275 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			275 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * Copyright 2016, Blender Foundation.
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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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 * Contributor(s): Blender Institute
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 *
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 */
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/** \file blender/draw/modes/edit_surface_mode.c
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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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/* 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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/* If needed, contains all global/Theme colors
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 * Add needed theme colors / values to DRW_globals_update() and update UBO
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 * Not needed for constant color. */
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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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 EDIT_SURFACE_engine_init() to
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 * initialize most of them and EDIT_SURFACE_cache_init()
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 * for EDIT_SURFACE_PassList */
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/* keep it under MAX_PASSES */
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typedef struct EDIT_SURFACE_PassList {
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	/* Declare all passes here and init them in
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	 * EDIT_SURFACE_cache_init().
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	 * Only contains (DRWPass *) */
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	struct DRWPass *pass;
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} EDIT_SURFACE_PassList;
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/* keep it under MAX_BUFFERS */
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typedef struct EDIT_SURFACE_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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} EDIT_SURFACE_FramebufferList;
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/* keep it under MAX_TEXTURES */
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typedef struct EDIT_SURFACE_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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} EDIT_SURFACE_TextureList;
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/* keep it under MAX_STORAGE */
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typedef struct EDIT_SURFACE_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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} EDIT_SURFACE_StorageList;
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typedef struct EDIT_SURFACE_Data {
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	/* Struct returned by DRW_viewport_engine_data_get.
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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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	char engine_name[32]; /* Required */
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	EDIT_SURFACE_FramebufferList *fbl;
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	EDIT_SURFACE_TextureList *txl;
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	EDIT_SURFACE_PassList *psl;
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	EDIT_SURFACE_StorageList *stl;
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} EDIT_SURFACE_Data;
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/* *********** STATIC *********** */
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static struct {
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	/* Custom shaders :
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	 * Add sources to source/blender/draw/modes/shaders
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	 * init in EDIT_SURFACE_engine_init();
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	 * free in EDIT_SURFACE_engine_free(); */
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	struct GPUShader *custom_shader;
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} e_data = {NULL}; /* Engine data */
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static struct {
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	/* This keeps the references of the shading groups for
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	 * easy access in EDIT_SURFACE_cache_populate() */
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	DRWShadingGroup *group;
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	/* This keeps the reference of the viewport engine data because
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	 * DRW_viewport_engine_data_get is slow and we don't want to
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	 * call it for every object */
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	EDIT_SURFACE_Data *vedata;
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} g_data = {NULL}; /* 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 EDIT_SURFACE_engine_init(void)
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{
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	EDIT_SURFACE_Data *ved = DRW_viewport_engine_data_get("EditSurfaceMode");
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	EDIT_SURFACE_TextureList *txl = ved->txl;
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	EDIT_SURFACE_FramebufferList *fbl = ved->fbl;
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	EDIT_SURFACE_StorageList *stl = ved->stl;
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	UNUSED_VARS(txl, fbl, stl);
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	/* Init Framebuffers like this: order is attachment order (for color texs) */
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	/*
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	 * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
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	 *                         {&txl->color, DRW_BUF_RGBA_8}};
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	 */
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	/* DRW_framebuffer_init takes care of checking if
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	 * the framebuffer is valid and has the right size*/
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	/*
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	 * float *viewport_size = DRW_viewport_size_get();
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	 * DRW_framebuffer_init(&fbl->occlude_wire_fb,
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	 *                     (int)viewport_size[0], (int)viewport_size[1],
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	 *                     tex, 2);
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	 */
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	if (!e_data.custom_shader) {
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		e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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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 EDIT_SURFACE_cache_init(void)
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{
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	g_data.vedata = DRW_viewport_engine_data_get("EditSurfaceMode");
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	EDIT_SURFACE_PassList *psl = g_data.vedata->psl;
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	EDIT_SURFACE_StorageList *stl = g_data.vedata->stl;
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	UNUSED_VARS(stl);
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	{
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		/* Create a pass */
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		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
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		psl->pass = DRW_pass_create("My Pass", state);
