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-rw-r--r--source/blender/draw/engines/gpencil/gpencil_cache_utils.c296
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c739
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_utils.c1336
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c794
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.h355
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_render.c353
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c848
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl60
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl86
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl37
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl70
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl50
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl64
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl101
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl70
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl40
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl12
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl17
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl48
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl15
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl140
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl14
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl9
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl49
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl82
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl37
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl15
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl46
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl208
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl37
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl45
31 files changed, 6073 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
new file mode 100644
index 00000000000..4e01c42d33d
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
@@ -0,0 +1,296 @@
+/*
+ * 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_cache_utils.c
+ * \ingroup draw
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_global.h"
+
+#include "ED_gpencil.h"
+#include "ED_view3d.h"
+
+#include "DNA_gpencil_types.h"
+#include "DNA_view3d_types.h"
+
+#include "gpencil_engine.h"
+
+#include "draw_cache_impl.h"
+
+ /* add a gpencil object to cache to defer drawing */
+tGPencilObjectCache *gpencil_object_cache_add(tGPencilObjectCache *cache_array, Object *ob, bool is_temp,
+ int *gp_cache_size, int *gp_cache_used)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ tGPencilObjectCache *cache_elem = NULL;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ tGPencilObjectCache *p = NULL;
+
+ /* By default a cache is created with one block with a predefined number of free slots,
+ if the size is not enough, the cache is reallocated adding a new block of free slots.
+ This is done in order to keep cache small */
+ if (*gp_cache_used + 1 > *gp_cache_size) {
+ if ((*gp_cache_size == 0) || (cache_array == NULL)) {
+ p = MEM_callocN(sizeof(struct tGPencilObjectCache) * GP_CACHE_BLOCK_SIZE, "tGPencilObjectCache");
+ *gp_cache_size = GP_CACHE_BLOCK_SIZE;
+ }
+ else {
+ *gp_cache_size += GP_CACHE_BLOCK_SIZE;
+ p = MEM_recallocN(cache_array, sizeof(struct tGPencilObjectCache) * *gp_cache_size);
+ }
+ cache_array = p;
+ }
+
+ /* zero out all pointers */
+ cache_elem = &cache_array[*gp_cache_used];
+ memset(cache_elem, 0, sizeof(*cache_elem));
+
+ /* save object */
+ cache_elem->ob = ob;
+ cache_elem->temp_ob = is_temp;
+ cache_elem->idx = *gp_cache_used;
+
+ cache_elem->init_grp = 0;
+ cache_elem->end_grp = -1;
+
+ /* calculate zdepth from point of view */
+ float zdepth = 0.0;
+ if (rv3d) {
+ if (rv3d->is_persp) {
+ zdepth = ED_view3d_calc_zfac(rv3d, ob->loc, NULL);
+ }
+ else {
+ zdepth = -dot_v3v3(rv3d->viewinv[2], ob->loc);
+ }
+ }
+ else {
+ /* In render mode, rv3d is not available, so use the distance to camera.
+ * The real distance is not important, but the relative distance to the camera plane
+ * in order to sort by z_depth of the objects
+ */
+ float vn[3] = { 0.0f, 0.0f, -1.0f }; /* always face down */
+ float plane_cam[4];
+ struct Object *camera = draw_ctx->scene->camera;
+ if (camera) {
+ mul_m4_v3(camera->obmat, vn);
+ normalize_v3(vn);
+ plane_from_point_normal_v3(plane_cam, camera->loc, vn);
+ zdepth = dist_squared_to_plane_v3(ob->loc, plane_cam);
+ }
+ }
+ cache_elem->zdepth = zdepth;
+ /* increase slots used in cache */
+ (*gp_cache_used)++;
+
+ return cache_array;
+}
+
+/* get current cache data */
+static GpencilBatchCache *gpencil_batch_get_element(Object *ob)
+{
+ bGPdata *gpd = ob->data;
+ if (gpd->runtime.batch_cache_data == NULL) {
+ gpd->runtime.batch_cache_data = BLI_ghash_str_new("GP batch cache data");
+ return NULL;
+ }
+
+ return (GpencilBatchCache *) BLI_ghash_lookup(gpd->runtime.batch_cache_data, ob->id.name);
+}
+
+/* verify if cache is valid */
+static bool gpencil_batch_cache_valid(Object *ob, bGPdata *gpd, int cfra)
+{
+ GpencilBatchCache *cache = gpencil_batch_get_element(ob);
+
+ if (cache == NULL) {
+ return false;
+ }
+
+ cache->is_editmode = GPENCIL_ANY_EDIT_MODE(gpd);
+
+ if (cfra != cache->cache_frame) {
+ return false;
+ }
+
+ if (gpd->flag & GP_DATA_CACHE_IS_DIRTY) {
+ return false;
+ }
+
+ if (cache->is_editmode) {
+ return false;
+ }
+
+ if (cache->is_dirty) {
+ return false;
+ }
+
+ return true;
+}
+
+/* resize the cache to the number of slots */
+static void gpencil_batch_cache_resize(GpencilBatchCache *cache, int slots)
+{
+ cache->cache_size = slots;
+ cache->batch_stroke = MEM_recallocN(cache->batch_stroke, sizeof(struct Gwn_Batch *) * slots);
+ cache->batch_fill = MEM_recallocN(cache->batch_fill, sizeof(struct Gwn_Batch *) * slots);
+ cache->batch_edit = MEM_recallocN(cache->batch_edit, sizeof(struct Gwn_Batch *) * slots);
+ cache->batch_edlin = MEM_recallocN(cache->batch_edlin, sizeof(struct Gwn_Batch *) * slots);
+}
+
+/* check size and increase if no free slots */
+void gpencil_batch_cache_check_free_slots(Object *ob)
+{
+ GpencilBatchCache *cache = gpencil_batch_get_element(ob);
+
+ /* the memory is reallocated by chunks, not for one slot only to improve speed */
+ if (cache->cache_idx >= cache->cache_size) {
+ cache->cache_size += GPENCIL_MIN_BATCH_SLOTS_CHUNK;
+ gpencil_batch_cache_resize(cache, cache->cache_size);
+ }
+}
+
+/* cache init */
+static void gpencil_batch_cache_init(Object *ob, int cfra)
+{
+ GpencilBatchCache *cache = gpencil_batch_get_element(ob);
+ bGPdata *gpd = ob->data;
+
+ if (G.debug_value >= 664) {
+ printf("gpencil_batch_cache_init: %s\n", ob->id.name);
+ }
+
+ if (!cache) {
+ cache = MEM_callocN(sizeof(*cache), __func__);
+ BLI_ghash_insert(gpd->runtime.batch_cache_data, ob->id.name, cache);
+ }
+ else {
+ memset(cache, 0, sizeof(*cache));
+ }
+
+ cache->cache_size = GPENCIL_MIN_BATCH_SLOTS_CHUNK;
+ cache->batch_stroke = MEM_callocN(sizeof(struct Gwn_Batch *) * cache->cache_size, "Gpencil_Batch_Stroke");
+ cache->batch_fill = MEM_callocN(sizeof(struct Gwn_Batch *) * cache->cache_size, "Gpencil_Batch_Fill");
+ cache->batch_edit = MEM_callocN(sizeof(struct Gwn_Batch *) * cache->cache_size, "Gpencil_Batch_Edit");
+ cache->batch_edlin = MEM_callocN(sizeof(struct Gwn_Batch *) * cache->cache_size, "Gpencil_Batch_Edlin");
+
+ cache->is_editmode = GPENCIL_ANY_EDIT_MODE(gpd);
+ gpd->flag &= ~GP_DATA_CACHE_IS_DIRTY;
+
+ cache->cache_idx = 0;
+ cache->is_dirty = true;
+ cache->cache_frame = cfra;
+}
+
+/* clear cache */
+static void gpencil_batch_cache_clear(GpencilBatchCache *cache, bGPdata *gpd)
+{
+ if (!cache) {
+ return;
+ }
+
+ if (cache->cache_size == 0) {
+ return;
+ }
+
+ if (G.debug_value >= 664) {
+ printf("gpencil_batch_cache_clear: %s\n", gpd->id.name);
+ }
+
+ if (cache->cache_size > 0) {
+ for (int i = 0; i < cache->cache_size; i++) {
+ GPU_BATCH_DISCARD_SAFE(cache->batch_stroke[i]);
+ GPU_BATCH_DISCARD_SAFE(cache->batch_fill[i]);
+ GPU_BATCH_DISCARD_SAFE(cache->batch_edit[i]);
+ GPU_BATCH_DISCARD_SAFE(cache->batch_edlin[i]);
+ }
+ MEM_SAFE_FREE(cache->batch_stroke);
+ MEM_SAFE_FREE(cache->batch_fill);
+ MEM_SAFE_FREE(cache->batch_edit);
+ MEM_SAFE_FREE(cache->batch_edlin);
+ }
+
+ MEM_SAFE_FREE(cache);
+}
+
+/* get cache */
+GpencilBatchCache *gpencil_batch_cache_get(Object *ob, int cfra)
+{
+ bGPdata *gpd = ob->data;
+
+ if (!gpencil_batch_cache_valid(ob, gpd, cfra)) {
+ if (G.debug_value >= 664) {
+ printf("gpencil_batch_cache: %s\n", gpd->id.name);
+ }
+
+ GpencilBatchCache *cache = gpencil_batch_get_element(ob);
+ if (cache) {
+ gpencil_batch_cache_clear(cache, gpd);
+ BLI_ghash_remove(gpd->runtime.batch_cache_data, ob->id.name, NULL, NULL);
+ }
+ gpencil_batch_cache_init(ob, cfra);
+ }
+
+ return gpencil_batch_get_element(ob);
+}
+
+/* set cache as dirty */
+void DRW_gpencil_batch_cache_dirty(bGPdata *gpd)
+{
+ if (gpd->runtime.batch_cache_data == NULL) {
+ return;
+ }
+
+ GHashIterator *ihash = BLI_ghashIterator_new(gpd->runtime.batch_cache_data);
+ while (!BLI_ghashIterator_done(ihash)) {
+ GpencilBatchCache *cache = (GpencilBatchCache *)BLI_ghashIterator_getValue(ihash);
+ if (cache) {
+ cache->is_dirty = true;
+ }
+ BLI_ghashIterator_step(ihash);
+ }
+ BLI_ghashIterator_free(ihash);
+}
+
+/* free batch cache */
+void DRW_gpencil_batch_cache_free(bGPdata *gpd)
+{
+ if (gpd->runtime.batch_cache_data == NULL) {
+ return;
+ }
+
+ GHashIterator *ihash = BLI_ghashIterator_new(gpd->runtime.batch_cache_data);
+ while (!BLI_ghashIterator_done(ihash)) {
+ GpencilBatchCache *cache = (GpencilBatchCache *)BLI_ghashIterator_getValue(ihash);
+ if (cache) {
+ gpencil_batch_cache_clear(cache, gpd);
+ }
+ BLI_ghashIterator_step(ihash);
+ }
+ BLI_ghashIterator_free(ihash);
+
+ /* free hash */
+ if (gpd->runtime.batch_cache_data) {
+ BLI_ghash_free(gpd->runtime.batch_cache_data, NULL, NULL);
+ gpd->runtime.batch_cache_data = NULL;
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c b/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c
new file mode 100644
index 00000000000..dd5db85f3f4
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c
@@ -0,0 +1,739 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2008, Blender Foundation
+ * This is a new part of Blender
+ *
+ * Contributor(s): Antonio Vazquez
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw/engines/gpencil/gpencil_draw_cache_impl.c
+ * \ingroup draw
+ */
+
+#include "BLI_polyfill_2d.h"
+#include "BLI_math_color.h"
+
+#include "DNA_meshdata_types.h"
+#include "DNA_gpencil_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_gpencil.h"
+#include "BKE_action.h"
+
+#include "DRW_render.h"
+
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
+
+#include "ED_gpencil.h"
+#include "ED_view3d.h"
+
+#include "UI_resources.h"
+
+#include "gpencil_engine.h"
+
+/* Helper to add stroke point to vbo */
+static void gpencil_set_stroke_point(
+ GPUVertBuf *vbo, float matrix[4][4], const bGPDspoint *pt, int idx,
+ uint pos_id, uint color_id,
+ uint thickness_id, uint uvdata_id, short thickness,
+ const float ink[4])
+{
+ float viewfpt[3];
+
+ float alpha = ink[3] * pt->strength;
+ CLAMP(alpha, GPENCIL_STRENGTH_MIN, 1.0f);
+ float col[4];
+ ARRAY_SET_ITEMS(col, ink[0], ink[1], ink[2], alpha);
+
+ GPU_vertbuf_attr_set(vbo, color_id, idx, col);
+
+ /* transfer both values using the same shader variable */
+ float uvdata[2] = { pt->uv_fac, pt->uv_rot };
+ GPU_vertbuf_attr_set(vbo, uvdata_id, idx, uvdata);
+
+ /* the thickness of the stroke must be affected by zoom, so a pixel scale is calculated */
+ mul_v3_m4v3(viewfpt, matrix, &pt->x);
+ float thick = max_ff(pt->pressure * thickness, 1.0f);
+ GPU_vertbuf_attr_set(vbo, thickness_id, idx, &thick);
+
+ GPU_vertbuf_attr_set(vbo, pos_id, idx, &pt->x);
+}
+
+/* Helper to add a new fill point and texture coordinates to vertex buffer */
+static void gpencil_set_fill_point(
+ GPUVertBuf *vbo, int idx, bGPDspoint *pt, const float fcolor[4], float uv[2],
+ uint pos_id, uint color_id, uint text_id)
+{
+ GPU_vertbuf_attr_set(vbo, pos_id, idx, &pt->x);
+ GPU_vertbuf_attr_set(vbo, color_id, idx, fcolor);
+ GPU_vertbuf_attr_set(vbo, text_id, idx, uv);
+}
+
+/* create batch geometry data for points stroke shader */
+GPUBatch *DRW_gpencil_get_point_geom(bGPDstroke *gps, short thickness, const float ink[4])
+{
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id, size_id, uvdata_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ size_id = GPU_vertformat_attr_add(&format, "thickness", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ uvdata_id = GPU_vertformat_attr_add(&format, "uvdata", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, gps->totpoints);
+
+ /* draw stroke curve */
+ const bGPDspoint *pt = gps->points;
+ int idx = 0;
+ float alpha;
+ float col[4];
+
+ for (int i = 0; i < gps->totpoints; i++, pt++) {
+ /* set point */
+ alpha = ink[3] * pt->strength;
+ CLAMP(alpha, GPENCIL_STRENGTH_MIN, 1.0f);
+ ARRAY_SET_ITEMS(col, ink[0], ink[1], ink[2], alpha);
+
+ float thick = max_ff(pt->pressure * thickness, 1.0f);
+
+ GPU_vertbuf_attr_set(vbo, color_id, idx, col);
+ GPU_vertbuf_attr_set(vbo, size_id, idx, &thick);
+
+ /* transfer both values using the same shader variable */
+ float uvdata[2] = { pt->uv_fac, pt->uv_rot };
+ GPU_vertbuf_attr_set(vbo, uvdata_id, idx, uvdata);
+
+ GPU_vertbuf_attr_set(vbo, pos_id, idx, &pt->x);
+ idx++;
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+/* create batch geometry data for stroke shader */
+GPUBatch *DRW_gpencil_get_stroke_geom(bGPDframe *gpf, bGPDstroke *gps, short thickness, const float ink[4])
+{
+ bGPDspoint *points = gps->points;
+ int totpoints = gps->totpoints;
+ /* if cyclic needs more vertex */
+ int cyclic_add = (gps->flag & GP_STROKE_CYCLIC) ? 1 : 0;
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id, thickness_id, uvdata_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ thickness_id = GPU_vertformat_attr_add(&format, "thickness", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ uvdata_id = GPU_vertformat_attr_add(&format, "uvdata", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, totpoints + cyclic_add + 2);
+
+ /* draw stroke curve */
+ const bGPDspoint *pt = points;
+ int idx = 0;
+ for (int i = 0; i < totpoints; i++, pt++) {
+ /* first point for adjacency (not drawn) */
+ if (i == 0) {
+ if (gps->flag & GP_STROKE_CYCLIC && totpoints > 2) {
+ gpencil_set_stroke_point(vbo, gpf->runtime.viewmatrix, &points[totpoints - 1], idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, ink);
+ idx++;
+ }
+ else {
+ gpencil_set_stroke_point(vbo, gpf->runtime.viewmatrix, &points[1], idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, ink);
+ idx++;
+ }
+ }
+ /* set point */
+ gpencil_set_stroke_point(vbo, gpf->runtime.viewmatrix, pt, idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, ink);
+ idx++;
+ }
+
+ if (gps->flag & GP_STROKE_CYCLIC && totpoints > 2) {
+ /* draw line to first point to complete the cycle */
+ gpencil_set_stroke_point(vbo, gpf->runtime.viewmatrix, &points[0], idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, ink);
+ idx++;
+ /* now add adjacency point (not drawn) */
+ gpencil_set_stroke_point(vbo, gpf->runtime.viewmatrix, &points[1], idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, ink);
+ idx++;
+ }
+ /* last adjacency point (not drawn) */
+ else {
+ gpencil_set_stroke_point(vbo, gpf->runtime.viewmatrix, &points[totpoints - 2], idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, ink);
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_LINE_STRIP_ADJ, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+/* create batch geometry data for current buffer stroke shader */
+GPUBatch *DRW_gpencil_get_buffer_stroke_geom(bGPdata *gpd, float matrix[4][4], short thickness)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ View3D *v3d = draw_ctx->v3d;
+ ARegion *ar = draw_ctx->ar;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ToolSettings *ts = scene->toolsettings;
+ Object *ob = draw_ctx->obact;
+
+ tGPspoint *points = gpd->runtime.sbuffer;
+ int totpoints = gpd->runtime.sbuffer_size;
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id, thickness_id, uvdata_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ thickness_id = GPU_vertformat_attr_add(&format, "thickness", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ uvdata_id = GPU_vertformat_attr_add(&format, "uvdata", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, totpoints + 2);
+
+ /* draw stroke curve */
+ const tGPspoint *tpt = points;
+ bGPDspoint pt, pt2;
+ int idx = 0;
+
+ /* get origin to reproject point */
+ float origin[3];
+ bGPDlayer *gpl = BKE_gpencil_layer_getactive(gpd);
+ ED_gp_get_drawing_reference(v3d, scene, ob, gpl, ts->gpencil_v3d_align, origin);
+
+ for (int i = 0; i < totpoints; i++, tpt++) {
+ ED_gpencil_tpoint_to_point(ar, origin, tpt, &pt);
+ ED_gp_project_point_to_plane(ob, rv3d, origin, ts->gp_sculpt.lock_axis - 1, &pt);
+
+ /* first point for adjacency (not drawn) */
+ if (i == 0) {
+ if (totpoints > 1) {
+ ED_gpencil_tpoint_to_point(ar, origin, &points[1], &pt2);
+ gpencil_set_stroke_point(vbo, matrix, &pt2, idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, gpd->runtime.scolor);
+ }
+ else {
+ gpencil_set_stroke_point(vbo, matrix, &pt, idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, gpd->runtime.scolor);
+ }
+ idx++;
+ }
+ /* set point */
+ gpencil_set_stroke_point(vbo, matrix, &pt, idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, gpd->runtime.scolor);
+ idx++;
+ }
+
+ /* last adjacency point (not drawn) */
+ if (totpoints > 2) {
+ ED_gpencil_tpoint_to_point(ar, origin, &points[totpoints - 2], &pt2);
+ gpencil_set_stroke_point(vbo, matrix, &pt2, idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, gpd->runtime.scolor);
+ }
+ else {
+ gpencil_set_stroke_point(vbo, matrix, &pt, idx,
+ pos_id, color_id, thickness_id, uvdata_id, thickness, gpd->runtime.scolor);
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_LINE_STRIP_ADJ, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+/* create batch geometry data for current buffer point shader */
+GPUBatch *DRW_gpencil_get_buffer_point_geom(bGPdata *gpd, float matrix[4][4], short thickness)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ View3D *v3d = draw_ctx->v3d;
+ ARegion *ar = draw_ctx->ar;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ToolSettings *ts = scene->toolsettings;
+ Object *ob = draw_ctx->obact;
+
+ tGPspoint *points = gpd->runtime.sbuffer;
+ int totpoints = gpd->runtime.sbuffer_size;
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id, thickness_id, uvdata_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ thickness_id = GPU_vertformat_attr_add(&format, "thickness", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ uvdata_id = GPU_vertformat_attr_add(&format, "uvdata", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, totpoints);
+
+ /* draw stroke curve */
+ const tGPspoint *tpt = points;
+ bGPDspoint pt;
+ int idx = 0;
+
+ /* get origin to reproject point */
+ float origin[3];
+ bGPDlayer *gpl = BKE_gpencil_layer_getactive(gpd);
+ ED_gp_get_drawing_reference(v3d, scene, ob, gpl, ts->gpencil_v3d_align, origin);
+
+ for (int i = 0; i < totpoints; i++, tpt++) {
+ ED_gpencil_tpoint_to_point(ar, origin, tpt, &pt);
+ ED_gp_project_point_to_plane(ob, rv3d, origin, ts->gp_sculpt.lock_axis - 1, &pt);
+
+ /* set point */
+ gpencil_set_stroke_point(vbo, matrix, &pt, idx,
+ pos_id, color_id, thickness_id, uvdata_id,
+ thickness, gpd->runtime.scolor);
+ idx++;
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+/* create batch geometry data for current buffer fill shader */
+GPUBatch *DRW_gpencil_get_buffer_fill_geom(bGPdata *gpd)
+{
+ if (gpd == NULL) {
+ return NULL;
+ }
+
+ const tGPspoint *points = gpd->runtime.sbuffer;
+ int totpoints = gpd->runtime.sbuffer_size;
+ if (totpoints < 3) {
+ return NULL;
+ }
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ View3D *v3d = draw_ctx->v3d;
+ ARegion *ar = draw_ctx->ar;
+ ToolSettings *ts = scene->toolsettings;
+ Object *ob = draw_ctx->obact;
+
+ /* get origin to reproject point */
+ float origin[3];
+ bGPDlayer *gpl = BKE_gpencil_layer_getactive(gpd);
+ ED_gp_get_drawing_reference(v3d, scene, ob, gpl, ts->gpencil_v3d_align, origin);
+
+ int tot_triangles = totpoints - 2;
+ /* allocate memory for temporary areas */
+ uint (*tmp_triangles)[3] = MEM_mallocN(sizeof(*tmp_triangles) * tot_triangles, __func__);
+ float (*points2d)[2] = MEM_mallocN(sizeof(*points2d) * totpoints, __func__);
+
+ /* Convert points to array and triangulate
+ * Here a cache is not used because while drawing the information changes all the time, so the cache
+ * would be recalculated constantly, so it is better to do direct calculation for each function call
+ */
+ for (int i = 0; i < totpoints; i++) {
+ const tGPspoint *pt = &points[i];
+ points2d[i][0] = pt->x;
+ points2d[i][1] = pt->y;
+ }
+ BLI_polyfill_calc(points2d, (uint)totpoints, 0, tmp_triangles);
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+
+ /* draw triangulation data */
+ if (tot_triangles > 0) {
+ GPU_vertbuf_data_alloc(vbo, tot_triangles * 3);
+
+ const tGPspoint *tpt;
+ bGPDspoint pt;
+
+ int idx = 0;
+ for (int i = 0; i < tot_triangles; i++) {
+ for (int j = 0; j < 3; j++) {
+ tpt = &points[tmp_triangles[i][j]];
+ ED_gpencil_tpoint_to_point(ar, origin, tpt, &pt);
+ GPU_vertbuf_attr_set(vbo, pos_id, idx, &pt.x);
+ GPU_vertbuf_attr_set(vbo, color_id, idx, gpd->runtime.sfill);
+ idx++;
+ }
+ }
+ }
+
+ /* clear memory */
+ if (tmp_triangles) {
+ MEM_freeN(tmp_triangles);
+ }
+ if (points2d) {
+ MEM_freeN(points2d);
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+/* create batch geometry data for stroke shader */
+GPUBatch *DRW_gpencil_get_fill_geom(Object *ob, bGPDstroke *gps, const float color[4])
+{
+ BLI_assert(gps->totpoints >= 3);
+
+ /* Calculate triangles cache for filling area (must be done only after changes) */
+ if ((gps->flag & GP_STROKE_RECALC_CACHES) || (gps->tot_triangles == 0) || (gps->triangles == NULL)) {
+ DRW_gpencil_triangulate_stroke_fill(gps);
+ ED_gpencil_calc_stroke_uv(ob, gps);
+ }
+
+ BLI_assert(gps->tot_triangles >= 1);
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id, text_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ text_id = GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, gps->tot_triangles * 3);
+
+ /* Draw all triangles for filling the polygon (cache must be calculated before) */
+ bGPDtriangle *stroke_triangle = gps->triangles;
+ int idx = 0;
+ for (int i = 0; i < gps->tot_triangles; i++, stroke_triangle++) {
+ for (int j = 0; j < 3; j++) {
+ gpencil_set_fill_point(
+ vbo, idx, &gps->points[stroke_triangle->verts[j]], color, stroke_triangle->uv[j],
+ pos_id, color_id, text_id);
+ idx++;
+ }
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+/* Draw selected verts for strokes being edited */
+GPUBatch *DRW_gpencil_get_edit_geom(bGPDstroke *gps, float alpha, short dflag)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Object *ob = draw_ctx->obact;
+ bGPdata *gpd = ob->data;
+ bool is_weight_paint = (gpd) && (gpd->flag & GP_DATA_STROKE_WEIGHTMODE);
+
+ int vgindex = ob->actdef - 1;
+ if (!BLI_findlink(&ob->defbase, vgindex)) {
+ vgindex = -1;
+ }
+
+ /* Get size of verts:
+ * - The selected state needs to be larger than the unselected state so that
+ * they stand out more.
