diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_engine.c')
-rw-r--r-- | source/blender/draw/engines/gpencil/gpencil_engine.c | 794 |
1 files changed, 794 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c new file mode 100644 index 00000000000..71c99b2bcdf --- /dev/null +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -0,0 +1,794 @@ +/* + * Copyright 2017, 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): Antonio Vazquez + * + */ + +/** \file blender/draw/engines/gpencil/gpencil_engine.c + * \ingroup draw + */ +#include "DRW_engine.h" +#include "DRW_render.h" + +#include "BKE_camera.h" +#include "BKE_object.h" +#include "BKE_paint.h" +#include "BKE_gpencil.h" +#include "BKE_shader_fx.h" + +#include "DNA_gpencil_types.h" +#include "DNA_view3d_types.h" + +#include "draw_mode_engines.h" + +#include "UI_resources.h" + +#include "GPU_texture.h" + +#include "gpencil_engine.h" + +#include "ED_screen.h" +#include "ED_gpencil.h" + +extern char datatoc_gpencil_fill_vert_glsl[]; +extern char datatoc_gpencil_fill_frag_glsl[]; +extern char datatoc_gpencil_stroke_vert_glsl[]; +extern char datatoc_gpencil_stroke_geom_glsl[]; +extern char datatoc_gpencil_stroke_frag_glsl[]; +extern char datatoc_gpencil_zdepth_mix_frag_glsl[]; +extern char datatoc_gpencil_simple_mix_frag_glsl[]; +extern char datatoc_gpencil_point_vert_glsl[]; +extern char datatoc_gpencil_point_geom_glsl[]; +extern char datatoc_gpencil_point_frag_glsl[]; +extern char datatoc_gpencil_background_frag_glsl[]; +extern char datatoc_gpencil_paper_frag_glsl[]; +extern char datatoc_gpencil_edit_point_vert_glsl[]; +extern char datatoc_gpencil_edit_point_geom_glsl[]; +extern char datatoc_gpencil_edit_point_frag_glsl[]; + +/* *********** STATIC *********** */ +static GPENCIL_e_data e_data = {NULL}; /* Engine data */ + +/* *********** FUNCTIONS *********** */ + +/* create a multisample buffer if not present */ +void DRW_gpencil_multisample_ensure(GPENCIL_Data *vedata, int rect_w, int rect_h) +{ + GPENCIL_FramebufferList *fbl = vedata->fbl; + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + GPENCIL_TextureList *txl = ((GPENCIL_Data *)vedata)->txl; + + short samples = stl->storage->multisamples; + + if (samples > 0) { + if (!fbl->multisample_fb) { + fbl->multisample_fb = GPU_framebuffer_create(); + if (fbl->multisample_fb) { + if (txl->multisample_color == NULL) { + txl->multisample_color = GPU_texture_create_2D_multisample( + rect_w, rect_h, GPU_RGBA16F, NULL, samples, NULL); + } + if (txl->multisample_depth == NULL) { + txl->multisample_depth = GPU_texture_create_2D_multisample( + rect_w, rect_h, GPU_DEPTH24_STENCIL8, NULL, samples, NULL); + } + GPU_framebuffer_ensure_config(&fbl->multisample_fb, { + GPU_ATTACHMENT_TEXTURE(txl->multisample_depth), + GPU_ATTACHMENT_TEXTURE(txl->multisample_color) + }); + if (!GPU_framebuffer_check_valid(fbl->multisample_fb, NULL)) { + GPU_framebuffer_free(fbl->multisample_fb); + } + } + } + } +} + +static void GPENCIL_create_framebuffers(void *vedata) +{ + GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl; + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + + /* Go full 32bits for rendering */ + GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F; + + if (DRW_state_is_fbo()) { + const float *viewport_size = DRW_viewport_size_get(); + const int size[2] = { (int)viewport_size[0], (int)viewport_size[1] }; + + /* create multiframe framebuffer for AA */ + if (stl->storage->multisamples > 0) { + DRW_gpencil_multisample_ensure(vedata, size[0], size[1]); + } + + /* temp textures */ + e_data.temp_depth_tx_a = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, + &draw_engine_gpencil_type); + e_data.temp_color_tx_a = DRW_texture_pool_query_2D(size[0], size[1], fb_format, + &draw_engine_gpencil_type); + GPU_framebuffer_ensure_config(&fbl->temp_fb_a, { + GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_a), + GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_a) + }); + + e_data.temp_depth_tx_b = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, + &draw_engine_gpencil_type); + e_data.temp_color_tx_b = DRW_texture_pool_query_2D(size[0], size[1], fb_format, + &draw_engine_gpencil_type); + GPU_framebuffer_ensure_config(&fbl->temp_fb_b, { + GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_b), + GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_b) + }); + + /* used for rim FX effect */ + e_data.temp_depth_tx_rim = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, + &draw_engine_gpencil_type); + e_data.temp_color_tx_rim = DRW_texture_pool_query_2D(size[0], size[1], fb_format, + &draw_engine_gpencil_type); + GPU_framebuffer_ensure_config(&fbl->temp_fb_rim, { + GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_rim), + GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_rim), + }); + + /* background framebuffer to speed up drawing process (always 16 bits) */ + e_data.background_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, + &draw_engine_gpencil_type); + e_data.background_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, + &draw_engine_gpencil_type); + GPU_framebuffer_ensure_config(&fbl->background_fb, { + GPU_ATTACHMENT_TEXTURE(e_data.background_depth_tx), + GPU_ATTACHMENT_TEXTURE(e_data.background_color_tx) + }); + } +} + +static void GPENCIL_create_shaders(void) +{ + /* normal fill shader */ + if (!e_data.gpencil_fill_sh) { + e_data.gpencil_fill_sh = DRW_shader_create( + datatoc_gpencil_fill_vert_glsl, NULL, + datatoc_gpencil_fill_frag_glsl, NULL); + } + + /* normal stroke shader using geometry to display lines (line mode) */ + if (!e_data.gpencil_stroke_sh) { + e_data.gpencil_stroke_sh = DRW_shader_create( + datatoc_gpencil_stroke_vert_glsl, + datatoc_gpencil_stroke_geom_glsl, + datatoc_gpencil_stroke_frag_glsl, + NULL); + } + + /* dot/rectangle mode for normal strokes using geometry */ + if (!e_data.gpencil_point_sh) { + e_data.gpencil_point_sh = DRW_shader_create( + datatoc_gpencil_point_vert_glsl, + datatoc_gpencil_point_geom_glsl, + datatoc_gpencil_point_frag_glsl, + NULL); + } + /* used for edit points or strokes with one point only */ + if (!e_data.gpencil_edit_point_sh) { + e_data.gpencil_edit_point_sh = DRW_shader_create( + datatoc_gpencil_edit_point_vert_glsl, + datatoc_gpencil_edit_point_geom_glsl, + datatoc_gpencil_edit_point_frag_glsl, NULL); + } + + /* used for edit lines for edit modes */ + if (!e_data.gpencil_line_sh) { + e_data.gpencil_line_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR); + } + + /* used to filling during drawing */ + if (!e_data.gpencil_drawing_fill_sh) { + e_data.gpencil_drawing_fill_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR); + } + + /* full screen for mix zdepth*/ + if (!e_data.gpencil_fullscreen_sh) { + e_data.gpencil_fullscreen_sh = DRW_shader_create_fullscreen(datatoc_gpencil_zdepth_mix_frag_glsl, NULL); + } + if (!e_data.gpencil_simple_fullscreen_sh) { + e_data.gpencil_simple_fullscreen_sh = DRW_shader_create_fullscreen(datatoc_gpencil_simple_mix_frag_glsl, NULL); + } + + /* shaders for use when drawing */ + if (!e_data.gpencil_background_sh) { + e_data.gpencil_background_sh = DRW_shader_create_fullscreen(datatoc_gpencil_background_frag_glsl, NULL); + } + if (!e_data.gpencil_paper_sh) { + e_data.gpencil_paper_sh = DRW_shader_create_fullscreen(datatoc_gpencil_paper_frag_glsl, NULL); + } +} + +void GPENCIL_engine_init(void *vedata) +{ + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + /* init storage */ + if (!stl->storage) { + stl->storage = MEM_callocN(sizeof(GPENCIL_Storage), "GPENCIL_Storage"); + + /* unit matrix */ + unit_m4(stl->storage->unit_matrix); + } + + stl->storage->multisamples = U.gpencil_multisamples; + + /* create framebuffers */ + GPENCIL_create_framebuffers(vedata); + + /* create shaders */ + GPENCIL_create_shaders(); + GPENCIL_create_fx_shaders(&e_data); + + /* blank texture used if no texture defined for fill shader */ + if (!e_data.gpencil_blank_texture) { + float rect[16][16][4] = {{{0.0f}}}; + e_data.gpencil_blank_texture = DRW_texture_create_2D(16, 16, GPU_RGBA8, DRW_TEX_FILTER, (float *)rect); + } +} + +static void GPENCIL_engine_free(void) +{ + /* only free custom shaders, builtin shaders are freed in blender close */ + DRW_SHADER_FREE_SAFE(e_data.gpencil_fill_sh); + DRW_SHADER_FREE_SAFE(e_data.gpencil_stroke_sh); + DRW_SHADER_FREE_SAFE(e_data.gpencil_point_sh); + DRW_SHADER_FREE_SAFE(e_data.gpencil_edit_point_sh); + DRW_SHADER_FREE_SAFE(e_data.gpencil_fullscreen_sh); + DRW_SHADER_FREE_SAFE(e_data.gpencil_simple_fullscreen_sh); + DRW_SHADER_FREE_SAFE(e_data.gpencil_background_sh); + DRW_SHADER_FREE_SAFE(e_data.gpencil_paper_sh); + + DRW_TEXTURE_FREE_SAFE(e_data.gpencil_blank_texture); + + /* effects */ + GPENCIL_delete_fx_shaders(&e_data); +} + +void GPENCIL_cache_init(void *vedata) +{ + GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl; + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + View3D *v3d = draw_ctx->v3d; + + /* Special handling for when active object is GP object (e.g. for draw mode) */ + Object *obact = draw_ctx->obact; + bGPdata *obact_gpd = NULL; + MaterialGPencilStyle *gp_style = NULL; + + if (obact && (obact->type == OB_GPENCIL) && (obact->data)) { + obact_gpd = (bGPdata *)obact->data; + gp_style = BKE_material_gpencil_settings_get(obact, obact->actcol); + } + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(g_data), "g_data"); + stl->storage->xray = GP_XRAY_FRONT; /* used for drawing */ + stl->storage->stroke_style = GP_STYLE_STROKE_STYLE_SOLID; /* used for drawing */ + } + stl->storage->tonemapping = 0; + + stl->g_data->shgrps_edit_line = NULL; + stl->g_data->shgrps_edit_point = NULL; + + if (!stl->shgroups) { + /* Alloc maximum size because count strokes is very slow and can be very complex due onion skinning. + I tried to allocate only one block and using realloc, increasing the size when read a new strokes + in cache_finish, but the realloc produce weird things on screen, so we keep as is while we found + a better solution + */ + stl->shgroups = MEM_mallocN(sizeof(GPENCIL_shgroup) * GPENCIL_MAX_SHGROUPS, "GPENCIL_shgroup"); + } + + /* init gp objects cache */ + stl->g_data->gp_cache_used = 0; + stl->g_data->gp_cache_size = 0; + stl->g_data->gp_object_cache = NULL; + + { + /* Stroke pass */ + psl->stroke_pass = DRW_pass_create( + "GPencil Stroke Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND); + stl->storage->shgroup_id = 0; + + /* edit pass */ + psl->edit_pass = DRW_pass_create( + "GPencil Edit Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND); + + /* detect if playing animation */ + stl->storage->playing = 0; + if (draw_ctx->evil_C) { + stl->storage->playing = ED_screen_animation_playing(CTX_wm_manager(draw_ctx->evil_C)) != NULL ? 