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authorAntonio Vazquez <blendergit@gmail.com>2021-01-28 13:01:08 +0300
committerAntonio Vazquez <blendergit@gmail.com>2021-01-28 13:02:49 +0300
commit92567c072a97cbacf2edf0d84a8000d139fb8dbe (patch)
tree54178a955cfee2511498c19b6b90a137d058967e /source/blender/draw/engines/gpencil/gpencil_engine.c
parent8214a634939510c4a306d53c32718c5a841cad16 (diff)
Cleanup: Fix clang format
Due a problem in the mergetool, the clang format was totally wrong in the previous commit.
Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_engine.c')
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c1744
1 files changed, 868 insertions, 876 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index f437223aae3..cecaefa0ca8 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -16,9 +16,9 @@
* Copyright 2017, Blender Foundation.
*/
- /** \file
- * \ingroup draw
- */
+/** \file
+ * \ingroup draw
+ */
#include "DRW_engine.h"
#include "DRW_render.h"
@@ -53,948 +53,940 @@
#include "UI_resources.h"
- /* *********** FUNCTIONS *********** */
+/* *********** FUNCTIONS *********** */
-void GPENCIL_engine_init(void* ved)
+void GPENCIL_engine_init(void *ved)
{
- GPENCIL_Data* vedata = (GPENCIL_Data*)ved;
- GPENCIL_StorageList* stl = vedata->stl;
- GPENCIL_TextureList* txl = vedata->txl;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- DefaultTextureList* dtxl = DRW_viewport_texture_list_get();
- DefaultFramebufferList* dfbl = DRW_viewport_framebuffer_list_get();
- const DRWContextState* ctx = DRW_context_state_get();
- const View3D* v3d = ctx->v3d;
-
- if (!stl->pd) {
- stl->pd = MEM_callocN(sizeof(GPENCIL_PrivateData), "GPENCIL_PrivateData");
- }
-
- if (txl->dummy_texture == NULL) {
- const float pixels[1][4] = { {1.0f, 0.0f, 1.0f, 1.0f} };
- txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float*)pixels);
- }
-
- GPENCIL_ViewLayerData* vldata = GPENCIL_view_layer_data_ensure();
-
- /* Resize and reset memblocks. */
- BLI_memblock_clear(vldata->gp_light_pool, gpencil_light_pool_free);
- BLI_memblock_clear(vldata->gp_material_pool, gpencil_material_pool_free);
- BLI_memblock_clear(vldata->gp_object_pool, NULL);
- BLI_memblock_clear(vldata->gp_layer_pool, NULL);
- BLI_memblock_clear(vldata->gp_vfx_pool, NULL);
- BLI_memblock_clear(vldata->gp_maskbit_pool, NULL);
-
- stl->pd->gp_light_pool = vldata->gp_light_pool;
- stl->pd->gp_material_pool = vldata->gp_material_pool;
- stl->pd->gp_maskbit_pool = vldata->gp_maskbit_pool;
- stl->pd->gp_object_pool = vldata->gp_object_pool;
- stl->pd->gp_layer_pool = vldata->gp_layer_pool;
- stl->pd->gp_vfx_pool = vldata->gp_vfx_pool;
- stl->pd->view_layer = ctx->view_layer;
- stl->pd->scene = ctx->scene;
- stl->pd->v3d = ctx->v3d;
- stl->pd->last_light_pool = NULL;
- stl->pd->last_material_pool = NULL;
- stl->pd->tobjects.first = NULL;
- stl->pd->tobjects.last = NULL;
- stl->pd->tobjects_infront.first = NULL;
- stl->pd->tobjects_infront.last = NULL;
- stl->pd->sbuffer_tobjects.first = NULL;
- stl->pd->sbuffer_tobjects.last = NULL;
- stl->pd->dummy_tx = txl->dummy_texture;
- stl->pd->draw_depth_only = !DRW_state_is_fbo();
- stl->pd->draw_wireframe = (v3d && v3d->shading.type == OB_WIRE) && !stl->pd->draw_depth_only;
- stl->pd->scene_depth_tx = stl->pd->draw_depth_only ? txl->dummy_texture : dtxl->depth;
- stl->pd->scene_fb = dfbl->default_fb;
- stl->pd->is_render = txl->render_depth_tx || (v3d && v3d->shading.type == OB_RENDER);
- stl->pd->is_viewport = (v3d != NULL);
- stl->pd->global_light_pool = gpencil_light_pool_add(stl->pd);
- stl->pd->shadeless_light_pool = gpencil_light_pool_add(stl->pd);
- /* Small HACK: we don't want the global pool to be reused,
- * so we set the last light pool to NULL. */
- stl->pd->last_light_pool = NULL;
-
- bool use_scene_lights = false;
- bool use_scene_world = false;
-
- if (v3d) {
- use_scene_lights = ((v3d->shading.type == OB_MATERIAL) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
- ((v3d->shading.type == OB_RENDER) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER));
-
- use_scene_world = ((v3d->shading.type == OB_MATERIAL) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
- ((v3d->shading.type == OB_RENDER) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER));
-
- stl->pd->v3d_color_type = (v3d->shading.type == OB_SOLID) ? v3d->shading.color_type : -1;
- /* Special case: If Vertex Paint mode, use always Vertex mode. */
- if (v3d->shading.type == OB_SOLID && ctx->obact && ctx->obact->type == OB_GPENCIL &&
- ctx->obact->mode == OB_MODE_VERTEX_GPENCIL) {
- stl->pd->v3d_color_type = V3D_SHADING_VERTEX_COLOR;
- }
-
- copy_v3_v3(stl->pd->v3d_single_color, v3d->shading.single_color);
-
- /* For non active frame, use only lines in multiedit mode. */
- const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
- stl->pd->use_multiedit_lines_only = !overlays_on ||
- (v3d->gp_flag & V3D_GP_SHOW_MULTIEDIT_LINES) != 0;
-
- const bool shmode_xray_support = v3d->shading.type <= OB_SOLID;
- stl->pd->xray_alpha = (shmode_xray_support && XRAY_ENABLED(v3d)) ? XRAY_ALPHA(v3d) : 1.0f;
- }
- else if (stl->pd->is_render) {
- use_scene_lights = true;
- use_scene_world = true;
- stl->pd->use_multiedit_lines_only = false;
- stl->pd->xray_alpha = 1.0f;
- stl->pd->v3d_color_type = -1;
- }
-
- stl->pd->use_lighting = (v3d && v3d->shading.type > OB_SOLID) || stl->pd->is_render;
- stl->pd->use_lights = use_scene_lights;
-
- if (txl->render_depth_tx != NULL) {
- stl->pd->scene_depth_tx = txl->render_depth_tx;
- stl->pd->scene_fb = fbl->render_fb;
- }
-
- gpencil_light_ambient_add(stl->pd->shadeless_light_pool, (float[3]) { 1.0f, 1.0f, 1.0f });
-
- World* world = ctx->scene->world;
- if (world != NULL && use_scene_world) {
- gpencil_light_ambient_add(stl->pd->global_light_pool, &world->horr);
- }
- else if (v3d) {
- float world_light[3];
- copy_v3_fl(world_light, v3d->shading.studiolight_intensity);
- gpencil_light_ambient_add(stl->pd->global_light_pool, world_light);
- }
-
- float viewmatinv[4][4];
- DRW_view_viewmat_get(NULL, viewmatinv, true);
- copy_v3_v3(stl->pd->camera_z_axis, viewmatinv[2]);
- copy_v3_v3(stl->pd->camera_pos, viewmatinv[3]);
- stl->pd->camera_z_offset = dot_v3v3(viewmatinv[3], viewmatinv[2]);
-
- if (ctx && ctx->rv3d && v3d) {
- stl->pd->camera = (ctx->rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
- }
- else {
- stl->pd->camera = NULL;
- }
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_StorageList *stl = vedata->stl;
+ GPENCIL_TextureList *txl = vedata->txl;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ const DRWContextState *ctx = DRW_context_state_get();
+ const View3D *v3d = ctx->v3d;
+
+ if (!stl->pd) {
+ stl->pd = MEM_callocN(sizeof(GPENCIL_PrivateData), "GPENCIL_PrivateData");
+ }
+
+ if (txl->dummy_texture == NULL) {
+ const float pixels[1][4] = {{1.0f, 0.0f, 1.0f, 1.0f}};
+ txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float *)pixels);
+ }
+
+ GPENCIL_ViewLayerData *vldata = GPENCIL_view_layer_data_ensure();
+
+ /* Resize and reset memblocks. */
+ BLI_memblock_clear(vldata->gp_light_pool, gpencil_light_pool_free);
+ BLI_memblock_clear(vldata->gp_material_pool, gpencil_material_pool_free);
+ BLI_memblock_clear(vldata->gp_object_pool, NULL);
+ BLI_memblock_clear(vldata->gp_layer_pool, NULL);
+ BLI_memblock_clear(vldata->gp_vfx_pool, NULL);
+ BLI_memblock_clear(vldata->gp_maskbit_pool, NULL);
+
+ stl->pd->gp_light_pool = vldata->gp_light_pool;
+ stl->pd->gp_material_pool = vldata->gp_material_pool;
+ stl->pd->gp_maskbit_pool = vldata->gp_maskbit_pool;
+ stl->pd->gp_object_pool = vldata->gp_object_pool;
+ stl->pd->gp_layer_pool = vldata->gp_layer_pool;
+ stl->pd->gp_vfx_pool = vldata->gp_vfx_pool;
+ stl->pd->view_layer = ctx->view_layer;
+ stl->pd->scene = ctx->scene;
+ stl->pd->v3d = ctx->v3d;
+ stl->pd->last_light_pool = NULL;
+ stl->pd->last_material_pool = NULL;
+ stl->pd->tobjects.first = NULL;
+ stl->pd->tobjects.last = NULL;
+ stl->pd->tobjects_infront.first = NULL;
+ stl->pd->tobjects_infront.last = NULL;
+ stl->pd->sbuffer_tobjects.first = NULL;
+ stl->pd->sbuffer_tobjects.last = NULL;
+ stl->pd->dummy_tx = txl->dummy_texture;
+ stl->pd->draw_depth_only = !DRW_state_is_fbo();
+ stl->pd->draw_wireframe = (v3d && v3d->shading.type == OB_WIRE) && !stl->pd->draw_depth_only;
+ stl->pd->scene_depth_tx = stl->pd->draw_depth_only ? txl->dummy_texture : dtxl->depth;
+ stl->pd->scene_fb = dfbl->default_fb;
+ stl->pd->is_render = txl->render_depth_tx || (v3d && v3d->shading.type == OB_RENDER);
+ stl->pd->is_viewport = (v3d != NULL);
+ stl->pd->global_light_pool = gpencil_light_pool_add(stl->pd);
+ stl->pd->shadeless_light_pool = gpencil_light_pool_add(stl->pd);
+ /* Small HACK: we don't want the global pool to be reused,
+ * so we set the last light pool to NULL. */
+ stl->pd->last_light_pool = NULL;
+
+ bool use_scene_lights = false;
+ bool use_scene_world = false;
+
+ if (v3d) {
