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Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 3399 |
1 files changed, 3399 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c new file mode 100644 index 00000000000..db6c5697764 --- /dev/null +++ b/source/blender/draw/intern/draw_manager.c @@ -0,0 +1,3399 @@ +/* + * Copyright 2016, 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): Blender Institute + * + */ + +/** \file blender/draw/intern/draw_manager.c + * \ingroup draw + */ + +#include <stdio.h> + +#include "BLI_dynstr.h" +#include "BLI_listbase.h" +#include "BLI_rect.h" +#include "BLI_string.h" + +#include "BIF_glutil.h" + +#include "BKE_global.h" +#include "BKE_mesh.h" +#include "BKE_object.h" +#include "BKE_pbvh.h" +#include "BKE_paint.h" + +#include "BLT_translation.h" +#include "BLF_api.h" + +#include "DRW_engine.h" +#include "DRW_render.h" + +#include "DNA_camera_types.h" +#include "DNA_view3d_types.h" +#include "DNA_screen_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meshdata_types.h" + +#include "ED_space_api.h" +#include "ED_screen.h" + +#include "intern/gpu_codegen.h" +#include "GPU_batch.h" +#include "GPU_draw.h" +#include "GPU_extensions.h" +#include "GPU_framebuffer.h" +#include "GPU_immediate.h" +#include "GPU_lamp.h" +#include "GPU_material.h" +#include "GPU_shader.h" +#include "GPU_texture.h" +#include "GPU_uniformbuffer.h" +#include "GPU_viewport.h" +#include "GPU_matrix.h" + +#include "IMB_colormanagement.h" + +#include "PIL_time.h" + +#include "RE_engine.h" + +#include "UI_interface.h" +#include "UI_resources.h" + +#include "WM_api.h" +#include "WM_types.h" + +#include "draw_manager_text.h" + +/* only for callbacks */ +#include "draw_cache_impl.h" + +#include "draw_mode_engines.h" +#include "engines/clay/clay_engine.h" +#include "engines/eevee/eevee_engine.h" +#include "engines/basic/basic_engine.h" +#include "engines/external/external_engine.h" + +#include "DEG_depsgraph.h" +#include "DEG_depsgraph_query.h" + +#define MAX_ATTRIB_NAME 32 +#define MAX_PASS_NAME 32 + +/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */ +#define USE_GPU_SELECT + +#ifdef USE_GPU_SELECT +# include "ED_view3d.h" +# include "ED_armature.h" +# include "GPU_select.h" +#endif + +extern char datatoc_gpu_shader_2D_vert_glsl[]; +extern char datatoc_gpu_shader_3D_vert_glsl[]; +extern char datatoc_gpu_shader_fullscreen_vert_glsl[]; + +/* Prototypes. */ +static void DRW_engines_enable_external(void); + +/* Structures */ +typedef enum { + DRW_UNIFORM_BOOL, + DRW_UNIFORM_SHORT_TO_INT, + DRW_UNIFORM_SHORT_TO_FLOAT, + DRW_UNIFORM_INT, + DRW_UNIFORM_FLOAT, + DRW_UNIFORM_TEXTURE, + DRW_UNIFORM_BUFFER, + DRW_UNIFORM_MAT3, + DRW_UNIFORM_MAT4, + DRW_UNIFORM_BLOCK +} DRWUniformType; + +typedef enum { + DRW_ATTRIB_INT, + DRW_ATTRIB_FLOAT, +} DRWAttribType; + +struct DRWUniform { + struct DRWUniform *next, *prev; + DRWUniformType type; + int location; + int length; + int arraysize; + int bindloc; + const void *value; +}; + +typedef struct DRWAttrib { + struct DRWAttrib *next, *prev; + char name[MAX_ATTRIB_NAME]; + int location; + int format_id; + int size; /* number of component */ + int type; +} DRWAttrib; + +struct DRWInterface { + ListBase uniforms; /* DRWUniform */ + ListBase attribs; /* DRWAttrib */ + int attribs_count; + int attribs_stride; + int attribs_size[16]; + int attribs_loc[16]; + /* matrices locations */ + int model; + int modelinverse; + int modelview; + int modelviewinverse; + int projection; + int projectioninverse; + int view; + int viewinverse; + int modelviewprojection; + int viewprojection; + int viewprojectioninverse; + int normal; + int worldnormal; + int camtexfac; + int orcotexfac; + int eye; + /* Textures */ + int tex_bind; /* next texture binding point */ + /* UBO */ + int ubo_bind; /* next ubo binding point */ + /* Dynamic batch */ + Batch *instance_batch; /* contains instances attributes */ + GLuint instance_vbo; /* same as instance_batch but generated from DRWCalls */ + int instance_count; + VertexFormat vbo_format; +}; + +struct DRWPass { + ListBase shgroups; /* DRWShadingGroup */ + DRWState state; + char name[MAX_PASS_NAME]; + /* use two query to not stall the cpu waiting for queries to complete */ + unsigned int timer_queries[2]; + /* alternate between front and back query */ + unsigned int front_idx; + unsigned int back_idx; + bool wasdrawn; /* if it was drawn during this frame */ +}; + +typedef struct DRWCallHeader { + void *next, *prev; +#ifdef USE_GPU_SELECT + int select_id; +#endif + uchar type; +} DRWCallHeader; + +typedef struct DRWCall { + DRWCallHeader head; + + float obmat[4][4]; + Batch *geometry; + + Object *ob; /* Optional */ + ID *ob_data; /* Optional. */ +} DRWCall; + +typedef struct DRWCallGenerate { + DRWCallHeader head; + + float obmat[4][4]; + + DRWCallGenerateFn *geometry_fn; + void *user_data; +} DRWCallGenerate; + +typedef struct DRWCallDynamic { + DRWCallHeader head; + + const void *data[]; +} DRWCallDynamic; + +struct DRWShadingGroup { + struct DRWShadingGroup *next, *prev; + + GPUShader *shader; /* Shader to bind */ + DRWInterface *interface; /* Uniforms pointers */ + ListBase calls; /* DRWCall or DRWCallDynamic depending of type */ + DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */ + int type; + + Batch *instance_geom; /* Geometry to instance */ + Batch *batch_geom; /* Result of call batching */ + +#ifdef USE_GPU_SELECT + /* backlink to pass we're in */ + DRWPass *pass_parent; +#endif +}; + +/* Used by DRWShadingGroup.type */ +enum { + DRW_SHG_NORMAL, + DRW_SHG_POINT_BATCH, + DRW_SHG_LINE_BATCH, + DRW_SHG_TRIANGLE_BATCH, + DRW_SHG_INSTANCE, +}; + +/* Used by DRWCall.type */ +enum { + /* A single batch */ + DRW_CALL_SINGLE, + /* Uses a callback to draw with any number of batches. */ + DRW_CALL_GENERATE, + /* Arbitrary number of multiple args. */ + DRW_CALL_DYNAMIC, +}; + +/* only 16 bits long */ +enum { + STENCIL_SELECT = (1 << 0), + STENCIL_ACTIVE = (1 << 1), +}; + +/* Render State */ +static struct DRWGlobalState { + /* Rendering state */ + GPUShader *shader; + ListBase bound_texs; + int tex_bind_id; + + /* Managed by `DRW_state_set`, `DRW_state_reset` */ + DRWState state; + + /* Per viewport */ + GPUViewport *viewport; + struct GPUFrameBuffer *default_framebuffer; + float size[2]; + float screenvecs[2][3]; + float pixsize; + + struct { + unsigned int is_select : 1; + unsigned int is_depth : 1; + } options; + + /* Current rendering context */ + DRWContextState draw_ctx; + + /* Convenience pointer to text_store owned by the viewport */ + struct DRWTextStore **text_store_p; + + ListBase enabled_engines; /* RenderEngineType */ +} DST = {NULL}; + +static struct DRWMatrixOveride { + float mat[6][4][4]; + bool override[6]; +} viewport_matrix_override = {0}; + +ListBase DRW_engines = {NULL, NULL}; + +#ifdef USE_GPU_SELECT +static unsigned int g_DRW_select_id = (unsigned int)-1; + +void DRW_select_load_id(unsigned int id) +{ + BLI_assert(G.f & G_PICKSEL); + g_DRW_select_id = id; +} +#endif + + +/* -------------------------------------------------------------------- */ + +/** \name Textures (DRW_texture) + * \{ */ + +static void drw_texture_get_format(DRWTextureFormat format, GPUTextureFormat *data_type, int *channels) +{ + switch (format) { + case DRW_TEX_RGBA_8: *data_type = GPU_RGBA8; break; + case DRW_TEX_RGBA_16: *data_type = GPU_RGBA16F; break; + case DRW_TEX_RGB_16: *data_type = GPU_RGB16F; break; + case DRW_TEX_RGB_11_11_10: *data_type = GPU_R11F_G11F_B10F; break; + case DRW_TEX_RG_16: *data_type = GPU_RG16F; break; + case DRW_TEX_RG_32: *data_type = GPU_RG32F; break; + case DRW_TEX_R_8: *data_type = GPU_R8; break; + case DRW_TEX_R_16: *data_type = GPU_R16F; break; + case DRW_TEX_R_32: *data_type = GPU_R32F; break; +#if 0 + case DRW_TEX_RGBA_32: *data_type = GPU_RGBA32F; break; + case DRW_TEX_RGB_8: *data_type = GPU_RGB8; break; + case DRW_TEX_RGB_32: *data_type = GPU_RGB32F; break; + case DRW_TEX_RG_8: *data_type = GPU_RG8; break; +#endif + case DRW_TEX_DEPTH_16: *data_type = GPU_DEPTH_COMPONENT16; break; + case DRW_TEX_DEPTH_24: *data_type = GPU_DEPTH_COMPONENT24; break; + case DRW_TEX_DEPTH_32: *data_type = GPU_DEPTH_COMPONENT32F; break; + default : + /* file