1 : 0; + } + + if (obact_gpd) { + /* for some reason, when press play there is a delay in the animation flag check + * and this produces errors. To be sure, we set cache as dirty because the frame + * is changing. + */ + if (stl->storage->playing == 1) { + obact_gpd->flag |= GP_DATA_CACHE_IS_DIRTY; + } + /* if render, set as dirty to update all data */ + else if (stl->storage->is_render == true) { + obact_gpd->flag |= GP_DATA_CACHE_IS_DIRTY; + } + } + + /* save render state */ + stl->storage->is_render = DRW_state_is_image_render(); + stl->storage->is_mat_preview = (bool)stl->storage->is_render && STREQ(scene->id.name + 2, "preview"); + + /* save simplify flags (can change while drawing, so it's better to save) */ + stl->storage->simplify_fill = GP_SIMPLIFY_FILL(scene, stl->storage->playing); + stl->storage->simplify_modif = GP_SIMPLIFY_MODIF(scene, stl->storage->playing); + + /* save pixsize */ + stl->storage->pixsize = DRW_viewport_pixelsize_get(); + if ((!DRW_state_is_opengl_render()) && (stl->storage->is_render)) { + stl->storage->pixsize = &stl->storage->render_pixsize; + } + + /* detect if painting session */ + if ((obact_gpd) && + (obact_gpd->flag & GP_DATA_STROKE_PAINTMODE) && + (stl->storage->playing == 0)) + { + if (((obact_gpd->runtime.sbuffer_sflag & GP_STROKE_ERASER) == 0) && + (obact_gpd->runtime.sbuffer_size > 1)) + { + stl->g_data->session_flag = GP_DRW_PAINT_PAINTING; + } + else { + stl->g_data->session_flag = GP_DRW_PAINT_IDLE; + } + } + else { + /* if not drawing mode */ + stl->g_data->session_flag = GP_DRW_PAINT_HOLD; + } + + if (gp_style) { + stl->storage->stroke_style = gp_style->stroke_style; + stl->storage->color_type = GPENCIL_COLOR_SOLID; + if (gp_style->stroke_style == GP_STYLE_STROKE_STYLE_TEXTURE) { + stl->storage->color_type = GPENCIL_COLOR_TEXTURE; + if (gp_style->flag & GP_STYLE_STROKE_PATTERN) { + stl->storage->color_type = GPENCIL_COLOR_PATTERN; + } + } + } + else { + stl->storage->stroke_style = GP_STYLE_STROKE_STYLE_SOLID; + stl->storage->color_type = GPENCIL_COLOR_SOLID; + } + + /* drawing buffer pass for drawing the stroke that is beeing drawing by the user. The data + * is stored in sbuffer + */ + psl->drawing_pass = DRW_pass_create( + "GPencil Drawing Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + + /* full screen pass to combine the result with default framebuffer */ + struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); + psl->mix_pass = DRW_pass_create( + "GPencil Mix Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + DRWShadingGroup *mix_shgrp = DRW_shgroup_create(e_data.gpencil_fullscreen_sh, psl->mix_pass); + DRW_shgroup_call_add(mix_shgrp, quad, NULL); + DRW_shgroup_uniform_texture_ref(mix_shgrp, "strokeColor", &e_data.input_color_tx); + DRW_shgroup_uniform_texture_ref(mix_shgrp, "strokeDepth", &e_data.input_depth_tx); + DRW_shgroup_uniform_int(mix_shgrp, "tonemapping", &stl->storage->tonemapping, 1); + + /* mix pass no blend used to copy between passes. A separated pass is required + * because if mix_pass is used, the acumulation of blend degrade the colors. + * + * This pass is used too to take the snapshot used for background_pass. This image + * will be used as the background while the user is drawing. + */ + psl->mix_pass_noblend = DRW_pass_create( + "GPencil Mix Pass no blend", + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + DRWShadingGroup *mix_shgrp_noblend = DRW_shgroup_create(e_data.gpencil_fullscreen_sh, psl->mix_pass_noblend); + DRW_shgroup_call_add(mix_shgrp_noblend, quad, NULL); + DRW_shgroup_uniform_texture_ref(mix_shgrp_noblend, "strokeColor", &e_data.input_color_tx); + DRW_shgroup_uniform_texture_ref(mix_shgrp_noblend, "strokeDepth", &e_data.input_depth_tx); + DRW_shgroup_uniform_int(mix_shgrp_noblend, "tonemapping", &stl->storage->tonemapping, 1); + + /* Painting session pass (used only to speedup while the user is drawing ) + * This pass is used to show the snapshot of the current grease pencil strokes captured + * when the user starts to draw (see comments above). + * In this way, the previous strokes don't need to be redraw and the drawing process + * is far to agile. + */ + psl->background_pass = DRW_pass_create( + "GPencil Background Painting Session Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + DRWShadingGroup *background_shgrp = DRW_shgroup_create(e_data.gpencil_background_sh, psl->background_pass); + DRW_shgroup_call_add(background_shgrp, quad, NULL); + DRW_shgroup_uniform_texture_ref(background_shgrp, "strokeColor", &e_data.background_color_tx); + DRW_shgroup_uniform_texture_ref(background_shgrp, "strokeDepth", &e_data.background_depth_tx); + + /* pass for drawing paper (only if viewport) + * In render, the v3d is null so the paper is disabled + * The paper is way to isolate the drawing in complex scene and to have a cleaner + * drawing area. + */ + if (v3d) { + psl->paper_pass = DRW_pass_create( + "GPencil Paper Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND); + DRWShadingGroup *paper_shgrp = DRW_shgroup_create(e_data.gpencil_paper_sh, psl->paper_pass); + DRW_shgroup_call_add(paper_shgrp, quad, NULL); + DRW_shgroup_uniform_vec3(paper_shgrp, "color", v3d->shading.background_color, 1); + DRW_shgroup_uniform_float(paper_shgrp, "opacity", &v3d->overlay.gpencil_paper_opacity, 1); + } + + /* grid pass */ + if (v3d) { + psl->grid_pass = DRW_pass_create( + "GPencil Grid Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + stl->g_data->shgrps_grid = DRW_shgroup_create(e_data.gpencil_line_sh, psl->grid_pass); + } + + /* create effects passes */ + GPENCIL_create_fx_passes(psl); + } +} + +void GPENCIL_cache_populate(void *vedata, Object *ob) +{ + /* object must be visible */ + if (!DRW_check_object_visible_within_active_context(ob)) { + return; + } + + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + ToolSettings *ts = scene->toolsettings; + View3D *v3d = draw_ctx->v3d; + + /* object datablock (this is not draw now) */ + if (ob->type == OB_GPENCIL && ob->data) { + bGPdata *gpd = (bGPdata *)ob->data; + if ((stl->g_data->session_flag & GP_DRW_PAINT_READY) == 0) { + + /* if render set as dirty */ + if (stl->storage->is_render == true) { + gpd->flag |= GP_DATA_CACHE_IS_DIRTY; + } + + /* allocate memory for saving gp objects for drawing later */ + stl->g_data->gp_object_cache = gpencil_object_cache_add(stl->g_data->gp_object_cache, ob, false, + &stl->g_data->gp_cache_size, &stl->g_data->gp_cache_used); + + /* generate instances as separate cache objects for instance modifiers + * with the "Make as Objects" option enabled + */ + if (!stl->storage->simplify_modif) { + gpencil_instance_modifiers(stl, ob); + } + } + /* draw current painting strokes */ + DRW_gpencil_populate_buffer_strokes(&e_data, vedata, ts, ob); + + /* grid */ + if ((v3d) && + ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && + (v3d->flag3 & V3D_GP_SHOW_GRID) && + (ob->type == OB_GPENCIL) && (ob == draw_ctx->obact)) + { + stl->g_data->batch_grid = DRW_gpencil_get_grid(); + DRW_shgroup_call_add(stl->g_data->shgrps_grid, + stl->g_data->batch_grid, + ob->obmat); + } + } +} + +void GPENCIL_cache_finish(void *vedata) +{ + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + bool is_multiedit = false; + + /* if painting session, don't need to do more */ + if (stl->g_data->session_flag & GP_DRW_PAINT_PAINTING) { + return; + } + + /* Draw all pending objects */ + if (stl->g_data->gp_cache_used > 0) { + for (int i = 0; i < stl->g_data->gp_cache_used; i++) { + Object *ob = stl->g_data->gp_object_cache[i].ob; + bGPdata *gpd = ob->data; + + /* save init shading group */ + stl->g_data->gp_object_cache[i].init_grp = stl->storage->shgroup_id; + + /* fill shading groups */ + is_multiedit = (bool)GPENCIL_MULTIEDIT_SESSIONS_ON(gpd); + if (!is_multiedit) { + DRW_gpencil_populate_datablock(&e_data, vedata, scene, ob, gpd); + } + else { + DRW_gpencil_populate_multiedit(&e_data, vedata, scene, ob, gpd); + } + + /* save end shading group */ + stl->g_data->gp_object_cache[i].end_grp = stl->storage->shgroup_id - 1; + /* if render set to dirty to refresh viewport */ + if (stl->storage->is_render == true) { + gpd->flag |= GP_DATA_CACHE_IS_DIRTY; + } + /* FX passses */ + tGPencilObjectCache *cache = &stl->g_data->gp_object_cache[i]; + if (!is_multiedit) { + DRW_gpencil_fx_prepare(&e_data, vedata, cache); + } + } + } +} + +/* helper function to sort inverse gpencil objects using qsort */ +static int gpencil_object_cache_compare_zdepth(const void *a1, const void *a2) +{ + const tGPencilObjectCache *ps1 = a1, *ps2 = a2; + + if (ps1->zdepth < ps2->zdepth) return 1; + else if (ps1->zdepth > ps2->zdepth) return -1; + + return 0; +} + +/* prepare a texture with full viewport screenshot for fast drawing */ +static void gpencil_prepare_fast_drawing( + GPENCIL_StorageList *stl, DefaultFramebufferList *dfbl, + GPENCIL_FramebufferList *fbl, DRWPass *pass, + const float clearcol[4]) +{ + if (stl->g_data->session_flag & (GP_DRW_PAINT_IDLE | GP_DRW_PAINT_FILLING)) { + GPU_framebuffer_bind(fbl->background_fb); + /* clean only in first loop cycle */ + if (stl->g_data->session_flag & GP_DRW_PAINT_IDLE) { + GPU_framebuffer_clear_color_depth(fbl->background_fb, clearcol, 1.0f); + stl->g_data->session_flag = GP_DRW_PAINT_FILLING; + } + /* repeat pass to fill temp texture */ + DRW_draw_pass(pass); + /* set default framebuffer again */ + GPU_framebuffer_bind(dfbl->default_fb); + } +} + +static void gpencil_free_obj_list(GPENCIL_StorageList *stl) +{ + /* Clear temp objects created for display instances only. These objects are created + * while the draw manager draw the scene, but only to hold the strokes data. + * see: gp_instance_modifier_make_instances() + * + * the normal objects are not freed because they are not tagged as temp objects + */ + for (int i = 0; i < stl->g_data->gp_cache_used; i++) { + Object *ob = stl->g_data->gp_object_cache[i].ob; + if (stl->g_data->gp_object_cache[i].temp_ob) { + MEM_SAFE_FREE(ob); + } + } + + /* free the cache itself */ + MEM_SAFE_FREE(stl->g_data->gp_object_cache); +} + +/* draw scene */ +void GPENCIL_draw_scene(void *ved) +{ + GPENCIL_Data *vedata = (GPENCIL_Data *)ved; + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + + GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl; + GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + GPENCIL_TextureList *txl = ((GPENCIL_Data *)vedata)->txl; + + int init_grp, end_grp; + tGPencilObjectCache *cache; + const float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + Object *obact = draw_ctx->obact; + const bool playing = (bool)stl->storage->playing; + const bool is_render = stl->storage->is_render; + + /* paper pass to display a confortable area to draw over complex scenes with geometry */ + if ((!is_render) && (obact) && (obact->type == OB_GPENCIL)) { + if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && + (v3d->flag3 & V3D_GP_SHOW_PAPER) && + (stl->g_data->gp_cache_used > 0)) + { + DRW_draw_pass(psl->paper_pass); + } + } + + /* if we have a painting session, we use fast viewport drawing method */ + if ((!is_render) && (stl->g_data->session_flag & GP_DRW_PAINT_PAINTING)) { + GPU_framebuffer_bind(dfbl->default_fb); + + MULTISAMPLE_GP_SYNC_ENABLE(stl->storage->multisamples, fbl); + + DRW_draw_pass(psl->background_pass); + DRW_draw_pass(psl->drawing_pass); + + MULTISAMPLE_GP_SYNC_DISABLE(stl->storage->multisamples, fbl, dfbl->default_fb, txl); + + /* free memory */ + gpencil_free_obj_list(stl); + + /* grid pass */ + if ((!is_render) && (obact) && (obact->type == OB_GPENCIL)) { + if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && + (v3d->flag3 & V3D_GP_SHOW_GRID)) + { + DRW_draw_pass(psl->grid_pass); + } + } + + return; + } + + if (DRW_state_is_fbo()) { + /* attach temp textures */ + GPU_framebuffer_texture_attach(fbl->temp_fb_a, e_data.temp_depth_tx_a, 0, 