+ use_scene_lights = ((v3d->shading.type == OB_MATERIAL) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
+ ((v3d->shading.type == OB_RENDER) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER));
+
+ use_scene_world = ((v3d->shading.type == OB_MATERIAL) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
+ ((v3d->shading.type == OB_RENDER) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER));
+
+ stl->pd->v3d_color_type = (v3d->shading.type == OB_SOLID) ? v3d->shading.color_type : -1;
+ /* Special case: If Vertex Paint mode, use always Vertex mode. */
+ if (v3d->shading.type == OB_SOLID && ctx->obact && ctx->obact->type == OB_GPENCIL &&
+ ctx->obact->mode == OB_MODE_VERTEX_GPENCIL) {
+ stl->pd->v3d_color_type = V3D_SHADING_VERTEX_COLOR;
+ }
+
+ copy_v3_v3(stl->pd->v3d_single_color, v3d->shading.single_color);
+
+ /* For non active frame, use only lines in multiedit mode. */
+ const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
+ stl->pd->use_multiedit_lines_only = !overlays_on ||
+ (v3d->gp_flag & V3D_GP_SHOW_MULTIEDIT_LINES) != 0;
+
+ const bool shmode_xray_support = v3d->shading.type <= OB_SOLID;
+ stl->pd->xray_alpha = (shmode_xray_support && XRAY_ENABLED(v3d)) ? XRAY_ALPHA(v3d) : 1.0f;
+ }
+ else if (stl->pd->is_render) {
+ use_scene_lights = true;
+ use_scene_world = true;
+ stl->pd->use_multiedit_lines_only = false;
+ stl->pd->xray_alpha = 1.0f;
+ stl->pd->v3d_color_type = -1;
+ }
+
+ stl->pd->use_lighting = (v3d && v3d->shading.type > OB_SOLID) || stl->pd->is_render;
+ stl->pd->use_lights = use_scene_lights;
+
+ if (txl->render_depth_tx != NULL) {
+ stl->pd->scene_depth_tx = txl->render_depth_tx;
+ stl->pd->scene_fb = fbl->render_fb;
+ }
+
+ gpencil_light_ambient_add(stl->pd->shadeless_light_pool, (float[3]){1.0f, 1.0f, 1.0f});
+
+ World *world = ctx->scene->world;
+ if (world != NULL && use_scene_world) {
+ gpencil_light_ambient_add(stl->pd->global_light_pool, &world->horr);
+ }
+ else if (v3d) {
+ float world_light[3];
+ copy_v3_fl(world_light, v3d->shading.studiolight_intensity);
+ gpencil_light_ambient_add(stl->pd->global_light_pool, world_light);
+ }
+
+ float viewmatinv[4][4];
+ DRW_view_viewmat_get(NULL, viewmatinv, true);
+ copy_v3_v3(stl->pd->camera_z_axis, viewmatinv[2]);
+ copy_v3_v3(stl->pd->camera_pos, viewmatinv[3]);
+ stl->pd->camera_z_offset = dot_v3v3(viewmatinv[3], viewmatinv[2]);
+
+ if (ctx && ctx->rv3d && v3d) {
+ stl->pd->camera = (ctx->rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
+ }
+ else {
+ stl->pd->camera = NULL;
+ }
}
-void GPENCIL_cache_init(void* ved)
+void GPENCIL_cache_init(void *ved)
{
- GPENCIL_Data* vedata = (GPENCIL_Data*)ved;
- GPENCIL_PassList* psl = vedata->psl;
- GPENCIL_TextureList* txl = vedata->txl;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- DRWShadingGroup* grp;
-
- const DRWContextState* draw_ctx = DRW_context_state_get();
- pd->cfra = (int)DEG_get_ctime(draw_ctx->depsgraph);
- pd->simplify_antialias = GPENCIL_SIMPLIFY_AA(draw_ctx->scene);
- pd->use_layer_fb = false;
- pd->use_object_fb = false;
- pd->use_mask_fb = false;
- /* Always use high precision for render. */
- pd->use_signed_fb = !pd->is_viewport;
-
- if (draw_ctx->v3d) {
- const bool hide_overlay = ((draw_ctx->v3d->flag2 & V3D_HIDE_OVERLAYS) != 0);
- const bool show_onion = ((draw_ctx->v3d->gp_flag & V3D_GP_SHOW_ONION_SKIN) != 0);
- const bool playing = (draw_ctx->evil_C != NULL) ?
- ED_screen_animation_playing(CTX_wm_manager(draw_ctx->evil_C)) !=
- NULL :
- false;
- pd->do_onion = show_onion && !hide_overlay && !playing;
- pd->playing = playing;
- /* Save simplify flags (can change while drawing, so it's better to save). */
- Scene* scene = draw_ctx->scene;
- pd->simplify_fill = GPENCIL_SIMPLIFY_FILL(scene, playing);
- pd->simplify_fx = GPENCIL_SIMPLIFY_FX(scene, playing) ||
- (draw_ctx->v3d->shading.type < OB_RENDER);
-
- /* Fade Layer. */
- const bool is_fade_layer = ((!hide_overlay) && (!pd->is_render) &&
- (draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_LAYERS));
- pd->fade_layer_opacity = (is_fade_layer) ? draw_ctx->v3d->overlay.gpencil_fade_layer : -1.0f;
- pd->vertex_paint_opacity = draw_ctx->v3d->overlay.gpencil_vertex_paint_opacity;
- /* Fade GPencil Objects. */
- const bool is_fade_object = ((!hide_overlay) && (!pd->is_render) &&
- (draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS) &&
- (draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_GPENCIL));
- pd->fade_gp_object_opacity = (is_fade_object) ? draw_ctx->v3d->overlay.gpencil_paper_opacity :
- -1.0f;
- pd->fade_3d_object_opacity = ((!hide_overlay) && (!pd->is_render) &&
- (draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS)) ?
- draw_ctx->v3d->overlay.gpencil_paper_opacity :
- -1.0f;
- }
- else {
- pd->do_onion = true;
- pd->simplify_fill = false;
- pd->simplify_fx = false;
- pd->fade_layer_opacity = -1.0f;
- pd->playing = false;
- }
-
- {
- pd->sbuffer_stroke = NULL;
- pd->sbuffer_gpd = NULL;
- pd->sbuffer_layer = NULL;
- pd->stroke_batch = NULL;
- pd->fill_batch = NULL;
- pd->do_fast_drawing = false;
-
- pd->obact = draw_ctx->obact;
- if (pd->obact && pd->obact->type == OB_GPENCIL && !(pd->draw_depth_only)) {
- /* Check if active object has a temp stroke data. */
- bGPdata* gpd = (bGPdata*)pd->obact->data;
- if (gpd->runtime.sbuffer_used > 0) {
- pd->sbuffer_gpd = gpd;
- pd->sbuffer_stroke = DRW_cache_gpencil_sbuffer_stroke_data_get(pd->obact);
- pd->sbuffer_layer = BKE_gpencil_layer_active_get(pd->sbuffer_gpd);
- pd->do_fast_drawing = false; /* TODO option */
- }
- }
- }
-
- if (pd->do_fast_drawing) {
- pd->snapshot_buffer_dirty = (txl->snapshot_color_tx == NULL);
- const float* size = DRW_viewport_size_get();
- DRW_texture_ensure_2d(&txl->snapshot_depth_tx, size[0], size[1], GPU_DEPTH24_STENCIL8, 0);
- DRW_texture_ensure_2d(&txl->snapshot_color_tx, size[0], size[1], GPU_R11F_G11F_B10F, 0);
- DRW_texture_ensure_2d(&txl->snapshot_reveal_tx, size[0], size[1], GPU_R11F_G11F_B10F, 0);
-
- GPU_framebuffer_ensure_config(&fbl->snapshot_fb,
- {
- GPU_ATTACHMENT_TEXTURE(txl->snapshot_depth_tx),
- GPU_ATTACHMENT_TEXTURE(txl->snapshot_color_tx),
- GPU_ATTACHMENT_TEXTURE(txl->snapshot_reveal_tx),
- });
- }
- else {
- /* Free uneeded buffers. */
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->snapshot_fb);
- DRW_TEXTURE_FREE_SAFE(txl->snapshot_depth_tx);
- DRW_TEXTURE_FREE_SAFE(txl->snapshot_color_tx);
- DRW_TEXTURE_FREE_SAFE(txl->snapshot_reveal_tx);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
- DRW_PASS_CREATE(psl->merge_depth_ps, state);
-
- GPUShader* sh = GPENCIL_shader_depth_merge_get();
- grp = DRW_shgroup_create(sh, psl->merge_depth_ps);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuf", &pd->depth_tx);
- DRW_shgroup_uniform_bool(grp, "strokeOrder3d", &pd->is_stroke_order_3d, 1);
- DRW_shgroup_uniform_vec4(grp, "gpModelMatrix", pd->object_bound_mat[0], 4);
- DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
- }
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_LOGIC_INVERT;
- DRW_PASS_CREATE(psl->mask_invert_ps, state);
-
- GPUShader* sh = GPENCIL_shader_mask_invert_get();
- grp = DRW_shgroup_create(sh, psl->mask_invert_ps);
- DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
- }
-
- Camera* cam = (pd->camera != NULL) ? pd->camera->data : NULL;
-
- /* Pseudo DOF setup. */
- if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
- const float* vp_size = DRW_viewport_size_get();
- float fstop = cam->dof.aperture_fstop;
- float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
- float focus_dist = BKE_camera_object_dof_distance(pd->camera);
- float focal_len = cam->lens;
-
- const float scale_camera = 0.001f;
- /* we want radius here for the aperture number */
- float aperture = 0.5f * scale_camera * focal_len / fstop;
- float focal_len_scaled = scale_camera * focal_len;
- float sensor_scaled = scale_camera * sensor;
-
- if (draw_ctx->rv3d != NULL) {
- sensor_scaled *= draw_ctx->rv3d->viewcamtexcofac[0];
- }
-
- pd->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
- pd->dof_params[1] *= vp_size[0] / sensor_scaled;
- pd->dof_params[0] = -focus_dist * pd->dof_params[1];
- }
- else {
- /* Disable DoF blur scalling. */
- pd->camera = NULL;
- }
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_PassList *psl = vedata->psl;
+ GPENCIL_TextureList *txl = vedata->txl;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ DRWShadingGroup *grp;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ pd->cfra = (int)DEG_get_ctime(draw_ctx->depsgraph);
+ pd->simplify_antialias = GPENCIL_SIMPLIFY_AA(draw_ctx->scene);
+ pd->use_layer_fb = false;
+ pd->use_object_fb = false;
+ pd->use_mask_fb = false;
+ /* Always use high precision for render. */
+ pd->use_signed_fb = !pd->is_viewport;
+
+ if (draw_ctx->v3d) {
+ const bool hide_overlay = ((draw_ctx->v3d->flag2 & V3D_HIDE_OVERLAYS) != 0);
+ const bool show_onion = ((draw_ctx->v3d->gp_flag & V3D_GP_SHOW_ONION_SKIN) != 0);
+ const bool playing = (draw_ctx->evil_C != NULL) ?