type not supported you must uncomment it from above */ + BLI_assert(false); + break; + } + + switch (format) { + case DRW_TEX_RGBA_8: + case DRW_TEX_RGBA_16: + case DRW_TEX_RGBA_32: + *channels = 4; + break; + case DRW_TEX_RGB_8: + case DRW_TEX_RGB_16: + case DRW_TEX_RGB_32: + case DRW_TEX_RGB_11_11_10: + *channels = 3; + break; + case DRW_TEX_RG_8: + case DRW_TEX_RG_16: + case DRW_TEX_RG_32: + *channels = 2; + break; + default: + *channels = 1; + break; + } +} + +static void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags) +{ + GPU_texture_bind(tex, 0); + GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER); + if (flags & DRW_TEX_MIPMAP) { + GPU_texture_mipmap_mode(tex, true); + DRW_texture_generate_mipmaps(tex); + } + GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP); + GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE); + GPU_texture_unbind(tex); +} + +GPUTexture *DRW_texture_create_1D(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) +{ + GPUTexture *tex; + GPUTextureFormat data_type; + int channels; + + drw_texture_get_format(format, &data_type, &channels); + tex = GPU_texture_create_1D_custom(w, channels, data_type, fpixels, NULL); + drw_texture_set_parameters(tex, flags); + + return tex; +} + +GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) +{ + GPUTexture *tex; + GPUTextureFormat data_type; + int channels; + + drw_texture_get_format(format, &data_type, &channels); + tex = GPU_texture_create_2D_custom(w, h, channels, data_type, fpixels, NULL); + drw_texture_set_parameters(tex, flags); + + return tex; +} + +GPUTexture *DRW_texture_create_2D_array( + int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) +{ + GPUTexture *tex; + GPUTextureFormat data_type; + int channels; + + drw_texture_get_format(format, &data_type, &channels); + tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL); + drw_texture_set_parameters(tex, flags); + + return tex; +} + +GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) +{ + GPUTexture *tex; + GPUTextureFormat data_type; + int channels; + + drw_texture_get_format(format, &data_type, &channels); + tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL); + drw_texture_set_parameters(tex, flags); + + return tex; +} + +void DRW_texture_generate_mipmaps(GPUTexture *tex) +{ + GPU_texture_bind(tex, 0); + GPU_texture_generate_mipmap(tex); + GPU_texture_unbind(tex); +} + +void DRW_texture_free(GPUTexture *tex) +{ + GPU_texture_free(tex); +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Uniform Buffer Object (DRW_uniformbuffer) + * \{ */ + +GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data) +{ + return GPU_uniformbuffer_create(size, data, NULL); +} + +void DRW_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data) +{ + GPU_uniformbuffer_update(ubo, data); +} + +void DRW_uniformbuffer_free(GPUUniformBuffer *ubo) +{ + GPU_uniformbuffer_free(ubo); +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Shaders (DRW_shader) + * \{ */ + +GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines) +{ + return GPU_shader_create(vert, frag, geom, NULL, defines); +} + +GPUShader *DRW_shader_create_with_lib( + const char *vert, const char *geom, const char *frag, const char *lib, const char *defines) +{ + GPUShader *sh; + char *vert_with_lib = NULL; + char *frag_with_lib = NULL; + char *geom_with_lib = NULL; + + DynStr *ds_vert = BLI_dynstr_new(); + BLI_dynstr_append(ds_vert, lib); + BLI_dynstr_append(ds_vert, vert); + vert_with_lib = BLI_dynstr_get_cstring(ds_vert); + BLI_dynstr_free(ds_vert); + + DynStr *ds_frag = BLI_dynstr_new(); + BLI_dynstr_append(ds_frag, lib); + BLI_dynstr_append(ds_frag, frag); + frag_with_lib = BLI_dynstr_get_cstring(ds_frag); + BLI_dynstr_free(ds_frag); + + if (geom) { + DynStr *ds_geom = BLI_dynstr_new(); + BLI_dynstr_append(ds_geom, lib); + BLI_dynstr_append(ds_geom, geom); + geom_with_lib = BLI_dynstr_get_cstring(ds_geom); + BLI_dynstr_free(ds_geom); + } + + sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines); + + MEM_freeN(vert_with_lib); + MEM_freeN(frag_with_lib); + if (geom) { + MEM_freeN(geom_with_lib); + } + + return sh; +} + +GPUShader *DRW_shader_create_2D(const char *frag, const char *defines) +{ + return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines); +} + +GPUShader *DRW_shader_create_3D(const char *frag, const char *defines) +{ + return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines); +} + +GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines) +{ + return GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, frag, NULL, NULL, defines); +} + +GPUShader *DRW_shader_create_3D_depth_only(void) +{ + return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY); +} + +void DRW_shader_free(GPUShader *shader) +{ + GPU_shader_free(shader); +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Interface (DRW_interface) + * \{ */ + +static DRWInterface *DRW_interface_create(GPUShader *shader) +{ + DRWInterface *interface = MEM_mallocN(sizeof(DRWInterface), "DRWInterface"); + + interface->model = GPU_shader_get_uniform(shader, "ModelMatrix"); + interface->modelinverse = GPU_shader_get_uniform(shader, "ModelMatrixInverse"); + interface->modelview = GPU_shader_get_uniform(shader, "ModelViewMatrix"); + interface->modelviewinverse = GPU_shader_get_uniform(shader, "ModelViewMatrixInverse"); + interface->projection = GPU_shader_get_uniform(shader, "ProjectionMatrix"); + interface->projectioninverse = GPU_shader_get_uniform(shader, "ProjectionMatrixInverse"); + interface->view = GPU_shader_get_uniform(shader, "ViewMatrix"); + interface->viewinverse = GPU_shader_get_uniform(shader, "ViewMatrixInverse"); + interface->viewprojection = GPU_shader_get_uniform(shader, "ViewProjectionMatrix"); + interface->viewprojectioninverse = GPU_shader_get_uniform(shader, "ViewProjectionMatrixInverse"); + interface->modelviewprojection = GPU_shader_get_uniform(shader, "ModelViewProjectionMatrix"); + interface->normal = GPU_shader_get_uniform(shader, "NormalMatrix"); + interface->worldnormal = GPU_shader_get_uniform(shader, "WorldNormalMatrix"); + interface->camtexfac = GPU_shader_get_uniform(shader, "CameraTexCoFactors"); + interface->orcotexfac = GPU_shader_get_uniform(shader, "OrcoTexCoFactors[0]"); + interface->eye = GPU_shader_get_uniform(shader, "eye"); + interface->instance_count = 0; + interface->attribs_count = 0; + interface->attribs_stride = 0; + interface->instance_vbo = 0; + interface->instance_batch = NULL; + interface->tex_bind = GPU_max_textures() - 1; + interface->ubo_bind = GPU_max_ubo_binds() - 1; + + memset(&interface->vbo_format, 0, sizeof(VertexFormat)); + + BLI_listbase_clear(&interface->uniforms); + BLI_listbase_clear(&interface->attribs); + + return interface; +} + +#ifdef USE_GPU_SELECT +static DRWInterface *DRW_interface_duplicate(DRWInterface *interface_src) +{ + DRWInterface *interface_dst = MEM_dupallocN(interface_src); + BLI_duplicatelist(&interface_dst->uniforms, &interface_src->uniforms); + BLI_duplicatelist(&interface_dst->attribs, &interface_src->attribs); + return interface_dst; +} +#endif + +static void DRW_interface_uniform(DRWShadingGroup *shgroup, const char *name, + DRWUniformType type, const void *value, int length, int arraysize, int bindloc) +{ + DRWUniform *uni = MEM_mallocN(sizeof(DRWUniform), "DRWUniform"); + + if (type == DRW_UNIFORM_BLOCK) { + uni->location = GPU_shader_get_uniform_block(shgroup->shader, name); + } + else { + uni->location = GPU_shader_get_uniform(shgroup->shader, name); + } + + BLI_assert(arraysize > 0); + + uni->type = type; + uni->value = value; + uni->length = length; + uni->arraysize = arraysize; + uni->bindloc = bindloc; /* for textures */ + + if (uni->location == -1) { + if (G.debug & G_DEBUG) + fprintf(stderr, "Uniform '%s' not found!\n", name); + /* Nice to enable eventually, for now eevee uses uniforms that might not exist. */ + // BLI_assert(0); + MEM_freeN(uni); + return; + } + + BLI_addtail(&shgroup->interface->uniforms, uni); +} + +static void DRW_interface_attrib(DRWShadingGroup *shgroup, const char *name, DRWAttribType type, int size, bool dummy) +{ + DRWAttrib *attrib = MEM_mallocN(sizeof(DRWAttrib), "DRWAttrib"); + GLuint program = GPU_shader_get_program(shgroup->shader); + + attrib->location = glGetAttribLocation(program, name); + attrib->type = type; + attrib->size = size; + +/* Adding attribute even if not found for now (to keep memory alignment). + * Should ideally take vertex format automatically from batch eventually */ +#if 0 + if (attrib->location == -1 && !dummy) { + if (G.debug & G_DEBUG) + fprintf(stderr, "Attribute '%s' not found!