache_init,
&workbench_cache_populate,
&workbench_cache_finish,
&workbench_draw_scene,
&workbench_view_update,
&workbench_id_update,
&workbench_render,
NULL,
};
RenderEngineType DRW_engine_viewport_workbench_type = {
NULL,
NULL,
WORKBENCH_ENGINE,
N_("Workbench"),
RE_INTERNAL | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
NULL,
&DRW_render_to_image,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
&workbench_render_update_passes,
&draw_engine_workbench,
{NULL, NULL, NULL},
};
#undef WORKBENCH_ENGINE