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author | Clément Foucault <foucault.clem@gmail.com> | 2017-03-12 23:16:03 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-03-12 23:16:03 +0300 |
commit | 9c6b9e889c01f3ba9775ea942457f58c1b1e63e9 (patch) | |
tree | 0e972cd200f87051a0485883f37c0f319bf29adb /source/blender/draw/modes/paint_vertex_mode.c | |
parent | 40532b9c3b2648f7c0594abb88e73f738dca3229 (diff) |
Clay Engine: Mode engine templates.
Standard Engine layout easy to extend.
Note that most of the work will also happen in mesh_render.c to create geometry batches.
Diffstat (limited to 'source/blender/draw/modes/paint_vertex_mode.c')
-rw-r--r-- | source/blender/draw/modes/paint_vertex_mode.c | 259 |
1 files changed, 259 insertions, 0 deletions
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c new file mode 100644 index 00000000000..051ee48ec10 --- /dev/null +++ b/source/blender/draw/modes/paint_vertex_mode.c @@ -0,0 +1,259 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +/** \file blender/draw/modes/paint_vertex_mode.c + * \ingroup draw + */ + +#include "DRW_engine.h" +#include "DRW_render.h" + +/* If builtin shaders are needed */ +#include "GPU_shader.h" + +#include "draw_common.h" + +#include "draw_mode_engines.h" + +/* *********** LISTS *********** */ +/* All lists are per viewport specific datas. + * They are all free when viewport changes engines + * or is free itself. Use PAINT_VERTEX_engine_init() to + * initialize most of them and PAINT_VERTEX_cache_init() + * for PAINT_VERTEX_PassList */ + +/* keep it under MAX_PASSES */ +typedef struct PAINT_VERTEX_PassList { + /* Declare all passes here and init them in + * PAINT_VERTEX_cache_init(). + * Only contains (DRWPass *) */ + struct DRWPass *pass; +} PAINT_VERTEX_PassList; + +/* keep it under MAX_BUFFERS */ +typedef struct PAINT_VERTEX_FramebufferList { + /* Contains all framebuffer objects needed by this engine. + * Only contains (GPUFrameBuffer *) */ + // struct GPUFrameBuffer *fb; +} PAINT_VERTEX_FramebufferList; + +/* keep it under MAX_TEXTURES */ +typedef struct PAINT_VERTEX_TextureList { + /* Contains all framebuffer textures / utility textures + * needed by this engine. Only viewport specific textures + * (not per object). Only contains (GPUTexture *) */ + // struct GPUTexture *texture; +} PAINT_VERTEX_TextureList; + +/* keep it under MAX_STORAGE */ +typedef struct PAINT_VERTEX_StorageList { + /* Contains any other memory block that the engine needs. + * Only directly MEM_(m/c)allocN'ed blocks because they are + * free with MEM_freeN() when viewport is freed. + * (not per object) */ + // struct CustomStruct *block; +} PAINT_VERTEX_StorageList; + +typedef struct PAINT_VERTEX_Data { + /* Struct returned by DRW_viewport_engine_data_get. + * If you don't use one of these, just make it a (void *) */ + // void *fbl; + char engine_name[32]; /* Required */ + PAINT_VERTEX_FramebufferList *fbl; + PAINT_VERTEX_TextureList *txl; + PAINT_VERTEX_PassList *psl; + PAINT_VERTEX_StorageList *stl; +} PAINT_VERTEX_Data; + +/* *********** STATIC *********** */ + +/* This keeps the references of the shading groups for + * easy access in PAINT_VERTEX_cache_populate() */ +static DRWShadingGroup *group; + +/* If needed, contains all global/Theme colors + * Add needed theme colors / values to DRW_globals_update() and update UBO + * Not needed for constant color. */ +extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ +extern struct GlobalsUboStorage ts; /* draw_common.c */ + +/* Custom shaders : + * Add sources to source/blender/draw/modes/shaders + * init in PAINT_VERTEX_engine_init(); + * free in PAINT_VERTEX_engine_free(); */ +static struct GPUShader *custom_shader = NULL; + +/* This keeps the reference of the viewport engine data because + * DRW_viewport_engine_data_get is slow and we don't want to + * call it for every object */ +static PAINT_VERTEX_Data *vedata; + +/* *********** FUNCTIONS *********** */ + +/* Init Textures, Framebuffers, Storage and Shaders. + * It is called for every frames. + * (Optionnal) */ +static void PAINT_VERTEX_engine_init(void) +{ + PAINT_VERTEX_Data *vedata = DRW_viewport_engine_data_get("PaintVertexMode"); + PAINT_VERTEX_TextureList *txl = vedata->txl; + PAINT_VERTEX_FramebufferList *fbl = vedata->fbl; + PAINT_VERTEX_StorageList *stl = vedata->stl; + + /* Init Framebuffers like this: order is attachment order (for color texs) */ + /* + * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24}, + * {&txl->color, DRW_BUF_RGBA_8}}; + */ + + /* DRW_framebuffer_init takes care of checking if + * the framebuffer is valid and has the right size*/ + /* + * float *viewport_size = DRW_viewport_size_get(); + * DRW_framebuffer_init(&fbl->occlude_wire_fb, + * (int)viewport_size[0], (int)viewport_size[1], + * tex, 2); + */ + + if (!custom_shader) { + custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + } +} + +/* Here init all passes and shading groups + * Assume that all Passes are NULL */ +static void PAINT_VERTEX_cache_init(void) +{ + vedata = DRW_viewport_engine_data_get("PaintVertexMode"); + PAINT_VERTEX_PassList *psl = vedata->psl; + PAINT_VERTEX_StorageList *stl = vedata->stl; + + { + /* Create a pass */ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE; + psl->pass = DRW_pass_create("My Pass", state); + + /* Create a shadingGroup using a function in draw_common.c or custom one */ + /* + * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire); + * -- or -- + * group = DRW_shgroup_create(custom_shader, psl->pass); + */ + group = DRW_shgroup_create(custom_shader, psl->pass); + + /* Uniforms need a pointer to it's value so be sure it's accessible at + * any given time (i.e. use static vars) */ + static float color[4] = {0.2f, 0.5f, 0.3f, 1.0}; + DRW_shgroup_uniform_vec4(group, "color", color, 1); + } + +} + +/* Add geometry to shadingGroups. Execute for each objects */ +static void PAINT_VERTEX_cache_populate(Object *ob) +{ + PAINT_VERTEX_PassList *psl = vedata->psl; + PAINT_VERTEX_StorageList *stl = vedata->stl; + + if (ob->type == OB_MESH) { + /* Get geometry cache */ + struct Batch *geom = DRW_cache_surface_get(ob); + + /* Add geom to a shading group */ + DRW_shgroup_call_add(group, geom, ob->obmat); + } +} + +/* Optionnal : Post-cache_populate callback */ +static void PAINT_VERTEX_cache_finish(void) +{ + PAINT_VERTEX_PassList *psl = vedata->psl; + PAINT_VERTEX_StorageList *stl = vedata->stl; + + /* Do something here! dependant on the objects gathered */ +} + +/* Draw time ! Control rendering pipeline from here */ +static void PAINT_VERTEX_draw_scene(void) +{ + PAINT_VERTEX_Data *ved = DRW_viewport_engine_data_get("PaintVertexMode"); + PAINT_VERTEX_PassList *psl = ved->psl; + PAINT_VERTEX_FramebufferList *fbl = vedata->fbl; + + /* Default framebuffer and texture */ + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + /* Show / hide entire passes, swap framebuffers ... whatever you fancy */ + /* + * DRW_framebuffer_texture_detach(dtxl->depth); + * DRW_framebuffer_bind(fbl->custom_fb); + * DRW_draw_pass(psl->pass); + * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0); + * DRW_framebuffer_bind(dfbl->default_fb); + */ + + /* ... or just render passes on default framebuffer. */ + DRW_draw_pass(psl->pass); + + /* If you changed framebuffer, double check you rebind + * the default one with its textures attached before finishing */ +} + +/* Cleanup when destroying the engine. + * This is not per viewport ! only when quitting blender. + * Mostly used for freeing shaders */ +static void PAINT_VERTEX_engine_free(void) +{ + // if (custom_shader) + // DRW_shader_free(custom_shader); +} + +/* Create collection settings here. + * + * Be sure to add this function there : + * source/blender/draw/DRW_engine.h + * source/blender/blenkernel/intern/layer.c + * source/blenderplayer/bad_level_call_stubs/stubs.c + * + * And relevant collection settings to : + * source/blender/makesrna/intern/rna_scene.c + * source/blender/blenkernel/intern/layer.c + */ +void PAINT_VERTEX_collection_settings_create(CollectionEngineSettings *ces) +{ + BLI_assert(ces); + // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false); + // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0); + // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f); +} + +DrawEngineType draw_engine_paint_vertex_type = { + NULL, NULL, + N_("PaintVertexMode"), + &PAINT_VERTEX_engine_init, + &PAINT_VERTEX_engine_free, + &PAINT_VERTEX_cache_init, + &PAINT_VERTEX_cache_populate, + &PAINT_VERTEX_cache_finish, + NULL, /* draw_background but not needed by mode engines */ + &PAINT_VERTEX_draw_scene +}; |