+ * - We use the theme setting for size of the unselected verts
+ */
+ float bsize = UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
+ float vsize;
+ if ((int)bsize > 8) {
+ vsize = 10.0f;
+ bsize = 8.0f;
+ }
+ else {
+ vsize = bsize + 2;
+ }
+
+ /* for now, we assume that the base color of the points is not too close to the real color */
+ float selectColor[4];
+ UI_GetThemeColor3fv(TH_GP_VERTEX_SELECT, selectColor);
+ selectColor[3] = alpha;
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id, size_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ size_id = GPU_vertformat_attr_add(&format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, gps->totpoints);
+
+ /* Draw start and end point differently if enabled stroke direction hint */
+ bool show_direction_hint = (dflag & GP_DATA_SHOW_DIRECTION) && (gps->totpoints > 1);
+
+ /* Draw all the stroke points (selected or not) */
+ bGPDspoint *pt = gps->points;
+ MDeformVert *dvert = gps->dvert;
+
+ int idx = 0;
+ float fcolor[4];
+ float fsize = 0;
+ for (int i = 0; i < gps->totpoints; i++, pt++, dvert++) {
+ /* weight paint */
+ if (is_weight_paint) {
+ float weight = BKE_gpencil_vgroup_use_index(dvert, vgindex);
+ CLAMP(weight, 0.0f, 1.0f);
+ float hue = 2.0f * (1.0f - weight) / 3.0f;
+ hsv_to_rgb(hue, 1.0f, 1.0f, &selectColor[0], &selectColor[1], &selectColor[2]);
+ selectColor[3] = 1.0f;
+ copy_v4_v4(fcolor, selectColor);
+ fsize = vsize;
+ }
+ else {
+ if (show_direction_hint && i == 0) {
+ /* start point in green bigger */
+ ARRAY_SET_ITEMS(fcolor, 0.0f, 1.0f, 0.0f, 1.0f);
+ fsize = vsize + 4;
+ }
+ else if (show_direction_hint && (i == gps->totpoints - 1)) {
+ /* end point in red smaller */
+ ARRAY_SET_ITEMS(fcolor, 1.0f, 0.0f, 0.0f, 1.0f);
+ fsize = vsize + 1;
+ }
+ else if (pt->flag & GP_SPOINT_SELECT) {
+ copy_v4_v4(fcolor, selectColor);
+ fsize = vsize;
+ }
+ else {
+ copy_v4_v4(fcolor, gps->runtime.tmp_stroke_rgba);
+ fsize = bsize;
+ }
+ }
+
+ GPU_vertbuf_attr_set(vbo, color_id, idx, fcolor);
+ GPU_vertbuf_attr_set(vbo, size_id, idx, &fsize);
+ GPU_vertbuf_attr_set(vbo, pos_id, idx, &pt->x);
+ idx++;
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+/* Draw lines for strokes being edited */
+GPUBatch *DRW_gpencil_get_edlin_geom(bGPDstroke *gps, float alpha, short UNUSED(dflag))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Object *ob = draw_ctx->obact;
+ bGPdata *gpd = ob->data;
+ bool is_weight_paint = (gpd) && (gpd->flag & GP_DATA_STROKE_WEIGHTMODE);
+
+ int vgindex = ob->actdef - 1;
+ if (!BLI_findlink(&ob->defbase, vgindex)) {
+ vgindex = -1;
+ }
+
+ float selectColor[4];
+ UI_GetThemeColor3fv(TH_GP_VERTEX_SELECT, selectColor);
+ selectColor[3] = alpha;
+ float linecolor[4];
+ copy_v4_v4(linecolor, gpd->line_color);
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, gps->totpoints);
+
+ /* Draw all the stroke lines (selected or not) */
+ bGPDspoint *pt = gps->points;
+
+ /* GPXX: for some converted files, this struct could be null
+ * maybe we can remove this and move to versioning code after
+ * merge */
+ if (gps->dvert == NULL) {
+ gps->dvert = MEM_callocN(sizeof(MDeformVert) * gps->totpoints, "gp_stroke_weights");
+ }
+
+ MDeformVert *dvert = gps->dvert;
+
+ int idx = 0;
+ float fcolor[4];
+ for (int i = 0; i < gps->totpoints; i++, pt++, dvert++) {
+ /* weight paint */
+ if (is_weight_paint) {
+ float weight = BKE_gpencil_vgroup_use_index(dvert, vgindex);
+ CLAMP(weight, 0.0f, 1.0f);
+ float hue = 2.0f * (1.0f - weight) / 3.0f;
+ hsv_to_rgb(hue, 1.0f, 1.0f, &selectColor[0], &selectColor[1], &selectColor[2]);
+ selectColor[3] = 1.0f;
+ copy_v4_v4(fcolor, selectColor);
+ }
+ else {
+ if (pt->flag & GP_SPOINT_SELECT) {
+ copy_v4_v4(fcolor, selectColor);
+ }
+ else {
+ copy_v4_v4(fcolor, linecolor);
+ }
+ }
+
+ GPU_vertbuf_attr_set(vbo, color_id, idx, fcolor);
+ GPU_vertbuf_attr_set(vbo, pos_id, idx, &pt->x);
+ idx++;
+ }
+
+ return GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
+
+static void set_grid_point(GPUVertBuf *vbo, int idx, float col_grid[4],
+ uint pos_id, uint color_id,
+ float v1, float v2, int axis)
+{
+ GPU_vertbuf_attr_set(vbo, color_id, idx, col_grid);
+
+ float pos[3];
+ /* Set the grid in the selected axis (default is always Y axis) */
+ if (axis & V3D_GP_GRID_AXIS_X) {
+ pos[0] = 0.0f;
+ pos[1] = v1;
+ pos[2] = v2;
+ }
+ else if (axis & V3D_GP_GRID_AXIS_Z) {
+ pos[0] = v1;
+ pos[1] = v2;
+ pos[2] = 0.0f;
+ }
+ else
+ {
+ pos[0] = v1;
+ pos[1] = 0.0f;
+ pos[2] = v2;
+ }
+
+
+
+ GPU_vertbuf_attr_set(vbo, pos_id, idx, pos);
+}
+
+/* Draw grid lines */
+GPUBatch *DRW_gpencil_get_grid(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ ToolSettings *ts = scene->toolsettings;
+ View3D *v3d = draw_ctx->v3d;
+
+ float col_grid[4];
+
+ /* verify we have something to draw and valid values */
+ if (v3d->overlay.gpencil_grid_lines < 1) {
+ v3d->overlay.gpencil_grid_lines = GP_DEFAULT_GRID_LINES;
+ }
+
+ if (v3d->overlay.gpencil_grid_scale == 0.0f) {
+ v3d->overlay.gpencil_grid_scale = 1.0f;
+ }
+
+ if (v3d->overlay.gpencil_grid_opacity < 0.1f) {
+ v3d->overlay.gpencil_grid_opacity = 0.1f;
+ }
+
+ UI_GetThemeColor3fv(TH_GRID, col_grid);
+ col_grid[3] = v3d->overlay.gpencil_grid_opacity;
+
+ /* if use locked axis, copy value */
+ int axis = v3d->overlay.gpencil_grid_axis;
+ if ((v3d->overlay.gpencil_grid_axis & V3D_GP_GRID_AXIS_LOCK) == 0) {
+
+ axis = v3d->overlay.gpencil_grid_axis;
+ }
+ else {
+ switch (ts->gp_sculpt.lock_axis) {
+ case GP_LOCKAXIS_X:
+ {
+ axis = V3D_GP_GRID_AXIS_X;
+ break;
+ }
+ case GP_LOCKAXIS_NONE:
+ case GP_LOCKAXIS_Y:
+ {
+ axis = V3D_GP_GRID_AXIS_Y;
+ break;
+ }
+ case GP_LOCKAXIS_Z:
+ {
+ axis = V3D_GP_GRID_AXIS_Z;
+ break;
+ }
+ }
+ }
+
+ const char *grid_unit = NULL;
+ const int gridlines = v3d->overlay.gpencil_grid_lines;
+ const float grid_scale = v3d->overlay.gpencil_grid_scale * ED_scene_grid_scale(scene, &grid_unit);
+ const float grid = grid_scale;
+ const float space = (grid_scale / gridlines);
+
+ const uint vertex_len = 2 * (gridlines * 4 + 2);
+
+ static GPUVertFormat format = { 0 };
+ static uint pos_id, color_id;
+ if (format.attr_len == 0) {
+ pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ color_id = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ }
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, vertex_len);
+
+ int idx = 0;
+
+ for (int a = 1; a <= gridlines; a++) {
+ const float line = a * space;
+
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, -grid, -line, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, +grid, -line, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, -grid, +line, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, +grid, +line, axis);
+ idx++;
+
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, -line, -grid, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, -line, +grid, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, +line, -grid, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, +line, +grid, axis);
+ idx++;
+ }
+ /* center lines */
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, -grid, 0.0f, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, +grid, 0.0f, axis);
+ idx++;
+
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, 0.0f, -grid, axis);
+ idx++;
+ set_grid_point(vbo, idx, col_grid, pos_id, color_id, 0.0f, +grid, axis);
+ idx++;
+
+ return GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
+}
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
new file mode 100644
index 00000000000..76cb1405a71
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
@@ -0,0 +1,1336 @@
+/*
+ * 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_draw_utils.c
+ * \ingroup draw
+ */
+
+#include "BLI_polyfill_2d.h"
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "BKE_brush.h"
+#include "BKE_gpencil.h"
+#include "BKE_gpencil_modifier.h"
+#include "BKE_image.h"
+#include "BKE_material.h"
+
+#include "ED_gpencil.h"
+#include "ED_view3d.h"
+
+#include "DNA_gpencil_types.h"
+#include "DNA_material_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_gpencil_modifier_types.h"
+
+ /* If builtin shaders are needed */
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+/* For EvaluationContext... */
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
+#include "IMB_imbuf_types.h"
+
+#include "gpencil_engine.h"
+
+/* fill type to communicate to shader */
+#define SOLID 0
+#define GRADIENT 1
+#define RADIAL 2
+#define CHESS 3
+#define TEXTURE 4
+#define PATTERN 5
+
+/* Helper for doing all the checks on whether a stroke can be drawn */
+static bool gpencil_can_draw_stroke(struct MaterialGPencilStyle *gp_style, const bGPDstroke *gps,
+ const bool onion, const bool is_mat_preview)
+{
+ /* skip stroke if it doesn't have any valid data */
+ if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL))
+ return false;
+
+ /* if mat preview render always visible */
+ if (is_mat_preview) {
+ return true;
+ }
+
+ /* check if the color is visible */
+ if ((gp_style == NULL) ||
+ (gp_style->flag & GP_STYLE_COLOR_HIDE) ||
+ (onion && (gp_style->flag & GP_STYLE_COLOR_ONIONSKIN)))
+ {
+ return false;
+ }
+
+ /* stroke can be drawn */
+ return true;
+}
+
+/* calc bounding box in 2d using flat projection data */
+static void gpencil_calc_2d_bounding_box(
+ const float(*points2d)[2], int totpoints, float minv[2], float maxv[2], bool expand)
+{
+ minv[0] = points2d[0][0];
+ minv[1] = points2d[0][1];
+ maxv[0] = points2d[0][0];
+ maxv[1] = points2d[0][1];
+
+ for (int i = 1; i < totpoints; i++) {
+ /* min */
+ if (points2d[i][0] < minv[0]) {
+ minv[0] = points2d[i][0];
+ }
+ if (points2d[i][1] < minv[1]) {
+ minv[1] = points2d[i][1];
+ }
+ /* max */
+ if (points2d[i][0] > maxv[0]) {
+ maxv[0] = points2d[i][0];
+ }
+ if (points2d[i][1] > maxv[1]) {
+ maxv[1] = points2d[i][1];
+ }
+ }
+ /* If not expanded, use a perfect square */
+ if (expand == false) {
+ if (maxv[0] > maxv[1]) {
+ maxv[1] = maxv[0];
+ }
+ else {
+ maxv[0] = maxv[1];
+ }
+ }
+}
+
+/* calc texture coordinates using flat projected points */
+static void gpencil_calc_stroke_fill_uv(
+ const float(*points2d)[2], int totpoints, float minv[2], float maxv[2], float(*r_uv)[2])
+{
+ float d[2];
+ d[0] = maxv[0] - minv[0];
+ d[1] = maxv[1] - minv[1];
+ for (int i = 0; i < totpoints; i++) {
+ r_uv[i][0] = (points2d[i][0] - minv[0]) / d[0];
+ r_uv[i][1] = (points2d[i][1] - minv[1]) / d[1];
+ }
+}
+
+/* Get points of stroke always flat to view not affected by camera view or view position */
+static void gpencil_stroke_2d_flat(const bGPDspoint *points, int totpoints, float(*points2d)[2], int *r_direction)
+{
+ const bGPDspoint *pt0 = &points[0];
+ const bGPDspoint *pt1 = &points[1];
+ const bGPDspoint *pt3 = &points[(int)(totpoints * 0.75)];
+
+ float locx[3];
+ float locy[3];
+ float loc3[3];
+ float normal[3];
+
+ /* local X axis (p0 -> p1) */
+ sub_v3_v3v3(locx, &pt1->x, &pt0->x);
+
+ /* point vector at 3/4 */
+ sub_v3_v3v3(loc3, &pt3->x, &pt0->x);
+
+ /* vector orthogonal to polygon plane */
+ cross_v3_v3v3(normal, locx, loc3);
+
+ /* local Y axis (cross to normal/x axis) */
+ cross_v3_v3v3(locy, normal, locx);
+
+ /* Normalize vectors */
+ normalize_v3(locx);
+ normalize_v3(locy);
+
+ /* Get all points in local space */
+ for (int i = 0; i < totpoints; i++) {
+ const bGPDspoint *pt = &points[i];
+ float loc[3];
+
+ /* Get local space using first point as origin */
+ sub_v3_v3v3(loc, &pt->x, &pt0->x);
+
+ points2d[i][0] = dot_v3v3(loc, locx);
+ points2d[i][1] = dot_v3v3(loc, locy);
+ }
+
+ /* Concave (-1), Convex (1), or Autodetect (0)? */
+ *r_direction = (int)locy[2];
+}
+
+/* Triangulate stroke for high quality fill (this is done only if cache is null or stroke was modified) */
+void DRW_gpencil_triangulate_stroke_fill(bGPDstroke *gps)
+{
+ BLI_assert(gps->totpoints >= 3);
+
+ /* allocate memory for temporary areas */
+ gps->tot_triangles = gps->totpoints - 2;
+ uint(*tmp_triangles)[3] = MEM_mallocN(sizeof(*tmp_triangles) * gps->tot_triangles, "GP Stroke temp triangulation");
+ float(*points2d)[2] = MEM_mallocN(sizeof(*points2d) * gps->totpoints, "GP Stroke temp 2d points");
+ float(*uv)[2] = MEM_mallocN(sizeof(*uv) * gps->totpoints, "GP Stroke temp 2d uv data");
+
+ int direction = 0;
+
+ /* convert to 2d and triangulate */
+ gpencil_stroke_2d_flat(gps->points, gps->totpoints, points2d, &direction);
+ BLI_polyfill_calc(points2d, (uint)gps->totpoints, direction, tmp_triangles);
+
+ /* calc texture coordinates automatically */
+ float minv[2];
+ float maxv[2];
+ /* first needs bounding box data */
+ gpencil_calc_2d_bounding_box(points2d, gps->totpoints, minv, maxv, false);
+ /* calc uv data */
+ gpencil_calc_stroke_fill_uv(points2d, gps->totpoints, minv, maxv, uv);
+
+ /* Number of triangles */
+ gps->tot_triangles = gps->totpoints - 2;
+ /* save triangulation data in stroke cache */
+ if (gps->tot_triangles > 0) {
+ if (gps->triangles == NULL) {
+ gps->triangles = MEM_callocN(sizeof(*gps->triangles) * gps->tot_triangles, "GP Stroke triangulation");
+ }
+ else {
+ gps->triangles = MEM_recallocN(gps->triangles, sizeof(*gps->triangles) * gps->tot_triangles);
+ }
+
+ for (int i = 0; i < gps->tot_triangles; i++) {
+ bGPDtriangle *stroke_triangle = &gps->triangles[i];
+ memcpy(gps->triangles[i].verts, tmp_triangles[i], sizeof(uint[3]));
+ /* copy texture coordinates */
+ copy_v2_v2(stroke_triangle->uv[0], uv[tmp_triangles[i][0]]);
+ copy_v2_v2(stroke_triangle->uv[1], uv[tmp_triangles[i][1]]);
+ copy_v2_v2(stroke_triangle->uv[2], uv[tmp_triangles[i][2]]);
+ }
+ }
+ else {
+ /* No triangles needed - Free anything allocated previously */
+ if (gps->triangles)
+ MEM_freeN(gps->triangles);
+
+ gps->triangles = NULL;
+ }
+
+ /* disable recalculation flag */
+ if (gps->flag & GP_STROKE_RECALC_CACHES) {
+ gps->flag &= ~GP_STROKE_RECALC_CACHES;
+ }
+
+ /* clear memory */
+ MEM_SAFE_FREE(tmp_triangles);
+ MEM_SAFE_FREE(points2d);
+ MEM_SAFE_FREE(uv);
+}
+
+/* recalc the internal geometry caches for fill and uvs */
+static void DRW_gpencil_recalc_geometry_caches(Object *ob, MaterialGPencilStyle *gp_style, bGPDstroke *gps)
+{
+ if (gps->flag & GP_STROKE_RECALC_CACHES) {
+ /* Calculate triangles cache for filling area (must be done only after changes) */
+ if ((gps->tot_triangles == 0) || (gps->triangles == NULL)) {
+ if ((gps->totpoints > 2) &&
+ ((gp_style->fill_rgba[3] > GPENCIL_ALPHA_OPACITY_THRESH) || (gp_style->fill_style > 0)))
+ {
+ DRW_gpencil_triangulate_stroke_fill(gps);
+ }
+ }
+
+ /* calc uv data along the stroke */
+ ED_gpencil_calc_stroke_uv(ob, gps);
+
+ /* clear flag */
+ gps->flag &= ~GP_STROKE_RECALC_CACHES;
+ }
+}
+
+/* create shading group for filling */
+static DRWShadingGroup *DRW_gpencil_shgroup_fill_create(
+ GPENCIL_e_data *e_data, GPENCIL_Data *vedata, DRWPass *pass,
+ GPUShader *shader, bGPdata *gpd, MaterialGPencilStyle *gp_style, int id)
+{
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+
+ /* e_data.gpencil_fill_sh */
+ DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
+
+ DRW_shgroup_uniform_vec4(grp, "color2", gp_style->mix_rgba, 1);
+
+ /* set style type */
+ switch (gp_style->fill_style) {
+ case GP_STYLE_FILL_STYLE_SOLID:
+ stl->shgroups[id].fill_style = SOLID;
+ break;
+ case GP_STYLE_FILL_STYLE_GRADIENT:
+ if (gp_style->gradient_type == GP_STYLE_GRADIENT_LINEAR) {
+ stl->shgroups[id].fill_style = GRADIENT;
+ }
+ else {
+ stl->shgroups[id].fill_style = RADIAL;
+ }
+ break;
+ case GP_STYLE_FILL_STYLE_CHESSBOARD:
+ stl->shgroups[id].fill_style = CHESS;
+ break;
+ case GP_STYLE_FILL_STYLE_TEXTURE:
+ if (gp_style->flag & GP_STYLE_FILL_PATTERN) {
+ stl->shgroups[id].fill_style = PATTERN;
+ }
+ else {
+ stl->shgroups[id].fill_style = TEXTURE;
+ }
+ break;
+ default:
+ stl->shgroups[id].fill_style = GP_STYLE_FILL_STYLE_SOLID;
+ break;
+ }
+ DRW_shgroup_uniform_int(grp, "fill_type", &stl->shgroups[id].fill_style, 1);
+
