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blender-archive/source/blender/draw/engines/select/select_engine.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 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Engine for drawing a selection map where the pixels indicate the selection indices.
*/
#include "DNA_screen_types.h"
#include "UI_resources.h"
#include "DRW_engine.h"
#include "DRW_select_buffer.h"
#include "draw_cache_impl.h"
#include "draw_manager.h"
#include "select_private.h"
#include "select_engine.h"
#define SELECT_ENGINE "SELECT_ENGINE"
/* *********** STATIC *********** */
static struct {
struct GPUFrameBuffer *framebuffer_select_id;
struct GPUTexture *texture_u32;
SELECTID_Shaders sh_data[GPU_SHADER_CFG_LEN];
struct SELECTID_Context context;
uint runtime_new_objects;
} e_data = {NULL}; /* Engine data */
/* Shaders */
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_selection_id_3D_vert_glsl[];
extern char datatoc_selection_id_frag_glsl[];
/* -------------------------------------------------------------------- */
/** \name Utils
* \{ */
static void select_engine_framebuffer_setup(void)
{
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
int size[2];
size[0] = GPU_texture_width(dtxl->depth);
size[1] = GPU_texture_height(dtxl->depth);
if (e_data.framebuffer_select_id == NULL) {
e_data.framebuffer_select_id = GPU_framebuffer_create();
}
if ((e_data.texture_u32 != NULL) && ((GPU_texture_width(e_data.texture_u32) != size[0]) ||
(GPU_texture_height(e_data.texture_u32) != size[1]))) {
GPU_texture_free(e_data.texture_u32);
e_data.texture_u32 = NULL;
}
/* Make sure the depth texture is attached.
* It may disappear when loading another Blender session. */
GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, dtxl->depth, 0, 0);
if (e_data.texture_u32 == NULL) {
e_data.texture_u32 = GPU_texture_create_2d(size[0], size[1], GPU_R32UI, NULL, NULL);
GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, e_data.texture_u32, 0, 0);
GPU_framebuffer_check_valid(e_data.framebuffer_select_id, NULL);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Functions
* \{ */
static void select_engine_init(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
SELECTID_Shaders *sh_data = &e_data.sh_data[sh_cfg];
/* Prepass */
if (!sh_data->select_id_flat) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->select_id_flat = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_selection_id_3D_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_selection_id_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
if (!sh_data->select_id_uniform) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->select_id_uniform = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_selection_id_3D_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_selection_id_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define UNIFORM_ID\n", NULL},
});
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* Create view from a subregion */
const DRWView *view_default = DRW_view_default_get();
float viewmat[4][4], winmat[4][4], winmat_subregion[4][4];
DRW_view_viewmat_get(view_default, viewmat, false);
DRW_view_winmat_get(view_default, winmat, false);
projmat_from_subregion(winmat,
(int[2]){draw_ctx->ar->winx, draw_ctx->ar->winy},
e_data.context.last_rect.xmin,
e_data.context.last_rect.xmax,
e_data.context.last_rect.ymin,
e_data.context.last_rect.ymax,
winmat_subregion);
stl->g_data->view_subregion = DRW_view_create(viewmat, winmat_subregion, NULL, NULL, NULL);
