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Diffstat (limited to 'source/blender/draw/engines/basic/basic_engine.c')
-rw-r--r--source/blender/draw/engines/basic/basic_engine.c255
1 files changed, 255 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
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+++ b/source/blender/draw/engines/basic/basic_engine.c
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+/*
+ * 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 "BKE_particle.h"
+
+#include "DNA_particle_types.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_StorageList {
+ struct BASIC_PrivateData *g_data;
+} BASIC_StorageList;
+
+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;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *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;
+ DRWShadingGroup *depth_shgrp_hair;
+#endif
+ DRWShadingGroup *color_shgrp;
+} BASIC_PrivateData; /* Transient data */
+
+/* Functions */
+
+static void basic_engine_init(void *UNUSED(vedata))
+{
+#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);
+ }
+}
+
+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_EQUAL | DRW_STATE_WIRE);
+ 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_EQUAL | 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;
+ }
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+
+ for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ continue;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+ if (draw_as == PART_DRAW_PATH) {
+ struct Gwn_Batch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp, hairs, NULL);
+ }
+ }
+
+ 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;
+ 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);
+ }
+#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,
+ &draw_engine_basic_type,
+ {NULL, NULL, NULL}
+};
+
+
+#undef BASIC_ENGINE