diff options
Diffstat (limited to 'source/blender/draw/engines/basic/basic_engine.c')
-rw-r--r-- | source/blender/draw/engines/basic/basic_engine.c | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c new file mode 100644 index 00000000000..31a431e3001 --- /dev/null +++ b/source/blender/draw/engines/basic/basic_engine.c @@ -0,0 +1,281 @@ +/* + * 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 basic_engine.c + * \ingroup draw_engine + * + * Simple engine for drawing color and/or depth. + * When we only need simple flat shaders. + */ + +#include "DRW_render.h" + +#include "BKE_icons.h" +#include "BKE_idprop.h" +#include "BKE_main.h" + +#include "GPU_shader.h" + +#include "basic_engine.h" +/* Shaders */ + +#define BASIC_ENGINE "BLENDER_BASIC" + +/* we may want this later? */ +#define USE_DEPTH + +/* *********** LISTS *********** */ + +/* GPUViewport.storage + * Is freed everytime the viewport engine changes */ +typedef struct BASIC_Storage { + int dummy; +} BASIC_Storage; + +typedef struct BASIC_StorageList { + struct BASIC_Storage *storage; + struct BASIC_PrivateData *g_data; +} BASIC_StorageList; + +typedef struct BASIC_FramebufferList { + /* default */ + struct GPUFrameBuffer *default_fb; + /* engine specific */ +#ifdef USE_DEPTH + struct GPUFrameBuffer *dupli_depth; +#endif +} BASIC_FramebufferList; + +typedef struct BASIC_TextureList { + /* default */ + struct GPUTexture *color; +#ifdef USE_DEPTH + struct GPUTexture *depth; + /* engine specific */ + struct GPUTexture *depth_dup; +#endif +} BASIC_TextureList; + +typedef struct BASIC_PassList { +#ifdef USE_DEPTH + struct DRWPass *depth_pass; + struct DRWPass *depth_pass_cull; +#endif + struct DRWPass *color_pass; +} BASIC_PassList; + +typedef struct BASIC_Data { + void *engine_type; + BASIC_FramebufferList *fbl; + BASIC_TextureList *txl; + BASIC_PassList *psl; + BASIC_StorageList *stl; +} BASIC_Data; + +/* *********** STATIC *********** */ + +static struct { +#ifdef USE_DEPTH + /* Depth Pre Pass */ + struct GPUShader *depth_sh; +#endif + /* Shading Pass */ + struct GPUShader *color_sh; +} e_data = {NULL}; /* Engine data */ + +typedef struct BASIC_PrivateData { +#ifdef USE_DEPTH + DRWShadingGroup *depth_shgrp; + DRWShadingGroup *depth_shgrp_cull; +#endif + DRWShadingGroup *color_shgrp; +} BASIC_PrivateData; /* Transient data */ + +/* Functions */ + +static void basic_engine_init(void *vedata) +{ + BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; + BASIC_TextureList *txl = ((BASIC_Data *)vedata)->txl; + BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl; + +#ifdef USE_DEPTH + /* Depth prepass */ + if (!e_data.depth_sh) { + e_data.depth_sh = DRW_shader_create_3D_depth_only(); + } +#endif + + /* Shading pass */ + if (!e_data.color_sh) { + e_data.color_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + } + + if (!stl->storage) { + stl->storage = MEM_callocN(sizeof(BASIC_Storage), "BASIC_Storage"); + } + +#ifdef USE_DEPTH + if (DRW_state_is_fbo()) { + const float *viewport_size = DRW_viewport_size_get(); + DRWFboTexture tex = {&txl->depth_dup, DRW_TEX_DEPTH_24_STENCIL_8, 0}; + DRW_framebuffer_init(&fbl->dupli_depth, &draw_engine_basic_type, + (int)viewport_size[0], (int)viewport_size[1], + &tex, 1); + } +#endif +} + +static void basic_cache_init(void *vedata) +{ + BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; + BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); + } + +#ifdef USE_DEPTH + /* Depth Pass */ + { + psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); + + psl->depth_pass_cull = DRW_pass_create( + "Depth Pass Cull", + DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); + stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull); + } +#endif + + /* Color Pass */ + { + psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); + stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass); + } +} + +static void basic_cache_populate(void *vedata, Object *ob) +{ + BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; + + if (!DRW_object_is_renderable(ob)) + return; + + struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob); + if (geom) { + bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */ +#ifdef USE_DEPTH + /* Depth Prepass */ + DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat); +#endif + /* Shading */ + DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat); + } +} + +static void basic_cache_finish(void *vedata) +{ + BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; + + UNUSED_VARS(stl); +} + +static void basic_draw_scene(void *vedata) +{ + + BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; + BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + const bool is_select = DRW_state_is_select(); + + bool use_color = true; + bool use_depth = true; + bool use_depth_cull = true; + + if (is_select) { + /* Needed for depth-picking, + * for other selection types there are no need for extra passes either. */ + use_color = false; + use_depth_cull = false; + } + +#ifdef USE_DEPTH + /* Pass 1 : Depth pre-pass */ + if (use_depth) { + DRW_draw_pass(psl->depth_pass); + } + + if (use_depth_cull) { + DRW_draw_pass(psl->depth_pass_cull); + } + + /* Pass 2 : Duplicate depth */ + if (use_depth || use_depth_cull) { + /* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */ + if (DRW_state_is_fbo()) { + DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true, false); + } + } +#endif + + /* Pass 3 : Shading */ + if (use_color) { + DRW_draw_pass(psl->color_pass); + } +} + +static void basic_engine_free(void) +{ + /* all shaders are builtin */ +} + +static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data); + +DrawEngineType draw_engine_basic_type = { + NULL, NULL, + N_("Basic"), + &basic_data_size, + &basic_engine_init, + &basic_engine_free, + &basic_cache_init, + &basic_cache_populate, + &basic_cache_finish, + NULL, + &basic_draw_scene, + NULL, + NULL, + NULL, +}; + +/* Note: currently unused, we may want to register so we can see this when debugging the view. */ + +RenderEngineType DRW_engine_viewport_basic_type = { + NULL, NULL, + BASIC_ENGINE, N_("Basic"), RE_INTERNAL, + NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, + &draw_engine_basic_type, + {NULL, NULL, NULL} +}; + + +#undef BASIC_ENGINE |