Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/select/select_engine.c')
-rw-r--r--source/blender/draw/engines/select/select_engine.c435
1 files changed, 435 insertions, 0 deletions
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c
new file mode 100644
index 00000000000..68b4a8084f0
--- /dev/null
+++ b/source/blender/draw/engines/select/select_engine.c
@@ -0,0 +1,435 @@
+/*
+ * 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
+ *
+ * Engine for drawing a selection map where the pixels indicate the selection indices.
+ */
+
+#include "BLI_rect.h"
+
+#include "DNA_screen_types.h"
+
+#include "GPU_shader.h"
+#include "GPU_select.h"
+
+#include "UI_resources.h"
+
+#include "DRW_engine.h"
+
+#include "select_private.h"
+#include "select_engine.h"
+
+#define SELECT_ENGINE "SELECT_ENGINE"
+
+/* *********** STATIC *********** */
+
+static struct {
+ SELECTID_Shaders sh_data[GPU_SHADER_CFG_LEN];
+
+ struct GPUFrameBuffer *framebuffer_select_id;
+ struct GPUTexture *texture_u32;
+
+ struct {
+ struct BaseOffset *base_array_index_offsets;
+ uint bases_len;
+ uint last_base_drawn;
+ /** Total number of items `base_array_index_offsets[bases_len - 1].vert`. */
+ uint last_index_drawn;
+
+ short select_mode;
+ } context;
+} e_data = {{{NULL}}}; /* Engine data */
+
+/* Shaders */
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_selection_id_3D_vert_glsl[];
+extern char datatoc_selection_id_frag_glsl[];
+
+/* -------------------------------------------------------------------- */
+/** \name Selection Utilities
+ * \{ */
+
+static void draw_select_framebuffer_select_id_setup(void)
+{
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ int size[2];
+ size[0] = GPU_texture_width(dtxl->depth);
+ size[1] = GPU_texture_height(dtxl->depth);
+
+ if (e_data.framebuffer_select_id == NULL) {
+ e_data.framebuffer_select_id = GPU_framebuffer_create();
+ }
+
+ if ((e_data.texture_u32 != NULL) && ((GPU_texture_width(e_data.texture_u32) != size[0]) ||
+ (GPU_texture_height(e_data.texture_u32) != size[1]))) {
+
+ GPU_texture_free(e_data.texture_u32);
+ e_data.texture_u32 = NULL;
+ }
+
+ /* Make sure the depth texture is attached.
+ * It may disappear when loading another Blender session. */
+ GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, dtxl->depth, 0, 0);
+
+ if (e_data.texture_u32 == NULL) {
+ e_data.texture_u32 = GPU_texture_create_2d(size[0], size[1], GPU_R32UI, NULL, NULL);
+ GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, e_data.texture_u32, 0, 0);
+ GPU_framebuffer_check_valid(e_data.framebuffer_select_id, NULL);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Engine Functions
+ * \{ */
+
+static void select_engine_init(void *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
+
+ SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
+ SELECTID_Shaders *sh_data = &e_data.sh_data[sh_cfg];
+
+ /* Prepass */
+ if (!sh_data->select_id_flat) {
+ const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
+ sh_data->select_id_flat = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_selection_id_3D_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_selection_id_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
+ });
+ }
+ if (!sh_data->select_id_uniform) {
+ const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
+ sh_data->select_id_uniform = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_selection_id_3D_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_selection_id_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define UNIFORM_ID\n", NULL},
+ });
+ }
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Create view with depth offset */
+ stl->g_data->view_faces = (DRWView *)DRW_view_default_get();