+ DRW_shgroup_uniform_float(grp, "mix_factor", &gp_style->mix_factor, 1);
+
+ DRW_shgroup_uniform_float(grp, "gradient_angle", &gp_style->gradient_angle, 1);
+ DRW_shgroup_uniform_float(grp, "gradient_radius", &gp_style->gradient_radius, 1);
+ DRW_shgroup_uniform_float(grp, "pattern_gridsize", &gp_style->pattern_gridsize, 1);
+ DRW_shgroup_uniform_vec2(grp, "gradient_scale", gp_style->gradient_scale, 1);
+ DRW_shgroup_uniform_vec2(grp, "gradient_shift", gp_style->gradient_shift, 1);
+
+ DRW_shgroup_uniform_float(grp, "texture_angle", &gp_style->texture_angle, 1);
+ DRW_shgroup_uniform_vec2(grp, "texture_scale", gp_style->texture_scale, 1);
+ DRW_shgroup_uniform_vec2(grp, "texture_offset", gp_style->texture_offset, 1);
+ DRW_shgroup_uniform_float(grp, "texture_opacity", &gp_style->texture_opacity, 1);
+
+ stl->shgroups[id].texture_mix = gp_style->flag & GP_STYLE_COLOR_TEX_MIX ? 1 : 0;
+ DRW_shgroup_uniform_int(grp, "texture_mix", &stl->shgroups[id].texture_mix, 1);
+
+ stl->shgroups[id].texture_flip = gp_style->flag & GP_STYLE_COLOR_FLIP_FILL ? 1 : 0;
+ DRW_shgroup_uniform_int(grp, "texture_flip", &stl->shgroups[id].texture_flip, 1);
+
+ DRW_shgroup_uniform_int(grp, "xraymode", (const int *) &gpd->xray_mode, 1);
+ /* image texture */
+ if ((gp_style->flag & GP_STYLE_COLOR_TEX_MIX) ||
+ (gp_style->fill_style & GP_STYLE_FILL_STYLE_TEXTURE))
+ {
+ ImBuf *ibuf;
+ Image *image = gp_style->ima;
+ ImageUser iuser = { NULL };
+ void *lock;
+
+ iuser.ok = true;
+
+ ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
+
+ if (ibuf == NULL || ibuf->rect == NULL) {
+ BKE_image_release_ibuf(image, ibuf, NULL);
+ }
+ else {
+ GPUTexture *texture = GPU_texture_from_blender(gp_style->ima, &iuser, GL_TEXTURE_2D, true, 0.0);
+ DRW_shgroup_uniform_texture(grp, "myTexture", texture);
+
+ stl->shgroups[id].texture_clamp = gp_style->flag & GP_STYLE_COLOR_TEX_CLAMP ? 1 : 0;
+ DRW_shgroup_uniform_int(grp, "texture_clamp", &stl->shgroups[id].texture_clamp, 1);
+
+ BKE_image_release_ibuf(image, ibuf, NULL);
+ }
+ }
+ else {
+ /* if no texture defined, need a blank texture to avoid errors in draw manager */
+ DRW_shgroup_uniform_texture(grp, "myTexture", e_data->gpencil_blank_texture);
+ stl->shgroups[id].texture_clamp = 0;
+ DRW_shgroup_uniform_int(grp, "texture_clamp", &stl->shgroups[id].texture_clamp, 1);
+ }
+
+ return grp;
+}
+
+/* create shading group for strokes */
+DRWShadingGroup *DRW_gpencil_shgroup_stroke_create(
+ GPENCIL_e_data *e_data, GPENCIL_Data *vedata, DRWPass *pass, GPUShader *shader, Object *ob,
+ bGPdata *gpd, MaterialGPencilStyle *gp_style, int id, bool onion)
+{
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ const float *viewport_size = DRW_viewport_size_get();
+
+ /* e_data.gpencil_stroke_sh */
+ DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
+
+ DRW_shgroup_uniform_vec2(grp, "Viewport", viewport_size, 1);
+
+ DRW_shgroup_uniform_float(grp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(grp, "pixelsize", &U.pixelsize, 1);
+
+ /* avoid wrong values */
+ if ((gpd) && (gpd->pixfactor == 0)) {
+ gpd->pixfactor = GP_DEFAULT_PIX_FACTOR;
+ }
+
+ /* object scale and depth */
+ if ((ob) && (id > -1)) {
+ stl->shgroups[id].obj_scale = (ob->size[0] + ob->size[1] + ob->size[2]) / 3.0f;
+ DRW_shgroup_uniform_float(grp, "objscale", &stl->shgroups[id].obj_scale, 1);
+ stl->shgroups[id].keep_size = (int)((gpd) && (gpd->flag & GP_DATA_STROKE_KEEPTHICKNESS));
+ DRW_shgroup_uniform_int(grp, "keep_size", &stl->shgroups[id].keep_size, 1);
+
+ stl->shgroups[id].stroke_style = gp_style->stroke_style;
+ stl->shgroups[id].color_type = GPENCIL_COLOR_SOLID;
+ if ((gp_style->stroke_style == GP_STYLE_STROKE_STYLE_TEXTURE) && (!onion)) {
+ stl->shgroups[id].color_type = GPENCIL_COLOR_TEXTURE;
+ if (gp_style->flag & GP_STYLE_STROKE_PATTERN) {
+ stl->shgroups[id].color_type = GPENCIL_COLOR_PATTERN;
+ }
+ }
+ DRW_shgroup_uniform_int(grp, "color_type", &stl->shgroups[id].color_type, 1);
+ DRW_shgroup_uniform_float(grp, "pixfactor", &gpd->pixfactor, 1);
+ }
+ else {
+ stl->storage->obj_scale = 1.0f;
+ stl->storage->keep_size = 0;
+ stl->storage->pixfactor = GP_DEFAULT_PIX_FACTOR;
+ DRW_shgroup_uniform_float(grp, "objscale", &stl->storage->obj_scale, 1);
+ DRW_shgroup_uniform_int(grp, "keep_size", &stl->storage->keep_size, 1);
+ DRW_shgroup_uniform_int(grp, "color_type", &stl->storage->color_type, 1);
+ if (gpd) {
+ DRW_shgroup_uniform_float(grp, "pixfactor", &gpd->pixfactor, 1);
+ }
+ else {
+ DRW_shgroup_uniform_float(grp, "pixfactor", &stl->storage->pixfactor, 1);
+ }
+ }
+
+ if ((gpd) && (id > -1)) {
+ DRW_shgroup_uniform_int(grp, "xraymode", (const int *) &gpd->xray_mode, 1);
+ }
+ else {
+ /* for drawing always on front */
+ DRW_shgroup_uniform_int(grp, "xraymode", &stl->storage->xray, 1);
+ }
+
+ /* image texture for pattern */
+ if ((gp_style) && (gp_style->stroke_style == GP_STYLE_STROKE_STYLE_TEXTURE) && (!onion)) {
+ ImBuf *ibuf;
+ Image *image = gp_style->sima;
+ ImageUser iuser = { NULL };
+ void *lock;
+
+ iuser.ok = true;
+
+ ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
+
+ if (ibuf == NULL || ibuf->rect == NULL) {
+ BKE_image_release_ibuf(image, ibuf, NULL);
+ }
+ else {
+ GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D, true, 0.0f);
+ DRW_shgroup_uniform_texture(grp, "myTexture", texture);
+
+ BKE_image_release_ibuf(image, ibuf, NULL);
+ }
+ }
+ else {
+ /* if no texture defined, need a blank texture to avoid errors in draw manager */
+ DRW_shgroup_uniform_texture(grp, "myTexture", e_data->gpencil_blank_texture);
+ }
+
+ return grp;
+}
+
+/* create shading group for volumetrics */
+static DRWShadingGroup *DRW_gpencil_shgroup_point_create(
+ GPENCIL_e_data *e_data, GPENCIL_Data *vedata, DRWPass *pass, GPUShader *shader, Object *ob,
+ bGPdata *gpd, MaterialGPencilStyle *gp_style, int id, bool onion)
+{
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ const float *viewport_size = DRW_viewport_size_get();
+
+ /* e_data.gpencil_stroke_sh */
+ DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
+
+ DRW_shgroup_uniform_vec2(grp, "Viewport", viewport_size, 1);
+ DRW_shgroup_uniform_float(grp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(grp, "pixelsize", &U.pixelsize, 1);
+
+ /* avoid wrong values */
+ if ((gpd) && (gpd->pixfactor == 0)) {
+ gpd->pixfactor = GP_DEFAULT_PIX_FACTOR;
+ }
+
+ /* object scale and depth */
+ if ((ob) && (id > -1)) {
+ stl->shgroups[id].obj_scale = (ob->size[0] + ob->size[1] + ob->size[2]) / 3.0f;
+ DRW_shgroup_uniform_float(grp, "objscale", &stl->shgroups[id].obj_scale, 1);
+ stl->shgroups[id].keep_size = (int)((gpd) && (gpd->flag & GP_DATA_STROKE_KEEPTHICKNESS));
+ DRW_shgroup_uniform_int(grp, "keep_size", &stl->shgroups[id].keep_size, 1);
+
+ stl->shgroups[id].mode = gp_style->mode;
+ stl->shgroups[id].stroke_style = gp_style->stroke_style;
+ stl->shgroups[id].color_type = GPENCIL_COLOR_SOLID;
+ if ((gp_style->stroke_style == GP_STYLE_STROKE_STYLE_TEXTURE) && (!onion)) {
+ stl->shgroups[id].color_type = GPENCIL_COLOR_TEXTURE;
+ if (gp_style->flag & GP_STYLE_STROKE_PATTERN) {
+ stl->shgroups[id].color_type = GPENCIL_COLOR_PATTERN;
+ }
+ }
+ DRW_shgroup_uniform_int(grp, "color_type", &stl->shgroups[id].color_type, 1);
+ DRW_shgroup_uniform_int(grp, "mode", &stl->shgroups[id].mode, 1);
+ DRW_shgroup_uniform_float(grp, "pixfactor", &gpd->pixfactor, 1);
+ }
+ else {
+ stl->storage->obj_scale = 1.0f;
+ stl->storage->keep_size = 0;
+ stl->storage->pixfactor = GP_DEFAULT_PIX_FACTOR;
+ stl->storage->mode = gp_style->mode;
+ DRW_shgroup_uniform_float(grp, "objscale", &stl->storage->obj_scale, 1);
+ DRW_shgroup_uniform_int(grp, "keep_size", &stl->storage->keep_size, 1);
+ DRW_shgroup_uniform_int(grp, "color_type", &stl->storage->color_type, 1);
+ DRW_shgroup_uniform_int(grp, "mode", &stl->storage->mode, 1);
+ if (gpd) {
+ DRW_shgroup_uniform_float(grp, "pixfactor", &gpd->pixfactor, 1);
+ }
+ else {
+ DRW_shgroup_uniform_float(grp, "pixfactor", &stl->storage->pixfactor, 1);
+ }
+ }
+
+ if (gpd) {
+ DRW_shgroup_uniform_int(grp, "xraymode", (const int *)&gpd->xray_mode, 1);
+ }
+ else {
+ /* for drawing always on front */
+ DRW_shgroup_uniform_int(grp, "xraymode", &stl->storage->xray, 1);
+ }
+
+ /* image texture */
+ if ((gp_style) && (gp_style->stroke_style == GP_STYLE_STROKE_STYLE_TEXTURE) && (!onion)) {
+ ImBuf *ibuf;
+ Image *image = gp_style->sima;
+ ImageUser iuser = { NULL };
+ void *lock;
+
+ iuser.ok = true;
+
+ ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
+
+ if (ibuf == NULL || ibuf->rect == NULL) {
+ BKE_image_release_ibuf(image, ibuf, NULL);
+ }
+ else {
+ GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D, true, 0.0f);
+ DRW_shgroup_uniform_texture(grp, "myTexture", texture);
+
+ BKE_image_release_ibuf(image, ibuf, NULL);
+ }
+ }
+ else {
+ /* if no texture defined, need a blank texture to avoid errors in draw manager */
+ DRW_shgroup_uniform_texture(grp, "myTexture", e_data->gpencil_blank_texture);
+ }
+
+ return grp;
+}
+
+/* add fill shading group to pass */
+static void gpencil_add_fill_shgroup(
+ GpencilBatchCache *cache, DRWShadingGroup *fillgrp,
+ Object *ob, bGPDlayer *gpl, bGPDframe *gpf, bGPDstroke *gps,
+ const float tintcolor[4], const bool onion, const bool custonion)
+{
+ MaterialGPencilStyle *gp_style = BKE_material_gpencil_settings_get(ob, gps->mat_nr + 1);
+ if (gps->totpoints >= 3) {
+ float tfill[4];
+ /* set color using material, tint color and opacity */
+ interp_v3_v3v3(tfill, gps->runtime.tmp_fill_rgba, tintcolor, tintcolor[3]);
+ tfill[3] = gps->runtime.tmp_fill_rgba[3] * gpl->opacity;
+ if ((tfill[3] > GPENCIL_ALPHA_OPACITY_THRESH) || (gp_style->fill_style > 0)) {
+ const float *color;
+ if (!onion) {
+ color = tfill;
+ }
+ else {
+ if (custonion) {
+ color = tintcolor;
+ }
+ else {
+ ARRAY_SET_ITEMS(tfill, UNPACK3(gps->runtime.tmp_fill_rgba), tintcolor[3]);
+ color = tfill;
+ }
+ }
+ if (cache->is_dirty) {
+ gpencil_batch_cache_check_free_slots(ob);
+ cache->batch_fill[cache->cache_idx] = DRW_gpencil_get_fill_geom(ob, gps, color);
+ }
+ DRW_shgroup_call_add(fillgrp, cache->batch_fill[cache->cache_idx], gpf->runtime.viewmatrix);
+ }
+ }
+}
+
+/* add stroke shading group to pass */
+static void gpencil_add_stroke_shgroup(GpencilBatchCache *cache, DRWShadingGroup *strokegrp,
+ Object *ob, bGPDlayer *gpl, bGPDframe *gpf, bGPDstroke *gps,
+ const float opacity, const float tintcolor[4], const bool onion, const bool custonion)
+{
+ float tcolor[4];
+ float ink[4];
+ short sthickness;
+ MaterialGPencilStyle *gp_style = BKE_material_gpencil_settings_get(ob, gps->mat_nr + 1);
+
+ /* set color using base color, tint color and opacity */
+ if (!onion) {
+ /* if special stroke, use fill color as stroke color */
+ if (gps->flag & GP_STROKE_NOFILL) {
+ interp_v3_v3v3(tcolor, gps->runtime.tmp_fill_rgba, tintcolor, tintcolor[3]);
+ tcolor[3] = gps->runtime.tmp_fill_rgba[3] * opacity;
+ }
+ else {
+ interp_v3_v3v3(tcolor, gps->runtime.tmp_stroke_rgba, tintcolor, tintcolor[3]);
+ tcolor[3] = gps->runtime.tmp_stroke_rgba[3] * opacity;
+ }
+ copy_v4_v4(ink, tcolor);
+ }
+ else {
+ if (custonion) {
+ copy_v4_v4(ink, tintcolor);
+ }
+ else {
+ ARRAY_SET_ITEMS(tcolor, UNPACK3(gps->runtime.tmp_stroke_rgba), opacity);
+ copy_v4_v4(ink, tcolor);
+ }
+ }
+
+ sthickness = gps->thickness + gpl->line_change;
+ CLAMP_MIN(sthickness, 1);
+ if (cache->is_dirty) {
+ gpencil_batch_cache_check_free_slots(ob);
+ if ((gps->totpoints > 1) && (gp_style->mode == GP_STYLE_MODE_LINE)) {
+ cache->batch_stroke[cache->cache_idx] = DRW_gpencil_get_stroke_geom(gpf, gps, sthickness, ink);
+ }
+ else {
+ cache->batch_stroke[cache->cache_idx] = DRW_gpencil_get_point_geom(gps, sthickness, ink);
+ }
+ }
+ DRW_shgroup_call_add(strokegrp, cache->batch_stroke[cache->cache_idx], gpf->runtime.viewmatrix);
+}
+
+/* add edit points shading group to pass */
+static void gpencil_add_editpoints_shgroup(
+ GPENCIL_StorageList *stl, GpencilBatchCache *cache, ToolSettings *UNUSED(ts), Object *ob,
+ bGPdata *gpd, bGPDlayer *gpl, bGPDframe *gpf, bGPDstroke *gps)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ MaterialGPencilStyle *gp_style = BKE_material_gpencil_settings_get(ob, gps->mat_nr + 1);
+
+ /* alpha factor for edit points/line to make them more subtle */
+ float edit_alpha = v3d->vertex_opacity;
+
+ if (GPENCIL_ANY_EDIT_MODE(gpd)) {
+ Object *obact = DRW_context_state_get()->obact;
+ if ((!obact) || (obact->type != OB_GPENCIL)) {
+ return;
+ }
+ const bool is_weight_paint = (gpd) && (gpd->flag & GP_DATA_STROKE_WEIGHTMODE);
+
+ /* line of the original stroke */
+ if (cache->is_dirty) {
+ gpencil_batch_cache_check_free_slots(ob);
+ cache->batch_edlin[cache->cache_idx] = DRW_gpencil_get_edlin_geom(gps, edit_alpha, gpd->flag);
+ }
+ if (cache->batch_edlin[cache->cache_idx]) {
+ if ((obact) && (obact == ob) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (v3d->flag3 & V3D_GP_SHOW_EDIT_LINES))
+ {
+ DRW_shgroup_call_add(
+ stl->g_data->shgrps_edit_line,
+ cache->batch_edlin[cache->cache_idx],
+ gpf->runtime.viewmatrix);
+ }
+ }
+ /* edit points */
+ if ((gps->flag & GP_STROKE_SELECT) || (is_weight_paint)) {
+ if ((gpl->flag & GP_LAYER_UNLOCK_COLOR) || ((gp_style->flag & GP_STYLE_COLOR_LOCKED) == 0)) {
+ if (cache->is_dirty) {
+ gpencil_batch_cache_check_free_slots(ob);
+ cache->batch_edit[cache->cache_idx] = DRW_gpencil_get_edit_geom(gps, edit_alpha, gpd->flag);
+ }
+ if (cache->batch_edit[cache->cache_idx]) {
+ if ((obact) && (obact == ob)) {
+ /* edit pass */
+ DRW_shgroup_call_add(
+ stl->g_data->shgrps_edit_point,
+ cache->batch_edit[cache->cache_idx],
+ gpf->runtime.viewmatrix);
+ }
+ }
+ }
+ }
+ }
+}
+
+/* function to draw strokes for onion only */
+static void gpencil_draw_onion_strokes(
+ GpencilBatchCache *cache, GPENCIL_e_data *e_data, void *vedata, Object *ob,
+ bGPdata *gpd, bGPDlayer *gpl, bGPDframe *gpf,
+ const float opacity, const float tintcolor[4], const bool custonion)
+{
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ Depsgraph *depsgraph = DRW_context_state_get()->depsgraph;
+
+ float viewmatrix[4][4];
+
+ /* get parent matrix and save as static data */
+ ED_gpencil_parent_location(depsgraph, ob, gpd, gpl, viewmatrix);
+ copy_m4_m4(gpf->runtime.viewmatrix, viewmatrix);
+
+ for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
+ MaterialGPencilStyle *gp_style = BKE_material_gpencil_settings_get(ob, gps->mat_nr + 1);
+ copy_v4_v4(gps->runtime.tmp_stroke_rgba, gp_style->stroke_rgba);
+ copy_v4_v4(gps->runtime.tmp_fill_rgba, gp_style->fill_rgba);
+
+ int id = stl->storage->shgroup_id;
+ /* check if stroke can be drawn */
+ if (gpencil_can_draw_stroke(gp_style, gps, true, false) == false) {
+ continue;
+ }
+ /* limit the number of shading groups */
+ if (id >= GPENCIL_MAX_SHGROUPS) {
+ continue;
+ }
+
+ stl->shgroups[id].shgrps_fill = NULL;
+ if ((gps->totpoints > 1) && (gp_style->mode == GP_STYLE_MODE_LINE)) {
+ stl->shgroups[id].shgrps_stroke = DRW_gpencil_shgroup_stroke_create(
+ e_data, vedata, psl->stroke_pass, e_data->gpencil_stroke_sh, ob, gpd, gp_style, id, true);
+ }
+ else {
+ stl->shgroups[id].shgrps_stroke = DRW_gpencil_shgroup_point_create(
+ e_data, vedata, psl->stroke_pass, e_data->gpencil_point_sh, ob, gpd, gp_style, id, true);
+ }
+
+ /* stroke */
+ gpencil_add_stroke_shgroup(
+ cache, stl->shgroups[id].shgrps_stroke, ob, gpl, gpf, gps, opacity, tintcolor, true, custonion);
+
+ stl->storage->shgroup_id++;
+ cache->cache_idx++;
+ }
+}
+
+
+/* main function to draw strokes */
+static void gpencil_draw_strokes(
+ GpencilBatchCache *cache, GPENCIL_e_data *e_data, void *vedata, ToolSettings *ts, Object *ob,
+ bGPdata *gpd, bGPDlayer *gpl, bGPDframe *src_gpf, bGPDframe *derived_gpf,
+ const float opacity, const float tintcolor[4], const bool custonion)
+{
+ 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;
+ bGPDstroke *gps, *src_gps;