/* Create view with depth offset */
stl->g_data->view_faces = (DRWView *)view_default;
stl->g_data->view_edges = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
stl->g_data->view_verts = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.1f);
}
}
static void select_cache_init(void *vedata)
{
SELECTID_PassList *psl = ((SELECTID_Data *)vedata)->psl;
SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
SELECTID_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (e_data.context.select_mode == -1) {
e_data.context.select_mode = select_id_get_object_select_mode(draw_ctx->scene,
draw_ctx->obact);
if (e_data.context.select_mode == 0) {
/* Need for sampling weights. */
if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
e_data.context.select_mode = SCE_SELECT_FACE;
}
}
BLI_assert(e_data.context.select_mode != 0);
}
{
psl->depth_only_pass = DRW_pass_create("Depth Only Pass", DRW_STATE_DEFAULT);
stl->g_data->shgrp_depth_only = DRW_shgroup_create(sh_data->select_id_uniform,
psl->depth_only_pass);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_depth_only, DRW_STATE_CLIP_PLANES);
}
psl->select_id_face_pass = DRW_pass_create("Face Pass", DRW_STATE_DEFAULT);
if (e_data.context.select_mode & SCE_SELECT_FACE) {
stl->g_data->shgrp_face_flat = DRW_shgroup_create(sh_data->select_id_flat,
psl->select_id_face_pass);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_face_flat, DRW_STATE_CLIP_PLANES);
}
}
else {
stl->g_data->shgrp_face_unif = DRW_shgroup_create(sh_data->select_id_uniform,
psl->select_id_face_pass);
DRW_shgroup_uniform_int_copy(stl->g_data->shgrp_face_unif, "id", 0);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_face_unif, DRW_STATE_CLIP_PLANES);
}
}
if (e_data.context.select_mode & SCE_SELECT_EDGE) {
psl->select_id_edge_pass = DRW_pass_create(
"Edge Pass", DRW_STATE_DEFAULT | DRW_STATE_FIRST_VERTEX_CONVENTION);
stl->g_data->shgrp_edge = DRW_shgroup_create(sh_data->select_id_flat,
psl->select_id_edge_pass);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_edge, DRW_STATE_CLIP_PLANES);
}
}
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
psl->select_id_vert_pass = DRW_pass_create("Vert Pass", DRW_STATE_DEFAULT);
stl->g_data->shgrp_vert = DRW_shgroup_create(sh_data->select_id_flat,
psl->select_id_vert_pass);
DRW_shgroup_uniform_float_copy(
stl->g_data->shgrp_vert, "sizeVertex", G_draw.block.sizeVertex);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(stl->g_data->shgrp_vert, DRW_STATE_CLIP_PLANES);
}
}
}
/* Check if the viewport has changed. */
float(*persmat)[4] = draw_ctx->rv3d->persmat;
e_data.context.is_dirty = !compare_m4m4(e_data.context.persmat, persmat, FLT_EPSILON);
if (e_data.context.is_dirty) {
/* Remove all tags from drawn or culled objects. */
copy_m4_m4(e_data.context.persmat, persmat);
e_data.context.objects_drawn_len = 0;
e_data.context.index_drawn_len = 1;
select_engine_framebuffer_setup();
GPU_framebuffer_bind(e_data.framebuffer_select_id);
GPU_framebuffer_clear_color_depth(e_data.framebuffer_select_id, (const float[4]){0.0f}, 1.0f);
}
e_data.runtime_new_objects = 0;
}
static void select_cache_populate(void *vedata, Object *ob)
{
SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
SELECTID_ObjectData *sel_data = (SELECTID_ObjectData *)DRW_drawdata_get(
&ob->id, &draw_engine_select_type);
if (!e_data.context.is_dirty && sel_data && sel_data->is_drawn) {
/* The object indices have already been drawn. Fill depth pass.
