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Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_engine.c')
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c794
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,
+};