+ DRWShadingGroup *fillgrp;
+ DRWShadingGroup *strokegrp;
+ float viewmatrix[4][4];
+ const bool is_multiedit = (bool)GPENCIL_MULTIEDIT_SESSIONS_ON(gpd);
+ const bool playing = (bool)stl->storage->playing;
+ const bool is_render = (bool)stl->storage->is_render;
+ const bool is_mat_preview = (bool)stl->storage->is_mat_preview;
+ const bool overlay_multiedit = v3d != NULL ? (v3d->flag3 & V3D_GP_SHOW_MULTIEDIT_LINES) : true;
+
+ /* Get evaluation context */
+ /* NOTE: We must check if C is valid, otherwise we get crashes when trying to save files
+ * (i.e. the thumbnail offscreen rendering fails)
+ */
+ Depsgraph *depsgraph = DRW_context_state_get()->depsgraph;
+
+ /* get parent matrix and save as static data */
+ ED_gpencil_parent_location(depsgraph, ob, gpd, gpl, viewmatrix);
+ copy_m4_m4(derived_gpf->runtime.viewmatrix, viewmatrix);
+
+ /* apply geometry modifiers */
+ if ((cache->is_dirty) && (ob->greasepencil_modifiers.first) && (!is_multiedit)) {
+ if (!stl->storage->simplify_modif) {
+ if (BKE_gpencil_has_geometry_modifiers(ob)) {
+ BKE_gpencil_geometry_modifiers(depsgraph, ob, gpl, derived_gpf, stl->storage->is_render);
+ }
+ }
+ }
+
+ if (src_gpf) {
+ src_gps = src_gpf->strokes.first;
+ }
+ else {
+ src_gps = NULL;
+ }
+
+ for (gps = derived_gpf->strokes.first; gps; gps = gps->next) {
+ MaterialGPencilStyle *gp_style = BKE_material_gpencil_settings_get(ob, gps->mat_nr + 1);
+
+ /* check if stroke can be drawn */
+ if (gpencil_can_draw_stroke(gp_style, gps, false, is_mat_preview) == false) {
+ continue;
+ }
+ /* limit the number of shading groups */
+ if (stl->storage->shgroup_id >= GPENCIL_MAX_SHGROUPS) {
+ continue;
+ }
+
+ /* be sure recalc all chache in source stroke to avoid recalculation when frame change
+ * and improve fps */
+ if (src_gps) {
+ DRW_gpencil_recalc_geometry_caches(ob, gp_style, src_gps);
+ }
+
+ /* if the fill has any value, it's considered a fill and is not drawn if simplify fill is enabled */
+ if ((stl->storage->simplify_fill) && (scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_REMOVE_FILL_LINE)) {
+ if ((gp_style->fill_rgba[3] > GPENCIL_ALPHA_OPACITY_THRESH) ||
+ (gp_style->fill_style > GP_STYLE_FILL_STYLE_SOLID))
+ {
+ continue;
+ }
+ }
+
+ if ((gpl->actframe->framenum == derived_gpf->framenum) ||
+ (!is_multiedit) || (overlay_multiedit))
+ {
+ int id = stl->storage->shgroup_id;
+ if (gps->totpoints > 0) {
+ if ((gps->totpoints > 2) && (!stl->storage->simplify_fill) &&
+ ((gp_style->fill_rgba[3] > GPENCIL_ALPHA_OPACITY_THRESH) || (gp_style->fill_style > 0)) &&
+ ((gps->flag & GP_STROKE_NOFILL) == 0))
+ {
+ stl->shgroups[id].shgrps_fill = DRW_gpencil_shgroup_fill_create(
+ e_data, vedata, psl->stroke_pass, e_data->gpencil_fill_sh, gpd, gp_style, id);
+ }
+ else {
+ stl->shgroups[id].shgrps_fill = NULL;
+ }
+ if ((gp_style->mode == GP_STYLE_MODE_LINE) && (gps->totpoints > 1)) {
+ stl->shgroups[id].shgrps_stroke = DRW_gpencil_shgroup_stroke_create(
+ e_data, vedata, psl->stroke_pass, e_data->gpencil_stroke_sh, ob, gpd, gp_style, id, false);
+ }
+ else {
+ stl->shgroups[id].shgrps_stroke = DRW_gpencil_shgroup_point_create(
+ e_data, vedata, psl->stroke_pass, e_data->gpencil_point_sh, ob, gpd, gp_style, id, false);
+ }
+ }
+ else {
+ stl->shgroups[id].shgrps_fill = NULL;
+ stl->shgroups[id].shgrps_stroke = NULL;
+ }
+ stl->storage->shgroup_id++;
+
+ fillgrp = stl->shgroups[id].shgrps_fill;
+ strokegrp = stl->shgroups[id].shgrps_stroke;
+
+ /* copy color to temp fields to apply temporal changes in the stroke */
+ copy_v4_v4(gps->runtime.tmp_stroke_rgba, gp_style->stroke_rgba);
+ copy_v4_v4(gps->runtime.tmp_fill_rgba, gp_style->fill_rgba);
+
+ /* apply modifiers (only modify geometry, but not create ) */
+ if ((cache->is_dirty) && (ob->greasepencil_modifiers.first) && (!is_multiedit)) {
+ if (!stl->storage->simplify_modif) {
+ BKE_gpencil_stroke_modifiers(depsgraph, ob, gpl, derived_gpf, gps, stl->storage->is_render);
+ }
+ }
+
+ /* fill */
+ if ((fillgrp) && (!stl->storage->simplify_fill)) {
+ gpencil_add_fill_shgroup(
+ cache, fillgrp, ob, gpl, derived_gpf, gps, tintcolor, false, custonion);
+ }
+ /* stroke */
+ if (strokegrp) {
+ gpencil_add_stroke_shgroup(
+ cache, strokegrp, ob, gpl, derived_gpf, gps, opacity, tintcolor, false, custonion);
+ }
+ }
+
+ /* edit points (only in edit mode and not play animation not render) */
+ if ((src_gps) && (!playing) && (!is_render)) {
+ if (!stl->g_data->shgrps_edit_line) {
+ stl->g_data->shgrps_edit_line = DRW_shgroup_create(e_data->gpencil_line_sh, psl->edit_pass);
+ }
+ if (!stl->g_data->shgrps_edit_point) {
+ stl->g_data->shgrps_edit_point = DRW_shgroup_create(e_data->gpencil_edit_point_sh, psl->edit_pass);
+ const float *viewport_size = DRW_viewport_size_get();
+ DRW_shgroup_uniform_vec2(stl->g_data->shgrps_edit_point, "Viewport", viewport_size, 1);
+ }
+
+ gpencil_add_editpoints_shgroup(stl, cache, ts, ob, gpd, gpl, derived_gpf, src_gps);
+ }
+
+ if (src_gps) {
+ src_gps = src_gps->next;
+ }
+
+ cache->cache_idx++;
+ }
+}
+
+ /* draw stroke in drawing buffer */
+void DRW_gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data, void *vedata, ToolSettings *ts, Object *ob)
+{
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ Brush *brush = BKE_brush_getactive_gpencil(ts);
+ bGPdata *gpd = ob->data;
+ MaterialGPencilStyle *gp_style = NULL;
+
+ float obscale = (ob->size[0] + ob->size[1] + ob->size[2]) / 3.0f;
+
+ /* use the brush material */
+ Material *ma = BKE_gpencil_get_material_from_brush(brush);
+ if (ma != NULL) {
+ gp_style = ma->gp_style;
+ }
+ /* this is not common, but avoid any special situations when brush could be without material */
+ if (gp_style == NULL) {
+ gp_style = BKE_material_gpencil_settings_get(ob, ob->actcol);
+ }
+
+ /* drawing strokes */
+ /* Check if may need to draw the active stroke cache, only if this layer is the active layer
+ * that is being edited. (Stroke buffer is currently stored in gp-data)
+ */
+ if (ED_gpencil_session_active() && (gpd->runtime.sbuffer_size > 0)) {
+ if ((gpd->runtime.sbuffer_sflag & GP_STROKE_ERASER) == 0) {
+ /* It should also be noted that sbuffer contains temporary point types
+ * i.e. tGPspoints NOT bGPDspoints
+ */
+ short lthick = brush->size * obscale;
+ /* if only one point, don't need to draw buffer because the user has no time to see it */
+ if (gpd->runtime.sbuffer_size > 1) {
+ if ((gp_style) && (gp_style->mode == GP_STYLE_MODE_LINE)) {
+ stl->g_data->shgrps_drawing_stroke = DRW_gpencil_shgroup_stroke_create(
+ e_data, vedata, psl->drawing_pass, e_data->gpencil_stroke_sh, NULL, gpd, gp_style, -1, false);
+ }
+ else {
+ stl->g_data->shgrps_drawing_stroke = DRW_gpencil_shgroup_point_create(
+ e_data, vedata, psl->drawing_pass, e_data->gpencil_point_sh, NULL, gpd, gp_style, -1, false);
+ }
+
+ /* use unit matrix because the buffer is in screen space and does not need conversion */
+ if (gpd->runtime.mode == GP_STYLE_MODE_LINE) {
+ stl->g_data->batch_buffer_stroke = DRW_gpencil_get_buffer_stroke_geom(
+ gpd, stl->storage->unit_matrix, lthick);
+ }
+ else {
+ stl->g_data->batch_buffer_stroke = DRW_gpencil_get_buffer_point_geom(
+ gpd, stl->storage->unit_matrix, lthick);
+ }
+
+ DRW_shgroup_call_add(
+ stl->g_data->shgrps_drawing_stroke,
+ stl->g_data->batch_buffer_stroke,
+ stl->storage->unit_matrix);
+
+ if ((gpd->runtime.sbuffer_size >= 3) && (gpd->runtime.sfill[3] > GPENCIL_ALPHA_OPACITY_THRESH) &&
+ ((gpd->runtime.sbuffer_sflag & GP_STROKE_NOFILL) == 0))
+ {
+ /* if not solid, fill is simulated with solid color */
+ if (gpd->runtime.bfill_style > 0) {
+ gpd->runtime.sfill[3] = 0.5f;
+ }
+ stl->g_data->shgrps_drawing_fill = DRW_shgroup_create(
+ e_data->gpencil_drawing_fill_sh, psl->drawing_pass);
+ stl->g_data->batch_buffer_fill = DRW_gpencil_get_buffer_fill_geom(gpd);
+ DRW_shgroup_call_add(
+ stl->g_data->shgrps_drawing_fill,
+ stl->g_data->batch_buffer_fill,
+ stl->storage->unit_matrix);
+ }
+ }
+ }
+ }
+}
+
+/* get alpha factor for onion strokes */
+static void gpencil_get_onion_alpha(float color[4], bGPdata *gpd)
+{
+#define MIN_ALPHA_VALUE 0.01f
+
+ /* if fade is disabled, opacity is equal in all frames */
+ if ((gpd->onion_flag & GP_ONION_FADE) == 0) {
+ color[3] = gpd->onion_factor;
+ }
+ else {
+ /* add override opacity factor */
+ color[3] += gpd->onion_factor - 0.5f;
+ }
+
+ CLAMP(color[3], MIN_ALPHA_VALUE, 1.0f);
+}
+
+/* draw onion-skinning for a layer */
+static void gpencil_draw_onionskins(
+ GpencilBatchCache *cache, GPENCIL_e_data *e_data, void *vedata,
+ Object *ob, bGPdata *gpd, bGPDlayer *gpl, bGPDframe *gpf)
+{
+
+ const float default_color[3] = { UNPACK3(U.gpencil_new_layer_col) };
+ const float alpha = 1.0f;
+ float color[4];
+ int idx;
+ float fac = 1.0f;
+ int step = 0;
+ int mode = 0;
+ bool colflag = false;
+ bGPDframe *gpf_loop = NULL;
+ int last = gpf->framenum;
+
+ colflag = (bool)gpd->onion_flag & GP_ONION_GHOST_PREVCOL;
+
+
+ /* -------------------------------
+ * 1) Draw Previous Frames First
+ * ------------------------------- */
+ step = gpd->gstep;
+ mode = gpd->onion_mode;
+
+ if (gpd->onion_flag & GP_ONION_GHOST_PREVCOL) {
+ copy_v3_v3(color, gpd->gcolor_prev);
+ }
+ else {
+ copy_v3_v3(color, default_color);
+ }
+
+ idx = 0;
+ for (bGPDframe *gf = gpf->prev; gf; gf = gf->prev) {
+ /* only selected frames */
+ if ((mode == GP_ONION_MODE_SELECTED) && ((gf->flag & GP_FRAME_SELECT) == 0)) {
+ continue;
+ }
+ /* absolute range */
+ if (mode == GP_ONION_MODE_ABSOLUTE) {
+ if ((gpf->framenum - gf->framenum) > step) {
+ break;
+ }
+ }
+ /* relative range */
+ if (mode == GP_ONION_MODE_RELATIVE) {
+ idx++;
+ if (idx > step) {
+ break;
+ }
+
+ }
+ /* alpha decreases with distance from curframe index */
+ if (mode != GP_ONION_MODE_SELECTED) {
+ if (mode == GP_ONION_MODE_ABSOLUTE) {
+ fac = 1.0f - ((float)(gpf->framenum - gf->framenum) / (float)(step + 1));
+ }
+ else {
+ fac = 1.0f - ((float)idx / (float)(step + 1));
+ }
+ color[3] = alpha * fac * 0.66f;
+ }
+ else {
+ idx++;
+ fac = alpha - ((1.1f - (1.0f / (float)idx)) * 0.66f);
+ color[3] = fac;
+ }
+
+ /* if loop option, save the frame to use later */
+ if ((mode != GP_ONION_MODE_ABSOLUTE) && (gpd->onion_flag & GP_ONION_LOOP)) {
+ gpf_loop = gf;
+ }
+
+ gpencil_get_onion_alpha(color, gpd);
+ gpencil_draw_onion_strokes(cache, e_data, vedata, ob, gpd, gpl, gf, color[3], color, colflag);
+ }
+ /* -------------------------------
+ * 2) Now draw next frames
+ * ------------------------------- */
+ step = gpd->gstep_next;
+ mode = gpd->onion_mode;
+
+ if (gpd->onion_flag & GP_ONION_GHOST_NEXTCOL) {
+ copy_v3_v3(color, gpd->gcolor_next);
+ }
+ else {
+ copy_v3_v3(color, default_color);
+ }
+
+ idx = 0;
+ for (bGPDframe *gf = gpf->next; gf; gf = gf->next) {
+ /* only selected frames */
+ if ((mode == GP_ONION_MODE_SELECTED) && ((gf->flag & GP_FRAME_SELECT) == 0)) {
+ continue;
+ }
+ /* absolute range */
+ if (mode == GP_ONION_MODE_ABSOLUTE) {
+ if ((gf->framenum - gpf->framenum) > step) {
+ break;
+ }
+ }
+ /* relative range */
+ if (mode == GP_ONION_MODE_RELATIVE) {
+ idx++;
+ if (idx > step) {
+ break;
+ }
+
+ }
+ /* alpha decreases with distance from curframe index */
+ if (mode != GP_ONION_MODE_SELECTED) {
+ if (mode == GP_ONION_MODE_ABSOLUTE) {
+ fac = 1.0f - ((float)(gf->framenum - gpf->framenum) / (float)(step + 1));
+ }
+ else {
+ fac = 1.0f - ((float)idx / (float)(step + 1));
+ }
+ color[3] = alpha * fac * 0.66f;
+ }
+ else {
+ idx++;
+ fac = alpha - ((1.1f - (1.0f / (float)idx)) * 0.66f);
+ color[3] = fac;
+ }
+
+ gpencil_get_onion_alpha(color, gpd);
+ gpencil_draw_onion_strokes(cache, e_data, vedata, ob, gpd, gpl, gf, color[3], color, colflag);
+ if (last < gf->framenum) {
+ last = gf->framenum;
+ }
+ }
+
+ /* Draw first frame in blue for loop mode */
+ if ((gpd->onion_flag & GP_ONION_LOOP) && (gpf_loop != NULL)) {
+ if ((last == gpf->framenum) || (gpf->next == NULL)) {
+ gpencil_get_onion_alpha(color, gpd);
+ gpencil_draw_onion_strokes(
+ cache, e_data, vedata, ob, gpd, gpl,
+ gpf_loop, color[3], color, colflag);
+ }
+ }
+}
+
+/* populate a datablock for multiedit (no onions, no modifiers) */
+void DRW_gpencil_populate_multiedit(GPENCIL_e_data *e_data, void *vedata, Scene *scene, Object *ob, bGPdata *gpd)
+{
+ bGPDframe *gpf = NULL;
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ int cfra_eval = (int)DEG_get_ctime(draw_ctx->depsgraph);
+ GpencilBatchCache *cache = gpencil_batch_cache_get(ob, cfra_eval);
+ ToolSettings *ts = scene->toolsettings;
+ cache->cache_idx = 0;
+
+ /* check if playing animation */
+ bool playing = (bool)stl->storage->playing;
+
+ /* draw strokes */
+ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
+ /* don't draw layer if hidden */
+ if (gpl->flag & GP_LAYER_HIDE)
+ continue;
+
+ /* list of frames to draw */
+ if (!playing) {
+ for (gpf = gpl->frames.first; gpf; gpf = gpf->next) {
+ if ((gpf == gpl->actframe) || (gpf->flag & GP_FRAME_SELECT)) {
+ gpencil_draw_strokes(
+ cache, e_data, vedata, ts, ob, gpd, gpl, gpf, gpf,
+ gpl->opacity, gpl->tintcolor, false);
+ }
+ }
+ }
+ else {
+ gpf = BKE_gpencil_layer_getframe(gpl, cfra_eval, 0);
+ if (gpf) {
+ gpencil_draw_strokes(
+ cache, e_data, vedata, ts, ob, gpd, gpl, gpf, gpf,
+ gpl->opacity, gpl->tintcolor, false);
+ }
+ }
+
+ }
+
+ cache->is_dirty = false;
+}
+
+/* helper for populate a complete grease pencil datablock */
+void DRW_gpencil_populate_datablock(GPENCIL_e_data *e_data, void *vedata, Scene *scene, Object *ob, bGPdata *gpd)
+{
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ int cfra_eval = (int)DEG_get_ctime(draw_ctx->depsgraph);
+ ToolSettings *ts = scene->toolsettings;
+ bGPDframe *derived_gpf = NULL;
+ const bool main_onion = v3d != NULL ? ((v3d->flag3 & V3D_GP_SHOW_ONION_SKIN) == 0) : true;
+ const bool no_onion = (bool)(gpd->flag & GP_DATA_STROKE_WEIGHTMODE) || main_onion;
+ const bool overlay = v3d != NULL ? (bool)((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) : true;
+
+ /* check if playing animation */
+ bool playing = (bool)stl->storage->playing;
+
+ GpencilBatchCache *cache = gpencil_batch_cache_get(ob, cfra_eval);
+ cache->cache_idx = 0;
+
+ /* init general modifiers data */
+ if (!stl->storage->simplify_modif) {
+ if ((cache->is_dirty) && (ob->greasepencil_modifiers.first)) {
+ BKE_gpencil_lattice_init(ob);
+ }
+ }
+ /* draw normal strokes */
+ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
+ /* don't draw layer if hidden */
+ if (gpl->flag & GP_LAYER_HIDE)
+ continue;
+
+ bGPDframe *gpf = BKE_gpencil_layer_getframe(gpl, cfra_eval, 0);
+ if (gpf == NULL)
+ continue;
+
+ /* create GHash if need */
+ if (gpl->runtime.derived_data == NULL) {
+ gpl->runtime.derived_data = (GHash *)BLI_ghash_str_new(gpl->info);
+ }
+
+ derived_gpf = BLI_ghash_lookup(gpl->runtime.derived_data, ob->id.name);
+ if (derived_gpf == NULL) {
+ cache->is_dirty = true;
+ }
+ if (cache->is_dirty) {
+ if (derived_gpf != NULL) {
+ /* first clear temp data */
+ BKE_gpencil_free_frame_runtime_data(derived_gpf);
+ BLI_ghash_remove(gpl->runtime.derived_data, ob->id.name, NULL, NULL);
+ }
+ /* create new data */
+ derived_gpf = BKE_gpencil_frame_duplicate(gpf);
+ BLI_ghash_insert(gpl->runtime.derived_data, ob->id.name, derived_gpf);
+ }
+
+ /* draw onion skins */
+ if ((gpd->flag & GP_DATA_SHOW_ONIONSKINS) &&
+ (!no_onion) && (overlay) &&
+ (gpl->onion_flag & GP_LAYER_ONIONSKIN) &&
+ ((!playing) || (gpd->onion_flag & GP_ONION_GHOST_ALWAYS)))
+ {
+ if ((!stl->storage->is_render) ||
+ ((stl->storage->is_render) && (gpd->onion_flag & GP_ONION_GHOST_ALWAYS)))
+ {
+ gpencil_draw_onionskins(cache, e_data, vedata, ob, gpd, gpl, gpf);
+ }
+ }
+
+ /* draw normal strokes */
+ gpencil_draw_strokes(
+ cache, e_data, vedata, ts, ob, gpd, gpl, gpf, derived_gpf,
+ gpl->opacity, gpl->tintcolor, false);
+
+ }
+
+ /* clear any lattice data */
+ if ((cache->is_dirty) && (ob->greasepencil_modifiers.first)) {