+ ED_screen_animation_playing(CTX_wm_manager(draw_ctx->evil_C)) !=
+ NULL :
+ false;
+ pd->do_onion = show_onion && !hide_overlay && !playing;
+ pd->playing = playing;
+ /* Save simplify flags (can change while drawing, so it's better to save). */
+ Scene *scene = draw_ctx->scene;
+ pd->simplify_fill = GPENCIL_SIMPLIFY_FILL(scene, playing);
+ pd->simplify_fx = GPENCIL_SIMPLIFY_FX(scene, playing) ||
+ (draw_ctx->v3d->shading.type < OB_RENDER);
+
+ /* Fade Layer. */
+ const bool is_fade_layer = ((!hide_overlay) && (!pd->is_render) &&
+ (draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_LAYERS));
+ pd->fade_layer_opacity = (is_fade_layer) ? draw_ctx->v3d->overlay.gpencil_fade_layer : -1.0f;
+ pd->vertex_paint_opacity = draw_ctx->v3d->overlay.gpencil_vertex_paint_opacity;
+ /* Fade GPencil Objects. */
+ const bool is_fade_object = ((!hide_overlay) && (!pd->is_render) &&
+ (draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS) &&
+ (draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_GPENCIL));
+ pd->fade_gp_object_opacity = (is_fade_object) ? draw_ctx->v3d->overlay.gpencil_paper_opacity :
+ -1.0f;
+ pd->fade_3d_object_opacity = ((!hide_overlay) && (!pd->is_render) &&
+ (draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS)) ?
+ draw_ctx->v3d->overlay.gpencil_paper_opacity :
+ -1.0f;
+ }
+ else {
+ pd->do_onion = true;
+ pd->simplify_fill = false;
+ pd->simplify_fx = false;
+ pd->fade_layer_opacity = -1.0f;
+ pd->playing = false;
+ }
+
+ {
+ pd->sbuffer_stroke = NULL;
+ pd->sbuffer_gpd = NULL;
+ pd->sbuffer_layer = NULL;
+ pd->stroke_batch = NULL;
+ pd->fill_batch = NULL;
+ pd->do_fast_drawing = false;
+
+ pd->obact = draw_ctx->obact;
+ if (pd->obact && pd->obact->type == OB_GPENCIL && !(pd->draw_depth_only)) {
+ /* Check if active object has a temp stroke data. */
+ bGPdata *gpd = (bGPdata *)pd->obact->data;
+ if (gpd->runtime.sbuffer_used > 0) {
+ pd->sbuffer_gpd = gpd;
+ pd->sbuffer_stroke = DRW_cache_gpencil_sbuffer_stroke_data_get(pd->obact);
+ pd->sbuffer_layer = BKE_gpencil_layer_active_get(pd->sbuffer_gpd);
+ pd->do_fast_drawing = false; /* TODO option */
+ }
+ }
+ }
+
+ if (pd->do_fast_drawing) {
+ pd->snapshot_buffer_dirty = (txl->snapshot_color_tx == NULL);
+ const float *size = DRW_viewport_size_get();
+ DRW_texture_ensure_2d(&txl->snapshot_depth_tx, size[0], size[1], GPU_DEPTH24_STENCIL8, 0);
+ DRW_texture_ensure_2d(&txl->snapshot_color_tx, size[0], size[1], GPU_R11F_G11F_B10F, 0);
+ DRW_texture_ensure_2d(&txl->snapshot_reveal_tx, size[0], size[1], GPU_R11F_G11F_B10F, 0);
+
+ GPU_framebuffer_ensure_config(&fbl->snapshot_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(txl->snapshot_depth_tx),
+ GPU_ATTACHMENT_TEXTURE(txl->snapshot_color_tx),
+ GPU_ATTACHMENT_TEXTURE(txl->snapshot_reveal_tx),
+ });
+ }
+ else {
+ /* Free uneeded buffers. */
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->snapshot_fb);
+ DRW_TEXTURE_FREE_SAFE(txl->snapshot_depth_tx);
+ DRW_TEXTURE_FREE_SAFE(txl->snapshot_color_tx);
+ DRW_TEXTURE_FREE_SAFE(txl->snapshot_reveal_tx);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ DRW_PASS_CREATE(psl->merge_depth_ps, state);
+
+ GPUShader *sh = GPENCIL_shader_depth_merge_get();
+ grp = DRW_shgroup_create(sh, psl->merge_depth_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuf", &pd->depth_tx);
+ DRW_shgroup_uniform_bool(grp, "strokeOrder3d", &pd->is_stroke_order_3d, 1);
+ DRW_shgroup_uniform_vec4(grp, "gpModelMatrix", pd->object_bound_mat[0], 4);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_LOGIC_INVERT;
+ DRW_PASS_CREATE(psl->mask_invert_ps, state);
+
+ GPUShader *sh = GPENCIL_shader_mask_invert_get();
+ grp = DRW_shgroup_create(sh, psl->mask_invert_ps);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
+
+ Camera *cam = (pd->camera != NULL) ? pd->camera->data : NULL;
+
+ /* Pseudo DOF setup. */
+ if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
+ const float *vp_size = DRW_viewport_size_get();
+ float fstop = cam->dof.aperture_fstop;
+ float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
+ float focus_dist = BKE_camera_object_dof_distance(pd->camera);
+ float focal_len = cam->lens;
+
+ const float scale_camera = 0.001f;
+ /* we want radius here for the aperture number */
+ float aperture = 0.5f * scale_camera * focal_len / fstop;
+ float focal_len_scaled = scale_camera * focal_len;
+ float sensor_scaled = scale_camera * sensor;
+
+ if (draw_ctx->rv3d != NULL) {
+ sensor_scaled *= draw_ctx->rv3d->viewcamtexcofac[0];
+ }
+
+ pd->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
+ pd->dof_params[1] *= vp_size[0] / sensor_scaled;
+ pd->dof_params[0] = -focus_dist * pd->dof_params[1];
+ }
+ else {
+ /* Disable DoF blur scalling. */
+ pd->camera = NULL;
+ }
}
#define DRAW_NOW 2
-typedef struct gpIterPopulateData
-{
- Object* ob;
- GPENCIL_tObject* tgp_ob;
- GPENCIL_PrivateData* pd;
- GPENCIL_MaterialPool* matpool;
- DRWShadingGroup* grp;
- /* Last material UBO bound. Used to avoid uneeded buffer binding. */
- GPUUniformBuf* ubo_mat;
- GPUUniformBuf* ubo_lights;
- /* Last texture bound. */
- GPUTexture* tex_fill;
- GPUTexture* tex_stroke;
- /* Offset in the material pool to the first material of this object. */
- int mat_ofs;
- /* Is the sbuffer call need to be issued. */
- int do_sbuffer_call;
- /* Indices to do correct insertion of the sbuffer stroke. */
- int stroke_index_last;
- int stroke_index_offset;
- /* Infos for call batching. */
- struct GPUBatch* geom;
- bool instancing;
- int vfirst, vcount;
+typedef struct gpIterPopulateData {
+ Object *ob;
+ GPENCIL_tObject *tgp_ob;
+ GPENCIL_PrivateData *pd;
+ GPENCIL_MaterialPool *matpool;
+ DRWShadingGroup *grp;
+ /* Last material UBO bound. Used to avoid uneeded buffer binding. */
+ GPUUniformBuf *ubo_mat;
+ GPUUniformBuf *ubo_lights;
+ /* Last texture bound. */
+ GPUTexture *tex_fill;
+ GPUTexture *tex_stroke;
+ /* Offset in the material pool to the first material of this object. */
+ int mat_ofs;
+ /* Is the sbuffer call need to be issued. */
+ int do_sbuffer_call;
+ /* Indices to do correct insertion of the sbuffer stroke. */
+ int stroke_index_last;
+ int stroke_index_offset;
+ /* Infos for call batching. */
+ struct GPUBatch *geom;
+ bool instancing;
+ int vfirst, vcount;
} gpIterPopulateData;
#define DISABLE_BATCHING 0
-static void gpencil_drawcall_flush(gpIterPopulateData* iter)
+static void gpencil_drawcall_flush(gpIterPopulateData *iter)
{
#if !DISABLE_BATCHING
- if (iter->geom != NULL) {
- if (iter->instancing) {
- DRW_shgroup_call_instance_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
- }
- else {
- DRW_shgroup_call_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
- }
- }
+ if (iter->geom != NULL) {
+ if (iter->instancing) {
+ DRW_shgroup_call_instance_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
+ }
+ else {
+ DRW_shgroup_call_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
+ }
+ }
#endif
- iter->geom = NULL;
- iter->vfirst = -1;
- iter->vcount = 0;
+ iter->geom = NULL;
+ iter->vfirst = -1;
+ iter->vcount = 0;
}
/* Group drawcalls that are consecutive and with the same type. Reduces GPU driver overhead. */