\n", name); + BLI_assert(0); + MEM_freeN(attrib); + return; + } +#else + UNUSED_VARS(dummy); +#endif + + BLI_assert(BLI_strnlen(name, 32) < 32); + BLI_strncpy(attrib->name, name, 32); + + shgroup->interface->attribs_count += 1; + + BLI_addtail(&shgroup->interface->attribs, attrib); +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Shading Group (DRW_shgroup) + * \{ */ + +DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass) +{ + DRWShadingGroup *shgroup = MEM_mallocN(sizeof(DRWShadingGroup), "DRWShadingGroup"); + + shgroup->type = DRW_SHG_NORMAL; + shgroup->shader = shader; + shgroup->interface = DRW_interface_create(shader); + shgroup->state_extra = 0; + shgroup->batch_geom = NULL; + shgroup->instance_geom = NULL; + + BLI_addtail(&pass->shgroups, shgroup); + BLI_listbase_clear(&shgroup->calls); + +#ifdef USE_GPU_SELECT + shgroup->pass_parent = pass; +#endif + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass) +{ + double time = 0.0; /* TODO make time variable */ + + /* TODO : Ideally we should not convert. But since the whole codegen + * is relying on GPUPass we keep it as is for now. */ + GPUPass *gpupass = GPU_material_get_pass(material); + + if (!gpupass) { + /* Shader compilation error */ + return NULL; + } + + struct GPUShader *shader = GPU_pass_shader(gpupass); + + DRWShadingGroup *grp = DRW_shgroup_create(shader, pass); + + /* Converting dynamic GPUInput to DRWUniform */ + ListBase *inputs = &gpupass->inputs; + + for (GPUInput *input = inputs->first; input; input = input->next) { + /* Textures */ + if (input->ima) { + GPUTexture *tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, 1); + + if (input->bindtex) { + DRW_shgroup_uniform_texture(grp, input->shadername, tex); + } + } + /* Color Ramps */ + else if (input->tex) { + DRW_shgroup_uniform_texture(grp, input->shadername, input->tex); + } + /* Floats */ + else { + switch (input->type) { + case 1: + DRW_shgroup_uniform_float(grp, input->shadername, (float *)input->dynamicvec, 1); + break; + case 2: + DRW_shgroup_uniform_vec2(grp, input->shadername, (float *)input->dynamicvec, 1); + break; + case 3: + DRW_shgroup_uniform_vec3(grp, input->shadername, (float *)input->dynamicvec, 1); + break; + case 4: + DRW_shgroup_uniform_vec4(grp, input->shadername, (float *)input->dynamicvec, 1); + break; + case 9: + DRW_shgroup_uniform_mat3(grp, input->shadername, (float *)input->dynamicvec); + break; + case 16: + DRW_shgroup_uniform_mat4(grp, input->shadername, (float *)input->dynamicvec); + break; + default: + break; + } + } + } + + return grp; +} + +DRWShadingGroup *DRW_shgroup_material_instance_create(struct GPUMaterial *material, DRWPass *pass, Batch *geom) +{ + DRWShadingGroup *shgroup = DRW_shgroup_material_create(material, pass); + + if (shgroup) { + shgroup->type = DRW_SHG_INSTANCE; + shgroup->instance_geom = geom; + } + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, Batch *geom) +{ + DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); + + shgroup->type = DRW_SHG_INSTANCE; + shgroup->instance_geom = geom; + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass) +{ + DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); + + shgroup->type = DRW_SHG_POINT_BATCH; + DRW_shgroup_attrib_float(shgroup, "pos", 3); + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass) +{ + DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); + + shgroup->type = DRW_SHG_LINE_BATCH; + DRW_shgroup_attrib_float(shgroup, "pos", 3); + + return shgroup; +} + +/* Very special batch. Use this if you position + * your vertices with the vertex shader + * and dont need any VBO attrib */ +DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int size) +{ + DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); + + shgroup->type = DRW_SHG_TRIANGLE_BATCH; + shgroup->interface->instance_count = size * 3; + DRW_interface_attrib(shgroup, "dummy", DRW_ATTRIB_FLOAT, 1, true); + + return shgroup; +} + +void DRW_shgroup_free(struct DRWShadingGroup *shgroup) +{ + BLI_freelistN(&shgroup->calls); + BLI_freelistN(&shgroup->interface->uniforms); + BLI_freelistN(&shgroup->interface->attribs); + + if (shgroup->interface->instance_vbo && + (shgroup->interface->instance_batch == 0)) + { + glDeleteBuffers(1, &shgroup->interface->instance_vbo); + } + + MEM_freeN(shgroup->interface); + + BATCH_DISCARD_ALL_SAFE(shgroup->batch_geom); +} + +void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Batch *instances) +{ + BLI_assert(shgroup->type == DRW_SHG_INSTANCE); + BLI_assert(shgroup->interface->instance_batch == NULL); + + shgroup->interface->instance_batch = instances; +} + +void DRW_shgroup_call_add(DRWShadingGroup *shgroup, Batch *geom, float (*obmat)[4]) +{ + BLI_assert(geom != NULL); + + DRWCall *call = MEM_callocN(sizeof(DRWCall), "DRWCall"); + + call->head.type = DRW_CALL_SINGLE; +#ifdef USE_GPU_SELECT + call->head.select_id = g_DRW_select_id; +#endif + + if (obmat != NULL) { + copy_m4_m4(call->obmat, obmat); + } + + call->geometry = geom; + + BLI_addtail(&shgroup->calls, call); +} + +void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, Batch *geom, Object *ob) +{ + BLI_assert(geom != NULL); + + DRWCall *call = MEM_callocN(sizeof(DRWCall), "DRWCall"); + + call->head.type = DRW_CALL_SINGLE; +#ifdef USE_GPU_SELECT + call->head.select_id = g_DRW_select_id; +#endif + + copy_m4_m4(call->obmat, ob->obmat); + call->geometry = geom; + call->ob_data = ob->data; + + BLI_addtail(&shgroup->calls, call); +} + +void DRW_shgroup_call_generate_add( + DRWShadingGroup *shgroup, + DRWCallGenerateFn *geometry_fn, void *user_data, + float (*obmat)[4]) +{ + BLI_assert(geometry_fn != NULL); + + DRWCallGenerate *call = MEM_callocN(sizeof(DRWCallGenerate), "DRWCallGenerate"); + + call->head.type = DRW_CALL_GENERATE; +#ifdef USE_GPU_SELECT + call->head.select_id = g_DRW_select_id; +#endif + + if (obmat != NULL) { + copy_m4_m4(call->obmat, obmat); + } + + call->geometry_fn = geometry_fn; + call->user_data = user_data; + + BLI_addtail(&shgroup->calls, call); +} + +static void sculpt_draw_cb( + DRWShadingGroup *shgroup, + void (*draw_fn)(DRWShadingGroup *shgroup, Batch *geom), + void *user_data) +{ + Object *ob = user_data; + PBVH *pbvh = ob->sculpt->pbvh; + + if (pbvh) { + BKE_pbvh_draw_cb( + pbvh, NULL, NULL, false, + (void (*)(void *, Batch *))draw_fn, shgroup); + } +} + +void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, Object *ob, float (*obmat)[4]) +{ + DRW_shgroup_call_generate_add(shgroup, sculpt_draw_cb, ob, obmat); +} + +void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], unsigned int attr_len) +{ + DRWInterface *interface = shgroup->interface; + +#ifdef USE_GPU_SELECT + if ((G.f & G_PICKSEL) && (interface->instance_count > 0)) { + shgroup = MEM_dupallocN(shgroup); + BLI_listbase_clear(&shgroup->calls); + + shgroup->interface = interface = DRW_interface_duplicate(interface); + interface->instance_count = 0; + + BLI_addtail(&shgroup->pass_parent->shgroups, shgroup); + } +#endif + + unsigned int data_size = sizeof(void *) * interface->attribs_count; + int size = sizeof(DRWCallDynamic) + data_size; + + DRWCallDynamic *call = MEM_callocN(size, "DRWCallDynamic"); + + BLI_assert(attr_len == interface->attribs_count); + UNUSED_VARS_NDEBUG(attr_len); + + call->head.type = DRW_CALL_DYNAMIC; +#ifdef USE_GPU_SELECT + call->head.select_id = g_DRW_select_id; +#endif + + if (data_size != 0) { + memcpy((void *)call->data, attr, data_size); + } + + interface->instance_count += 1; + + BLI_addtail(&shgroup->calls, call); +} + +/* Used for instancing with no attributes */ +void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, int count) +{ + DRWInterface *interface = shgroup->interface; + + BLI_assert(interface->attribs_count == 0); + + interface->instance_count = count; +} + +/** + * State is added