+ BKE_gpencil_lattice_clear(ob);
+ }
+
+ cache->is_dirty = false;
+}
+
+/* Helper for gpencil_instance_modifiers()
+ * See also MOD_gpencilinstance.c -> bakeModifier()
+ */
+static void gp_instance_modifier_make_instances(GPENCIL_StorageList *stl, Object *ob, InstanceGpencilModifierData *mmd)
+{
+ /* reset random */
+ mmd->rnd[0] = 1;
+
+ /* Generate instances */
+ for (int x = 0; x < mmd->count[0]; x++) {
+ for (int y = 0; y < mmd->count[1]; y++) {
+ for (int z = 0; z < mmd->count[2]; z++) {
+ Object *newob;
+
+ const int elem_idx[3] = {x, y, z};
+ float mat[4][4];
+ int sh;
+
+ /* original strokes are at index = 0,0,0 */
+ if ((x == 0) && (y == 0) && (z == 0)) {
+ continue;
+ }
+
+ /* compute transform for instance */
+ BKE_gpencil_instance_modifier_instance_tfm(mmd, elem_idx, mat);
+
+ /* add object to cache */
+ newob = MEM_dupallocN(ob);
+ mul_m4_m4m4(newob->obmat, ob->obmat, mat);
+
+ /* apply scale */
+ ARRAY_SET_ITEMS(newob->size, mat[0][0], mat[1][1], mat[2][2]);
+
+ /* apply shift */
+ sh = x;
+ if (mmd->lock_axis == GP_LOCKAXIS_Y) {
+ sh = y;
+ }
+ if (mmd->lock_axis == GP_LOCKAXIS_Z) {
+ sh = z;
+ }
+ madd_v3_v3fl(newob->obmat[3], mmd->shift, sh);
+
+ /* add temp object to cache */
+ stl->g_data->gp_object_cache = gpencil_object_cache_add(
+ stl->g_data->gp_object_cache, newob, true,
+ &stl->g_data->gp_cache_size, &stl->g_data->gp_cache_used);
+ }
+ }
+ }
+}
+
+/* create instances using instance modifiers */
+void gpencil_instance_modifiers(GPENCIL_StorageList *stl, Object *ob)
+{
+ if ((ob) && (ob->data)) {
+ bGPdata *gpd = ob->data;
+ if (GPENCIL_ANY_EDIT_MODE(gpd)) {
+ return;
+ }
+ }
+
+ for (GpencilModifierData *md = ob->greasepencil_modifiers.first; md; md = md->next) {
+ if (((md->mode & eGpencilModifierMode_Realtime) && (stl->storage->is_render == false)) ||
+ ((md->mode & eGpencilModifierMode_Render) && (stl->storage->is_render == true)))
+ {
+ if (md->type == eGpencilModifierType_Instance) {
+ InstanceGpencilModifierData *mmd = (InstanceGpencilModifierData *)md;
+
+ /* Only add instances if the "Make Objects" flag is set
+ * FIXME: This is a workaround for z-ordering weirdness when all instances are in the same object
+ */
+ if (mmd->flag & GP_INSTANCE_MAKE_OBJECTS) {
+ gp_instance_modifier_make_instances(stl, ob, mmd);
+ }
+ }
+ }
+ }
+}
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,
+};
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h
new file mode 100644
index 00000000000..24a627f1012
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.h
@@ -0,0 +1,355 @@
+/*
+ * 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.h
+ * \ingroup draw
+ */
+
+#ifndef __GPENCIL_ENGINE_H__
+#define __GPENCIL_ENGINE_H__
+
+#include "GPU_batch.h"
+
+struct tGPspoint;
+struct bGPDstroke;
+struct ModifierData;
+struct GPENCIL_Data;
+struct GPENCIL_StorageList;
+struct Object;
+struct MaterialGPencilStyle;
+struct RenderEngine;
+struct RenderLayer;
+
+ /* TODO: these could be system parameter in userprefs screen */
+#define GPENCIL_MAX_GP_OBJ 256
+
+#define GPENCIL_CACHE_BLOCK_SIZE 8
+#define GPENCIL_MAX_SHGROUPS 65536
+#define GPENCIL_MIN_BATCH_SLOTS_CHUNK 16
+
+#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_TEXTURE 1
+#define GPENCIL_COLOR_PATTERN 2
+
+#define GP_SIMPLIFY(scene) ((scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_ENABLE))
+#define GP_SIMPLIFY_ONPLAY(playing) (((playing == true) && (scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_ON_PLAY)) || ((scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_ON_PLAY) == 0))
+#define GP_SIMPLIFY_FILL(scene, playing) ((GP_SIMPLIFY_ONPLAY(playing) && (GP_SIMPLIFY(scene)) && (scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_FILL)))
+#define GP_SIMPLIFY_MODIF(scene, playing) ((GP_SIMPLIFY_ONPLAY(playing) && (GP_SIMPLIFY(scene)) && (scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_MODIFIER)))
+
+#define GP_IS_CAMERAVIEW ((rv3d != NULL) && (rv3d->persp == RV3D_CAMOB && v3d->camera))
+
+ /* *********** OBJECTS CACHE *********** */
+
+ /* used to save gpencil objects */
+typedef struct tGPencilObjectCache {
+ struct Object *ob;
+ int init_grp, end_grp;
+ int idx; /*original index, can change after sort */
+
+ /* effects */
+ DRWShadingGroup *fx_wave_sh;
+ DRWShadingGroup *fx_blur_sh;
+ DRWShadingGroup *fx_colorize_sh;
+ DRWShadingGroup *fx_pixel_sh;
+ DRWShadingGroup *fx_rim_sh;
+ DRWShadingGroup *fx_swirl_sh;
+ DRWShadingGroup *fx_flip_sh;
+ DRWShadingGroup *fx_light_sh;
+
+ float zdepth; /* z-depth value to sort gp object */
+ bool temp_ob; /* flag to tag temporary objects that must be removed after drawing loop */
+} tGPencilObjectCache;
+
+ /* *********** LISTS *********** */
+typedef struct GPENCIL_shgroup {
+ int s_clamp;
+ int stroke_style;
+ int color_type;
+ int mode;
+ int texture_mix;
+ int texture_flip;
+ int texture_clamp;
+ int fill_style;
+ int keep_size;
+ float obj_scale;
+ struct DRWShadingGroup *shgrps_fill;
+ struct DRWShadingGroup *shgrps_stroke;
+} GPENCIL_shgroup;
+
+typedef struct GPENCIL_Storage {
+ int shgroup_id; /* total elements */
+ float unit_matrix[4][4];
+ int stroke_style;
+ int color_type;
+ int mode;
+ int xray;
+ int keep_size;
+ float obj_scale;
+ float pixfactor;
+ int playing;
+ bool is_render;
+ bool is_mat_preview;
+ const float *pixsize;
+ float render_pixsize;
+ int tonemapping;
+ short multisamples;
+
+ /* simplify settings*/
+ bool simplify_fill;
+ bool simplify_modif;
+ bool simplify_fx;
+
+ /* Render Matrices and data */
+ float persmat[4][4], persinv[4][4];
+ float viewmat[4][4], viewinv[4][4];
+ float winmat[4][4], wininv[4][4];
+ float view_vecs[2][4]; /* vec4[2] */
+
+ Object *camera; /* camera pointer for render mode */
+} GPENCIL_Storage;
+
+typedef struct GPENCIL_StorageList {
+ struct GPENCIL_Storage *storage;
+ struct g_data *g_data;
+ struct GPENCIL_shgroup *shgroups;
+} GPENCIL_StorageList;
+
+typedef struct GPENCIL_PassList {
+ struct DRWPass *stroke_pass;
+ struct DRWPass *edit_pass;
+ struct DRWPass *drawing_pass;
+ struct DRWPass *mix_pass;
+ struct DRWPass *mix_pass_noblend;
+ struct DRWPass *background_pass;
+ struct DRWPass *paper_pass;
+ struct DRWPass *grid_pass;
+
+ /* effects */
+ struct DRWPass *fx_shader_pass;
+ struct DRWPass *fx_shader_pass_blend;
+
+} GPENCIL_PassList;
+
+typedef struct GPENCIL_FramebufferList {
+ struct GPUFrameBuffer *main;
+ struct GPUFrameBuffer *temp_fb_a;
+ struct GPUFrameBuffer *temp_fb_b;
+ struct GPUFrameBuffer *temp_fb_rim;
+ struct GPUFrameBuffer *background_fb;
+
+ struct GPUFrameBuffer *multisample_fb;
+} GPENCIL_FramebufferList;
+
+typedef struct GPENCIL_TextureList {
+ struct GPUTexture *texture;
+
+ /* multisample textures */
+ struct GPUTexture *multisample_color;
+ struct GPUTexture *multisample_depth;
+
+} GPENCIL_TextureList;
+
+typedef struct GPENCIL_Data {
+ void *engine_type; /* Required */
+ struct GPENCIL_FramebufferList *fbl;
+ struct GPENCIL_TextureList *txl;
+ struct GPENCIL_PassList *psl;
+ struct GPENCIL_StorageList *stl;
+
+ /* render textures */
+ struct GPUTexture *render_depth_tx;
+ struct GPUTexture *render_color_tx;
+
+} GPENCIL_Data;
+
+/* *********** STATIC *********** */
+typedef struct g_data {
+ struct DRWShadingGroup *shgrps_edit_point;
+ struct DRWShadingGroup *shgrps_edit_line;
+ struct DRWShadingGroup *shgrps_drawing_stroke;
+ struct DRWShadingGroup *shgrps_drawing_fill;
+ struct DRWShadingGroup *shgrps_grid;
+
+ /* for buffer only one batch is nedeed because the drawing is only of one stroke */
+ GPUBatch *batch_buffer_stroke;
+ GPUBatch *batch_buffer_fill;
+
+ /* grid geometry */
+ GPUBatch *batch_grid;
+
+ int gp_cache_used; /* total objects in cache */
+ int gp_cache_size; /* size of the cache */
+ struct tGPencilObjectCache *gp_object_cache;
+
+ int session_flag;
+
+} g_data; /* Transient data */
+
+/* flags for fast drawing support */
+typedef enum eGPsession_Flag {
+ GP_DRW_PAINT_HOLD = (1 << 0),
+ GP_DRW_PAINT_IDLE = (1 << 1),
+ GP_DRW_PAINT_FILLING = (1 << 2),
+ GP_DRW_PAINT_READY = (1 << 3),
+ GP_DRW_PAINT_PAINTING = (1 << 4),
+} eGPsession_Flag;
+
+typedef struct GPENCIL_e_data {
+ /* general drawing shaders */
+ struct GPUShader *gpencil_fill_sh;
+ struct GPUShader *gpencil_stroke_sh;
+ struct GPUShader *gpencil_point_sh;
+ struct GPUShader *gpencil_edit_point_sh;
+ struct GPUShader *gpencil_line_sh;
+ struct GPUShader *gpencil_drawing_fill_sh;
+ struct GPUShader *gpencil_fullscreen_sh;
+ struct GPUShader *gpencil_simple_fullscreen_sh;
+ struct GPUShader *gpencil_background_sh;
+ struct GPUShader *gpencil_paper_sh;
+
+ /* effects */
+ struct GPUShader *gpencil_fx_blur_sh;
+ struct GPUShader *gpencil_fx_colorize_sh;
+ struct GPUShader *gpencil_fx_flip_sh;
+ struct GPUShader *gpencil_fx_light_sh;
+ struct GPUShader *gpencil_fx_pixel_sh;
+ struct GPUShader *gpencil_fx_rim_prepare_sh;
+ struct GPUShader *gpencil_fx_rim_resolve_sh;
+ struct GPUShader *gpencil_fx_swirl_sh;
+ struct GPUShader *gpencil_fx_wave_sh;
+
+ /* textures */
+ struct GPUTexture *background_depth_tx;
+ struct GPUTexture *background_color_tx;
+
+ struct GPUTexture *gpencil_blank_texture;
+
+ /* runtime pointers texture */
+ struct GPUTexture *input_depth_tx;
+ struct GPUTexture *input_color_tx;
+
+ /* working textures */
+ struct GPUTexture *temp_color_tx_a;
+ struct GPUTexture *temp_depth_tx_a;
+
+ struct GPUTexture *temp_color_tx_b;
+ struct GPUTexture *temp_depth_tx_b;
+
+ struct GPUTexture *temp_color_tx_rim;
+ struct GPUTexture *temp_depth_tx_rim;
+} GPENCIL_e_data; /* Engine data */
+
+/* GPUBatch Cache */
+typedef struct GpencilBatchCache {
+ /* For normal strokes, a variable number of batch can be needed depending of number of strokes.
+ It could use the stroke number as total size, but when activate the onion skining, the number
+ can change, so the size is changed dinamically.
+ */
+ GPUBatch **batch_stroke;
+ GPUBatch **batch_fill;
+ GPUBatch **batch_edit;
+ GPUBatch **batch_edlin;
+
+ /* settings to determine if cache is invalid */
+ bool is_dirty;
+ bool is_editmode;
+ int cache_frame;
+
+ /* keep information about the size of the cache */
+ int cache_size; /* total batch slots available */
+ int cache_idx; /* current slot index */
+} GpencilBatchCache;
+
+/* general drawing functions */
+struct DRWShadingGroup *DRW_gpencil_shgroup_stroke_create(struct GPENCIL_e_data *e_data, struct GPENCIL_Data *vedata, struct DRWPass *pass, struct GPUShader *shader,
+ struct Object *ob, struct bGPdata *gpd, struct MaterialGPencilStyle *gp_style, int id, bool onion);
+void DRW_gpencil_populate_datablock(struct GPENCIL_e_data *e_data, void *vedata, struct Scene *scene, struct Object *ob, struct bGPdata *gpd);
+void DRW_gpencil_populate_buffer_strokes(struct GPENCIL_e_data *e_data, void *vedata, struct ToolSettings *ts, struct Object *ob);
+void DRW_gpencil_populate_multiedit(struct GPENCIL_e_data *e_data, void *vedata, struct Scene *scene, struct Object *ob, struct bGPdata *gpd);
+void DRW_gpencil_triangulate_stroke_fill(struct bGPDstroke *gps);
+
+void DRW_gpencil_multisample_ensure(struct GPENCIL_Data *vedata, int rect_w, int rect_h);
+
+/* create geometry functions */
+struct GPUBatch *DRW_gpencil_get_point_geom(struct bGPDstroke *gps, short thickness, const float ink[4]);
+struct GPUBatch *DRW_gpencil_get_stroke_geom(struct bGPDframe *gpf, struct bGPDstroke *gps, short thickness, const float ink[4]);
+struct GPUBatch *DRW_gpencil_get_fill_geom(struct Object *ob, struct bGPDstroke *gps, const float color[4]);
+struct GPUBatch *DRW_gpencil_get_edit_geom(struct bGPDstroke *gps, float alpha, short dflag);
+struct GPUBatch *DRW_gpencil_get_edlin_geom(struct bGPDstroke *gps, float alpha, short dflag);
+struct GPUBatch *DRW_gpencil_get_buffer_stroke_geom(struct bGPdata *gpd, float matrix[4][4], short thickness);
+struct GPUBatch *DRW_gpencil_get_buffer_fill_geom(struct bGPdata *gpd);
+struct GPUBatch *DRW_gpencil_get_buffer_point_geom(struct bGPdata *gpd, float matrix[4][4], short thickness);
+struct GPUBatch *DRW_gpencil_get_grid(void);
+
+/* object cache functions */
+struct tGPencilObjectCache *gpencil_object_cache_add(struct tGPencilObjectCache *cache_array, struct Object *ob,
+ bool is_temp, int *gp_cache_size, int *gp_cache_used);
+
+/* geometry batch cache functions */
+void gpencil_batch_cache_check_free_slots(struct Object *ob);
+struct GpencilBatchCache *gpencil_batch_cache_get(struct Object *ob, int cfra);
+
+/* modifier functions */
+void gpencil_instance_modifiers(struct GPENCIL_StorageList *stl, struct Object *ob);
+
+/* effects */
+void GPENCIL_create_fx_shaders(struct GPENCIL_e_data *e_data);
+void GPENCIL_delete_fx_shaders(struct GPENCIL_e_data *e_data);
+void GPENCIL_create_fx_passes(struct GPENCIL_PassList *psl);
+
+void DRW_gpencil_fx_prepare(
+ struct GPENCIL_e_data *e_data, struct GPENCIL_Data *vedata,
+ struct tGPencilObjectCache *cache);
+void DRW_gpencil_fx_draw(
+ struct GPENCIL_e_data *e_data, struct GPENCIL_Data *vedata,
+ struct tGPencilObjectCache *cache);
+
+/* main functions */
+void GPENCIL_engine_init(void *vedata);
+void GPENCIL_cache_init(void *vedata);
+void GPENCIL_cache_populate(void *vedata, struct Object *ob);
+void GPENCIL_cache_finish(void *vedata);
+void GPENCIL_draw_scene(void *vedata);
+
+/* render */
+void GPENCIL_render_init(struct GPENCIL_Data *ved, struct RenderEngine *engine, struct Depsgraph *depsgraph);
+void GPENCIL_render_to_image(void *vedata, struct RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect);
+
+/* Use of multisample framebuffers. */
+#define MULTISAMPLE_GP_SYNC_ENABLE(lvl, fbl) { \
+ if ((lvl > 0) && (fbl->multisample_fb != NULL)) { \
+ DRW_stats_query_start("GP Multisample Blit"); \
+ GPU_framebuffer_bind(fbl->multisample_fb); \
+ GPU_framebuffer_clear_color_depth(fbl->multisample_fb, (const float[4]){0.0f}, 1.0f); \
+ DRW_stats_query_end(); \
+ } \
+}
+
+#define MULTISAMPLE_GP_SYNC_DISABLE(lvl, fbl, fb, txl) { \
+ if ((lvl > 0) && (fbl->multisample_fb != NULL)) { \
+ DRW_stats_query_start("GP Multisample Resolve"); \
+ GPU_framebuffer_bind(fb); \
+ DRW_multisamples_resolve(txl->multisample_depth, txl->multisample_color, true); \
+ DRW_stats_query_end(); \
+ } \
+}
+
+#endif /* __GPENCIL_ENGINE_H__ */
diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c
new file mode 100644
index 00000000000..d76ea56894f
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/gpencil_render.c
@@ -0,0 +1,353 @@
+/*
+ * 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_render.c
+ * \ingroup draw
+ */
+#include "BLI_rect.h"
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "BKE_camera.h"
+
+#include "DNA_gpencil_types.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "draw_mode_engines.h"
+
+#include "RE_pipeline.h"
+
+#include "gpencil_engine.h"
+
+/* Get pixel size for render
+* This function uses the same calculation used for viewport, because if use
+* camera pixelsize, the result is not correct.
+*/
+static float get_render_pixelsize(float persmat[4][4], int winx, int winy)
+{
+ float v1[3], v2[3];
+ float len_px, len_sc;
+
+ v1[0] = persmat[0][0];
+ v1[1] = persmat[1][0];
+ v1[2] = persmat[2][0];
+
+ v2[0] = persmat[0][1];
+ v2[1] = persmat[1][1];
+ v2[2] = persmat[2][1];
+
+ len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
+ len_sc = (float)MAX2(winx, winy);
+
+ return len_px / len_sc;
+}
+
+/* init render data */
+void GPENCIL_render_init(GPENCIL_Data *ved, RenderEngine *engine, struct Depsgraph *depsgraph)
+{
+ GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
+ GPENCIL_StorageList *stl = vedata->stl;
+ GPENCIL_FramebufferList *fbl = vedata->fbl;
+
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = { (int)viewport_size[0], (int)viewport_size[1] };
+
+ /* In render mode the default framebuffer is not generated
+ * because there is no viewport. So we need to manually create one
+ * NOTE : use 32 bit format for precision in render mode.