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		/* Create a shadingGroup using a function in draw_common.c or custom one */
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		/*
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		 * g_data.group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
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		 * -- or --
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		 * g_data.group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
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		 */
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		g_data.group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
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		/* Uniforms need a pointer to it's value so be sure it's accessible at
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		 * any given time (i.e. use static vars) */
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		static float color[4] = {0.0f, 0.0f, 1.0f, 1.0};
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		DRW_shgroup_uniform_vec4(g_data.group, "color", color, 1);
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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 EDIT_SURFACE_cache_populate(Object *ob)
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{
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	EDIT_SURFACE_PassList *psl = g_data.vedata->psl;
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	EDIT_SURFACE_StorageList *stl = g_data.vedata->stl;
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	UNUSED_VARS(psl, stl);
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	if (ob->type == OB_MESH) {
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		/* Get geometry cache */
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		struct Batch *geom = DRW_cache_surface_get(ob);
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		/* Add geom to a shading group */
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		DRW_shgroup_call_add(g_data.group, geom, ob->obmat);
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	}
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}
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/* Optional: Post-cache_populate callback */
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static void EDIT_SURFACE_cache_finish(void)
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{
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	EDIT_SURFACE_PassList *psl = g_data.vedata->psl;
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	EDIT_SURFACE_StorageList *stl = g_data.vedata->stl;
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	/* Do something here! dependant on the objects gathered */
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	UNUSED_VARS(psl, stl);
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}
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/* Draw time ! Control rendering pipeline from here */
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static void EDIT_SURFACE_draw_scene(void)
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{
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	EDIT_SURFACE_Data *ved = DRW_viewport_engine_data_get("EditSurfaceMode");
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	EDIT_SURFACE_PassList *psl = ved->psl;
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	EDIT_SURFACE_FramebufferList *fbl = ved->fbl;
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	/* Default framebuffer and texture */
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	DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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	DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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	UNUSED_VARS(fbl, dfbl, dtxl);
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	/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
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	/*
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	 * DRW_framebuffer_texture_detach(dtxl->depth);
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	 * DRW_framebuffer_bind(fbl->custom_fb);
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	 * DRW_draw_pass(psl->pass);
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	 * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
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	 * DRW_framebuffer_bind(dfbl->default_fb);
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	 */
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	/* ... or just render passes on default framebuffer. */
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	DRW_draw_pass(psl->pass);
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	/* If you changed framebuffer, double check you rebind
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	 * the default one with its textures attached before finishing */
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}
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/* Cleanup when destroying the engine.
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 * This is not per viewport ! only when quitting blender.
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 * Mostly used for freeing shaders */
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static void EDIT_SURFACE_engine_free(void)
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{
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	// if (custom_shader)
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	// 	DRW_shader_free(custom_shader);
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}
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/* Create collection settings here.
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 *
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 * Be sure to add this function there :
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 * source/blender/draw/DRW_engine.h
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 * source/blender/blenkernel/intern/layer.c
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 * source/blenderplayer/bad_level_call_stubs/stubs.c
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 *
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 * And relevant collection settings to :
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 * source/blender/makesrna/intern/rna_scene.c
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 * source/blender/blenkernel/intern/layer.c
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 */
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#if 0
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void EDIT_SURFACE_collection_settings_create(CollectionEngineSettings *ces)
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{
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	BLI_assert(ces);
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	// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
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	// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
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	// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
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}
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#endif
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DrawEngineType draw_engine_edit_surface_type = {
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	NULL, NULL,
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	N_("EditSurfaceMode"),
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	&EDIT_SURFACE_engine_init,
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	&EDIT_SURFACE_engine_free,
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	&EDIT_SURFACE_cache_init,
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	&EDIT_SURFACE_cache_populate,
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	&EDIT_SURFACE_cache_finish,
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	NULL, /* draw_background but not needed by mode engines */
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	&EDIT_SURFACE_draw_scene
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};
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