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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_particle.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_particle.c217
1 files changed, 217 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_particle.c b/source/blender/draw/engines/overlay/overlay_particle.c
new file mode 100644
index 00000000000..f7b6fa7919b
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_particle.c
@@ -0,0 +1,217 @@
+/*
+ * 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.
+ *
+ * Copyright 2019, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "DNA_particle_types.h"
+
+#include "BKE_pointcache.h"
+
+#include "ED_particle.h"
+
+#include "overlay_private.h"
+
+/* -------------------------------------------------------------------- */
+/** \name Edit Particles
+ * \{ */
+
+void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ParticleEditSettings *pset = PE_settings(draw_ctx->scene);
+ GPUShader *sh;
+ DRWShadingGroup *grp;
+
+ pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT);
+ pd->edit_particle.select_mode = pset->selectmode;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ DRW_PASS_CREATE(psl->edit_particle_ps, state | pd->clipping_state);
+
+ sh = OVERLAY_shader_edit_particle_strand();
+ pd->edit_particle_strand_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_bool_copy(grp, "useWeight", pd->edit_particle.use_weight);
+ DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.weight_ramp);
+
+ sh = OVERLAY_shader_edit_particle_point();
+ pd->edit_particle_point_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+}
+
+void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id);
+
+ /* Usually the edit structure is created by Particle Edit Mode Toggle
+ * operator, but sometimes it's invoked after tagging hair as outdated
+ * (for example, when toggling edit mode). That makes it impossible to
+ * create edit structure for until after next dependency graph evaluation.
+ *
+ * Ideally, the edit structure will be created here already via some
+ * dependency graph callback or so, but currently trying to make it nicer
+ * only causes bad level calls and breaks design from the past.
+ */
+ Object *ob_orig = DEG_get_original_object(ob);
+ PTCacheEdit *edit = PE_create_current(draw_ctx->depsgraph, scene_orig, ob_orig);
+ if (edit == NULL) {
+ /* Happens when trying to edit particles in EMITTER mode without
+ * having them cached.
+ */
+ return;
+ }
+ /* NOTE: We need to pass evaluated particle system, which we need
+ * to find first.
+ */
+ ParticleSystem *psys = ob->particlesystem.first;
+ LISTBASE_FOREACH (ParticleSystem *, psys_orig, &ob_orig->particlesystem) {
+ if (PE_get_current_from_psys(psys_orig) == edit) {
+ break;
+ }
+ psys = psys->next;
+ }
+ if (psys == NULL) {
+ printf("Error getting evaluated particle system for edit.\n");
+ return;
+ }
+
+ struct GPUBatch *geom;
+ {
+ geom = DRW_cache_particles_get_edit_strands(ob, psys, edit, pd->edit_particle.use_weight);
+ DRW_shgroup_call(pd->edit_particle_strand_grp, geom, NULL);
+ }
+
+ if (pd->edit_particle.select_mode == SCE_SELECT_POINT) {
+ geom = DRW_cache_particles_get_edit_inner_points(ob, psys, edit);
+ DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL);
+ }
+
+ if (ELEM(pd->edit_particle.select_mode, SCE_SELECT_POINT, SCE_SELECT_END)) {
+ geom = DRW_cache_particles_get_edit_tip_points(ob, psys, edit);
+ DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL);
+ }
+}
+
+void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+
+ DRW_draw_pass(psl->edit_particle_ps);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Particles
+ * \{ */
+
+void OVERLAY_particle_cache_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ParticleEditSettings *pset = PE_settings(draw_ctx->scene);
+ GPUShader *sh;
+ DRWShadingGroup *grp;
+
+ pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT);
+ pd->edit_particle.select_mode = pset->selectmode;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ DRW_PASS_CREATE(psl->particle_ps, state | pd->clipping_state);
+
+ sh = OVERLAY_shader_particle_dot();
+ pd->particle_dots_grp = grp = DRW_shgroup_create(sh, psl->particle_ps);
+ DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_texture_persistent(grp, "weightTex", G_draw.ramp);
+
+ sh = OVERLAY_shader_particle_shape();
+ pd->particle_shapes_grp = grp = DRW_shgroup_create(sh, psl->particle_ps);
+ DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_texture_persistent(grp, "weightTex", G_draw.ramp);
+}
+
+void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+
+ LISTBASE_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
+ if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
+ continue;
+ }
+
+ ParticleSettings *part = psys->part;
+ int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ if (part->type == PART_HAIR) {
+ /* Hairs should have been rendered by the render engine.*/
+ continue;
+ }
+
+ if (!ELEM(draw_as, PART_DRAW_NOT, PART_DRAW_OB, PART_DRAW_GR)) {
+ struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
+ struct GPUBatch *shape = NULL;
+ DRWShadingGroup *grp;
+
+ /* TODO(fclem) Here would be a good place for preemptive culling. */
+
+ /* fclem: Is color even usefull in our modern context? */
+ Material *ma = give_current_material(ob, part->omat);
+ float color[4] = {0.6f, 0.6f, 0.6f, part->draw_size};
+ if (ma != NULL) {
+ copy_v3_v3(color, &ma->r);
+ }
+
+ switch (draw_as) {
+ default:
+ case PART_DRAW_DOT:
+ grp = DRW_shgroup_create_sub(pd->particle_dots_grp);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", color);
+ DRW_shgroup_call(grp, geom, NULL);
+ break;
+ case PART_DRAW_AXIS:
+ case PART_DRAW_CIRC:
+ case PART_DRAW_CROSS:
+ grp = DRW_shgroup_create_sub(pd->particle_shapes_grp);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", color);
+ shape = DRW_cache_particles_get_prim(draw_as);
+ DRW_shgroup_call_instances_with_attribs(grp, NULL, shape, geom);
+ break;
+ }
+ }
+ }
+}
+
+void OVERLAY_particle_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+
+ DRW_draw_pass(psl->particle_ps);
+}
+
+/** \} */