+ */
+ /* create multiframe framebuffer for AA */
+ if (U.gpencil_multisamples > 0) {
+ int rect_w = (int)viewport_size[0];
+ int rect_h = (int)viewport_size[1];
+ DRW_gpencil_multisample_ensure(vedata, rect_w, rect_h);
+ }
+
+ vedata->render_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8,
+ &draw_engine_gpencil_type);
+ vedata->render_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F,
+ &draw_engine_gpencil_type);
+ GPU_framebuffer_ensure_config(&fbl->main, {
+ GPU_ATTACHMENT_TEXTURE(vedata->render_depth_tx),
+ GPU_ATTACHMENT_TEXTURE(vedata->render_color_tx)
+ });
+
+ /* Alloc transient data. */
+ if (!stl->g_data) {
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
+ }
+
+ /* Set the pers & view matrix. */
+ struct Object *camera = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
+ float frame = BKE_scene_frame_get(scene);
+ RE_GetCameraWindow(engine->re, camera, frame, stl->storage->winmat);
+ RE_GetCameraModelMatrix(engine->re, camera, stl->storage->viewinv);
+
+ invert_m4_m4(stl->storage->viewmat, stl->storage->viewinv);
+ mul_m4_m4m4(stl->storage->persmat, stl->storage->winmat, stl->storage->viewmat);
+ invert_m4_m4(stl->storage->persinv, stl->storage->persmat);
+ invert_m4_m4(stl->storage->wininv, stl->storage->winmat);
+
+ DRW_viewport_matrix_override_set(stl->storage->persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(stl->storage->persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(stl->storage->winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(stl->storage->wininv, DRW_MAT_WININV);
+ DRW_viewport_matrix_override_set(stl->storage->viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_override_set(stl->storage->viewinv, DRW_MAT_VIEWINV);
+
+ /* calculate pixel size for render */
+ stl->storage->render_pixsize = get_render_pixelsize(stl->storage->persmat, viewport_size[0], viewport_size[1]);
+ /* INIT CACHE */
+ GPENCIL_cache_init(vedata);
+}
+
+/* render all objects and select only grease pencil */
+static void GPENCIL_render_cache(
+ void *vedata, struct Object *ob,
+ struct RenderEngine *UNUSED(engine), struct Depsgraph *UNUSED(depsgraph))
+{
+ if ((ob == NULL) || (DRW_check_object_visible_within_active_context(ob) == false)) {
+ return;
+ }
+
+ if (ob->type == OB_GPENCIL) {
+ GPENCIL_cache_populate(vedata, ob);
+ }
+}
+
+/* TODO: Reuse Eevee code in shared module instead to duplicate here */
+static void GPENCIL_render_update_viewvecs(float invproj[4][4], float winmat[4][4], float(*r_viewvecs)[4])
+{
+ /* view vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float view_vecs[4][4] = {
+ { -1.0f, -1.0f, -1.0f, 1.0f },
+ { 1.0f, -1.0f, -1.0f, 1.0f },
+ { -1.0f, 1.0f, -1.0f, 1.0f },
+ { -1.0f, -1.0f, 1.0f, 1.0f }
+ };
+
+ /* convert the view vectors to view space */
+ const bool is_persp = (winmat[3][3] == 0.0f);
+ for (int i = 0; i < 4; i++) {
+ mul_project_m4_v3(invproj, view_vecs[i]);
+ /* normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ if (is_persp) {
+ /* Divide XY by Z. */
+ mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]);
+ }
+ }
+
+ /**
+ * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
+ * view_vecs[1] is the vector going from the near-bottom-left corner to
+ * the far-top-right corner.
+ * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
+ * when Z = 1, and top-left corner if Z = 1.
+ * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
+ * distance from the near plane to the far clip plane.
+ **/
+ copy_v4_v4(r_viewvecs[0], view_vecs[0]);
+
+ /* we need to store the differences */
+ r_viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
+ r_viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
+ r_viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
+}
+
+/* Update view_vecs */
+static void GPENCIL_render_update_vecs(GPENCIL_Data *vedata)
+{
+ GPENCIL_StorageList *stl = vedata->stl;
+
+ float invproj[4][4], winmat[4][4];
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(invproj, DRW_MAT_WININV);
+
+ /* this is separated to keep function equal to Eevee for future reuse of same code */
+ GPENCIL_render_update_viewvecs(invproj, winmat, stl->storage->view_vecs);
+}
+
+/* read z-depth render result */
+static void GPENCIL_render_result_z(struct RenderLayer *rl, const char *viewname, GPENCIL_Data *vedata, const rcti *rect)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ GPENCIL_StorageList *stl = vedata->stl;
+
+ if ((view_layer->passflag & SCE_PASS_Z) != 0) {
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
+
+ GPU_framebuffer_read_depth(vedata->fbl->main, rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), rp->rect);
+
+ bool is_persp = DRW_viewport_is_persp_get();
+
+ GPENCIL_render_update_vecs(vedata);
+
+ /* Convert ogl depth [0..1] to view Z [near..far] */
+ for (int i = 0; i < BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect); i++) {
+ if (rp->rect[i] == 1.0f) {
+ rp->rect[i] = 1e10f; /* Background */
+ }
+ else {
+ if (is_persp) {
+ rp->rect[i] = rp->rect[i] * 2.0f - 1.0f;
+ rp->rect[i] = stl->storage->winmat[3][2] / (rp->rect[i] + stl->storage->winmat[2][2]);
+ }
+ else {
+ rp->rect[i] = -stl->storage->view_vecs[0][2] + rp->rect[i] * -stl->storage->view_vecs[1][2];
+ }
+ }
+ }
+ }
+}
+
+/* read combined render result */
+static void GPENCIL_render_result_combined(struct RenderLayer *rl, const char *viewname, GPENCIL_Data *vedata, const rcti *rect)
+{
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+
+ GPU_framebuffer_bind(fbl->main);
+ GPU_framebuffer_read_color(vedata->fbl->main, rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 4, 0, rp->rect);
+}
+
+/* helper to blend pixels */
+static void blend_pixel(float src[4], float dst[4])
+{
+ float alpha = src[3];
+
+ /* use blend: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA */
+ dst[0] = (src[0] * alpha) + (dst[0] * (1.0f - alpha));
+ dst[1] = (src[1] * alpha) + (dst[1] * (1.0f - alpha));
+ dst[2] = (src[2] * alpha) + (dst[2] * (1.0f - alpha));
+}
+
+/* render grease pencil to image */
+void GPENCIL_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
+{
+ const char *viewname = RE_GetActiveRenderView(engine->re);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ int imgsize = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
+
+ /* save previous render data */
+ RenderPass *rpass_color_src = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);
+ RenderPass *rpass_depth_src = RE_pass_find_by_name(render_layer, RE_PASSNAME_Z, viewname);
+ float *src_rect_color_data = NULL;
+ float *src_rect_depth_data = NULL;
+ if ((rpass_color_src) && (rpass_depth_src) && (rpass_color_src->rect) && (rpass_depth_src->rect)) {
+ src_rect_color_data = MEM_dupallocN(rpass_color_src->rect);
+ src_rect_depth_data = MEM_dupallocN(rpass_depth_src->rect);
+ }
+ else {
+ /* TODO: put this message in a better place */
+ printf("Warning: To render grease pencil, enable Combined and Z passes.\n");
+ }
+
+ GPENCIL_engine_init(vedata);
+ GPENCIL_render_init(vedata, engine, draw_ctx->depsgraph);
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ Object *camera = DEG_get_evaluated_object(draw_ctx->depsgraph, RE_GetCamera(engine->re));
+ stl->storage->camera = camera; /* save current camera */
+
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+ if (fbl->main) {
+ GPU_framebuffer_texture_attach(fbl->main, ((GPENCIL_Data *)vedata)->render_depth_tx, 0, 0);
+ GPU_framebuffer_texture_attach(fbl->main, ((GPENCIL_Data *)vedata)->render_color_tx, 0, 0);
+ /* clean first time the buffer */
+ float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ GPU_framebuffer_bind(fbl->main);
+ GPU_framebuffer_clear_color_depth(fbl->main, clearcol, 1.0f);
+ }
+
+ /* loop all objects and draw */
+ DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, GPENCIL_render_cache);
+
+ GPENCIL_cache_finish(vedata);
+ GPENCIL_draw_scene(vedata);
+
+ /* combined data */
+ GPENCIL_render_result_combined(render_layer, viewname, vedata, rect);
+ /* z-depth data */
+ GPENCIL_render_result_z(render_layer, viewname, vedata, rect);
+
+ /* detach textures */
+ if (fbl->main) {
+ GPU_framebuffer_texture_detach(fbl->main, ((GPENCIL_Data *)vedata)->render_depth_tx);
+ GPU_framebuffer_texture_detach(fbl->main, ((GPENCIL_Data *)vedata)->render_color_tx);
+ }
+
+ /* merge previous render image with new GP image */
+ if (src_rect_color_data) {
+ RenderPass *rpass_color_gp = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);
+ RenderPass *rpass_depth_gp = RE_pass_find_by_name(render_layer, RE_PASSNAME_Z, viewname);
+ float *gp_rect_color_data = rpass_color_gp->rect;
+ float *gp_rect_depth_data = rpass_depth_gp->rect;
+ float *gp_pixel_rgba;
+ float *gp_pixel_depth;
+ float *src_pixel_rgba;
+ float *src_pixel_depth;
+ float tmp[4];
+
+ for (int i = 0; i < imgsize; i++) {
+ gp_pixel_rgba = &gp_rect_color_data[i * 4];
+ gp_pixel_depth = &gp_rect_depth_data[i];
+
+ src_pixel_rgba = &src_rect_color_data[i * 4];
+ src_pixel_depth = &src_rect_depth_data[i];
+
+ /* check grease pencil render transparency */
+ if (gp_pixel_rgba[3] > 0.0f) {
+ copy_v4_v4(tmp, gp_pixel_rgba);
+ if (src_pixel_rgba[3] > 0.0f) {
+ /* copy source color on back */
+ copy_v4_v4(gp_pixel_rgba, src_pixel_rgba);
+ /* check z-depth */
+ if (gp_pixel_depth[0] > src_pixel_depth[0]) {
+ /* copy source z-depth */
+ gp_pixel_depth[0] = src_pixel_depth[0];
+ /* blend gp render */
+ blend_pixel(tmp, gp_pixel_rgba);
+ /* blend object on top */
+ blend_pixel(src_pixel_rgba, gp_pixel_rgba);
+ }
+ else {
+ /* blend gp render */
+ blend_pixel(tmp, gp_pixel_rgba);
+ }
+ }
+ }
+ else {
+ copy_v4_v4(gp_pixel_rgba, src_pixel_rgba);
+ gp_pixel_depth[0] = src_pixel_depth[0];
+ }
+ }
+
+ /* free memory */
+ MEM_SAFE_FREE(src_rect_color_data);
+ MEM_SAFE_FREE(src_rect_depth_data);
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
new file mode 100644
index 00000000000..e453224020d
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
@@ -0,0 +1,848 @@
+/*
+ * 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_shader_fx.c
+ * \ingroup draw
+ */
+#include "DNA_gpencil_types.h"
+#include "DNA_shader_fx_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_camera_types.h"
+
+#include "BKE_gpencil.h"
+#include "BKE_shader_fx.h"
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "BKE_camera.h"
+
+#include "ED_view3d.h"
+#include "ED_gpencil.h"
+
+#include "gpencil_engine.h"
+
+extern char datatoc_gpencil_fx_blur_frag_glsl[];
+extern char datatoc_gpencil_fx_colorize_frag_glsl[];
+extern char datatoc_gpencil_fx_flip_frag_glsl[];
+extern char datatoc_gpencil_fx_light_frag_glsl[];
+extern char datatoc_gpencil_fx_pixel_frag_glsl[];
+extern char datatoc_gpencil_fx_rim_prepare_frag_glsl[];
+extern char datatoc_gpencil_fx_rim_resolve_frag_glsl[];
+extern char datatoc_gpencil_fx_swirl_frag_glsl[];
+extern char datatoc_gpencil_fx_wave_frag_glsl[];
+
+/* verify if this fx is active */
+static bool effect_is_active(Object *ob, ShaderFxData *fx, bool is_render)
+{
+ if (fx == NULL) {
+ return false;
+ }
+
+ bGPdata *gpd = ob->data;
+ if (gpd == NULL) {
+ return false;
+ }
+
+ bool is_edit = GPENCIL_ANY_EDIT_MODE(gpd);
+ if (((fx->mode & eShaderFxMode_Editmode) == 0) && (is_edit)) {
+ return false;
+ }
+
+ if (((fx->mode & eShaderFxMode_Realtime) && (is_render == false)) ||
+ ((fx->mode & eShaderFxMode_Render) && (is_render == true)))
+ {
+ return true;
+ }
+
+ return false;
+}
+
+/* get normal of draw using one stroke of visible layer
+* /param gpd GP datablock
+* /param r_point Point on plane
+* /param r_normal Normal vector
+*/
+static bool get_normal_vector(bGPdata *gpd, float r_point[3], float r_normal[3])
+{
+ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
+ if (gpl->flag & GP_LAYER_HIDE)
+ continue;
+
+ /* get frame */
+ bGPDframe *gpf = gpl->actframe;
+ if (gpf == NULL)
+ continue;
+ for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
+ if (gps->totpoints >= 3) {
+ bGPDspoint *pt = &gps->points[0];
+ BKE_gpencil_stroke_normal(gps, r_normal);
+ /* in some weird situations, the normal cannot be calculated, so try next stroke */
+ if ((r_normal[0] != 0.0f) || (r_normal[1] != 0.0f) || (r_normal[2] != 0.0f)) {
+ copy_v3_v3(r_point, &pt->x);
+ return true;
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+/* helper to get near and far depth of field values */
+static void GPENCIL_dof_nearfar(Object *camera, float coc, float nearfar[2])
+{
+ if (camera == NULL) {
+ return;
+ }
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ Camera *cam = (Camera *)camera->data;
+
+ float fstop = cam->gpu_dof.fstop;
+ float focus_dist = BKE_camera_object_dof_distance(camera);
+ float focal_len = cam->lens;
+
+ /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
+ * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
+ * because the shader reads coordinates in world space, which is in blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
+ float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f;
+ float scale_camera = 0.001f / scale;
+ /* we want radius here for the aperture number */
+ float aperture_scaled = 0.5f * scale_camera * focal_len / fstop;
+ float focal_len_scaled = scale_camera * focal_len;
+
+ float hyperfocal = (focal_len_scaled * focal_len_scaled) / (aperture_scaled * coc);
+ nearfar[0] = (hyperfocal * focus_dist) / (hyperfocal + focal_len);
+ nearfar[1] = (hyperfocal * focus_dist) / (hyperfocal - focal_len);
+}
+
+/* **************** Shader Effects ***************************** */
+
+/* Gaussian Blur FX
+ * The effect is done using two shading groups because is faster to apply horizontal
+ * and vertical in different operations.
+ */
+static void DRW_gpencil_fx_blur(
+ ShaderFxData *fx, int ob_idx, GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata, tGPencilObjectCache *cache)
+{
+ if (fx == NULL) {
+ return;
+ }
+
+ BlurShaderFxData *fxd = (BlurShaderFxData *)fx;
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ DRWShadingGroup *fx_shgrp;
+
+ Object *ob = cache->ob;
+ bGPdata *gpd = (bGPdata *)ob->data;
+
+ fxd->blur[0] = fxd->radius[0];
+ fxd->blur[1] = fxd->radius[1];
+
+ /* init weight */
+ if (fxd->flag & FX_BLUR_DOF_MODE) {
+ /* viewport and opengl render */
+ Object *camera = NULL;
+ if (rv3d) {
+ if (rv3d->persp == RV3D_CAMOB) {
+ camera = v3d->camera;
+ }
+ }
+ else {
+ camera = stl->storage->camera;
+ }
+
+ if (camera) {
+ float nearfar[2];
+ GPENCIL_dof_nearfar(camera, fxd->coc, nearfar);
+ float zdepth = stl->g_data->gp_object_cache[ob_idx].zdepth;
+ /* the object is on focus area */
+ if ((zdepth >= nearfar[0]) && (zdepth <= nearfar[1])) {
+ fxd->blur[0] = 0;
+ fxd->blur[1] = 0;
+ }
+ else {
+ float f;
+ if (zdepth < nearfar[0]) {
+ f = nearfar[0] - zdepth;
+ }
+ else {
+ f = zdepth - nearfar[1];
+ }
+ fxd->blur[0] = f;
+ fxd->blur[1] = f;
+ CLAMP2(&fxd->blur[0], 0, fxd->radius[0]);
+ }
+ }
+ else {
+ /* if not camera view, the blur is disabled */
+ fxd->blur[0] = 0;
+ fxd->blur[1] = 0;
+ }
+ }
+
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh,
+ psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &ob->loc[0], 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixelsize", &U.pixelsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+}
+
+/* Colorize FX */
+static void DRW_gpencil_fx_colorize(
+ ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
+{
+ if (fx == NULL) {
+ return;
+ }
+ ColorizeShaderFxData *fxd = (ColorizeShaderFxData *)fx;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_colorize_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_vec4(fx_shgrp, "low_color", &fxd->low_color[0], 1);
+ DRW_shgroup_uniform_vec4(fx_shgrp, "high_color", &fxd->high_color[0], 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "factor", &fxd->factor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+}
+
+/* Flip FX */
+static void DRW_gpencil_fx_flip(
+ ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
+{
+ if (fx == NULL) {
+ return;
+ }
+ FlipShaderFxData *fxd = (FlipShaderFxData *)fx;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ fxd->flipmode = 100;
+ /* the number works as bit flag */
+ if (fxd->flag & FX_FLIP_HORIZONTAL) {
+ fxd->flipmode += 10;
+ }
+ if (fxd->flag & FX_FLIP_VERTICAL) {
+ fxd->flipmode += 1;
+ }
+
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_flip_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_int(fx_shgrp, "flipmode", &fxd->flipmode, 1);
+
+ DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+}
+
+/* Light FX */
+static void DRW_gpencil_fx_light(
+ ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
+{
+ if (fx == NULL) {
+ return;
+ }
+ Object *ob = cache->ob;
+ LightShaderFxData *fxd = (LightShaderFxData *)fx;
+
+ if (fxd->object == NULL) {
+ return;
+ }
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_light_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+
+ /* location of the light using obj location as origin */
+ copy_v3_v3(fxd->loc, &fxd->object->loc[0]);
+
+ /* Calc distance to strokes plane
+ * The w component of location is used to transfer the distance to drawing plane
+ */
+ float r_point[3], r_normal[3];
+ float r_plane[4];
+ bGPdata *gpd = (bGPdata *)ob->data;
+ if (!get_normal_vector(gpd, r_point, r_normal)) {
+ return;
+ }
+ mul_mat3_m4_v3(ob->obmat, r_normal); /* only rotation component */
+ plane_from_point_normal_v3(r_plane, r_point, r_normal);
+ float dt = dist_to_plane_v3(fxd->object->loc, r_plane);
+ fxd->loc[3] = dt; /* use last element to save it */
+
+ DRW_shgroup_uniform_vec4(fx_shgrp, "loc", &fxd->loc[0], 1);
+
+ DRW_shgroup_uniform_float(fx_shgrp, "energy", &fxd->energy, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "ambient", &fxd->ambient, 1);
+
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixelsize", &U.pixelsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+}
+
+/* Pixelate FX */
+static void DRW_gpencil_fx_pixel(
+ ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
+{
+ if (fx == NULL) {
+ return;
+ }
+ Object *ob = cache->ob;
+ PixelShaderFxData *fxd = (PixelShaderFxData *)fx;
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+ bGPdata *gpd = (bGPdata *)ob->data;
+
+ fxd->size[2] = (int)fxd->flag & FX_PIXEL_USE_LINES;
+
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_pixel_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_int(fx_shgrp, "size", &fxd->size[0], 3);
+ DRW_shgroup_uniform_vec4(fx_shgrp, "color", &fxd->rgba[0], 1);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &ob->loc[0], 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixelsize", &U.pixelsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+}
+
+/* Rim FX */
+static void DRW_gpencil_fx_rim(
+ ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
+{
+ if (fx == NULL) {
+ return;
+ }
+ Object *ob = cache->ob;
+ RimShaderFxData *fxd = (RimShaderFxData *)fx;
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+ bGPdata *gpd = (bGPdata *)ob->data;
+
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ /* prepare pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_prepare_sh,
+ psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+
+ DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "rim_color", &fxd->rim_rgb[0], 1);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &ob->loc[0], 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixelsize", &U.pixelsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+
+ /* blur pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh,
+ psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_rim);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_rim);
+ DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &ob->loc[0], 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixelsize", &U.pixelsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh_b = fx_shgrp;
+
+ /* resolve pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_resolve_sh,
+ psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &e_data->temp_color_tx_rim);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
+
+ fxd->runtime.fx_sh_c = fx_shgrp;
+}
+
+/* Swirl FX */
+static void DRW_gpencil_fx_swirl(
+ ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
+{
+ if (fx == NULL) {
+ return;
+ }
+ Object *ob = cache->ob;
+ SwirlShaderFxData *fxd = (SwirlShaderFxData *)fx;
+ if (fxd->object == NULL) {
+ return;
+ }
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+ bGPdata *gpd = (bGPdata *)ob->data;
+
+ fxd->transparent = (int)fxd->flag & FX_SWIRL_MAKE_TRANSPARENT;
+
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_swirl_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", &fxd->object->loc[0], 1);
+
+ DRW_shgroup_uniform_int(fx_shgrp, "radius", &fxd->radius, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "angle", &fxd->angle, 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "transparent", &fxd->transparent, 1);
+
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixelsize", &U.pixelsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+}
+
+/* Wave Distorsion FX */
+static void DRW_gpencil_fx_wave(
+ ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
+{
+ if (fx == NULL) {
+ return;
+ }
+
+ WaveShaderFxData *fxd = (WaveShaderFxData *)fx;
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ struct GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+
+ DRWShadingGroup *fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_wave_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "orientation", &fxd->orientation, 1);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+}
+
+/* ************************************************************** */
+
+/* create all FX shaders */
+void GPENCIL_create_fx_shaders(GPENCIL_e_data *e_data)
+{
+ /* fx shaders (all in screen space) */
+ if (!e_data->gpencil_fx_blur_sh) {
+ e_data->gpencil_fx_blur_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_blur_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_colorize_sh) {
+ e_data->gpencil_fx_colorize_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_colorize_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_flip_sh) {
+ e_data->gpencil_fx_flip_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_flip_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_light_sh) {
+ e_data->gpencil_fx_light_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_light_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_pixel_sh) {
+ e_data->gpencil_fx_pixel_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_pixel_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_rim_prepare_sh) {
+ e_data->gpencil_fx_rim_prepare_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_rim_prepare_frag_glsl, NULL);
+
+ e_data->gpencil_fx_rim_resolve_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_rim_resolve_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_swirl_sh) {
+ e_data->gpencil_fx_swirl_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_swirl_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_wave_sh) {
+ e_data->gpencil_fx_wave_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_wave_frag_glsl, NULL);
+ }
+}
+
+/* free FX shaders */
+void GPENCIL_delete_fx_shaders(GPENCIL_e_data *e_data)
+{
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_blur_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_colorize_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_flip_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_light_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_pixel_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_prepare_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_swirl_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_wave_sh);
+}
+
+/* create all passes used by FX */
+void GPENCIL_create_fx_passes(GPENCIL_PassList *psl)
+{
+ psl->fx_shader_pass = DRW_pass_create(
+ "GPencil Shader FX Pass",
+ DRW_STATE_WRITE_COLOR |
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ psl->fx_shader_pass_blend = DRW_pass_create(
+ "GPencil Shader FX Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND |
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+}
+
+
+/* prepare fx shading groups */
+void DRW_gpencil_fx_prepare(
+ struct GPENCIL_e_data *e_data, struct GPENCIL_Data *vedata,
+ struct tGPencilObjectCache *cache)
+{
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ Object *ob = cache->ob;
+ int ob_idx = cache->idx;
+
+ if (ob->shader_fx.first == NULL) {
+ return;
+ }
+ /* loop FX */
+ for (ShaderFxData *fx = ob->shader_fx.first; fx; fx = fx->next) {
+ if (effect_is_active(ob, fx, stl->storage->is_render)) {
+ switch (fx->type) {
+ case eShaderFxType_Blur:
+ DRW_gpencil_fx_blur(fx, ob_idx, e_data, vedata, cache);
+ break;
+ case eShaderFxType_Colorize:
+ DRW_gpencil_fx_colorize(fx, e_data, vedata);
+ break;
+ case eShaderFxType_Flip:
+ DRW_gpencil_fx_flip(fx, e_data, vedata);
+ break;
+ case eShaderFxType_Light:
+ DRW_gpencil_fx_light(fx, e_data, vedata, cache);
+ break;
+ case eShaderFxType_Pixel:
+ DRW_gpencil_fx_pixel(fx, e_data, vedata, cache);
+ break;
+ case eShaderFxType_Rim:
+ DRW_gpencil_fx_rim(fx, e_data, vedata, cache);
+ break;
+ case eShaderFxType_Swirl:
+ DRW_gpencil_fx_swirl(fx, e_data, vedata, cache);
+ break;
+ case eShaderFxType_Wave:
+ DRW_gpencil_fx_wave(fx, e_data, vedata);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+}
+
+/* helper to draw one FX pass and do ping-pong copy */
+static void gpencil_draw_fx_pass(
+ GPENCIL_e_data *e_data,
+ GPENCIL_PassList *psl,
+ GPENCIL_FramebufferList *fbl,
+ DRWShadingGroup *shgrp, bool blend)
+{
+ if (shgrp == NULL) {
+ return;
+ }
+
+ static float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+
+ /* draw effect pass in temp texture (B) using as source the previous image
+ * existing in the other temp texture (A) */
+ if (!blend) {
+ DRW_draw_pass_subset(psl->fx_shader_pass, shgrp, shgrp);
+ }
+ else {
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, shgrp, shgrp);
+ }
+
+ /* copy pass from b to a for ping-pong frame buffers */
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ GPU_framebuffer_bind(fbl->temp_fb_a);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
+}
+
+/* helper to manage gaussian blur passes */
+static void draw_gpencil_blur_passes(
+ struct GPENCIL_e_data *e_data,
+ struct GPENCIL_Data *vedata,
+ struct BlurShaderFxData *fxd)
+{
+ if (fxd->runtime.fx_sh == NULL) {
+ return;
+ }
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+ DRWShadingGroup *shgrp = fxd->runtime.fx_sh;
+ int samples = fxd->samples;
+
+ float bx = fxd->blur[0];
+ float by = fxd->blur[1];
+
+ /* the blur is done in two steps (Hor/Ver) because is faster and
+ * gets better result
+ *
+ * samples could be 0 and disable de blur effects because sometimes
+ * is easier animate the number of samples only, instead to animate the
+ * hide/unhide and the number of samples to make some effects.