static void gpencil_drawcall_add(
- gpIterPopulateData* iter, struct GPUBatch* geom, bool instancing, int v_first, int v_count)
+ gpIterPopulateData *iter, struct GPUBatch *geom, bool instancing, int v_first, int v_count)
{
#if DISABLE_BATCHING
- if (instancing) {
- DRW_shgroup_call_instance_range(iter->grp, iter->ob, geom, v_first, v_count);
- }
- else {
- DRW_shgroup_call_range(iter->grp, iter->ob, geom, v_first, v_count);
- }
+ if (instancing) {
+ DRW_shgroup_call_instance_range(iter->grp, iter->ob, geom, v_first, v_count);
+ }
+ else {
+ DRW_shgroup_call_range(iter->grp, iter->ob, geom, v_first, v_count);
+ }
#endif
- int last = iter->vfirst + iter->vcount;
- /* Interupt drawcall grouping if the sequence is not consecutive. */
- if ((geom != iter->geom) || (v_first - last > 3)) {
- gpencil_drawcall_flush(iter);
- }
- iter->geom = geom;
- iter->instancing = instancing;
- if (iter->vfirst == -1) {
- iter->vfirst = v_first;
- }
- iter->vcount = v_first + v_count - iter->vfirst;
+ int last = iter->vfirst + iter->vcount;
+ /* Interupt drawcall grouping if the sequence is not consecutive. */
+ if ((geom != iter->geom) || (v_first - last > 3)) {
+ gpencil_drawcall_flush(iter);
+ }
+ iter->geom = geom;
+ iter->instancing = instancing;
+ if (iter->vfirst == -1) {
+ iter->vfirst = v_first;
+ }
+ iter->vcount = v_first + v_count - iter->vfirst;
}
-static void gpencil_stroke_cache_populate(bGPDlayer* gpl,
- bGPDframe* gpf,
- bGPDstroke* gps,
- void* thunk);
+static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
+ bGPDframe *gpf,
+ bGPDstroke *gps,
+ void *thunk);
-static void gpencil_sbuffer_cache_populate(gpIterPopulateData* iter)
+static void gpencil_sbuffer_cache_populate(gpIterPopulateData *iter)
{
- iter->do_sbuffer_call = DRAW_NOW;
- /* In order to draw the sbuffer stroke correctly mixed with other strokes,
- * we need to offset the stroke index of the sbuffer stroke and the subsequent strokes.
- * Remember, sbuffer stroke indices start from 0. So we add last index to avoid
- * masking issues. */
- iter->grp = DRW_shgroup_create_sub(iter->grp);
- DRW_shgroup_uniform_block(iter->grp, "gpMaterialBlock", iter->ubo_mat);
- DRW_shgroup_uniform_float_copy(iter->grp, "strokeIndexOffset", iter->stroke_index_last);
-
- const DRWContextState* ctx = DRW_context_state_get();
- ToolSettings* ts = ctx->scene->toolsettings;
- if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
- /* In this case we can't do correct projection during stroke. We just disable depth test. */
- DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
- }
-
- gpencil_stroke_cache_populate(NULL, NULL, iter->pd->sbuffer_stroke, iter);
- gpencil_drawcall_flush(iter);
-
- iter->stroke_index_offset = iter->pd->sbuffer_stroke->totpoints + 1;
- iter->do_sbuffer_call = 0;
+ iter->do_sbuffer_call = DRAW_NOW;
+ /* In order to draw the sbuffer stroke correctly mixed with other strokes,
+ * we need to offset the stroke index of the sbuffer stroke and the subsequent strokes.
+ * Remember, sbuffer stroke indices start from 0. So we add last index to avoid
+ * masking issues. */
+ iter->grp = DRW_shgroup_create_sub(iter->grp);
+ DRW_shgroup_uniform_block(iter->grp, "gpMaterialBlock", iter->ubo_mat);
+ DRW_shgroup_uniform_float_copy(iter->grp, "strokeIndexOffset", iter->stroke_index_last);
+
+ const DRWContextState *ctx = DRW_context_state_get();
+ ToolSettings *ts = ctx->scene->toolsettings;
+ if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
+ /* In this case we can't do correct projection during stroke. We just disable depth test. */
+ DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
+ }
+
+ gpencil_stroke_cache_populate(NULL, NULL, iter->pd->sbuffer_stroke, iter);
+ gpencil_drawcall_flush(iter);
+
+ iter->stroke_index_offset = iter->pd->sbuffer_stroke->totpoints + 1;
+ iter->do_sbuffer_call = 0;
}
-static void gpencil_layer_cache_populate(bGPDlayer* gpl,
- bGPDframe* gpf,
- bGPDstroke* UNUSED(gps),
- void* thunk)
+static void gpencil_layer_cache_populate(bGPDlayer *gpl,
+ bGPDframe *gpf,
+ bGPDstroke *UNUSED(gps),
+ void *thunk)
{
- gpIterPopulateData* iter = (gpIterPopulateData*)thunk;
- GPENCIL_PrivateData* pd = iter->pd;
- bGPdata* gpd = (bGPdata*)iter->ob->data;
-
- gpencil_drawcall_flush(iter);
-
- if (iter->do_sbuffer_call) {
- gpencil_sbuffer_cache_populate(iter);
- }
- else {
- iter->do_sbuffer_call = !pd->do_fast_drawing && (gpd == pd->sbuffer_gpd) &&
- (gpl == pd->sbuffer_layer) &&
- (gpf == NULL || gpf->runtime.onion_id == 0.0f);
- }
-
- GPENCIL_tLayer* tgp_layer = gpencil_layer_cache_add(pd, iter->ob, gpl, gpf, iter->tgp_ob);
-
- const bool use_lights = pd->use_lighting && ((gpl->flag & GP_LAYER_USE_LIGHTS) != 0) &&
- (iter->ob->dtx & OB_USE_GPENCIL_LIGHTS);
-
- iter->ubo_lights = (use_lights) ? pd->global_light_pool->ubo : pd->shadeless_light_pool->ubo;
-
- gpencil_material_resources_get(iter->matpool, 0, NULL, NULL, &iter->ubo_mat);
-
- /* Iterator dependent uniforms. */
- DRWShadingGroup* grp = iter->grp = tgp_layer->base_shgrp;
- DRW_shgroup_uniform_block(grp, "gpLightBlock", iter->ubo_lights);
- DRW_shgroup_uniform_block(grp, "gpMaterialBlock", iter->ubo_mat);
- DRW_shgroup_uniform_texture(grp, "gpFillTexture", iter->tex_fill);
- DRW_shgroup_uniform_texture(grp, "gpStrokeTexture", iter->tex_stroke);
- DRW_shgroup_uniform_int_copy(grp, "gpMaterialOffset", iter->mat_ofs);
- DRW_shgroup_uniform_float_copy(grp, "strokeIndexOffset", iter->stroke_index_offset);
+ gpIterPopulateData *iter = (gpIterPopulateData *)thunk;
+ GPENCIL_PrivateData *pd = iter->pd;
+ bGPdata *gpd = (bGPdata *)iter->ob->data;
+
+ gpencil_drawcall_flush(iter);
+
+ if (iter->do_sbuffer_call) {
+ gpencil_sbuffer_cache_populate(iter);
+ }
+ else {
+ iter->do_sbuffer_call = !pd->do_fast_drawing && (gpd == pd->sbuffer_gpd) &&
+ (gpl == pd->sbuffer_layer) &&
+ (gpf == NULL || gpf->runtime.onion_id == 0.0f);
+ }
+
+ GPENCIL_tLayer *tgp_layer = gpencil_layer_cache_add(pd, iter->ob, gpl, gpf, iter->tgp_ob);
+
+ const bool use_lights = pd->use_lighting && ((gpl->flag & GP_LAYER_USE_LIGHTS) != 0) &&
+ (iter->ob->dtx & OB_USE_GPENCIL_LIGHTS);
+
+ iter->ubo_lights = (use_lights) ? pd->global_light_pool->ubo : pd->shadeless_light_pool->ubo;
+
+ gpencil_material_resources_get(iter->matpool, 0, NULL, NULL, &iter->ubo_mat);
+
+ /* Iterator dependent uniforms. */
+ DRWShadingGroup *grp = iter->grp = tgp_layer->base_shgrp;
+ DRW_shgroup_uniform_block(grp, "gpLightBlock", iter->ubo_lights);
+ DRW_shgroup_uniform_block(grp, "gpMaterialBlock", iter->ubo_mat);
+ DRW_shgroup_uniform_texture(grp, "gpFillTexture", iter->tex_fill);
+ DRW_shgroup_uniform_texture(grp, "gpStrokeTexture", iter->tex_stroke);
+ DRW_shgroup_uniform_int_copy(grp, "gpMaterialOffset", iter->mat_ofs);
+ DRW_shgroup_uniform_float_copy(grp, "strokeIndexOffset", iter->stroke_index_offset);
}
-static void gpencil_stroke_cache_populate(bGPDlayer* gpl,
- bGPDframe* gpf,
- bGPDstroke* gps,
- void* thunk)
+static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
+ bGPDframe *gpf,
+ bGPDstroke *gps,
+ void *thunk)
{
- gpIterPopulateData* iter = (gpIterPopulateData*)thunk;
-
