For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface. This might be addressed in the future at least for video rendering. A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
218 lines
6.6 KiB
C
218 lines
6.6 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/paint_vertex_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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#include "DNA_mesh_types.h"
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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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extern char datatoc_paint_wire_vert_glsl[];
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extern char datatoc_paint_wire_frag_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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/* *********** LISTS *********** */
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typedef struct PAINT_VERTEX_PassList {
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struct DRWPass *vcolor_faces;
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struct DRWPass *wire_overlay;
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struct DRWPass *face_overlay;
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} PAINT_VERTEX_PassList;
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typedef struct PAINT_VERTEX_StorageList {
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struct PAINT_VERTEX_PrivateData *g_data;
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} PAINT_VERTEX_StorageList;
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typedef struct PAINT_VERTEX_Data {
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void *engine_type; /* Required */
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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PAINT_VERTEX_PassList *psl;
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PAINT_VERTEX_StorageList *stl;
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} PAINT_VERTEX_Data;
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/* *********** STATIC *********** */
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static struct {
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struct GPUShader *vcolor_face_shader;
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struct GPUShader *wire_overlay_shader;
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struct GPUShader *face_overlay_shader;
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} e_data = {NULL}; /* Engine data */
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typedef struct PAINT_VERTEX_PrivateData {
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DRWShadingGroup *fvcolor_shgrp;
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DRWShadingGroup *lwire_shgrp;
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DRWShadingGroup *face_shgrp;
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} PAINT_VERTEX_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
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{
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if (!e_data.vcolor_face_shader) {
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e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
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}
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if (!e_data.wire_overlay_shader) {
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e_data.wire_overlay_shader = DRW_shader_create_with_lib(
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datatoc_paint_wire_vert_glsl, NULL,
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datatoc_paint_wire_frag_glsl,
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datatoc_common_globals_lib_glsl, "#define VERTEX_MODE\n");
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}
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if (!e_data.face_overlay_shader) {
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e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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}
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}
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static float world_light;
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static void PAINT_VERTEX_cache_init(void *vedata)
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{
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_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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/* Create a pass */
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psl->vcolor_faces = DRW_pass_create(
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"Vert Color Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
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static float light[3] = {-0.3f, 0.5f, 1.0f};
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static float alpha = 1.0f;
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DRW_shgroup_uniform_vec3(stl->g_data->fvcolor_shgrp, "light", light, 1);
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DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &alpha, 1);
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DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "global", &world_light, 1);
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}
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{
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psl->wire_overlay = DRW_pass_create(
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"Wire Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
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}
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{
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psl->face_overlay = DRW_pass_create(
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"Face Mask Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND);
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stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
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static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
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}
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}
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static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
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{
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
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IDProperty *ces_mode_pw = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_PAINT_VERTEX, "");
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const Mesh *me = ob->data;
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const bool use_wire = BKE_collection_engine_property_value_get_bool(ces_mode_pw, "use_wire");
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const bool use_surface = DRW_object_is_mode_shade(ob) == true;
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const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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struct Gwn_Batch *geom;
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world_light = BKE_collection_engine_property_value_get_bool(ces_mode_pw, "use_shading") ? 0.5f : 1.0f;
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if (use_surface) {
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geom = DRW_cache_mesh_surface_vert_colors_get(ob);
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DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
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}
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if (use_face_sel || use_wire) {
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geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel);
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DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
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}
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if (use_face_sel) {
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geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
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DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
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}
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}
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}
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static void PAINT_VERTEX_draw_scene(void *vedata)
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{
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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DRW_draw_pass(psl->vcolor_faces);
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DRW_draw_pass(psl->face_overlay);
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DRW_draw_pass(psl->wire_overlay);
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}
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static void PAINT_VERTEX_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
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}
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void PAINT_VERTEX_collection_settings_create(IDProperty *properties)
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{
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BLI_assert(properties &&
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properties->type == IDP_GROUP &&
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properties->subtype == IDP_GROUP_SUB_MODE_PAINT_VERTEX);
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BKE_collection_engine_property_add_bool(properties, "use_shading", true);
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BKE_collection_engine_property_add_bool(properties, "use_wire", false);
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}
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static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
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DrawEngineType draw_engine_paint_vertex_type = {
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NULL, NULL,
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N_("PaintVertexMode"),
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&PAINT_VERTEX_data_size,
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&PAINT_VERTEX_engine_init,
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&PAINT_VERTEX_engine_free,
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&PAINT_VERTEX_cache_init,
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&PAINT_VERTEX_cache_populate,
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NULL,
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NULL,
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&PAINT_VERTEX_draw_scene,
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NULL,
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NULL,
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};
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