+ */
+ for (int b = 0; b < samples; b++) {
+ /* horizontal */
+ if (bx > 0) {
+ fxd->blur[0] = bx;
+ fxd->blur[1] = 0;
+ gpencil_draw_fx_pass(e_data, psl, fbl, shgrp, true);
+ }
+ /* vertical */
+ if (by > 0) {
+ fxd->blur[0] = 0;
+ fxd->blur[1] = by;
+ gpencil_draw_fx_pass(e_data, psl, fbl, shgrp, true);
+ }
+ }
+}
+
+static void draw_gpencil_rim_blur(
+ struct GPENCIL_e_data *UNUSED(e_data),
+ struct GPENCIL_Data *vedata,
+ struct RimShaderFxData *fxd)
+{
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+ static float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend,
+ fxd->runtime.fx_sh_b, fxd->runtime.fx_sh_b);
+
+ /* copy pass from b for ping-pong frame buffers */
+ GPU_framebuffer_bind(fbl->temp_fb_rim);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_rim, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
+}
+
+/* helper to draw RIM passes */
+static void draw_gpencil_rim_passes(
+ struct GPENCIL_e_data *e_data,
+ struct GPENCIL_Data *vedata,
+ struct RimShaderFxData *fxd)
+{
+ if (fxd->runtime.fx_sh_b == NULL) {
+ return;
+ }
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+
+ static float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ int bx = fxd->blur[0];
+ int by = fxd->blur[1];
+
+ /* prepare mask */
+ GPU_framebuffer_bind(fbl->temp_fb_rim);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_rim, clearcol, 1.0f);
+ DRW_draw_pass_subset(
+ psl->fx_shader_pass_blend,
+ fxd->runtime.fx_sh, fxd->runtime.fx_sh);
+
+ /* blur rim */
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ if ((fxd->samples > 0) && ((bx > 0) || (by > 0))) {
+ for (int x = 0; x < fxd->samples; x++) {
+
+ /* horizontal */
+ fxd->blur[0] = bx;
+ fxd->blur[1] = 0;
+ draw_gpencil_rim_blur(e_data, vedata, fxd);
+
+ /* Vertical */
+ fxd->blur[0] = 0;
+ fxd->blur[1] = by;
+ draw_gpencil_rim_blur(e_data, vedata, fxd);
+
+ fxd->blur[0] = bx;
+ fxd->blur[1] = by;
+ }
+ }
+ /* resolve */
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+ DRW_draw_pass_subset(
+ psl->fx_shader_pass_blend,
+ fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
+
+ /* copy pass from b to a for ping-pong frame buffers */
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ GPU_framebuffer_bind(fbl->temp_fb_a);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
+}
+
+/* apply all object fx effects */
+void DRW_gpencil_fx_draw(
+ struct GPENCIL_e_data *e_data,
+ struct GPENCIL_Data *vedata, struct tGPencilObjectCache *cache)
+{
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+ Object *ob = cache->ob;
+
+ /* loop FX modifiers */
+ for (ShaderFxData *fx = ob->shader_fx.first; fx; fx = fx->next) {
+ if (effect_is_active(ob, fx, stl->storage->is_render)) {
+ switch (fx->type) {
+ case eShaderFxType_Blur:
+ {
+ BlurShaderFxData *fxd = (BlurShaderFxData *)fx;
+ draw_gpencil_blur_passes(e_data, vedata, fxd);
+ break;
+ }
+ case eShaderFxType_Colorize:
+ {
+ ColorizeShaderFxData *fxd = (ColorizeShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Flip:
+ {
+ FlipShaderFxData *fxd = (FlipShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Light:
+ {
+ LightShaderFxData *fxd = (LightShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Pixel:
+ {
+ PixelShaderFxData *fxd = (PixelShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Rim:
+ {
+ RimShaderFxData *fxd = (RimShaderFxData *)fx;
+ draw_gpencil_rim_passes(e_data, vedata, fxd);
+ break;
+ }
+ case eShaderFxType_Swirl:
+ {
+ SwirlShaderFxData *fxd = (SwirlShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Wave:
+ {
+ WaveShaderFxData *fxd = (WaveShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
new file mode 100644
index 00000000000..1d66ba3d4d4
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
@@ -0,0 +1,60 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform int blur[2];
+
+uniform vec3 loc;
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+vec2 noffset = vec2(blur[0], blur[1]);
+
+out vec4 FragColor;
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
+
+ /* apply blurring, using a 9-tap filter with predefined gaussian weights */
+ /* depth */
+ float outdepth = 0;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0).r * 0.118318;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318;
+
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x, uv.y), 0).r * 0.147761;
+
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0).r * 0.118318;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416;
+
+ gl_FragDepth = outdepth;
+
+ /* color */
+ vec4 outcolor = vec4(0.0);
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
+
+ outcolor += texelFetch(strokeColor, ivec2(uv.x, uv.y), 0) * 0.147761;
+
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0) * 0.118318;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
+
+ FragColor = clamp(outcolor, 0, 1.0);
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
new file mode 100644
index 00000000000..7d0ce4a804e
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
@@ -0,0 +1,86 @@
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform vec4 low_color;
+uniform vec4 high_color;
+uniform int mode;
+uniform float factor;
+
+out vec4 FragColor;
+
+#define MODE_GRAYSCALE 0
+#define MODE_SEPIA 1
+#define MODE_BITONE 2
+#define MODE_CUSTOM 3
+#define MODE_TRANSPARENT 4
+
+float get_luminance(vec4 color)
+{
+ float lum = (color.r * 0.2126) + (color.g * 0.7152) + (color.b * 0.723);
+ return lum;
+}
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+
+ float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
+ vec4 src_pixel= texelFetch(strokeColor, uv.xy, 0);
+ float luminance = get_luminance(src_pixel);
+ vec4 outcolor;
+
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
+
+ switch(mode) {
+ case MODE_GRAYSCALE:
+ {
+ outcolor = vec4(luminance, luminance, luminance, src_pixel.a);
+ break;
+ }
+ case MODE_SEPIA:
+ {
+ float Red = (src_pixel.r * 0.393) + (src_pixel.g * 0.769) + (src_pixel.b * 0.189);
+ float Green = (src_pixel.r * 0.349) + (src_pixel.g * 0.686) + (src_pixel.b * 0.168);
+ float Blue = (src_pixel.r * 0.272) + (src_pixel.g * 0.534) + (src_pixel.b * 0.131);
+ outcolor = vec4(Red, Green, Blue, src_pixel.a);
+ break;
+ }
+ case MODE_BITONE:
+ {
+ if (luminance <= factor) {
+ outcolor = low_color;
+ }
+ else {
+ outcolor = high_color;
+ }
+ break;
+ }
+ case MODE_CUSTOM:
+ {
+ /* if below umbral, force custom color */
+ if (luminance <= factor) {
+ outcolor = low_color;
+ }
+ else {
+ outcolor = vec4(luminance * low_color.r, luminance * low_color.b, luminance * low_color.b, src_pixel.a);
+ }
+ break;
+ }
+ case MODE_TRANSPARENT:
+ {
+ outcolor = vec4(src_pixel.rgb, src_pixel.a * factor);
+ break;
+ }
+ default:
+ {
+ outcolor = src_pixel;
+ }
+
+ }
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
new file mode 100644
index 00000000000..94fb3405c79
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
@@ -0,0 +1,37 @@
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 wsize;
+uniform int flipmode;
+
+void main()
+{
+ vec2 mode = vec2(0,0);
+ /* horz. */
+ if (flipmode >= 110) {
+ mode[0] = 1;
+ }
+ /* vert. */
+ if ((flipmode == 101) || (flipmode == 111)) {
+ mode[1] = 1;
+ }
+
+ vec2 uv = vec2(gl_FragCoord.xy);
+ float stroke_depth;
+ vec4 outcolor;
+
+ if (mode[0] > 0) {
+ uv.x = wsize.x - uv.x;
+ }
+ if (mode[1] > 0) {
+ uv.y = wsize.y - uv.y;
+ }
+
+ ivec2 iuv = ivec2(uv.x, uv.y);
+ stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
+ outcolor = texelFetch(strokeColor, iuv, 0);
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
new file mode 100644
index 00000000000..f3026c32fc8
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
@@ -0,0 +1,70 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 Viewport;
+uniform vec4 loc;
+uniform float energy;
+uniform float ambient;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+#define height loc.w
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ /* need to calculate ndc because this is not done by vertex shader */
+ vec3 ndc = vec3(vertex).xyz / vertex.w;
+
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+
+ return sc;
+}
+
+void main()
+{
+ float stroke_depth;
+ vec4 objcolor;
+
+ vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+ vec2 light2d = toScreenSpace(light_loc);
+
+ /* calc pixel scale */
+ float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) : (10.0 / defaultpixsize);
+ pxscale = max(pxscale, 0.000001);
+
+ /* the height over plane is received in the w component of the loc
+ * and needs a factor to adapt to pixels
+ */
+ float peak = height * 10.0 * pxscale;
+ vec3 light3d = vec3(light2d.x, light2d.y, peak);
+
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec3 frag_loc = vec3(uv.x, uv.y, 0);
+ vec3 norm = vec3(0, 0, 1.0); /* always z-up */
+
+ ivec2 iuv = ivec2(uv.x, uv.y);
+ stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
+ objcolor = texelFetch(strokeColor, iuv, 0);
+
+ /* diffuse light */
+ vec3 lightdir = normalize(light3d - frag_loc);
+ float diff = max(dot(norm, lightdir), 0.0);
+ float dist = length(light3d - frag_loc) / pxscale;
+ float factor = diff * ((energy * 100.0) / (dist * dist));
+
+ vec3 result = factor * max(ambient, 0.1) * vec3(objcolor);
+
+ gl_FragDepth = stroke_depth;
+ FragColor = vec4(result.r, result.g, result.b, objcolor.a);
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
new file mode 100644
index 00000000000..d1a57a9a1b6
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
@@ -0,0 +1,50 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform int size[3];
+uniform vec4 color;
+
+uniform vec3 loc;
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+int uselines = size[2];
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+vec2 nsize = max(vec2(size[0], size[1]), 3.0);
+
+/* This pixelation shader is a modified version of original Geeks3d.com code */
+void main()
+{
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (nsize[0] / (nloc.z * defaultpixsize)) : (nsize[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (nsize[1] / (nloc.z * defaultpixsize)) : (nsize[1] / defaultpixsize);
+
+ dx = max(abs(dx), 3.0);
+ dy = max(abs(dy), 3.0);
+
+ vec2 coord = vec2(dx * floor(uv.x / dx), dy * floor(uv.y / dy));
+
+ float stroke_depth = texelFetch(strokeDepth, ivec2(coord), 0).r;
+ vec4 outcolor = texelFetch(strokeColor, ivec2(coord), 0);
+
+ if (uselines == 1) {
+ float difx = uv.x - (floor(uv.x / nsize[0]) * nsize[0]);
+ if ((difx == 0.5) && (outcolor.a > 0)) {
+ outcolor = color;
+ }
+ float dify = uv.y - (floor(uv.y / nsize[1]) * nsize[1]);
+ if ((dify == 0.5) && (outcolor.a > 0)) {
+ outcolor = color;
+ }
+ }
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
new file mode 100644
index 00000000000..fe35d3832e1
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
@@ -0,0 +1,64 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+/* ******************************************************************* */
+/* create rim and mask */
+/* ******************************************************************* */
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 Viewport;
+
+uniform int offset[2];
+uniform vec3 rim_color;
+uniform vec3 mask_color;
+
+uniform vec3 loc;
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+vec2 noffset = vec2(offset[0], offset[1]);
+
+out vec4 FragColor;
+
+void main()
+{
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
+
+ float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
+ vec4 src_pixel= texelFetch(strokeColor, ivec2(uv.xy), 0);
+ vec4 offset_pixel= texelFetch(strokeColor, ivec2(uv.x - dx, uv.y - dy), 0);
+ vec4 outcolor;
+
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
+ /* check inside viewport */
+ else if ((uv.x - dx < 0) || (uv.x - dx > Viewport[0])) {
+ discard;
+ }
+ else if ((uv.y - dy < 0) || (uv.y - dy > Viewport[1])) {
+ discard;
+ }
+ /* pixel is equal to mask color, keep */
+ else if (src_pixel.rgb == mask_color.rgb) {
+ discard;
+ }
+ else {
+ if ((src_pixel.a > 0) && (offset_pixel.a > 0)) {
+ discard;
+ }
+ else {
+ outcolor = vec4(rim_color, 1.0);
+ }
+ }
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
new file mode 100644
index 00000000000..5e5edbd8325
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
@@ -0,0 +1,101 @@
+/* ******************************************************************* */
+/* Resolve RIM pass and add blur if needed */
+/* ******************************************************************* */
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform sampler2D strokeRim;
+
+uniform vec3 mask_color;
+uniform int mode;
+
+out vec4 FragColor;
+
+#define MODE_NORMAL 0
+#define MODE_OVERLAY 1
+#define MODE_ADD 2
+#define MODE_SUB 3
+#define MODE_MULTIPLY 4
+#define MODE_DIVIDE 5
+
+float overlay_color(float a, float b)
+{
+ float rtn;
+ if (a < 0.5) {
+ rtn = 2.0 * a * b;
+ }
+ else {
+ rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
+ }
+
+ return rtn;
+}
+
+vec4 get_blend_color(int mode, vec4 src_color, vec4 mix_color)
+{
+ vec4 outcolor;
+ if (mode == MODE_NORMAL) {
+ outcolor = mix_color;
+ }
+ else if (mode == MODE_OVERLAY) {
+ outcolor.r = overlay_color(src_color.r, mix_color.r);
+ outcolor.g = overlay_color(src_color.g, mix_color.g);
+ outcolor.b = overlay_color(src_color.b, mix_color.b);
+ }
+ else if (mode == MODE_ADD){
+ outcolor = src_color + mix_color;
+ }
+ else if (mode == MODE_SUB){
+ outcolor = src_color - mix_color;
+ }
+ else if (mode == MODE_MULTIPLY) {
+ outcolor = src_color * mix_color;
+ }
+ else if (mode == MODE_DIVIDE) {
+ outcolor = src_color / mix_color;
+ }
+ else {
+ outcolor = mix_color;
+ }
+
+ /* use always the alpha of source color */
+
+ outcolor.a = src_color.a;
+ /* use alpha to calculate the weight of the mixed color */
+ outcolor = mix(src_color, outcolor, mix_color.a);
+
+ return outcolor;
+}
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+
+ float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
+ vec4 src_pixel= texelFetch(strokeColor, uv.xy, 0);
+ vec4 rim_pixel= texelFetch(strokeRim, uv.xy, 0);
+
+ vec4 outcolor = src_pixel;
+
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
+ /* pixel is equal to mask color, keep */
+ else if (src_pixel.rgb == mask_color.rgb) {
+ outcolor = src_pixel;
+ }
+ else {
+ if (rim_pixel.a == 0.0f) {
+ outcolor = src_pixel;
+ }
+ else {
+ outcolor = get_blend_color(mode, src_pixel, rim_pixel);
+ }
+ }
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}
+
+
+
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
new file mode 100644
index 00000000000..6ce64350b3d
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
@@ -0,0 +1,70 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform vec2 Viewport;
+uniform vec3 loc;
+uniform int radius;
+uniform float angle;
+uniform int transparent;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ /* need to calculate ndc because this is not done by vertex shader */
+ vec3 ndc = vec3(vertex).xyz / vertex.w;
+
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+
+ return sc;
+}
+
+/* This swirl shader is a modified version of original Geeks3d.com code */
+void main()
+{
+ vec2 uv = vec2(gl_FragCoord.xy);
+ float stroke_depth;
+ vec4 outcolor;
+
+ vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+ vec2 center = toScreenSpace(center3d);
+ vec2 tc = uv - center;
+
+ float dist = length(tc);
+ float pxradius = (ProjectionMatrix[3][3] == 0.0) ? (radius / (loc.z * defaultpixsize)) : (radius / defaultpixsize);
+ pxradius = max(pxradius, 1);
+
+ if (dist <= pxradius) {
+ float percent = (pxradius - dist) / pxradius;
+ float theta = percent * percent * angle * 8.0;
+ float s = sin(theta);
+ float c = cos(theta);
+ tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
+ tc += center;
+
+ stroke_depth = texelFetch(strokeDepth, ivec2(tc), 0).r;
+ outcolor = texelFetch(strokeColor, ivec2(tc), 0);
+ }
+ else {
+ if (transparent == 1) {
+ discard;
+ }
+ stroke_depth = texelFetch(strokeDepth, ivec2(uv), 0).r;
+ outcolor = texelFetch(strokeColor, ivec2(uv), 0);
+ }
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl
new file mode 100644
index 00000000000..882b2cf59f1
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl
@@ -0,0 +1,40 @@
+
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform float amplitude;
+uniform float period;
+uniform float phase;
+uniform int orientation;
+uniform vec2 wsize;
+
+#define M_PI 3.1415926535897932384626433832795
+
+#define HORIZONTAL 0
+#define VERTICAL 1
+
+void main()
+{
+ vec4 outcolor;
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float stroke_depth;
+
+ float value;
+ if (orientation == HORIZONTAL) {
+ float pval = (uv.x * M_PI) / wsize[0];
+ value = amplitude * sin((period * pval) + phase);
+ outcolor = texelFetch(strokeColor, ivec2(uv.x, uv.y + value), 0);
+ stroke_depth = texelFetch(strokeDepth, ivec2(uv.x, uv.y + value), 0).r;
+ }
+ else {
+ float pval = (uv.y * M_PI) / wsize[1];
+ value = amplitude * sin((period * pval) + phase);
+ outcolor = texelFetch(strokeColor, ivec2(uv.x + value, uv.y), 0);
+ stroke_depth = texelFetch(strokeDepth, ivec2(uv.x + value, uv.y), 0).r;
+ }
+
+ FragColor = outcolor;
+ gl_FragDepth = stroke_depth;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl
new file mode 100644
index 00000000000..cbd7a461dd3
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl
@@ -0,0 +1,12 @@
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+
+ gl_FragDepth = texelFetch(strokeDepth, uv, 0).r;
+ FragColor = texelFetch(strokeColor, uv, 0);
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl
new file mode 100644
index 00000000000..b3bd8e488f2
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl
@@ -0,0 +1,17 @@
+in vec4 mColor;
+in vec2 mTexCoord;
+out vec4 fragColor;
+
+void main()
+{
+ vec2 centered = mTexCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared) {
+ discard;
+ }
+
+ fragColor = mColor;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
new file mode 100644
index 00000000000..0d2da00db66
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
@@ -0,0 +1,48 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 Viewport;
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in vec4 finalColor[1];
+in float finalThickness[1];
+
+out vec4 mColor;
+out vec2 mTexCoord;
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ return vec2(vertex.xy / vertex.w) * Viewport;
+}
+
+void main(void)
+{
+ vec4 P0 = gl_in[0].gl_Position;
+ vec2 sp0 = toScreenSpace(P0);
+
+ float size = finalThickness[0];
+
+ /* generate the triangle strip */