- MaterialGPencilStyle* gp_style = BKE_gpencil_material_settings(iter->ob, gps->mat_nr + 1);
-
- const bool is_render = iter->pd->is_render;
- bool hide_material = (gp_style->flag & GP_MATERIAL_HIDE) != 0;
- bool show_stroke = ((gp_style->flag & GP_MATERIAL_STROKE_SHOW) != 0) ||
- (!is_render && ((gps->flag & GP_STROKE_NOFILL) != 0));
- bool show_fill = (gps->tot_triangles > 0) && ((gp_style->flag & GP_MATERIAL_FILL_SHOW) != 0) &&
- (!iter->pd->simplify_fill) && ((gps->flag & GP_STROKE_NOFILL) == 0);
-
- bool only_lines = gpl && gpf && gpl->actframe != gpf && iter->pd->use_multiedit_lines_only;
- bool hide_onion = gpl && gpf && gpf->runtime.onion_id != 0 &&
- ((gp_style->flag & GP_MATERIAL_HIDE_ONIONSKIN) != 0);
-
- if (hide_material || (!show_stroke && !show_fill) || (only_lines && hide_onion) || hide_onion) {
- return;
- }
-
- GPUUniformBuf* ubo_mat;
- GPUTexture* tex_stroke, * tex_fill;
- gpencil_material_resources_get(
- iter->matpool, iter->mat_ofs + gps->mat_nr, &tex_stroke, &tex_fill, &ubo_mat);
-
- bool resource_changed = (iter->ubo_mat != ubo_mat) ||
- (tex_fill && (iter->tex_fill != tex_fill)) ||
- (tex_stroke && (iter->tex_stroke != tex_stroke));
-
- if (resource_changed) {
- gpencil_drawcall_flush(iter);
-
- iter->grp = DRW_shgroup_create_sub(iter->grp);
- if (iter->ubo_mat != ubo_mat) {
- DRW_shgroup_uniform_block(iter->grp, "gpMaterialBlock", ubo_mat);
- iter->ubo_mat = ubo_mat;
- }
- if (tex_fill) {
- DRW_shgroup_uniform_texture(iter->grp, "gpFillTexture", tex_fill);
- iter->tex_fill = tex_fill;
- }
- if (tex_stroke) {
- DRW_shgroup_uniform_texture(iter->grp, "gpStrokeTexture", tex_stroke);
- iter->tex_stroke = tex_stroke;
- }
- }
-
- bool do_sbuffer = (iter->do_sbuffer_call == DRAW_NOW);
-
- if (show_fill) {
- GPUBatch* geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_fill_get(iter->ob) :
- DRW_cache_gpencil_fills_get(iter->ob, iter->pd->cfra);
- int vfirst = gps->runtime.fill_start * 3;
- int vcount = gps->tot_triangles * 3;
- gpencil_drawcall_add(iter, geom, false, vfirst, vcount);
- }
-
- if (show_stroke) {
- GPUBatch* geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_stroke_get(iter->ob) :
- DRW_cache_gpencil_strokes_get(iter->ob, iter->pd->cfra);
- /* Start one vert before to have gl_InstanceID > 0 (see shader). */
- int vfirst = gps->runtime.stroke_start - 1;
- /* Include "potential" cyclic vertex and start adj vertex (see shader). */
- int vcount = gps->totpoints + 1 + 1;
- gpencil_drawcall_add(iter, geom, true, vfirst, vcount);
- }
-
- iter->stroke_index_last = gps->runtime.stroke_start + gps->totpoints + 1;
+ gpIterPopulateData *iter = (gpIterPopulateData *)thunk;
+
+ MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(iter->ob, gps->mat_nr + 1);
+
+ const bool is_render = iter->pd->is_render;
+ bool hide_material = (gp_style->flag & GP_MATERIAL_HIDE) != 0;
+ bool show_stroke = ((gp_style->flag & GP_MATERIAL_STROKE_SHOW) != 0) ||
+ (!is_render && ((gps->flag & GP_STROKE_NOFILL) != 0));
+ bool show_fill = (gps->tot_triangles > 0) && ((gp_style->flag & GP_MATERIAL_FILL_SHOW) != 0) &&
+ (!iter->pd->simplify_fill) && ((gps->flag & GP_STROKE_NOFILL) == 0);
+
+ bool only_lines = gpl && gpf && gpl->actframe != gpf && iter->pd->use_multiedit_lines_only;
+ bool hide_onion = gpl && gpf && gpf->runtime.onion_id != 0 &&
+ ((gp_style->flag & GP_MATERIAL_HIDE_ONIONSKIN) != 0);
+
+ if (hide_material || (!show_stroke && !show_fill) || (only_lines && hide_onion) || hide_onion) {
+ return;
+ }
+
+ GPUUniformBuf *ubo_mat;
+ GPUTexture *tex_stroke, *tex_fill;
+ gpencil_material_resources_get(
+ iter->matpool, iter->mat_ofs + gps->mat_nr, &tex_stroke, &tex_fill, &ubo_mat);
+
+ bool resource_changed = (iter->ubo_mat != ubo_mat) ||
+ (tex_fill && (iter->tex_fill != tex_fill)) ||
+ (tex_stroke && (iter->tex_stroke != tex_stroke));
+
+ if (resource_changed) {
+ gpencil_drawcall_flush(iter);
+
+ iter->grp = DRW_shgroup_create_sub(iter->grp);
+ if (iter->ubo_mat != ubo_mat) {
+ DRW_shgroup_uniform_block(iter->grp, "gpMaterialBlock", ubo_mat);
+ iter->ubo_mat = ubo_mat;
+ }
+ if (tex_fill) {
+ DRW_shgroup_uniform_texture(iter->grp, "gpFillTexture", tex_fill);
+ iter->tex_fill = tex_fill;
+ }
+ if (tex_stroke) {
+ DRW_shgroup_uniform_texture(iter->grp, "gpStrokeTexture", tex_stroke);
+ iter->tex_stroke = tex_stroke;
+ }
+ }
+
+ bool do_sbuffer = (iter->do_sbuffer_call == DRAW_NOW);
+
+ if (show_fill) {
+ GPUBatch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_fill_get(iter->ob) :
+ DRW_cache_gpencil_fills_get(iter->ob, iter->pd->cfra);
+ int vfirst = gps->runtime.fill_start * 3;
+ int vcount = gps->tot_triangles * 3;
+ gpencil_drawcall_add(iter, geom, false, vfirst, vcount);
+ }
+
+ if (show_stroke) {
+ GPUBatch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_stroke_get(iter->ob) :
+ DRW_cache_gpencil_strokes_get(iter->ob, iter->pd->cfra);
+ /* Start one vert before to have gl_InstanceID > 0 (see shader). */
+ int vfirst = gps->runtime.stroke_start - 1;
+ /* Include "potential" cyclic vertex and start adj vertex (see shader). */
+ int vcount = gps->totpoints + 1 + 1;
+ gpencil_drawcall_add(iter, geom, true, vfirst, vcount);
+ }
+
+ iter->stroke_index_last = gps->runtime.stroke_start + gps->totpoints + 1;
}
-static void gpencil_sbuffer_cache_populate_fast(GPENCIL_Data* vedata, gpIterPopulateData* iter)
+static void gpencil_sbuffer_cache_populate_fast(GPENCIL_Data *vedata, gpIterPopulateData *iter)
{
- bGPdata* gpd = (bGPdata*)iter->ob->data;
- if (gpd != iter->pd->sbuffer_gpd) {
- return;
- }
-
- GPENCIL_TextureList* txl = vedata->txl;
- GPUTexture* depth_texture = iter->pd->scene_depth_tx;
- GPENCIL_tObject* last_tgp_ob = iter->pd->tobjects.last;
- /* Create another temp object that only contain the stroke. */
- iter->tgp_ob = gpencil_object_cache_add(iter->pd, iter->ob);
- /* Remove from the main list. */
- iter->pd->tobjects.last = last_tgp_ob;
- last_tgp_ob->next = NULL;
- /* Add to sbuffer tgpobject list. */
- BLI_LINKS_APPEND(&iter->pd->sbuffer_tobjects, iter->tgp_ob);
- /* Remove depth test with scene (avoid self occlusion). */
- iter->pd->scene_depth_tx = txl->dummy_texture;
-
- gpencil_layer_cache_populate(
- iter->pd->sbuffer_layer, iter->pd->sbuffer_layer->actframe, NULL, iter);
-
- const DRWContextState* ctx = DRW_context_state_get();
- ToolSettings* ts = ctx->scene->toolsettings;
- if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
- /* In this case we can't do correct projection during stroke. We just disable depth test. */
- DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
- }
-
- iter->do_sbuffer_call = DRAW_NOW;
- gpencil_stroke_cache_populate(NULL, NULL, iter->pd->sbuffer_stroke, iter);
- gpencil_drawcall_flush(iter);
-
- gpencil_vfx_cache_populate(vedata, iter->ob, iter->tgp_ob);
-
- /* Restore state. */
- iter->do_sbuffer_call = 0;
- iter->pd->scene_depth_tx = depth_texture;
+ bGPdata *gpd = (bGPdata *)iter->ob->data;
+ if (gpd != iter->pd->sbuffer_gpd) {
+ return;
+ }
+
+ GPENCIL_TextureList *txl = vedata->txl;
+ GPUTexture *depth_texture = iter->pd->scene_depth_tx;
+ GPENCIL_tObject *last_tgp_ob = iter->pd->tobjects.last;