* Opti: Most of the time this depth pass is not used. */
struct Mesh *me = ob->data;
if (e_data.context.select_mode & SCE_SELECT_FACE) {
struct GPUBatch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me);
DRW_shgroup_call_obmat(stl->g_data->shgrp_depth_only, geom_faces, ob->obmat);
}
else if (ob->dt >= OB_SOLID) {
struct GPUBatch *geom_faces = DRW_mesh_batch_cache_get_surface(me);
DRW_shgroup_call_obmat(stl->g_data->shgrp_depth_only, geom_faces, ob->obmat);
}
if (e_data.context.select_mode & SCE_SELECT_EDGE) {
struct GPUBatch *geom_edges = DRW_mesh_batch_cache_get_edges_with_select_id(me);
DRW_shgroup_call_obmat(stl->g_data->shgrp_depth_only, geom_edges, ob->obmat);
}
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
struct GPUBatch *geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(me);
DRW_shgroup_call_obmat(stl->g_data->shgrp_depth_only, geom_verts, ob->obmat);
}
return;
}
float min[3], max[3];
select_id_object_min_max(ob, min, max);
if (DRW_culling_min_max_test(stl->g_data->view_subregion, ob->obmat, min, max)) {
if (sel_data == NULL) {
sel_data = (SELECTID_ObjectData *)DRW_drawdata_ensure(
&ob->id, &draw_engine_select_type, sizeof(SELECTID_ObjectData), NULL, NULL);
}
sel_data->drawn_index = e_data.context.objects_drawn_len;
sel_data->is_drawn = true;
struct ObjectOffsets *ob_offsets =
&e_data.context.index_offsets[e_data.context.objects_drawn_len];
uint offset = e_data.context.index_drawn_len;
select_id_draw_object(vedata,
draw_ctx->v3d,
ob,
e_data.context.select_mode,
offset,
&ob_offsets->vert,
&ob_offsets->edge,
&ob_offsets->face);
ob_offsets->offset = offset;
e_data.context.index_drawn_len = ob_offsets->vert;
e_data.context.objects_drawn[e_data.context.objects_drawn_len] = ob;
e_data.context.objects_drawn_len++;
e_data.runtime_new_objects++;
}
else if (sel_data) {
sel_data->is_drawn = false;
}
}
static void select_draw_scene(void *vedata)
{
SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
SELECTID_PassList *psl = ((SELECTID_Data *)vedata)->psl;
if (!e_data.runtime_new_objects) {
/* Nothing new needs to be drawn. */
return;
}
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
DRW_view_set_active(stl->g_data->view_faces);
if (!DRW_pass_is_empty(psl->depth_only_pass)) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
GPU_framebuffer_bind(dfbl->depth_only_fb);
GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0f);
DRW_draw_pass(psl->depth_only_pass);
}
/* Setup framebuffer */
GPU_framebuffer_bind(e_data.framebuffer_select_id);
DRW_draw_pass(psl->select_id_face_pass);
if (e_data.context.select_mode & SCE_SELECT_EDGE) {
DRW_view_set_active(stl->g_data->view_edges);
DRW_draw_pass(psl->select_id_edge_pass);
}
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
DRW_view_set_active(stl->g_data->view_verts);
DRW_draw_pass(psl->select_id_vert_pass);
}
}
static void select_engine_free(void)
{
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
SELECTID_Shaders *sh_data = &e_data.sh_data[sh_data_index];
DRW_SHADER_FREE_SAFE(sh_data->select_id_flat);
DRW_SHADER_FREE_SAFE(sh_data->select_id_uniform);
}
DRW_TEXTURE_FREE_SAFE(e_data.texture_u32);
GPU_FRAMEBUFFER_FREE_SAFE(e_data.framebuffer_select_id);
MEM_SAFE_FREE(e_data.context.objects);
MEM_SAFE_FREE(e_data.context.index_offsets);
MEM_SAFE_FREE(e_data.context.objects_drawn);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Type
* \{ */
static const DrawEngineDataSize select_data_size = DRW_VIEWPORT_DATA_SIZE(SELECTID_Data);
DrawEngineType draw_engine_select_type = {
NULL,
NULL,
N_("Select ID"),
&select_data_size,
&select_engine_init,
&select_engine_free,
&select_cache_init,
&select_cache_populate,
NULL,
NULL,
&select_draw_scene,
NULL,
NULL,
NULL,
};
/* Note: currently unused, we may want to register so we can see this when debugging the view. */
RenderEngineType DRW_engine_viewport_select_type = {
NULL,
NULL,
SELECT_ENGINE,
N_("Select ID"),
RE_INTERNAL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
&draw_engine_select_type,
{NULL, NULL, NULL},
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Exposed `select_private.h` functions
* \{ */
struct SELECTID_Context *DRW_select_engine_context_get(void)
{
return &e_data.context;
}
GPUFrameBuffer *DRW_engine_select_framebuffer_get(void)
{
return e_data.framebuffer_select_id;
}
GPUTexture *DRW_engine_select_texture_get(void)
{
return e_data.texture_u32;
}
/** \} */
#undef SELECT_ENGINE