+ stl->g_data->view_edges = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
+ stl->g_data->view_verts = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.1f);
+ }
+}
+
+static void select_cache_init(void *vedata)
+{
+ SELECTID_PassList *psl = ((SELECTID_Data *)vedata)->psl;
+ SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SELECTID_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
+ {
+ psl->select_id_face_pass = DRW_pass_create("Face Pass", DRW_STATE_DEFAULT);
+ stl->g_data->shgrp_face_unif = DRW_shgroup_create(sh_data->select_id_uniform,
+ psl->select_id_face_pass);
+
+ stl->g_data->shgrp_face_flat = DRW_shgroup_create(sh_data->select_id_flat,
+ psl->select_id_face_pass);
+
+ psl->select_id_edge_pass = DRW_pass_create(
+ "Edge Pass", DRW_STATE_DEFAULT | DRW_STATE_FIRST_VERTEX_CONVENTION);
+
+ stl->g_data->shgrp_edge = DRW_shgroup_create(sh_data->select_id_flat,
+ psl->select_id_edge_pass);
+
+ psl->select_id_vert_pass = DRW_pass_create("Vert Pass", DRW_STATE_DEFAULT);
+ stl->g_data->shgrp_vert = DRW_shgroup_create(sh_data->select_id_flat,
+ psl->select_id_vert_pass);
+
+ DRW_shgroup_uniform_float_copy(stl->g_data->shgrp_vert, "sizeVertex", G_draw.block.sizeVertex);
+
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_state_enable(stl->g_data->shgrp_face_unif, DRW_STATE_CLIP_PLANES);
+ DRW_shgroup_state_enable(stl->g_data->shgrp_face_flat, DRW_STATE_CLIP_PLANES);
+ DRW_shgroup_state_enable(stl->g_data->shgrp_edge, DRW_STATE_CLIP_PLANES);
+ DRW_shgroup_state_enable(stl->g_data->shgrp_vert, DRW_STATE_CLIP_PLANES);
+ }
+ }
+
+ e_data.context.last_base_drawn = 0;
+ e_data.context.last_index_drawn = 1;
+}
+
+static void select_cache_populate(void *vedata, Object *ob)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ short select_mode = e_data.context.select_mode;
+
+ if (select_mode == -1) {
+ ToolSettings *ts = draw_ctx->scene->toolsettings;
+ select_mode = ts->selectmode;
+ }
+
+ struct BaseOffset *base_ofs =
+ &e_data.context.base_array_index_offsets[e_data.context.last_base_drawn++];
+
+ uint offset = e_data.context.last_index_drawn;
+
+ select_id_draw_object(vedata,
+ draw_ctx->v3d,
+ ob,
+ select_mode,
+ offset,
+ &base_ofs->vert,
+ &base_ofs->edge,
+ &base_ofs->face);
+
+ base_ofs->offset = offset;
+ e_data.context.last_index_drawn = base_ofs->vert;
+}
+
+static void select_draw_scene(void *vedata)
+{
+ SELECTID_StorageList *stl = ((SELECTID_Data *)vedata)->stl;
+ SELECTID_PassList *psl = ((SELECTID_Data *)vedata)->psl;
+
+ /* Setup framebuffer */
+ draw_select_framebuffer_select_id_setup();
+ GPU_framebuffer_bind(e_data.framebuffer_select_id);
+
+ /* dithering and AA break color coding, so disable */
+ glDisable(GL_DITHER);
+
+ GPU_framebuffer_clear_color_depth(e_data.framebuffer_select_id, (const float[4]){0.0f}, 1.0f);
+
+ DRW_view_set_active(stl->g_data->view_faces);
+ DRW_draw_pass(psl->select_id_face_pass);
+
+ DRW_view_set_active(stl->g_data->view_edges);
+ DRW_draw_pass(psl->select_id_edge_pass);
+
+ DRW_view_set_active(stl->g_data->view_verts);
+ DRW_draw_pass(psl->select_id_vert_pass);
+}
+
+static void select_engine_free(void)
+{
+ for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
+ SELECTID_Shaders *sh_data = &e_data.sh_data[sh_data_index];
+ DRW_SHADER_FREE_SAFE(sh_data->select_id_flat);
+ DRW_SHADER_FREE_SAFE(sh_data->select_id_uniform);
+ }
+
+ DRW_TEXTURE_FREE_SAFE(e_data.texture_u32);
+ GPU_FRAMEBUFFER_FREE_SAFE(e_data.framebuffer_select_id);
+ MEM_SAFE_FREE(e_data.context.base_array_index_offsets);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Exposed `DRW_engine.h` functions
+ * \{ */
+
+bool DRW_select_elem_get(const uint sel_id, uint *r_elem, uint *r_base_index, char *r_elem_type)
+{
