diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_particle.cc')
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_particle.cc | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_particle.cc b/source/blender/draw/engines/overlay/overlay_particle.cc new file mode 100644 index 00000000000..6f77a777ba0 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_particle.cc @@ -0,0 +1,207 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * 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.hh" + +/* -------------------------------------------------------------------- */ +/** \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edit structure is created by Particle Edit Mode Toggle + * operator, but sometimes it's invoked after tagging hair as outdated + * (for example, when toggling edit mode).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 == nullptr) { + /* 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 = static_cast<ParticleSystem *>(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 == nullptr) { + 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, nullptr); + } + + 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, nullptr); + } + + 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, nullptr); + } +} + +void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_FramebufferList *fbl = vedata->fbl; + + if (DRW_state_is_fbo()) { + GPU_framebuffer_bind(fbl->overlay_default_fb); + } + + 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(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture(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(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture(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 = nullptr; + DRWShadingGroup *grp; + + /* TODO(fclem): Here would be a good place for preemptive culling. */ + + /* NOTE(fclem): Is color even useful in our modern context? */ + Material *ma = BKE_object_material_get_eval(ob, part->omat); + float color[4] = {0.6f, 0.6f, 0.6f, part->draw_size}; + if (ma != nullptr) { + 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, nullptr); + 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_attrs(grp, nullptr, shape, geom); + break; + } + } + } +} + +void OVERLAY_particle_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->particle_ps); +} + +/** \} */ |