to #Pass.state while drawing. + * Use to temporarily enable draw options. + * + * Currently there is no way to disable (could add if needed). + */ +void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state) +{ + shgroup->state_extra |= state; +} + +void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size) +{ + DRW_interface_attrib(shgroup, name, DRW_ATTRIB_FLOAT, size, false); +} + +void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) +{ + DRWInterface *interface = shgroup->interface; + + if (interface->tex_bind < 0) { + /* TODO alert user */ + printf("Not enough texture slot for %s\n", name); + return; + } + + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1, interface->tex_bind--); +} + +void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo) +{ + DRWInterface *interface = shgroup->interface; + + /* Be carefull: there is also a limit per shader stage. Usually 1/3 of normal limit. */ + if (interface->ubo_bind < 0) { + /* TODO alert user */ + printf("Not enough ubo slots for %s\n", name); + return; + } + + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1, interface->ubo_bind--); +} + +void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex) +{ + DRWInterface *interface = shgroup->interface; + + if (interface->tex_bind < 0) { + /* TODO alert user */ + printf("Not enough texture slot for %s\n", name); + return; + } + + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BUFFER, tex, 0, 1, interface->tex_bind--); +} + +void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize, 0); +} + +void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize, 0); +} + +void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize, 0); +} + +void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize, 0); +} + +void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize, 0); +} + +void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_INT, value, 1, arraysize, 0); +} + +void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_FLOAT, value, 1, arraysize, 0); +} + +void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize, 0); +} + +void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize, 0); +} + +void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize, 0); +} + +void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT3, value, 9, 1, 0); +} + +void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value) +{ + DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT4, value, 16, 1, 0); +} + +/* Creates a VBO containing OGL primitives for all DRWCallDynamic */ +static void shgroup_dynamic_batch(DRWShadingGroup *shgroup) +{ + DRWInterface *interface = shgroup->interface; + int nbr = interface->instance_count; + + PrimitiveType type = (shgroup->type == DRW_SHG_POINT_BATCH) ? PRIM_POINTS : + (shgroup->type == DRW_SHG_TRIANGLE_BATCH) ? PRIM_TRIANGLES : PRIM_LINES; + + if (nbr == 0) + return; + + /* Upload Data */ + if (interface->vbo_format.attrib_ct == 0) { + for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next) { + BLI_assert(attrib->size <= 4); /* matrices have no place here for now */ + if (attrib->type == DRW_ATTRIB_FLOAT) { + attrib->format_id = VertexFormat_add_attrib( + &interface->vbo_format, attrib->name, COMP_F32, attrib->size, KEEP_FLOAT); + } + else if (attrib->type == DRW_ATTRIB_INT) { + attrib->format_id = VertexFormat_add_attrib( + &interface->vbo_format, attrib->name, COMP_I8, attrib->size, KEEP_INT); + } + else { + BLI_assert(false); + } + } + } + + VertexBuffer *vbo = VertexBuffer_create_with_format(&interface->vbo_format); + VertexBuffer_allocate_data(vbo, nbr); + + int j = 0; + for (DRWCallDynamic *call = shgroup->calls.first; call; call = call->head.next, j++) { + int i = 0; + for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) { + VertexBuffer_set_attrib(vbo, attrib->format_id, j, call->data[i]); + } + } + + /* TODO make the batch dynamic instead of freeing it every times */ + if (shgroup->batch_geom) + Batch_discard_all(shgroup->batch_geom); + + shgroup->batch_geom = Batch_create(type, vbo, NULL); +} + +static void shgroup_dynamic_instance(DRWShadingGroup *shgroup) +{ + int i = 0; + int offset = 0; + DRWInterface *interface = shgroup->interface; + int buffer_size = 0; + + if (interface->instance_batch != NULL) { + return; + } + + /* TODO We still need this because gawain does not support Matrix attribs. */ + if (interface->instance_count == 0) { + if (interface->instance_vbo) { + glDeleteBuffers(1, &interface->instance_vbo); + interface->instance_vbo = 0; + } + return; + } + + /* only once */ + if (interface->attribs_stride == 0) { + for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) { + BLI_assert(attrib->type == DRW_ATTRIB_FLOAT); /* Only float for now */ + interface->attribs_stride += attrib->size; + interface->attribs_size[i] = attrib->size; + interface->attribs_loc[i] = attrib->location; + } + } + + /* Gather Data */ + buffer_size = sizeof(float) * interface->attribs_stride * interface->instance_count; + float *data = MEM_mallocN(buffer_size, "Instance VBO data"); + + for (DRWCallDynamic *call = shgroup->calls.first; call; call = call->head.next) { + for (int j = 0; j < interface->attribs_count; ++j) { + memcpy(data + offset, call->data[j], sizeof(float) * interface->attribs_size[j]); + offset += interface->attribs_size[j]; + } + } + + /* TODO poke mike to add this to gawain */ + if (interface->instance_vbo) { + glDeleteBuffers(1, &interface->instance_vbo); + interface->instance_vbo = 0; + } + + glGenBuffers(1, &interface->instance_vbo); + glBindBuffer(GL_ARRAY_BUFFER, interface->instance_vbo); + glBufferData(GL_ARRAY_BUFFER, buffer_size, data, GL_STATIC_DRAW); + + MEM_freeN(data); +} + +static void shgroup_dynamic_batch_from_calls(DRWShadingGroup *shgroup) +{ + if ((shgroup->interface->instance_vbo || shgroup->batch_geom) && + (G.debug_value == 667)) + { + return; + } + + if (shgroup->type == DRW_SHG_INSTANCE) { + shgroup_dynamic_instance(shgroup); + } + else { + shgroup_dynamic_batch(shgroup); + } +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Passes (DRW_pass) + * \{ */ + +DRWPass *DRW_pass_create(const char *name, DRWState state) +{ + DRWPass *pass = MEM_callocN(sizeof(DRWPass), name); + pass->state = state; + BLI_strncpy(pass->name, name, MAX_PASS_NAME); + + BLI_listbase_clear(&pass->shgroups); + + return pass; +} + +void DRW_pass_free(DRWPass *pass) +{ + for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) { + DRW_shgroup_free(shgroup); + } + + glDeleteQueries(2, pass->timer_queries); + BLI_freelistN(&pass->shgroups); +} + +void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData) +{ + for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) { + callback(userData, shgroup); + } +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Draw (DRW_draw) + * \{ */ + +static void DRW_state_set(DRWState state) +{ + if (DST.state == state) { + return; + } + + +#define CHANGED_TO(f) \ + ((DST.state & (f)) ? \ + ((state & (f)) ? 0 : -1) : \ + ((state & (f)) ? 