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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_effect_outline.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_outline.c55
1 files changed, 55 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_effect_outline.c b/source/blender/draw/engines/workbench/workbench_effect_outline.c
new file mode 100644
index 00000000000..d1bc6b6c435
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_effect_outline.c
@@ -0,0 +1,55 @@
+/*
+ * 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 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ *
+ * Outline Effect:
+ *
+ * Simple effect that just samples an object id buffer to detect objects outlines.
+ */
+
+#include "DRW_render.h"
+
+#include "workbench_engine.h"
+#include "workbench_private.h"
+
+void workbench_outline_cache_init(WORKBENCH_Data *data)
+{
+ WORKBENCH_PassList *psl = data->psl;
+ WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ struct GPUShader *sh;
+ DRWShadingGroup *grp;
+
+ if (OBJECT_OUTLINE_ENABLED(wpd)) {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL;
+ DRW_PASS_CREATE(psl->outline_ps, state);
+
+ sh = workbench_shader_outline_get();
+
+ grp = DRW_shgroup_create(sh, psl->outline_ps);
+ DRW_shgroup_uniform_texture(grp, "objectIdBuffer", wpd->object_id_tx);
+ DRW_shgroup_uniform_texture(grp, "depthBuffer", dtxl->depth);
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
+ else {
+ psl->outline_ps = NULL;
+ }
+}