+ /* Create another temp object that only contain the stroke. */
+ iter->tgp_ob = gpencil_object_cache_add(iter->pd, iter->ob);
+ /* Remove from the main list. */
+ iter->pd->tobjects.last = last_tgp_ob;
+ last_tgp_ob->next = NULL;
+ /* Add to sbuffer tgpobject list. */
+ BLI_LINKS_APPEND(&iter->pd->sbuffer_tobjects, iter->tgp_ob);
+ /* Remove depth test with scene (avoid self occlusion). */
+ iter->pd->scene_depth_tx = txl->dummy_texture;
+
+ gpencil_layer_cache_populate(
+ iter->pd->sbuffer_layer, iter->pd->sbuffer_layer->actframe, NULL, iter);
+
+ const DRWContextState *ctx = DRW_context_state_get();
+ ToolSettings *ts = ctx->scene->toolsettings;
+ if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
+ /* In this case we can't do correct projection during stroke. We just disable depth test. */
+ DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
+ }
+
+ iter->do_sbuffer_call = DRAW_NOW;
+ gpencil_stroke_cache_populate(NULL, NULL, iter->pd->sbuffer_stroke, iter);
+ gpencil_drawcall_flush(iter);
+
+ gpencil_vfx_cache_populate(vedata, iter->ob, iter->tgp_ob);
+
+ /* Restore state. */
+ iter->do_sbuffer_call = 0;
+ iter->pd->scene_depth_tx = depth_texture;
}
-void GPENCIL_cache_populate(void* ved, Object* ob)
+void GPENCIL_cache_populate(void *ved, Object *ob)
{
- GPENCIL_Data* vedata = (GPENCIL_Data*)ved;
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- GPENCIL_TextureList* txl = vedata->txl;
- const bool is_final_render = DRW_state_is_image_render();
-
- /* object must be visible */
- if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
- return;
- }
-
- if (ob->data && (ob->type == OB_GPENCIL) && (ob->dt >= OB_SOLID)) {
- gpIterPopulateData iter = { 0 };
- iter.ob = ob;
- iter.pd = pd;
- iter.tgp_ob = gpencil_object_cache_add(pd, ob);
- iter.matpool = gpencil_material_pool_create(pd, ob, &iter.mat_ofs);
- iter.tex_fill = txl->dummy_texture;
- iter.tex_stroke = txl->dummy_texture;
-
- /* Special case for rendering onion skin. */
- bGPdata* gpd = (bGPdata*)ob->data;
- bool do_onion = (!pd->is_render) ? pd->do_onion : (gpd->onion_flag & GP_ONION_GHOST_ALWAYS);
- gpd->runtime.playing = (short)pd->playing;
-
- /* When render in background the active frame could not be properly set due thread priority
- * better set again. This is not required in viewport. */
- if (txl->render_depth_tx) {
- LISTBASE_FOREACH(bGPDlayer*, gpl, &gpd->layers)
- {
- gpl->actframe = BKE_gpencil_layer_frame_get(gpl, pd->cfra, GP_GETFRAME_USE_PREV);
- }
- }
-
- BKE_gpencil_visible_stroke_iter(is_final_render ? pd->view_layer : NULL,
- ob,
- gpencil_layer_cache_populate,
- gpencil_stroke_cache_populate,
- &iter,
- do_onion,
- pd->cfra);
-
- gpencil_drawcall_flush(&iter);
-
- if (iter.do_sbuffer_call) {
- gpencil_sbuffer_cache_populate(&iter);
- }
-
- gpencil_vfx_cache_populate(vedata, ob, iter.tgp_ob);
-
- if (pd->do_fast_drawing) {
- gpencil_sbuffer_cache_populate_fast(vedata, &iter);
- }
- }
-
- if (ob->type == OB_LAMP && pd->use_lights) {
- gpencil_light_pool_populate(pd->global_light_pool, ob);
- }
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ GPENCIL_TextureList *txl = vedata->txl;
+ const bool is_final_render = DRW_state_is_image_render();
+
+ /* object must be visible */
+ if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
+ return;
+ }
+
+ if (ob->data && (ob->type == OB_GPENCIL) && (ob->dt >= OB_SOLID)) {
+ gpIterPopulateData iter = {0};
+ iter.ob = ob;
+ iter.pd = pd;
+ iter.tgp_ob = gpencil_object_cache_add(pd, ob);
+ iter.matpool = gpencil_material_pool_create(pd, ob, &iter.mat_ofs);
+ iter.tex_fill = txl->dummy_texture;
+ iter.tex_stroke = txl->dummy_texture;
+
+ /* Special case for rendering onion skin. */
+ bGPdata *gpd = (bGPdata *)ob->data;
+ bool do_onion = (!pd->is_render) ? pd->do_onion : (gpd->onion_flag & GP_ONION_GHOST_ALWAYS);
+ gpd->runtime.playing = (short)pd->playing;
+
+ /* When render in background the active frame could not be properly set due thread priority
+ * better set again. This is not required in viewport. */
+ if (txl->render_depth_tx) {
+ LISTBASE_FOREACH (bGPDlayer *, gpl, &gpd->layers) {
+ gpl->actframe = BKE_gpencil_layer_frame_get(gpl, pd->cfra, GP_GETFRAME_USE_PREV);
+ }
+ }
+
+ BKE_gpencil_visible_stroke_iter(is_final_render ? pd->view_layer : NULL,
+ ob,
+ gpencil_layer_cache_populate,
+ gpencil_stroke_cache_populate,
+ &iter,
+ do_onion,
+ pd->cfra);
+
+ gpencil_drawcall_flush(&iter);
+
+ if (iter.do_sbuffer_call) {
+ gpencil_sbuffer_cache_populate(&iter);
+ }
+
+ gpencil_vfx_cache_populate(vedata, ob, iter.tgp_ob);
+
+ if (pd->do_fast_drawing) {
+ gpencil_sbuffer_cache_populate_fast(vedata, &iter);
+ }
+ }
+
+ if (ob->type == OB_LAMP && pd->use_lights) {
+ gpencil_light_pool_populate(pd->global_light_pool, ob);
+ }
}
-void GPENCIL_cache_finish(void* ved)
+void GPENCIL_cache_finish(void *ved)
{
- GPENCIL_Data* vedata = (GPENCIL_Data*)ved;
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
-
- /* Upload UBO data. */
- BLI_memblock_iter iter;
- BLI_memblock_iternew(pd->gp_material_pool, &iter);
- GPENCIL_MaterialPool* pool;
- while ((pool = (GPENCIL_MaterialPool*)BLI_memblock_iterstep(&iter))) {
- GPU_uniformbuf_update(pool->ubo, pool->mat_data);
- }
-
- BLI_memblock_iternew(pd->gp_light_pool, &iter);
- GPENCIL_LightPool* lpool;
- while ((lpool = (GPENCIL_LightPool*)BLI_memblock_iterstep(&iter))) {
- GPU_uniformbuf_update(lpool->ubo, lpool->light_data);
- }
-
- /* Sort object by decreasing Z to avoid most of alpha ordering issues. */
- gpencil_object_cache_sort(pd);
-
- /* Create framebuffers only if needed. */
- if (pd->tobjects.first) {
- eGPUTextureFormat format = pd->use_signed_fb ? GPU_RGBA16F : GPU_R11F_G11F_B10F;
-
- const float* size = DRW_viewport_size_get();
- pd->depth_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
- pd->color_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
- pd->reveal_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
-
- GPU_framebuffer_ensure_config(&fbl->gpencil_fb,
- {
- GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
- GPU_ATTACHMENT_TEXTURE(pd->color_tx),
- GPU_ATTACHMENT_TEXTURE(pd->reveal_tx),
- });
-
- if (pd->use_layer_fb) {
- pd->color_layer_tx = DRW_texture_pool_query_2d(
- size[0], size[1], format, &draw_engine_gpencil_type);
- pd->reveal_layer_tx = DRW_texture_pool_query_2d(
- size[0], size[1], format, &draw_engine_gpencil_type);
-
- GPU_framebuffer_ensure_config(&fbl->layer_fb,
- {
- GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
- GPU_ATTACHMENT_TEXTURE(pd->color_layer_tx),
- GPU_ATTACHMENT_TEXTURE(pd->reveal_layer_tx),
- });
- }
-
- if (pd->use_object_fb) {
- pd->color_object_tx = DRW_texture_pool_query_2d(
- size[0], size[1], format, &draw_engine_gpencil_type);
- pd->reveal_object_tx = DRW_texture_pool_query_2d(
- size[0], size[1], format, &draw_engine_gpencil_type);
-
- GPU_framebuffer_ensure_config(&fbl->object_fb,
- {
- GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
- GPU_ATTACHMENT_TEXTURE(pd->color_object_tx),
- GPU_ATTACHMENT_TEXTURE(pd->reveal_object_tx),
- });
- }
-
- if (pd->use_mask_fb) {
- /* We need an extra depth to not disturb the normal drawing.