+ char elem_type = 0;
+ uint elem_id;
+ uint base_index = 0;
+
+ for (; base_index < e_data.context.bases_len; base_index++) {
+ struct BaseOffset *base_ofs = &e_data.context.base_array_index_offsets[base_index];
+
+ if (base_ofs->face > sel_id) {
+ elem_id = sel_id - base_ofs->face_start;
+ elem_type = SCE_SELECT_FACE;
+ break;
+ }
+ if (base_ofs->edge > sel_id) {
+ elem_id = sel_id - base_ofs->edge_start;
+ elem_type = SCE_SELECT_EDGE;
+ break;
+ }
+ if (base_ofs->vert > sel_id) {
+ elem_id = sel_id - base_ofs->vert_start;
+ elem_type = SCE_SELECT_VERTEX;
+ break;
+ }
+ }
+
+ if (base_index == e_data.context.bases_len) {
+ return false;
+ }
+
+ *r_elem = elem_id;
+
+ if (r_base_index) {
+ *r_base_index = base_index;
+ }
+
+ if (r_elem_type) {
+ *r_elem_type = elem_type;
+ }
+
+ return true;
+}
+
+uint DRW_select_context_offset_for_object_elem(const uint base_index, char elem_type)
+{
+ struct BaseOffset *base_ofs = &e_data.context.base_array_index_offsets[base_index];
+
+ if (elem_type == SCE_SELECT_VERTEX) {
+ return base_ofs->vert_start - 1;
+ }
+ if (elem_type == SCE_SELECT_EDGE) {
+ return base_ofs->edge_start - 1;
+ }
+ if (elem_type == SCE_SELECT_FACE) {
+ return base_ofs->face_start - 1;
+ }
+ BLI_assert(0);
+ return 0;
+}
+
+uint DRW_select_context_elem_len(void)
+{
+ return e_data.context.last_index_drawn;
+}
+
+/* Read a block of pixels from the select frame buffer. */
+void DRW_framebuffer_select_id_read(const rcti *rect, uint *r_buf)
+{
+ /* clamp rect by texture */
+ rcti r = {
+ .xmin = 0,
+ .xmax = GPU_texture_width(e_data.texture_u32),
+ .ymin = 0,
+ .ymax = GPU_texture_height(e_data.texture_u32),
+ };
+
+ rcti rect_clamp = *rect;
+ if (BLI_rcti_isect(&r, &rect_clamp, &rect_clamp)) {
+ DRW_opengl_context_enable();
+ GPU_framebuffer_bind(e_data.framebuffer_select_id);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(rect_clamp.xmin,
+ rect_clamp.ymin,
+ BLI_rcti_size_x(&rect_clamp),
+ BLI_rcti_size_y(&rect_clamp),
+ GL_RED_INTEGER,
+ GL_UNSIGNED_INT,
+ r_buf);
+
+ GPU_framebuffer_restore();
+ DRW_opengl_context_disable();
+
+ if (!BLI_rcti_compare(rect, &rect_clamp)) {
+ GPU_select_buffer_stride_realign(rect, &rect_clamp, r_buf);
+ }
+ }
+ else {
+ size_t buf_size = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect) * sizeof(*r_buf);
+
+ memset(r_buf, 0, buf_size);
+ }
+}
+
+void DRW_select_context_create(Base **UNUSED(bases), const uint bases_len, short select_mode)
+{
+ e_data.context.select_mode = select_mode;
+ e_data.context.bases_len = bases_len;
+
+ MEM_SAFE_FREE(e_data.context.base_array_index_offsets);
+ e_data.context.base_array_index_offsets = MEM_mallocN(
+ sizeof(*e_data.context.base_array_index_offsets) * bases_len, __func__);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Legacy
+ * \{ */
+
+void DRW_draw_select_id_object(Depsgraph *depsgraph,
+ ViewLayer *view_layer,
+ ARegion *ar,
+ View3D *v3d,
+ Object *ob,
+ short select_mode)
+{
+ Base *base = BKE_view_layer_base_find(view_layer, ob);
+ DRW_draw_select_id(depsgraph, ar, v3d, &base, 1, select_mode);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Engine Type
+ * \{ */
+
+static const DrawEngineDataSize select_data_size = DRW_VIEWPORT_DATA_SIZE(SELECTID_Data);
+
+DrawEngineType draw_engine_select_type = {
+ NULL,
+ NULL,
+ N_("Select ID"),
+ &select_data_size,
+ &select_engine_init,
+ &select_engine_free,
+ &select_cache_init,
+ &select_cache_populate,
+ NULL,
+ NULL,
+ &select_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_select_type = {
+ NULL,
+ NULL,
+ SELECT_ENGINE,
+ N_("Select ID"),
+ RE_INTERNAL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ &draw_engine_select_type,
+ {NULL, NULL, NULL},
+};
+
+/** \} */
+
+#undef SELECT_ENGINE