0); + GPU_framebuffer_texture_attach(fbl->temp_fb_a, e_data.temp_color_tx_a, 0, 0); + GPU_framebuffer_texture_attach(fbl->temp_fb_b, e_data.temp_depth_tx_b, 0, 0); + GPU_framebuffer_texture_attach(fbl->temp_fb_b, e_data.temp_color_tx_b, 0, 0); + + GPU_framebuffer_texture_attach(fbl->background_fb, e_data.background_depth_tx, 0, 0); + GPU_framebuffer_texture_attach(fbl->background_fb, e_data.background_color_tx, 0, 0); + + /* Draw all pending objects */ + if (stl->g_data->gp_cache_used > 0) { + + /* sort by zdepth */ + qsort(stl->g_data->gp_object_cache, stl->g_data->gp_cache_used, + sizeof(tGPencilObjectCache), gpencil_object_cache_compare_zdepth); + + for (int i = 0; i < stl->g_data->gp_cache_used; i++) { + cache = &stl->g_data->gp_object_cache[i]; + Object *ob = cache->ob; + bGPdata *gpd = ob->data; + init_grp = cache->init_grp; + end_grp = cache->end_grp; + /* Render stroke in separated framebuffer */ + GPU_framebuffer_bind(fbl->temp_fb_a); + GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f); + + /* Stroke Pass: DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_WRITE_DEPTH + * draw only a subset that usually start with a fill and end with stroke because the + * shading groups are created by pairs */ + if (end_grp >= init_grp) { + MULTISAMPLE_GP_SYNC_ENABLE(stl->storage->multisamples, fbl); + + DRW_draw_pass_subset( + psl->stroke_pass, + stl->shgroups[init_grp].shgrps_fill != NULL ? + stl->shgroups[init_grp].shgrps_fill : stl->shgroups[init_grp].shgrps_stroke, + stl->shgroups[end_grp].shgrps_stroke); + + MULTISAMPLE_GP_SYNC_DISABLE(stl->storage->multisamples, fbl, fbl->temp_fb_a, txl); + } + + /* Current buffer drawing */ + if ((!is_render) && (gpd->runtime.sbuffer_size > 0)) { + DRW_draw_pass(psl->drawing_pass); + } + /* fx passes */ + if (BKE_shaderfx_has_gpencil(ob)) { + stl->storage->tonemapping = 0; + DRW_gpencil_fx_draw(&e_data, vedata, cache); + } + + e_data.input_depth_tx = e_data.temp_depth_tx_a; + e_data.input_color_tx = e_data.temp_color_tx_a; + + /* Combine with scene buffer */ + if ((!is_render) || (fbl->main == NULL)) { + GPU_framebuffer_bind(dfbl->default_fb); + } + else { + GPU_framebuffer_bind(fbl->main); + } + /* tonemapping */ + stl->storage->tonemapping = stl->storage->is_render ? 1 : 0; + + DRW_draw_pass(psl->mix_pass); + + /* prepare for fast drawing */ + if (!is_render) { + gpencil_prepare_fast_drawing(stl, dfbl, fbl, psl->mix_pass_noblend, clearcol); + } + } + /* edit points */ + if ((!is_render) && (!playing)) { + DRW_draw_pass(psl->edit_pass); + } + } + /* grid pass */ + if ((!is_render) && (obact) && (obact->type == OB_GPENCIL)) { + if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && + (v3d->flag3 & V3D_GP_SHOW_GRID)) + { + DRW_draw_pass(psl->grid_pass); + } + } + } + /* free memory */ + gpencil_free_obj_list(stl); + + /* detach temp textures */ + if (DRW_state_is_fbo()) { + GPU_framebuffer_texture_detach(fbl->temp_fb_a, e_data.temp_depth_tx_a); + GPU_framebuffer_texture_detach(fbl->temp_fb_a, e_data.temp_color_tx_a); + GPU_framebuffer_texture_detach(fbl->temp_fb_b, e_data.temp_depth_tx_b); + GPU_framebuffer_texture_detach(fbl->temp_fb_b, e_data.temp_color_tx_b); + + GPU_framebuffer_texture_detach(fbl->background_fb, e_data.background_depth_tx); + GPU_framebuffer_texture_detach(fbl->background_fb, e_data.background_color_tx); + + /* attach again default framebuffer after detach textures */ + if (!is_render) { + GPU_framebuffer_bind(dfbl->default_fb); + } + + /* the temp texture is ready. Now we can use fast screen drawing */ + if (stl->g_data->session_flag & GP_DRW_PAINT_FILLING) { + stl->g_data->session_flag = GP_DRW_PAINT_READY; + } + } +} + +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, + NULL, + &GPENCIL_draw_scene, + NULL, + NULL, + &GPENCIL_render_to_image, +}; |