- * The color_tx is needed for frame-buffer completeness. */
- GPUTexture* color_tx, * depth_tx;
- depth_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
- color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R8, &draw_engine_gpencil_type);
- /* Use high quality format for render. */
- eGPUTextureFormat mask_format = pd->is_render ? GPU_R16 : GPU_R8;
- pd->mask_tx = DRW_texture_pool_query_2d(
- size[0], size[1], mask_format, &draw_engine_gpencil_type);
-
- GPU_framebuffer_ensure_config(&fbl->mask_fb,
- {
- GPU_ATTACHMENT_TEXTURE(depth_tx),
- GPU_ATTACHMENT_TEXTURE(color_tx),
- GPU_ATTACHMENT_TEXTURE(pd->mask_tx),
- });
- }
-
- GPENCIL_antialiasing_init(vedata);
- }
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+
+ /* Upload UBO data. */
+ BLI_memblock_iter iter;
+ BLI_memblock_iternew(pd->gp_material_pool, &iter);
+ GPENCIL_MaterialPool *pool;
+ while ((pool = (GPENCIL_MaterialPool *)BLI_memblock_iterstep(&iter))) {
+ GPU_uniformbuf_update(pool->ubo, pool->mat_data);
+ }
+
+ BLI_memblock_iternew(pd->gp_light_pool, &iter);
+ GPENCIL_LightPool *lpool;
+ while ((lpool = (GPENCIL_LightPool *)BLI_memblock_iterstep(&iter))) {
+ GPU_uniformbuf_update(lpool->ubo, lpool->light_data);
+ }
+
+ /* Sort object by decreasing Z to avoid most of alpha ordering issues. */
+ gpencil_object_cache_sort(pd);
+
+ /* Create framebuffers only if needed. */
+ if (pd->tobjects.first) {
+ eGPUTextureFormat format = pd->use_signed_fb ? GPU_RGBA16F : GPU_R11F_G11F_B10F;
+
+ const float *size = DRW_viewport_size_get();
+ pd->depth_tx = DRW_texture_pool_query_2d(
+ size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
+ pd->color_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
+ pd->reveal_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
+
+ GPU_framebuffer_ensure_config(&fbl->gpencil_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
+ GPU_ATTACHMENT_TEXTURE(pd->color_tx),
+ GPU_ATTACHMENT_TEXTURE(pd->reveal_tx),
+ });
+
+ if (pd->use_layer_fb) {
+ pd->color_layer_tx = DRW_texture_pool_query_2d(
+ size[0], size[1], format, &draw_engine_gpencil_type);
+ pd->reveal_layer_tx = DRW_texture_pool_query_2d(
+ size[0], size[1], format, &draw_engine_gpencil_type);
+
+ GPU_framebuffer_ensure_config(&fbl->layer_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
+ GPU_ATTACHMENT_TEXTURE(pd->color_layer_tx),
+ GPU_ATTACHMENT_TEXTURE(pd->reveal_layer_tx),
+ });
+ }
+
+ if (pd->use_object_fb) {
+ pd->color_object_tx = DRW_texture_pool_query_2d(
+ size[0], size[1], format, &draw_engine_gpencil_type);
+ pd->reveal_object_tx = DRW_texture_pool_query_2d(
+ size[0], size[1], format, &draw_engine_gpencil_type);
+
+ GPU_framebuffer_ensure_config(&fbl->object_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
+ GPU_ATTACHMENT_TEXTURE(pd->color_object_tx),
+ GPU_ATTACHMENT_TEXTURE(pd->reveal_object_tx),
+ });
+ }
+
+ if (pd->use_mask_fb) {
+ /* We need an extra depth to not disturb the normal drawing.
+ * The color_tx is needed for frame-buffer completeness. */
+ GPUTexture *color_tx, *depth_tx;
+ depth_tx = DRW_texture_pool_query_2d(
+ size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
+ color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R8, &draw_engine_gpencil_type);
+ /* Use high quality format for render. */
+ eGPUTextureFormat mask_format = pd->is_render ? GPU_R16 : GPU_R8;
+ pd->mask_tx = DRW_texture_pool_query_2d(
+ size[0], size[1], mask_format, &draw_engine_gpencil_type);
+
+ GPU_framebuffer_ensure_config(&fbl->mask_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(depth_tx),
+ GPU_ATTACHMENT_TEXTURE(color_tx),
+ GPU_ATTACHMENT_TEXTURE(pd->mask_tx),
+ });
+ }
+
+ GPENCIL_antialiasing_init(vedata);
+ }
}
-static void GPENCIL_draw_scene_depth_only(void* ved)
+static void GPENCIL_draw_scene_depth_only(void *ved)
{
- GPENCIL_Data* vedata = (GPENCIL_Data*)ved;
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- DefaultFramebufferList* dfbl = DRW_viewport_framebuffer_list_get();
-
- if (DRW_state_is_fbo()) {
- GPU_framebuffer_bind(dfbl->depth_only_fb);
- }
-
- LISTBASE_FOREACH(GPENCIL_tObject*, ob, &pd->tobjects)
- {
- LISTBASE_FOREACH(GPENCIL_tLayer*, layer, &ob->layers)
- {
- DRW_draw_pass(layer->geom_ps);
- }
- }
-
- if (DRW_state_is_fbo()) {
- GPU_framebuffer_bind(dfbl->default_fb);
- }
-
- pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = NULL;
-
- /* Free temp stroke buffers. */
- if (pd->sbuffer_gpd) {
- DRW_cache_gpencil_sbuffer_clear(pd->obact);
- }
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ if (DRW_state_is_fbo()) {
+ GPU_framebuffer_bind(dfbl->depth_only_fb);
+ }
+
+ LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->tobjects) {
+ LISTBASE_FOREACH (GPENCIL_tLayer *, layer, &ob->layers) {
+ DRW_draw_pass(layer->geom_ps);
+ }
+ }
+
+ if (DRW_state_is_fbo()) {
+ GPU_framebuffer_bind(dfbl->default_fb);
+ }
+
+ pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = NULL;
+
+ /* Free temp stroke buffers. */
+ if (pd->sbuffer_gpd) {
+ DRW_cache_gpencil_sbuffer_clear(pd->obact);
+ }
}
-static void gpencil_draw_mask(GPENCIL_Data* vedata, GPENCIL_tObject* ob, GPENCIL_tLayer* layer)
+static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL_tLayer *layer)
{
- GPENCIL_PassList* psl = vedata->psl;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- const float clear_col[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
- float clear_depth = ob->is_drawmode3d ? 1.0f : 0.0f;
- bool inverted = false;
- /* OPTI(fclem) we could optimize by only clearing if the new mask_bits does not contain all
- * the masks already rendered in the buffer, and drawing only the layers not already drawn. */
- bool cleared = false;
-
- DRW_stats_group_start("GPencil Mask");
-
- GPU_framebuffer_bind(fbl->mask_fb);
-
- for (int i = 0; i < GP_MAX_MASKBITS; i++) {
- if (!BLI_BITMAP_TEST(layer->mask_bits, i)) {
- continue;
- }
-
- if (BLI_BITMAP_TEST_BOOL(layer->mask_invert_bits, i) != inverted) {
- if (cleared) {
- DRW_draw_pass(psl->mask_invert_ps);
- }
- inverted = !inverted;
- }
-
- if (!cleared) {
- cleared = true;
- GPU_framebuffer_clear_color_depth(fbl->mask_fb, clear_col, clear_depth);
- }
-
- GPENCIL_tLayer* mask_layer = gpencil_layer_cache_get(ob, i);
- BLI_assert(mask_layer);
-
- DRW_draw_pass(mask_layer->geom_ps);
- }
-
- if (!inverted) {
- /* Blend shader expect an opacity mask not a reavealage buffer. */
- DRW_draw_pass(psl->mask_invert_ps);
- }
-
- DRW_stats_group_end();
+ GPENCIL_PassList *psl = vedata->psl;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ const float clear_col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ float clear_depth = ob->is_drawmode3d ? 1.0f : 0.0f;
+ bool inverted = false;
+ /* OPTI(fclem) we could optimize by only clearing if the new mask_bits does not contain all
+ * the masks already rendered in the buffer, and drawing only the layers not already drawn. */
+ bool cleared = false;
+
+ DRW_stats_group_start("GPencil Mask");
+
+ GPU_framebuffer_bind(fbl->mask_fb);
+
+ for (int i = 0; i < GP_MAX_MASKBITS; i++) {
+ if (!BLI_BITMAP_TEST(layer->mask_bits, i)) {
+ continue;
+ }
+
+ if (BLI_BITMAP_TEST_BOOL(layer->mask_invert_bits, i) != inverted) {
+ if (cleared) {
+ DRW_draw_pass(psl->mask_invert_ps);
+ }
+ inverted = !inverted;
+ }
+
+ if (!cleared) {
+ cleared = true;
+ GPU_framebuffer_clear_color_depth(fbl->mask_fb, clear_col, clear_depth);
+ }
+
+ GPENCIL_tLayer *mask_layer = gpencil_layer_cache_get(ob, i);
+ BLI_assert(mask_layer);
+
+ DRW_draw_pass(mask_layer->geom_ps);
+ }
+
+ if (!inverted) {
+ /* Blend shader expect an opacity mask not a reavealage buffer. */
+ DRW_draw_pass(psl->mask_invert_ps);
+ }
+
+ DRW_stats_group_end();
}
-static void GPENCIL_draw_object(GPENCIL_Data* vedata, GPENCIL_tObject* ob)
+static void GPENCIL_draw_object(GPENCIL_Data *vedata, GPENCIL_tObject *ob)
{
- GPENCIL_PassList* psl = vedata->psl;
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- const float clear_cols[2][4] = { {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f} };
-
- DRW_stats_group_start("GPencil Object");
-
- GPUFrameBuffer* fb_object = (ob->vfx.first) ? fbl->object_fb : fbl->gpencil_fb;
-
- GPU_framebuffer_bind(fb_object);
- GPU_framebuffer_clear_depth_stencil(fb_object, ob->is_drawmode3d ? 1.0f : 0.0f, 0x00);