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y + size) / Viewport, 0, 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y - size) / Viewport, 0, 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(1, 1);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y + size) / Viewport, 0, 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(1, 0);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y - size) / Viewport, 0, 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl
new file mode 100644
index 00000000000..77fdf58bea0
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl
@@ -0,0 +1,15 @@
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec4 color;
+in float size;
+
+out vec4 finalColor;
+out float finalThickness;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 );
+ finalColor = color;
+ finalThickness = size;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
new file mode 100644
index 00000000000..35f47d6c418
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -0,0 +1,140 @@
+uniform vec4 color2;
+uniform int fill_type;
+uniform float mix_factor;
+
+uniform float gradient_angle;
+uniform float gradient_radius;
+uniform float pattern_gridsize;
+uniform vec2 gradient_scale;
+uniform vec2 gradient_shift;
+
+uniform float texture_angle;
+uniform vec2 texture_scale;
+uniform vec2 texture_offset;
+uniform int texture_mix;
+uniform int texture_flip;
+uniform float texture_opacity;
+uniform int xraymode;
+
+uniform sampler2D myTexture;
+uniform int texture_clamp;
+
+/* keep this list synchronized with list in gpencil_draw_utils.c */
+#define SOLID 0
+#define GRADIENT 1
+#define RADIAL 2
+#define CHESS 3
+#define TEXTURE 4
+#define PATTERN 5
+
+#define GP_XRAY_FRONT 0
+#define GP_XRAY_3DSPACE 1
+#define GP_XRAY_BACK 2
+
+in vec4 finalColor;
+in vec2 texCoord_interp;
+out vec4 fragColor;
+#define texture2D texture
+
+void set_color(in vec4 color, in vec4 color2, in vec4 tcolor, in float mixv, in float factor,
+ in int tmix, in int flip, out vec4 ocolor)
+{
+ /* full color A */
+ if (mixv == 1.0) {
+ if (tmix == 1) {
+ ocolor = (flip == 0) ? color : tcolor;
+ }
+ else {
+ ocolor = (flip == 0) ? color : color2;
+ }
+ }
+ /* full color B */
+ else if (mixv == 0.0) {
+ if (tmix == 1) {
+ ocolor = (flip == 0) ? tcolor : color;
+ }
+ else {
+ ocolor = (flip == 0) ? color2 : color;
+ }
+ }
+ /* mix of colors */
+ else {
+ if (tmix == 1) {
+ ocolor = (flip == 0) ? mix(color, tcolor, factor) : mix(tcolor, color, factor);
+ }
+ else {
+ ocolor = (flip == 0) ? mix(color, color2, factor) : mix(color2, color, factor);
+ }
+ }
+}
+
+void main()
+{
+ vec2 t_center = vec2(0.5, 0.5);
+ mat2 matrot_tex = mat2(cos(texture_angle), -sin(texture_angle), sin(texture_angle), cos(texture_angle));
+ vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + texture_offset;
+ vec4 tmp_color;
+ tmp_color = (texture_clamp == 0) ? texture2D(myTexture, rot_tex * texture_scale) : texture2D(myTexture, clamp(rot_tex * texture_scale, 0.0, 1.0));
+ vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * texture_opacity);
+ vec4 chesscolor;
+
+ /* solid fill */
+ if (fill_type == SOLID) {
+ fragColor = finalColor;
+ }
+ else {
+ vec2 center = vec2(0.5, 0.5) + gradient_shift;
+ mat2 matrot = mat2(cos(gradient_angle), -sin(gradient_angle), sin(gradient_angle), cos(gradient_angle));
+ vec2 rot = (((matrot * (texCoord_interp - center)) + center) * gradient_scale) + gradient_shift;
+ /* gradient */
+ if (fill_type == GRADIENT) {
+ set_color(finalColor, color2, text_color, mix_factor, rot.x - mix_factor + 0.5, texture_mix, texture_flip, fragColor);
+ }
+ /* radial gradient */
+ if (fill_type == RADIAL) {
+ float in_rad = gradient_radius * mix_factor;
+ float ex_rad = gradient_radius - in_rad;
+ float intensity = 0;
+ float distance = length((center - texCoord_interp) * gradient_scale);
+ if (distance > gradient_radius) {
+ discard;
+ }
+ if (distance > in_rad) {
+ intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
+ }
+ set_color(finalColor, color2, text_color, mix_factor, intensity, texture_mix, texture_flip, fragColor);
+ }
+ /* chessboard */
+ if (fill_type == CHESS) {
+ vec2 pos = rot / pattern_gridsize;
+ if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) || (fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
+ chesscolor = (texture_flip == 0) ? finalColor : color2;
+ }
+ else {
+ chesscolor = (texture_flip == 0) ? color2 : finalColor;
+ }
+ /* mix with texture */
+ fragColor = (texture_mix == 1) ? mix(chesscolor, text_color, mix_factor) : chesscolor;
+ }
+ /* texture */
+ if (fill_type == TEXTURE) {
+ fragColor = (texture_mix == 1) ? mix(text_color, finalColor, mix_factor) : text_color;
+ }
+ /* pattern */
+ if (fill_type == PATTERN) {
+ fragColor = finalColor;
+ fragColor.a = min(text_color.a, finalColor.a);
+ }
+ }
+
+ /* set zdepth */
+ if (xraymode == GP_XRAY_FRONT) {
+ gl_FragDepth = 0.0;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ gl_FragDepth = gl_FragCoord.z;
+ }
+ if (xraymode == GP_XRAY_BACK) {
+ gl_FragDepth = 0.999999;
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl
new file mode 100644
index 00000000000..52da354a562
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl
@@ -0,0 +1,14 @@
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec4 color;
+in vec2 texCoord;
+out vec4 finalColor;
+out vec2 texCoord_interp;
+
+void main(void)
+{
+ gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 );
+ finalColor = color;
+ texCoord_interp = texCoord;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl
new file mode 100644
index 00000000000..c2e3f787bec
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl
@@ -0,0 +1,9 @@
+uniform vec3 color;
+uniform float opacity;
+
+out vec4 FragColor;
+
+void main()
+{
+ FragColor = vec4(color, opacity);
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
new file mode 100644
index 00000000000..0d6d2b22a55
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
@@ -0,0 +1,49 @@
+uniform int color_type;
+uniform int mode;
+uniform sampler2D myTexture;
+
+in vec4 mColor;
+in vec2 mTexCoord;
+out vec4 fragColor;
+
+#define texture2D texture
+
+#define GPENCIL_MODE_LINE 0
+#define GPENCIL_MODE_DOTS 1
+#define GPENCIL_MODE_BOX 2
+
+/* keep this list synchronized with list in gpencil_engine.h */
+#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_TEXTURE 1
+#define GPENCIL_COLOR_PATTERN 2
+
+void main()
+{
+ vec2 centered = mTexCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if ((mode != GPENCIL_MODE_BOX) && (dist_squared > rad_squared))
+ discard;
+
+ vec4 tmp_color = texture2D(myTexture, mTexCoord);
+
+ /* Solid */
+ if (color_type == GPENCIL_COLOR_SOLID) {
+ fragColor = mColor;
+ }
+ /* texture */
+ if (color_type == GPENCIL_COLOR_TEXTURE) {
+ fragColor = texture2D(myTexture, mTexCoord);
+ /* mult both alpha factor to use strength factor with texture */
+ fragColor.a = min(fragColor.a * mColor.a, fragColor.a);
+ }
+ /* pattern */
+ if (color_type == GPENCIL_COLOR_PATTERN) {
+ vec4 text_color = texture2D(myTexture, mTexCoord);
+ fragColor = mColor;
+ /* mult both alpha factor to use strength factor with color alpha limit */
+ fragColor.a = min(text_color.a * mColor.a, mColor.a);
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
new file mode 100644
index 00000000000..f092149430c
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
@@ -0,0 +1,82 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 Viewport;
+uniform int xraymode;
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in vec4 finalColor[1];
+in float finalThickness[1];
+in vec2 finaluvdata[1];
+
+out vec4 mColor;
+out vec2 mTexCoord;
+
+#define GP_XRAY_FRONT 0
+#define GP_XRAY_3DSPACE 1
+#define GP_XRAY_BACK 2
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ return vec2(vertex.xy / vertex.w) * Viewport;
+}
+
+/* get zdepth value */
+float getZdepth(vec4 point)
+{
+ if (xraymode == GP_XRAY_FRONT) {
+ return 0.0;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ return (point.z / point.w);
+ }
+ if (xraymode == GP_XRAY_BACK) {
+ return 0.999999;
+ }
+
+ /* in front by default */
+ return 0.0;
+}
+
+vec2 rotateUV(vec2 uv, float angle)
+{
+ /* translate center of rotation to the center of texture */
+ vec2 new_uv = uv - vec2(0.5f, 0.5f);
+ vec2 rot_uv;
+ rot_uv.x = new_uv.x * cos(angle) - new_uv.y * sin(angle);
+ rot_uv.y = new_uv.y * cos(angle) + new_uv.x * sin(angle);
+ return rot_uv + vec2(0.5f, 0.5f);
+}
+
+void main(void)
+{
+ /* receive 4 points */
+ vec4 P0 = gl_in[0].gl_Position;
+ vec2 sp0 = toScreenSpace(P0);
+
+ float size = finalThickness[0];
+ float aspect = 1.0;
+ /* generate the triangle strip */
+ mTexCoord = rotateUV(vec2(0, 1), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y + size * aspect) / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(0, 0), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y - size * aspect) / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(1, 1), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y + size * aspect) / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(1, 0), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y - size * aspect) / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl
new file mode 100644
index 00000000000..5e89bf8e5ce
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl
@@ -0,0 +1,37 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ProjectionMatrix;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform int keep_size;
+uniform float objscale;
+uniform float pixfactor;
+
+in vec3 pos;
+in vec4 color;
+in float thickness;
+in vec2 uvdata;
+
+out vec4 finalColor;
+out float finalThickness;
+out vec2 finaluvdata;
+
+#define TRUE 1
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 );
+ finalColor = color;
+
+ if (keep_size == TRUE) {
+ finalThickness = thickness;
+ }
+ else {
+ float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize);
+ finalThickness = max(size * objscale, 4.0); /* minimum 4 pixels */
+ }
+
+ finaluvdata = uvdata;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl
new file mode 100644
index 00000000000..dd54e38c3d0
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl
@@ -0,0 +1,15 @@
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
+ vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
+
+ FragColor = stroke_color;
+ gl_FragDepth = stroke_depth;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
new file mode 100644
index 00000000000..d57921c1629
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
@@ -0,0 +1,46 @@
+uniform int color_type;
+uniform sampler2D myTexture;
+
+in vec4 mColor;
+in vec2 mTexCoord;
+in float uvfac;
+
+out vec4 fragColor;
+
+#define texture2D texture
+
+/* keep this list synchronized with list in gpencil_engine.h */
+#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_TEXTURE 1
+#define GPENCIL_COLOR_PATTERN 2
+
+void main()
+{
+ vec4 tColor = vec4(mColor);
+ /* if alpha < 0, then encap (only solid mode ) */
+ if ((mColor.a < 0) && (color_type == GPENCIL_COLOR_SOLID)) {
+ vec2 center = vec2(uvfac, 1.0);
+ tColor.a = tColor.a * -1.0;
+ float dist = length(mTexCoord - center);
+ if (dist > 0.50) {
+ discard;
+ }
+ }
+ /* Solid */
+ if (color_type == GPENCIL_COLOR_SOLID) {
+ fragColor = tColor;
+ }
+ /* texture */
+ if (color_type == GPENCIL_COLOR_TEXTURE) {
+ fragColor = texture2D(myTexture, mTexCoord);
+ /* mult both alpha factor to use strength factor */
+ fragColor.a = min(fragColor.a * tColor.a, fragColor.a);
+ }
+ /* pattern */
+ if (color_type == GPENCIL_COLOR_PATTERN) {
+ vec4 text_color = texture2D(myTexture, mTexCoord);
+ fragColor = tColor;
+ /* mult both alpha factor to use strength factor with color alpha limit */
+ fragColor.a = min(text_color.a * tColor.a, tColor.a);
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
new file mode 100644
index 00000000000..0bcfe8cddb7
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -0,0 +1,208 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 Viewport;
+uniform int xraymode;
+uniform int color_type;
+
+layout(lines_adjacency) in;
+layout(triangle_strip, max_vertices = 13) out;
+
+in vec4 finalColor[4];
+in float finalThickness[4];
+in vec2 finaluvdata[4];
+
+out vec4 mColor;
+out vec2 mTexCoord;
+out float uvfac;
+
+#define GP_XRAY_FRONT 0
+#define GP_XRAY_3DSPACE 1
+#define GP_XRAY_BACK 2
+
+/* keep this list synchronized with list in gpencil_engine.h */
+#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_TEXTURE 1
+#define GPENCIL_COLOR_PATTERN 2
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ return vec2(vertex.xy / vertex.w) * Viewport;
+}
+
+/* get zdepth value */
+float getZdepth(vec4 point)
+{
+ if (xraymode == GP_XRAY_FRONT) {
+ return 0.0;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ return (point.z / point.w);
+ }
+ if (xraymode == GP_XRAY_BACK) {
+ return 0.999999;
+ }
+
+ /* in front by default */
+ return 0.0;
+}
+void main(void)
+{
+ float MiterLimit = 0.75;
+ uvfac = 0;
+
+ /* receive 4 points */
+ vec4 P0 = gl_in[0].gl_Position;
+ vec4 P1 = gl_in[1].gl_Position;
+ vec4 P2 = gl_in[2].gl_Position;
+ vec4 P3 = gl_in[3].gl_Position;
+
+ /* get the four vertices passed to the shader */
+ vec2 sp0 = toScreenSpace(P0); // start of previous segment
+ vec2 sp1 = toScreenSpace(P1); // end of previous segment, start of current segment
+ vec2 sp2 = toScreenSpace(P2); // end of current segment, start of next segment
+ vec2 sp3 = toScreenSpace(P3); // end of next segment
+
+ /* culling outside viewport */
+ vec2 area = Viewport * 4.0;
+ if (sp1.x < -area.x || sp1.x > area.x) return;
+ if (sp1.y < -area.y || sp1.y > area.y) return;
+ if (sp2.x < -area.x || sp2.x > area.x) return;
+ if (sp2.y < -area.y || sp2.y > area.y) return;
+
+ /* determine the direction of each of the 3 segments (previous, current, next) */
+ vec2 v0 = normalize(sp1 - sp0);
+ vec2 v1 = normalize(sp2 - sp1);
+ vec2 v2 = normalize(sp3 - sp2);
+
+ /* determine the normal of each of the 3 segments (previous, current, next) */
+ vec2 n0 = vec2(-v0.y, v0.x);
+ vec2 n1 = vec2(-v1.y, v1.x);
+ vec2 n2 = vec2(-v2.y, v2.x);
+
+ /* determine miter lines by averaging the normals of the 2 segments */
+ vec2 miter_a = normalize(n0 + n1); // miter at start of current segment
+ vec2 miter_b = normalize(n1 + n2); // miter at end of current segment
+
+ /* determine the length of the miter by projecting it onto normal and then inverse it */
+ float an1 = dot(miter_a, n1);
+ float bn1 = dot(miter_b, n2);
+ if (an1 == 0) an1 = 1;
+ if (bn1 == 0) bn1 = 1;
+ float length_a = finalThickness[1] / an1;
+ float length_b = finalThickness[2] / bn1;
+ if (length_a <= 0.0) length_a = 0.01;
+ if (length_b <= 0.0) length_b = 0.01;
+
+ /* prevent excessively long miters at sharp corners */
+ if (dot(v0, v1) < -MiterLimit) {
+ miter_a = n1;
+ length_a = finalThickness[1];
+
+ /* close the gap */
+ if (dot(v0, n1) > 0) {
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0.5);
+ mColor = finalColor[1];
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+ }
+ else {
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0.5);
+ mColor = finalColor[1];
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+ }
+ }
+
+ if (dot(v1, v2) < -MiterLimit) {
+ miter_b = n1;
+ length_b = finalThickness[2];
+ }
+
+ /* generate the start endcap (alpha < 0 used as endcap flag)*/
+ if ((P0 == P2) && (color_type == GPENCIL_COLOR_SOLID)){
+ mTexCoord = vec2(2, 1);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
+ vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0;
+ gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
+ gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 2);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
+ gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+ }
+
+ /* generate the triangle strip */
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(finaluvdata[1].x, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(finaluvdata[2].x, 0);
+ mColor = finalColor[2];
+ gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(finaluvdata[2].x, 1);
+ mColor = finalColor[2];
+ gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ /* generate the end endcap (alpha < 0 used as endcap flag)*/
+ if ((P1 == P3) && (color_type == GPENCIL_COLOR_SOLID)){
+ mTexCoord = vec2(finaluvdata[2].x, 2);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ;
+ uvfac = finaluvdata[2].x;
+ gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(finaluvdata[2].x, 0);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ;
+ uvfac = finaluvdata[2].x;
+ gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(finaluvdata[2].x + 2, 1);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ;
+ uvfac = finaluvdata[2].x;
+ vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0;
+ gl_Position = vec4((sp2 + svn2) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+ }
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl
new file mode 100644
index 00000000000..2f9a105e911
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl
@@ -0,0 +1,37 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ProjectionMatrix;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform int keep_size;
+uniform float objscale;
+uniform float pixfactor;
+
+in vec3 pos;
+in vec4 color;
+in float thickness;
+in vec2 uvdata;
+
+out vec4 finalColor;
+out float finalThickness;
+out vec2 finaluvdata;
+
+#define TRUE 1
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+void main(void)
+{
+ gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 );
+ finalColor = color;
+
+ if (keep_size == TRUE) {
+ finalThickness = thickness;
+ }
+ else {
+ float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize);
+ finalThickness = max(size * objscale, 1.0);
+ }
+
+ finaluvdata = uvdata;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
new file mode 100644
index 00000000000..0983e6c4d87
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
@@ -0,0 +1,45 @@
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform int tonemapping;
+
+float srgb_to_linearrgb(float c)
+{
+ if (c < 0.04045)
+ return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
+ else
+ return pow((c + 0.055) * (1.0 / 1.055), 2.4);
+}
+
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308)
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ else
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+}
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
+ vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
+
+ /* premult alpha factor to remove double blend effects */
+ if (stroke_color.a > 0) {
+ stroke_color = vec4(vec3(stroke_color.rgb / stroke_color.a), stroke_color.a);
+ }
+
+ /* apply color correction for render only */
+ if (tonemapping == 1) {
+ stroke_color.r = srgb_to_linearrgb(stroke_color.r);
+ stroke_color.g = srgb_to_linearrgb(stroke_color.g);
+ stroke_color.b = srgb_to_linearrgb(stroke_color.b);
+ }
+
+ FragColor = stroke_color;
+ gl_FragDepth = stroke_depth;
+}