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authorClément Foucault <foucault.clem@gmail.com>2019-05-04 02:41:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-04 15:11:04 +0300
commitfb3b2ab709bfd3aa1e9a1c9db9d3ce05ed4e6c13 (patch)
tree5d10c62ae50b03b38fb76e592122d754f766e631 /source/blender/draw/modes
parentb2f1a6587410d00ad3bbd22e045979f80048afe2 (diff)
Cleanup: Remove unused code in sculpt_mode, workbench and draw manager
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/sculpt_mode.c106
1 files changed, 6 insertions, 100 deletions
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
index fb2619ce768..053e73e4068 100644
--- a/source/blender/draw/modes/sculpt_mode.c
+++ b/source/blender/draw/modes/sculpt_mode.c
@@ -90,19 +90,11 @@ typedef struct SCULPT_Data {
/* *********** STATIC *********** */
static struct {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in SCULPT_engine_init();
- * free in SCULPT_engine_free(); */
- struct GPUShader *shader_smooth;
+ struct GPUShader *shader_mask;
} e_data = {NULL}; /* Engine data */
typedef struct SCULPT_PrivateData {
DRWShadingGroup *mask_overlay_grp;
- /* This keeps the references of the shading groups for
- * easy access in SCULPT_cache_populate() */
- DRWShadingGroup *group_flat;
- DRWShadingGroup *group_smooth;
} SCULPT_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -118,8 +110,8 @@ static void SCULPT_engine_init(void *vedata)
UNUSED_VARS(txl, fbl, stl);
- if (!e_data.shader_smooth) {
- e_data.shader_smooth = DRW_shader_create(
+ if (!e_data.shader_mask) {
+ e_data.shader_mask = DRW_shader_create(
datatoc_sculpt_mask_vert_glsl, NULL, datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL);
}
}
@@ -142,50 +134,12 @@ static void SCULPT_cache_init(void *vedata)
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
psl->pass = DRW_pass_create("Sculpt Pass", state);
- DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass);
DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
stl->g_data->mask_overlay_grp = shgrp;
}
}
-static void sculpt_draw_mask_cb(DRWShadingGroup *shgroup,
- void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
- void *user_data)
-{
- Object *ob = user_data;
- PBVH *pbvh = ob->sculpt->pbvh;
-
- if (pbvh) {
- BKE_pbvh_draw_cb(pbvh,
- NULL,
- NULL,
- false,
- false,
- true,
- false,
- (void (*)(void *, struct GPUBatch *))draw_fn,
- shgroup);
- }
-}
-
-static void sculpt_update_pbvh_normals(Object *object)
-{
- Mesh *mesh = object->data;
- PBVH *pbvh = object->sculpt->pbvh;
- SubdivCCG *subdiv_ccg = mesh->runtime.subdiv_ccg;
- if (pbvh == NULL || subdiv_ccg == NULL) {
- return;
- }
- BKE_sculpt_bvh_update_from_ccg(pbvh, subdiv_ccg);
- struct CCGFace **faces;
- int num_faces;
- BKE_pbvh_get_grid_updates(pbvh, 1, (void ***)&faces, &num_faces);
- if (num_faces > 0) {
- BKE_subdiv_ccg_update_normals(subdiv_ccg, faces, num_faces);
- MEM_freeN(faces);
- }
-}
-
/* Add geometry to shadingGroups. Execute for each objects */
static void SCULPT_cache_populate(void *vedata, Object *ob)
{
@@ -198,20 +152,6 @@ static void SCULPT_cache_populate(void *vedata, Object *ob)
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob->sculpt && (ob == draw_ctx->obact)) {
- sculpt_update_pbvh_normals(ob);
-
- /* XXX, needed for dyntopo-undo (which clears).
- * probably depsgraph should handlle? in 2.7x
- * getting derived-mesh does this (mesh_build_data). */
- if (ob->sculpt->pbvh == NULL) {
- /* create PBVH immediately (would be created on the fly too,
- * but this avoids waiting on first stroke) */
- Scene *scene = draw_ctx->scene;
-
- BKE_sculpt_update_mesh_elements(
- draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
- }
-
PBVH *pbvh = ob->sculpt->pbvh;
if (pbvh && pbvh_has_mask(pbvh)) {
DRW_shgroup_call_sculpt_add(stl->g_data->mask_overlay_grp, ob, false, true, false);
@@ -220,50 +160,16 @@ static void SCULPT_cache_populate(void *vedata, Object *ob)
}
}
-/* Optional: Post-cache_populate callback */
-static void SCULPT_cache_finish(void *vedata)
-{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
-
- /* Do something here! dependent on the objects gathered */
- UNUSED_VARS(psl, stl);
-}
-
-/* Draw time ! Control rendering pipeline from here */
static void SCULPT_draw_scene(void *vedata)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
-
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- UNUSED_VARS(fbl, dfbl, dtxl);
- /* 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, 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 SCULPT_engine_free(void)
{
- DRW_SHADER_FREE_SAFE(e_data.shader_smooth);
+ DRW_SHADER_FREE_SAFE(e_data.shader_mask);
}
static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
@@ -277,7 +183,7 @@ DrawEngineType draw_engine_sculpt_type = {
&SCULPT_engine_free,
&SCULPT_cache_init,
&SCULPT_cache_populate,
- &SCULPT_cache_finish,
+ NULL,
NULL, /* draw_background but not needed by mode engines */
&SCULPT_draw_scene,
NULL,