-
- if (ob->vfx.first) {
- GPU_framebuffer_multi_clear(fb_object, clear_cols);
- }
-
- LISTBASE_FOREACH(GPENCIL_tLayer*, layer, &ob->layers)
- {
- if (layer->mask_bits) {
- gpencil_draw_mask(vedata, ob, layer);
- }
-
- if (layer->blend_ps) {
- GPU_framebuffer_bind(fbl->layer_fb);
- GPU_framebuffer_multi_clear(fbl->layer_fb, clear_cols);
- }
- else {
- GPU_framebuffer_bind(fb_object);
- }
-
- DRW_draw_pass(layer->geom_ps);
-
- if (layer->blend_ps) {
- GPU_framebuffer_bind(fb_object);
- DRW_draw_pass(layer->blend_ps);
- }
- }
-
- LISTBASE_FOREACH(GPENCIL_tVfx*, vfx, &ob->vfx)
- {
- GPU_framebuffer_bind(*(vfx->target_fb));
- DRW_draw_pass(vfx->vfx_ps);
- }
-
- copy_m4_m4(pd->object_bound_mat, ob->plane_mat);
- pd->is_stroke_order_3d = ob->is_drawmode3d;
-
- if (pd->scene_fb) {
- GPU_framebuffer_bind(pd->scene_fb);
- DRW_draw_pass(psl->merge_depth_ps);
- }
-
- DRW_stats_group_end();
+ GPENCIL_PassList *psl = vedata->psl;
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ const float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}};
+
+ DRW_stats_group_start("GPencil Object");
+
+ GPUFrameBuffer *fb_object = (ob->vfx.first) ? fbl->object_fb : fbl->gpencil_fb;
+
+ GPU_framebuffer_bind(fb_object);
+ GPU_framebuffer_clear_depth_stencil(fb_object, ob->is_drawmode3d ? 1.0f : 0.0f, 0x00);
+
+ if (ob->vfx.first) {
+ GPU_framebuffer_multi_clear(fb_object, clear_cols);
+ }
+
+ LISTBASE_FOREACH (GPENCIL_tLayer *, layer, &ob->layers) {
+ if (layer->mask_bits) {
+ gpencil_draw_mask(vedata, ob, layer);
+ }
+
+ if (layer->blend_ps) {
+ GPU_framebuffer_bind(fbl->layer_fb);
+ GPU_framebuffer_multi_clear(fbl->layer_fb, clear_cols);
+ }
+ else {
+ GPU_framebuffer_bind(fb_object);
+ }
+
+ DRW_draw_pass(layer->geom_ps);
+
+ if (layer->blend_ps) {
+ GPU_framebuffer_bind(fb_object);
+ DRW_draw_pass(layer->blend_ps);
+ }
+ }
+
+ LISTBASE_FOREACH (GPENCIL_tVfx *, vfx, &ob->vfx) {
+ GPU_framebuffer_bind(*(vfx->target_fb));
+ DRW_draw_pass(vfx->vfx_ps);
+ }
+
+ copy_m4_m4(pd->object_bound_mat, ob->plane_mat);
+ pd->is_stroke_order_3d = ob->is_drawmode3d;
+
+ if (pd->scene_fb) {
+ GPU_framebuffer_bind(pd->scene_fb);
+ DRW_draw_pass(psl->merge_depth_ps);
+ }
+
+ DRW_stats_group_end();
}
-static void GPENCIL_fast_draw_start(GPENCIL_Data* vedata)
+static void GPENCIL_fast_draw_start(GPENCIL_Data *vedata)
{
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- DefaultFramebufferList* dfbl = DRW_viewport_framebuffer_list_get();
-
- if (!pd->snapshot_buffer_dirty) {
- /* Copy back cached render. */
- GPU_framebuffer_blit(fbl->snapshot_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
- GPU_framebuffer_blit(fbl->snapshot_fb, 0, fbl->gpencil_fb, 0, GPU_COLOR_BIT);
- GPU_framebuffer_blit(fbl->snapshot_fb, 1, fbl->gpencil_fb, 1, GPU_COLOR_BIT);
- /* Bypass drawing. */
- pd->tobjects.first = pd->tobjects.last = NULL;
- }
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ if (!pd->snapshot_buffer_dirty) {
+ /* Copy back cached render. */
+ GPU_framebuffer_blit(fbl->snapshot_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
+ GPU_framebuffer_blit(fbl->snapshot_fb, 0, fbl->gpencil_fb, 0, GPU_COLOR_BIT);
+ GPU_framebuffer_blit(fbl->snapshot_fb, 1, fbl->gpencil_fb, 1, GPU_COLOR_BIT);
+ /* Bypass drawing. */
+ pd->tobjects.first = pd->tobjects.last = NULL;
+ }
}
-static void GPENCIL_fast_draw_end(GPENCIL_Data* vedata)
+static void GPENCIL_fast_draw_end(GPENCIL_Data *vedata)
{
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- DefaultFramebufferList* dfbl = DRW_viewport_framebuffer_list_get();
-
- if (pd->snapshot_buffer_dirty) {
- /* Save to snapshot buffer. */
- GPU_framebuffer_blit(dfbl->default_fb, 0, fbl->snapshot_fb, 0, GPU_DEPTH_BIT);
- GPU_framebuffer_blit(fbl->gpencil_fb, 0, fbl->snapshot_fb, 0, GPU_COLOR_BIT);
- GPU_framebuffer_blit(fbl->gpencil_fb, 1, fbl->snapshot_fb, 1, GPU_COLOR_BIT);
- pd->snapshot_buffer_dirty = false;
- }
- /* Draw the sbuffer stroke(s). */
- LISTBASE_FOREACH(GPENCIL_tObject*, ob, &pd->sbuffer_tobjects)
- {
- GPENCIL_draw_object(vedata, ob);
- }
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ if (pd->snapshot_buffer_dirty) {
+ /* Save to snapshot buffer. */
+ GPU_framebuffer_blit(dfbl->default_fb, 0, fbl->snapshot_fb, 0, GPU_DEPTH_BIT);
+ GPU_framebuffer_blit(fbl->gpencil_fb, 0, fbl->snapshot_fb, 0, GPU_COLOR_BIT);
+ GPU_framebuffer_blit(fbl->gpencil_fb, 1, fbl->snapshot_fb, 1, GPU_COLOR_BIT);
+ pd->snapshot_buffer_dirty = false;
+ }
+ /* Draw the sbuffer stroke(s). */
+ LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->sbuffer_tobjects) {
+ GPENCIL_draw_object(vedata, ob);
+ }
}
-void GPENCIL_draw_scene(void* ved)
+void GPENCIL_draw_scene(void *ved)
{
- GPENCIL_Data* vedata = (GPENCIL_Data*)ved;
- GPENCIL_PrivateData* pd = vedata->stl->pd;
- GPENCIL_FramebufferList* fbl = vedata->fbl;
- float clear_cols[2][4] = { {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f} };
-
- /* Fade 3D objects. */
- if ((!pd->is_render) && (pd->fade_3d_object_opacity > -1.0f) && (pd->obact != NULL) &&
- (pd->obact->type == OB_GPENCIL)) {
- float background_color[3];
- ED_view3d_background_color_get(pd->scene, pd->v3d, background_color);
- /* Blend color. */
- interp_v3_v3v3(clear_cols[0], background_color, clear_cols[0], pd->fade_3d_object_opacity);
-
- mul_v4_fl(clear_cols[1], pd->fade_3d_object_opacity);
- }
-
- if (pd->draw_depth_only) {
- GPENCIL_draw_scene_depth_only(vedata);
- return;
- }
-
- if (pd->tobjects.first == NULL) {
- return;
- }
-
- if (pd->do_fast_drawing) {
- GPENCIL_fast_draw_start(vedata);
- }
-
- if (pd->tobjects.first) {
- GPU_framebuffer_bind(fbl->gpencil_fb);
- GPU_framebuffer_multi_clear(fbl->gpencil_fb, clear_cols);
- }
-
- LISTBASE_FOREACH(GPENCIL_tObject*, ob, &pd->tobjects)
- {
- GPENCIL_draw_object(vedata, ob);
- }
-
- if (pd->do_fast_drawing) {
- GPENCIL_fast_draw_end(vedata);
- }
-
- if (pd->scene_fb) {
- GPENCIL_antialiasing_draw(vedata);
- }
-
- pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = NULL;
-
- /* Free temp stroke buffers. */
- if (pd->sbuffer_gpd) {
- DRW_cache_gpencil_sbuffer_clear(pd->obact);
- }
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_PrivateData *pd = vedata->stl->pd;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+ float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}};
+
+ /* Fade 3D objects. */
+ if ((!pd->is_render) && (pd->fade_3d_object_opacity > -1.0f) && (pd->obact != NULL) &&
+ (pd->obact->type == OB_GPENCIL)) {
+ float background_color[3];
+ ED_view3d_background_color_get(pd->scene, pd->v3d, background_color);
+ /* Blend color. */
+ interp_v3_v3v3(clear_cols[0], background_color, clear_cols[0], pd->fade_3d_object_opacity);
+
+ mul_v4_fl(clear_cols[1], pd->fade_3d_object_opacity);
+ }
+
+ if (pd->draw_depth_only) {
+ GPENCIL_draw_scene_depth_only(vedata);
+ return;
+ }
+
+ if (pd->tobjects.first == NULL) {
+ return;
+ }
+
+ if (pd->do_fast_drawing) {
+ GPENCIL_fast_draw_start(vedata);
+ }
+
+ if (pd->tobjects.first) {
+ GPU_framebuffer_bind(fbl->gpencil_fb);
+ GPU_framebuffer_multi_clear(fbl->gpencil_fb, clear_cols);
+ }
+
+ LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->tobjects) {
+ GPENCIL_draw_object(vedata, ob);
+ }
+
+ if (pd->do_fast_drawing) {
+ GPENCIL_fast_draw_end(vedata);
+ }
+
+ if (pd->scene_fb) {
+ GPENCIL_antialiasing_draw(vedata);
+ }
+
+ pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = NULL;
+
+ /* Free temp stroke buffers. */
+ if (pd->sbuffer_gpd) {
+ DRW_cache_gpencil_sbuffer_clear(pd->obact);
+ }
}
static void GPENCIL_engine_free(void)
{
- GPENCIL_shader_free();
+ GPENCIL_shader_free();
}
static const DrawEngineDataSize GPENCIL_data_size = DRW_VIEWPORT_DATA_SIZE(GPENCIL_Data);
DrawEngineType draw_engine_gpencil_type = {
- NULL,
- NULL,
- N_("GpencilMode"),
- &GPENCIL_data_size,
- &GPENCIL_engine_init,
- &GPENCIL_engine_free,
- &GPENCIL_cache_init,
- &GPENCIL_cache_populate,
- &GPENCIL_cache_finish,
- &GPENCIL_draw_scene,
- NULL,
- NULL,
- &GPENCIL_render_to_image,
- NULL,
+ NULL,
+ NULL,
+ N_("GpencilMode"),
+ &GPENCIL_data_size,
+ &GPENCIL_engine_init,
+ &GPENCIL_engine_free,
+ &GPENCIL_cache_init,
+ &GPENCIL_cache_populate,
+ &GPENCIL_cache_finish,
+ &GPENCIL_draw_scene,
+ NULL,
+ NULL,
+ &GPENCIL_render_to_image,
+ NULL,
};