1 : 0)) + +#define CHANGED_ANY(f) \ + ((DST.state & (f)) != (state & (f))) + +#define CHANGED_ANY_STORE_VAR(f, enabled) \ + ((DST.state & (f)) != (enabled = (state & (f)))) + + /* Depth Write */ + { + int test; + if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) { + if (test == 1) { + glDepthMask(GL_TRUE); + } + else { + glDepthMask(GL_FALSE); + } + } + } + + /* Color Write */ + { + int test; + if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) { + if (test == 1) { + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + } + else { + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + } + } + } + + /* Cull */ + { + DRWState test; + if (CHANGED_ANY_STORE_VAR( + DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT, + test)) + { + if (test) { + glEnable(GL_CULL_FACE); + + if ((state & DRW_STATE_CULL_BACK) != 0) { + glCullFace(GL_BACK); + } + else if ((state & DRW_STATE_CULL_FRONT) != 0) { + glCullFace(GL_FRONT); + } + else { + BLI_assert(0); + } + } + else { + glDisable(GL_CULL_FACE); + } + } + } + + /* Depth Test */ + { + DRWState test; + if (CHANGED_ANY_STORE_VAR( + DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER, + test)) + { + if (test) { + glEnable(GL_DEPTH_TEST); + + if (state & DRW_STATE_DEPTH_LESS) { + glDepthFunc(GL_LEQUAL); + } + else if (state & DRW_STATE_DEPTH_EQUAL) { + glDepthFunc(GL_EQUAL); + } + else if (state & DRW_STATE_DEPTH_GREATER) { + glDepthFunc(GL_GREATER); + } + else { + BLI_assert(0); + } + } + else { + glDisable(GL_DEPTH_TEST); + } + } + } + + /* Wire Width */ + { + if (CHANGED_ANY(DRW_STATE_WIRE | DRW_STATE_WIRE_LARGE)) { + if ((state & DRW_STATE_WIRE) != 0) { + glLineWidth(1.0f); + } + else if ((state & DRW_STATE_WIRE_LARGE) != 0) { + glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f); + } + else { + /* do nothing */ + } + } + } + + /* Points Size */ + { + int test; + if ((test = CHANGED_TO(DRW_STATE_POINT))) { + if (test == 1) { + GPU_enable_program_point_size(); + glPointSize(5.0f); + } + else { + GPU_disable_program_point_size(); + } + } + } + + /* Blending (all buffer) */ + { + int test; + if (CHANGED_ANY_STORE_VAR( + DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY, + test)) + { + if (test) { + glEnable(GL_BLEND); + + if ((state & DRW_STATE_BLEND) != 0) { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + else if ((state & DRW_STATE_MULTIPLY) != 0) { + glBlendFunc(GL_DST_COLOR, GL_ZERO); + } + else if ((state & DRW_STATE_ADDITIVE) != 0) { + glBlendFunc(GL_ONE, GL_ONE); + } + else { + BLI_assert(0); + } + } + else { + glDisable(GL_BLEND); + } + } + } + + /* Line Stipple */ + { + int test; + if (CHANGED_ANY_STORE_VAR( + DRW_STATE_STIPPLE_2 | DRW_STATE_STIPPLE_3 | DRW_STATE_STIPPLE_4, + test)) + { + if (test) { + if ((state & DRW_STATE_STIPPLE_2) != 0) { + setlinestyle(2); + } + else if ((state & DRW_STATE_STIPPLE_3) != 0) { + setlinestyle(3); + } + else if ((state & DRW_STATE_STIPPLE_4) != 0) { + setlinestyle(4); + } + else { + BLI_assert(0); + } + } + else { + setlinestyle(0); + } + } + } + + /* Stencil */ + { + DRWState test; + if (CHANGED_ANY_STORE_VAR( + DRW_STATE_WRITE_STENCIL_SELECT | + DRW_STATE_WRITE_STENCIL_ACTIVE | + DRW_STATE_TEST_STENCIL_SELECT | + DRW_STATE_TEST_STENCIL_ACTIVE, + test)) + { + if (test) { + glEnable(GL_STENCIL_TEST); + + /* Stencil Write */ + if ((state & DRW_STATE_WRITE_STENCIL_SELECT) != 0) { + glStencilMask(STENCIL_SELECT); + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_SELECT); + } + else if ((state & DRW_STATE_WRITE_STENCIL_ACTIVE) != 0) { + glStencilMask(STENCIL_ACTIVE); + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_ACTIVE); + } + /* Stencil Test */ + else if ((state & DRW_STATE_TEST_STENCIL_SELECT) != 0) { + glStencilMask(0x00); /* disable write */ + glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_SELECT); + } + else if ((state & DRW_STATE_TEST_STENCIL_ACTIVE) != 0) { + glStencilMask(0x00); /* disable write */ + glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_ACTIVE); + } + else { + BLI_assert(0); + } + } + else { + /* disable write & test */ + glStencilMask(0x00); + glStencilFunc(GL_ALWAYS, 1, 0xFF); + glDisable(GL_STENCIL_TEST); + } + } + } + +#undef CHANGED_TO +#undef CHANGED_ANY +#undef CHANGED_ANY_STORE_VAR + + DST.state = state; +} + +typedef struct DRWBoundTexture { + struct DRWBoundTexture *next, *prev; + GPUTexture *tex; +} DRWBoundTexture; + +static void draw_geometry_prepare( + DRWShadingGroup *shgroup, const float (*obmat)[4], const float *texcoloc, const float *texcosize) +{ + RegionView3D *rv3d = DST.draw_ctx.rv3d; + DRWInterface *interface = shgroup->interface; + + float mvp[4][4], mv[4][4], mi[4][4], mvi[4][4], pi[4][4], n[3][3], wn[3][3]; + float orcofacs[2][3] = {{0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f}}; + float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */ + + bool do_pi = (interface->projectioninverse != -1); + bool do_mvp = (interface->modelviewprojection != -1); + bool do_mi = (interface->modelinverse != -1); + bool do_mv = (interface->modelview != -1); + bool do_mvi = (interface->modelviewinverse != -1); + bool do_n = (interface->normal != -1); + bool do_wn = (interface->worldnormal != -1); + bool do_eye = (interface->eye != -1); + bool do_orco = (interface->orcotexfac != -1) && (texcoloc != NULL) && (texcosize != NULL); + + /* Matrix override */ + float (*persmat)[4]; + float (*persinv)[4]; + float (*viewmat)[4]; + float (*viewinv)[4]; + float (*winmat)[4]; + float (*wininv)[4]; + + persmat = (viewport_matrix_override.override[DRW_MAT_PERS]) + ? viewport_matrix_override.mat[DRW_MAT_PERS] : rv3d->persmat; + persinv = (viewport_matrix_override.override[DRW_MAT_PERSINV]) + ? viewport_matrix_override.mat[DRW_MAT_PERSINV] : rv3d->persinv; + viewmat = (viewport_matrix_override.override[DRW_MAT_VIEW]) + ? viewport_matrix_override.mat[DRW_MAT_VIEW] : rv3d->viewmat; + viewinv = (viewport_matrix_override.override[DRW_MAT_VIEWINV]) + ? viewport_matrix_override.mat[DRW_MAT_VIEWINV] : rv3d->viewinv; + winmat = (viewport_matrix_override.override[DRW_MAT_WIN]) + ? viewport_matrix_override.mat[DRW_MAT_WIN] : rv3d->winmat; + + if (do_pi) { + if (viewport_matrix_override.override[DRW_MAT_WININV]) { + wininv = viewport_matrix_override.mat[DRW_MAT_WININV]; + } + else { + invert_m4_m4(pi, winmat); + wininv = pi; + } + } + if (do_mi) { + invert_m4_m4(mi, obmat); + } + if (do_mvp) { + mul_m4_m4m4(mvp, persmat, obmat); + } + if (do_mv || do_mvi || do_n || do_eye) { + mul_m4_m4m4(mv, viewmat, obmat); + } + if (do_mvi) { + invert_m4_m4(mvi, mv); + } + if (do_n || do_eye) { + copy_m3_m4(n, mv); + invert_m3(n); + transpose_m3(n); + } + if (do_wn) { + copy_m3_m4(wn, obmat); + invert_m3(wn); + transpose_m3(wn); + } + if (do_eye) { + /* Used by orthographic wires */ + float tmp[3][3]; + invert_m3_m3(tmp, n); + /* set eye vector, transformed to object coords */ + mul_m3_v3(tmp, eye); + } + if (do_orco) { + mul_v3_v3fl(orcofacs[1], texcosize, 2.0f); + invert_v3(orcofacs[1]); + sub_v3_v3v3(orcofacs[0], texcoloc, texcosize); + negate_v3(orcofacs[0]); + mul_v3_v3(orcofacs[0], orcofacs[1]); /* result in a nice MADD in the shader */ + } + + /* Should be really simple */ + /* step 1 : bind object dependent matrices */ + if (interface->model != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->model, 16, 1, (float *)obmat); + } + if (interface->modelinverse != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->modelinverse, 16, 1, (float *)mi); + } + if (interface->modelviewprojection != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->modelviewprojection, 16, 1, (float *)mvp); + } + if (interface->viewinverse != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->viewinverse, 16, 1, (float *)viewinv); + } + if (interface->viewprojection != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->viewprojection, 16, 1, (float *)persmat); + } + if (interface->viewprojectioninverse != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->viewprojectioninverse, 16, 1, (float *)persinv); + } + if (interface->projection != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->projection, 16, 1, (float *)winmat); + } + if (interface->projectioninverse != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->projectioninverse, 16, 1, (float *)wininv); + } + if (interface->view != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->view, 16, 1, (float *)viewmat); + } + if (interface->modelview != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->modelview, 16, 1, (float *)mv); + } + if (interface->modelviewinverse != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->modelviewinverse, 16, 1, (float *)mvi); + } + if (interface->normal != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->normal, 9, 1, (float *)n); + } + if (interface->worldnormal != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->worldnormal, 9, 1, (float *)wn); + } + if (interface->camtexfac != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->camtexfac, 4, 1, (float *)rv3d->viewcamtexcofac); + } + if (interface->orcotexfac != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->orcotexfac, 3, 2, (float *)orcofacs); + } + if (interface->eye != -1) { + GPU_shader_uniform_vector(shgroup->shader, interface->eye, 3, 1, (float *)eye); + } +} + +static void draw_geometry_execute(DRWShadingGroup *shgroup, Batch *geom) +{ + DRWInterface *interface = shgroup->interface; + /* step 2 : bind vertex array & draw */ + Batch_set_program(geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader)); + if (interface->instance_batch) { + Batch_draw_stupid_instanced_with_batch(geom, interface->instance_batch); + } + else if (interface->instance_vbo) { + Batch_draw_stupid_instanced(geom, interface->instance_vbo, interface->instance_count, interface->attribs_count, + interface->attribs_stride, interface->attribs_size, interface->attribs_loc); + } + else { + Batch_draw_stupid(geom); + } +} + +static void draw_geometry(DRWShadingGroup *shgroup, Batch *geom, const float (*obmat)[4], ID *ob_data) +{ + float *texcoloc = NULL; + float *texcosize = NULL; + + if (ob_data != NULL) { + switch (GS(ob_data->name)) { + case OB_MESH: + BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize); + /* TODO, curve, metaball? */ + default: + break; + } + } + + draw_geometry_prepare(shgroup, obmat, texcoloc, texcosize); + + draw_geometry_execute(shgroup, geom); +} + +static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) +{ + BLI_assert(shgroup->shader); + BLI_assert(shgroup->interface); + + DRWInterface *interface = shgroup->interface; + GPUTexture *tex; + int val; + float fval; + + if (DST.shader != shgroup->shader) { + if (DST.shader) GPU_shader_unbind(); + GPU_shader_bind(shgroup->shader); + DST.shader = shgroup->shader; + } + + const bool is_normal = ELEM(shgroup->type, DRW_SHG_NORMAL); + + if (!is_normal) { + shgroup_dynamic_batch_from_calls(shgroup); + } + + DRW_state_set(pass_state | shgroup->state_extra); + + /* Binding Uniform */ + /* Don't check anything, Interface should already contain the least uniform as possible */ + for (DRWUniform *uni = interface->uniforms.first; uni; uni = uni->next) { + DRWBoundTexture *bound_tex; + + switch (uni->type) { + case DRW_UNIFORM_SHORT_TO_INT: + val = (int)*((short *)uni->value); + GPU_shader_uniform_vector_int( + shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)&val); + break; + case DRW_UNIFORM_SHORT_TO_FLOAT: + fval = (float)*((short *)uni->value); + GPU_shader_uniform_vector( + shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)&fval); + break; + case DRW_UNIFORM_BOOL: + case DRW_UNIFORM_INT: + GPU_shader_uniform_vector_int( + shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->value); + break; + case DRW_UNIFORM_FLOAT: + case DRW_UNIFORM_MAT3: + case DRW_UNIFORM_MAT4: + GPU_shader_uniform_vector( + shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->value); + break; + case DRW_UNIFORM_TEXTURE: + tex = (GPUTexture *)uni->value; + GPU_texture_bind(tex, uni->bindloc); + + bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture"); + bound_tex->tex = tex; + BLI_addtail(&DST.bound_texs, bound_tex); + + GPU_shader_uniform_texture(shgroup->shader, uni->location, tex); + break; + case DRW_UNIFORM_BUFFER: + if (!DRW_state_is_fbo()) { + break; + } + tex = *((GPUTexture **)uni->value); + GPU_texture_bind(tex, uni->bindloc); + + bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture"); + bound_tex->tex = tex; + BLI_addtail(&DST.bound_texs, bound_tex); + + GPU_shader_uniform_texture(shgroup->shader, uni->location, tex); + break; + case DRW_UNIFORM_BLOCK: + GPU_uniformbuffer_bind((GPUUniformBuffer *)uni->value, uni->bindloc); + GPU_shader_uniform_buffer(shgroup->shader, uni->location, (GPUUniformBuffer *)uni->value); + break; + } + } + +#ifdef USE_GPU_SELECT + /* use the first item because of selection we only ever add one */ +# define GPU_SELECT_LOAD_IF_PICKSEL(_call) \ + if ((G.f & G_PICKSEL) && (_call)) { \ + GPU_select_load_id((_call)->head.select_id); \ + } ((void)0) +# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(_call_ls) \ + if ((G.f & G_PICKSEL) && (_call_ls)->first) { \ + BLI_assert(BLI_listbase_is_single(_call_ls)); \ + GPU_select_load_id(((DRWCall *)(_call_ls)->first)->head.select_id); \ + } ((void)0) +#else +# define GPU_SELECT_LOAD_IF_PICKSEL(call) +# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(call) +#endif + + /* Rendering Calls */ + if (!is_normal) { + /* Replacing multiple calls with only one */ + float obmat[4][4]; + unit_m4(obmat); + + if (shgroup->type == DRW_SHG_INSTANCE && + (interface->instance_count > 0 || interface->instance_batch != NULL)) + { + GPU_SELECT_LOAD_IF_PICKSEL_LIST(&shgroup->calls); + draw_geometry(shgroup, shgroup->instance_geom, obmat, NULL); + } + else { + /* Some dynamic batch can have no geom (no call to aggregate) */ + if (shgroup->batch_geom) { + GPU_SELECT_LOAD_IF_PICKSEL_LIST(&shgroup->calls); + draw_geometry(shgroup, shgroup->batch_geom, obmat, NULL); + } + } + } + else { + for (DRWCall *call = shgroup->calls.first; call; call = call->head.next) { + bool neg_scale = call->obmat && is_negative_m4(call->obmat); + + /* Negative scale objects */ + if (neg_scale) { + glFrontFace(GL_CW); + } + + GPU_SELECT_LOAD_IF_PICKSEL(call); + + if (call->head.type == DRW_CALL_SINGLE) { + draw_geometry(shgroup, call->geometry, call->obmat, call->ob_data); + } + else { + BLI_assert(call->head.type == DRW_CALL_GENERATE); + DRWCallGenerate *callgen = ((DRWCallGenerate *)call); + draw_geometry_prepare(shgroup, callgen->obmat, NULL, NULL); + callgen->geometry_fn(shgroup, draw_geometry_execute, callgen->user_data); + } + + /* Reset state */ + if (neg_scale) { + glFrontFace(GL_CCW); + } + } + } + + /* TODO: remove, (currently causes alpha issue with sculpt, need to investigate) */ + DRW_state_reset(); +} + +void DRW_draw_pass(DRWPass *pass) +{ + /* Start fresh */ + DST.shader = NULL; + DST.tex_bind_id = 0; + + DRW_state_set(pass->state); + BLI_listbase_clear(&DST.bound_texs); + + /* Init Timer queries */ + if (pass->timer_queries[0] == 0) { + pass->front_idx = 0; + pass->back_idx = 1; + + glGenQueries(2, pass->timer_queries); + + /* dummy query, avoid gl error */ + glBeginQuery(GL_TIME_ELAPSED, pass->timer_queries[pass->front_idx]); + glEndQuery(GL_TIME_ELAPSED); + } + else { + /* swap indices */ + unsigned int tmp = pass->back_idx; + pass->back_idx = pass->front_idx; + pass->front_idx = tmp; + } + + if (!pass->wasdrawn) { + /* issue query for the next frame */ + glBeginQuery(GL_TIME_ELAPSED, pass->timer_queries[pass->back_idx]); + } + + for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) { + draw_shgroup(shgroup, pass->state); + } + + /* Clear Bound textures */ + for (DRWBoundTexture *bound_tex = DST.bound_texs.first; bound_tex; bound_tex = bound_tex->next) { + GPU_texture_unbind(bound_tex->tex); + } + DST.tex_bind_id = 0; + BLI_freelistN(&DST.bound_texs); + + if (DST.shader) { + GPU_shader_unbind(); + DST.shader = NULL; + } + + if (!pass->wasdrawn) { + glEndQuery(GL_TIME_ELAPSED); + } + + pass->wasdrawn = true; +} + +void DRW_draw_callbacks_pre_scene(void) +{ + RegionView3D *rv3d = DST.draw_ctx.rv3d; + + gpuLoadProjectionMatrix(rv3d->winmat); + gpuLoadMatrix(rv3d->viewmat); +} + +void DRW_draw_callbacks_post_scene(void) +{ + RegionView3D *rv3d = DST.draw_ctx.rv3d; + + gpuLoadProjectionMatrix(rv3d->winmat); + gpuLoadMatrix(rv3d->viewmat); +} + +/* Reset state to not interfer with other UI drawcall */ +void DRW_state_reset_ex(DRWState state) +{ + DST.state = ~state; + DRW_state_set(state); +} + +void DRW_state_reset(void) +{ + DRW_state_reset_ex(DRW_STATE_DEFAULT); +} + +/** \} */ + + +struct DRWTextStore *DRW_text_cache_ensure(void) +{ + BLI_assert(DST.text_store_p); + if (*DST.text_store_p == NULL) { + *DST.text_store_p = DRW_text_cache_create(); + } + return *DST.text_store_p; +} + + +/* -------------------------------------------------------------------- */ + +/** \name Settings + * \{ */ + +bool DRW_object_is_renderable(Object *ob) +{ + Scene *scene = DST.draw_ctx.scene; + Object *obedit = scene->obedit; + + if (ob->type == OB_MESH) { + if (ob == obedit) { + IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_EDIT, ""); + bool do_show_occlude_wire = BKE_collection_engine_property_value_get_bool(props, "show_occlude_wire"); + if (do_show_occlude_wire) { + return false; + } + bool do_show_weight = BKE_collection_engine_property_value_get_bool(props, "show_weight"); + if (do_show_weight) { + return false; + } + } + } + + return true; +} + + +bool DRW_object_is_flat_normal(Object *ob) +{ + if (ob->type == OB_MESH) { + Mesh *me = ob->data; + if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) { + return false; + } + } + return true; +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Framebuffers (DRW_framebuffer) + * \{ */ + +static GPUTextureFormat convert_tex_format(int fbo_format, int *channels, bool *is_depth) +{ + *is_depth = ELEM(fbo_format, DRW_TEX_DEPTH_16, DRW_TEX_DEPTH_24); + + switch (fbo_format) { + case DRW_TEX_R_16: *channels = 1; return GPU_R16F; + case DRW_TEX_R_32: *channels = 1; return GPU_R32F; + case DRW_TEX_RG_16: *channels = 2; return GPU_RG16F; + case DRW_TEX_RGBA_8: *channels = 4; return GPU_RGBA8; + case DRW_TEX_RGBA_16: *channels = 4; return GPU_RGBA16F; + case DRW_TEX_RGBA_32: *channels = 4; return GPU_RGBA32F; + case DRW_TEX_DEPTH_24: *channels = 1; return GPU_DEPTH_COMPONENT24; + case DRW_TEX_RGB_11_11_10: *channels = 3; return GPU_R11F_G11F_B10F; + default: + BLI_assert(false && "Texture format unsupported as render target!"); + *channels = 4; return GPU_RGBA8; + } +} + +void DRW_framebuffer_init( + struct GPUFrameBuffer **fb, void *engine_type, int width, int height, + DRWFboTexture textures[MAX_FBO_TEX], int textures_len) +{ + BLI_assert(textures_len <= MAX_FBO_TEX); + + bool create_fb = false; + int color_attachment = -1; + + if (!*fb) { + *fb = GPU_framebuffer_create(); + create_fb = true; + } + + for (int i = 0; i < textures_len; ++i) { + int channels; + bool is_depth; + + DRWFboTexture fbotex = textures[i]; + bool is_temp = (fbotex.flag & DRW_TEX_TEMP) != 0; + + GPUTextureFormat gpu_format = convert_tex_format(fbotex.format, &channels, &is_depth); + + if (!*fbotex.tex || is_temp) { + /* Temp textures need to be queried each frame, others not. */ + if (is_temp) { + *fbotex.tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, width, height, channels, gpu_format); + } + else if (create_fb) { + *fbotex.tex = GPU_texture_create_2D_custom(width, height, channels, gpu_format, NULL, NULL); + } + } + + if (create_fb) { + if (!is_depth) { + ++color_attachment; + } + drw_texture_set_parameters(*fbotex.tex, fbotex.flag); + GPU_framebuffer_texture_attach(*fb, *fbotex.tex, color_attachment, 0); + } + } + + if (create_fb) { + if (!GPU_framebuffer_check_valid(*fb, NULL)) { + printf("Error invalid framebuffer\n"); + } + + /* Detach temp textures */ + for (int i = 0; i < textures_len; ++i) { + DRWFboTexture fbotex = textures[i]; + + if ((fbotex.flag & DRW_TEX_TEMP) != 0) { + GPU_framebuffer_texture_detach(*fbotex.tex); + } + } + + GPU_framebuffer_bind(DST.default_framebuffer); + } +} + +void DRW_framebuffer_free(struct GPUFrameBuffer *fb) +{ + GPU_framebuffer_free(fb); +} + +void DRW_framebuffer_bind(struct GPUFrameBuffer *fb) +{ + GPU_framebuffer_bind(fb); +} + +void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth) +{ + if (color) { + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]); + } + if (depth) { + glDepthMask(GL_TRUE); + glClearDepth(clear_depth); + } + if (stencil) { + glStencilMask(0xFF); + } + glClear(((color) ? GL_COLOR_BUFFER_BIT : 0) | + ((depth) ? GL_DEPTH_BUFFER_BIT : 0) | + ((stencil) ? GL_STENCIL_BUFFER_BIT : 0)); +} + +void DRW_framebuffer_read_data(int x, int y, int w, int h, int channels, int slot, float *data) +{ + GLenum type; + switch (channels) { + case 1: type = GL_RED; break; + case 2: type = GL_RG; break; + case 3: type = GL_RGB; break; + case 4: type = GL_RGBA; break; + default: + BLI_assert(false && "wrong number of read channels"); + return; + } + glReadBuffer(GL_COLOR_ATTACHMENT0 + slot); + glReadPixels(x, y, w, h, type, GL_FLOAT, data); +} + +void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip) +{ + GPU_framebuffer_texture_attach(fb, tex, slot, mip); +} + +void DRW_framebuffer_cubeface_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip) +{ + GPU_framebuffer_texture_cubeface_attach(fb, tex, slot, face, mip); +} +void DRW_framebuffer_texture_detach(GPUTexture *tex) +{ + GPU_framebuffer_texture_detach(tex); +} + +void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth) +{ + GPU_framebuffer_blit(fb_read, 0, fb_write, 0, depth); +} + +void DRW_framebuffer_viewport_size(struct GPUFrameBuffer *UNUSED(fb_read), int w, int h) +{ + glViewport(0, 0, w, h); +} + +/* Use color management profile to draw texture to framebuffer */ +void DRW_transform_to_display(GPUTexture *tex) +{ + DRW_state_set(DRW_STATE_WRITE_COLOR); + + VertexFormat *vert_format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT); + + const float dither = 1.0f; + + bool use_ocio = false; + + if (DST.draw_ctx.evil_C != NULL) { + use_ocio = IMB_colormanagement_setup_glsl_draw_from_space_ctx(DST.draw_ctx.evil_C, NULL, dither, false); + } + + if (!use_ocio) { + immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB); + immUniform1i("image", 0); + } + + GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */ + + float mat[4][4]; + unit_m4(mat); + immUniformMatrix4fv("ModelViewProjectionMatrix", mat); + + /* Full screen triangle */ + immBegin(PRIM_TRIANGLES, 3); + immAttrib2f(texco, 0.0f, 0.0f); + immVertex2f(pos, -1.0f, -1.0f); + + immAttrib2f(texco, 2.0f, 0.0f); + immVertex2f(pos, 3.0f, -1.0f); + + immAttrib2f(texco, 0.0f, 2.0f); + immVertex2f(pos, -1.0f, 3.0f); + immEnd(); + + GPU_texture_unbind(tex); + + if (use_ocio) { + IMB_colormanagement_finish_glsl_draw(); + } + else { + immUnbindProgram(); + } +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Viewport (DRW_viewport) + * \{ */ + +static void *DRW_viewport_engine_data_get(void *engine_type) +{ + void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type); + + if (data == NULL) { + data = GPU_viewport_engine_data_create(DST.viewport, engine_type); + } + return data; +} + +void DRW_engine_viewport_data_size_get( + const void *engine_type_v, + int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len) +{ + const DrawEngineType *engine_type = engine_type_v; + + if (r_fbl_len) { + *r_fbl_len = engine_type->vedata_size->fbl_len; + } + if (r_txl_len) { + *r_txl_len = engine_type->vedata_size->txl_len; + } + if (r_psl_len) { + *r_psl_len = engine_type->vedata_size->psl_len; + } + if (r_stl_len) { + *r_stl_len = engine_type->vedata_size->stl_len; + } +} + +const float *DRW_viewport_size_get(void) +{ + return &DST.size[0]; +} + +const float *DRW_viewport_screenvecs_get(void) +{ + return &DST.screenvecs[0][0]; +} + +const float *DRW_viewport_pixelsize_get(void) +{ + return &DST.pixsize; +} + +/* It also stores viewport variable to an immutable place: DST + * This is because a cache uniform only store reference + * to its value. And we don't want to invalidate the cache + * if this value change per viewport */ +static void DRW_viewport_var_init(void) +{ + RegionView3D *rv3d = DST.draw_ctx.rv3d; + + /* Refresh DST.size */ + if (DST.viewport) { + int size[2]; + GPU_viewport_size_get(DST.viewport, size); + DST.size[0] = size[0]; + DST.size[1] = size[1]; + + DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport); + DST.default_framebuffer = fbl->default_fb; + } + else { + DST.size[0] = 0; + DST.size[1] = 0; + + DST.default_framebuffer = NULL; + } + /* Refresh DST.screenvecs */ + copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]); + copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]); + normalize_v3(DST.screenvecs[0]); + normalize_v3(DST.screenvecs[1]); + + /* Refresh DST.pixelsize */ + DST.pixsize = rv3d->pixsize; +} + +void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type) +{ + RegionView3D *rv3d = DST.draw_ctx.rv3d; + + switch (type) { + case DRW_MAT_PERS: + copy_m4_m4(mat, rv3d->persmat); + break; + case DRW_MAT_PERSINV: + copy_m4_m4(mat, rv3d->persinv); + break; + case DRW_MAT_VIEW: + copy_m4_m4(mat, rv3d->viewmat); + break; + case DRW_MAT_VIEWINV: + copy_m4_m4(mat, rv3d->viewinv); + break; + case DRW_MAT_WIN: + copy_m4_m4(mat, rv3d->winmat); + break; + case DRW_MAT_WININV: + invert_m4_m4(mat, rv3d->winmat); + break; + default: + BLI_assert(!"Matrix type invalid"); + break; + } +} + +void DRW_viewport_matrix_override_set(float mat[4][4], DRWViewportMatrixType type) +{ + copy_m4_m4(viewport_matrix_override.mat[type], mat); + viewport_matrix_override.override[type] = true; +} + +void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type) +{ + viewport_matrix_override.override[type] = false; +} + +bool DRW_viewport_is_persp_get(void) +{ + RegionView3D *rv3d = DST.draw_ctx.rv3d; + return rv3d->is_persp; +} + +DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void) +{ + return GPU_viewport_framebuffer_list_get(DST.viewport); +} + +DefaultTextureList *DRW_viewport_texture_list_get(void) +{ + return GPU_viewport_texture_list_get(DST.viewport); +} + +void DRW_viewport_request_redraw(void) +{ + /* XXXXXXXXXXX HAAAAAAAACKKKK */ + WM_main_add_notifier(NC_MATERIAL | ND_SHADING_DRAW, NULL); +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ +/** \name SceneLayers (DRW_scenelayer) + * \{ */ + +void **DRW_scene_layer_engine_data_get(DrawEngineType *engine_type, void (*callback)(void *storage)) +{ + SceneLayerEngineData *sled; + + for (sled = DST.draw_ctx.sl->drawdata.first; sled; sled = sled->next) { + if (sled->engine_type == engine_type) { + return &sled->storage; + } + } + + sled = MEM_callocN(sizeof(SceneLayerEngineData), "SceneLayerEngineData"); + sled->engine_type = engine_type; + sled->free = callback; + BLI_addtail(&DST.draw_ctx.sl->drawdata, sled); + + return &sled->storage; +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Objects (DRW_object) + * \{ */ + +void **DRW_object_engine_data_get( + Object *ob, DrawEngineType *engine_type, void (*callback)(void *storage)) +{ + ObjectEngineData *oed; + + for (oed = ob->drawdata.first; oed; oed = oed->next) { + if (oed->engine_type == engine_type) { + return &oed->storage; + } + } + + oed = MEM_callocN(sizeof(ObjectEngineData), "ObjectEngineData"); + oed->engine_type = engine_type; + oed->free = callback; + BLI_addtail(&ob->drawdata, oed); + + return &oed->storage; +} + +/* XXX There is definitly some overlap between this and DRW_object_engine_data_get. + * We should get rid of one of the two. */ +LampEngineData *DRW_lamp_engine_data_get(Object *ob, RenderEngineType *engine_type) +{ + BLI_assert(ob->type == OB_LAMP); + + Scene *scene = DST.draw_ctx.scene; + + /* TODO Dupliobjects */ + /* TODO Should be per scenelayer */ + return GPU_lamp_engine_data_get(scene, ob, NULL, engine_type); +} + +void DRW_lamp_engine_data_free(LampEngineData *led) +{ + GPU_lamp_engine_data_free(led); +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Rendering (DRW_engines) + * \{ */ + +#define TIMER_FALLOFF 0.1f + +static void DRW_engines_init(void) +{ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + double stime = PIL_check_seconds_timer(); + + if (engine->engine_init) { + engine->engine_init(data); + } + + double ftime = (PIL_check_seconds_timer() - stime) * 1e3; + data->init_time = data->init_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ + } +} + +static void DRW_engines_cache_init(void) +{ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + + if (data->text_draw_cache) { + DRW_text_cache_destroy(data->text_draw_cache); + data->text_draw_cache = NULL; + } + if (DST.text_store_p == NULL) { + DST.text_store_p = &data->text_draw_cache; + } + + double stime = PIL_check_seconds_timer(); + data->cache_time = 0.0; + + if (engine->cache_init) { + engine->cache_init(data); + } + + data->cache_time += (PIL_check_seconds_timer() - stime) * 1e3; + } +} + +static void DRW_engines_cache_populate(Object *ob) +{ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + double stime = PIL_check_seconds_timer(); + + if (engine->cache_populate) { + engine->cache_populate(data, ob); + } + + data->cache_time += (PIL_check_seconds_timer() - stime) * 1e3; + } +} + +static void DRW_engines_cache_finish(void) +{ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + double stime = PIL_check_seconds_timer(); + + if (engine->cache_finish) { + engine->cache_finish(data); + } + + data->cache_time += (PIL_check_seconds_timer() - stime) * 1e3; + } +} + +static void DRW_engines_draw_background(void) +{ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + double stime = PIL_check_seconds_timer(); + + if (engine->draw_background) { + engine->draw_background(data); + return; + } + + double ftime = (PIL_check_seconds_timer() - stime) * 1e3; + data->background_time = data->background_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ + } + + /* No draw_background found, doing default background */ + DRW_draw_background(); +} + +static void DRW_engines_draw_scene(void) +{ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + double stime = PIL_check_seconds_timer(); + + if (engine->draw_scene) { + engine->draw_scene(data); + } + + double ftime = (PIL_check_seconds_timer() - stime) * 1e3; + data->render_time = data->render_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ + } +} + +static void DRW_engines_draw_text(void) +{ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + double stime = PIL_check_seconds_timer(); + + if (data->text_draw_cache) { + DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.v3d, DST.draw_ctx.ar, false); + } + + double ftime = (PIL_check_seconds_timer() - stime) * 1e3; + data->render_time = data->render_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ + } +} + +#define MAX_INFO_LINES 10 + +/** + * Returns the offset required for the drawing of engines info. + */ +int DRW_draw_region_engine_info_offset(void) +{ + int lines = 0; + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + + /* Count the number of lines. */ + if (data->info[0] != '\0') { + lines++; + char *c = data->info; + while (*c++ != '\0') { + if (*c == '\n') { + lines++; + } + } + } + } + return MIN2(MAX_INFO_LINES, lines) * UI_UNIT_Y; +} + +/** + * Actual drawing; + */ +void DRW_draw_region_engine_info(void) +{ + const char *info_array_final[MAX_INFO_LINES + 1]; + char info_array[MAX_INFO_LINES][GPU_INFO_SIZE]; /* This should be maxium number of engines running at the same time. */ + int i = 0; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + ARegion *ar = draw_ctx->ar; + float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f}; + + UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color); + mul_v3_fl(fill_color, fill_color[3]); + + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + + if (data->info[0] != '\0') { + char *chr_current = data->info; + char *chr_start = chr_current; + int line_len = 0; + + while (*chr_current++ != '\0') { + line_len++; + if (*chr_current == '\n') { + BLI_strncpy(info_array[i++], chr_start, line_len + 1); + /* Re-start counting. */ + chr_start = chr_current + 1; + line_len = -1; + } + } + + BLI_strncpy(info_array[i++], chr_start, line_len + 1); + + if (i >= MAX_INFO_LINES) { + break; + } + } + } + + for (int j = 0; j < i; j++) { + info_array_final[j] = info_array[j]; + } + info_array_final[i] = NULL; + + if (info_array[0] != NULL) { + ED_region_info_draw_multiline(ar, info_array_final, fill_color, true); + } +} + +#undef MAX_INFO_LINES + +static void use_drw_engine(DrawEngineType *engine) +{ + LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data"); + ld->data = engine; + BLI_addtail(&DST.enabled_engines, ld); +} + +/* TODO revisit this when proper layering is implemented */ +/* Gather all draw engines needed and store them in DST.enabled_engines + * That also define the rendering order of engines */ +static void DRW_engines_enable_from_engine(const Scene *scene) +{ + /* TODO layers */ + RenderEngineType *type = RE_engines_find(scene->r.engine); + if (type->draw_engine != NULL) { + use_drw_engine(type->draw_engine); + } + + if ((type->flag & RE_INTERNAL) == 0) { + DRW_engines_enable_external(); + } +} + +static void DRW_engines_enable_from_object_mode(void) +{ + use_drw_engine(&draw_engine_object_type); +} + +static void DRW_engines_enable_from_mode(int mode) +{ + switch (mode) { + case CTX_MODE_EDIT_MESH: + use_drw_engine(&draw_engine_edit_mesh_type); + break; + case CTX_MODE_EDIT_CURVE: + use_drw_engine(&draw_engine_edit_curve_type); + break; + case CTX_MODE_EDIT_SURFACE: + use_drw_engine(&draw_engine_edit_surface_type); + break; + case CTX_MODE_EDIT_TEXT: + use_drw_engine(&draw_engine_edit_text_type); + break; + case CTX_MODE_EDIT_ARMATURE: + use_drw_engine(&draw_engine_edit_armature_type); + break; + case CTX_MODE_EDIT_METABALL: + use_drw_engine(&draw_engine_edit_metaball_type); + break; + case CTX_MODE_EDIT_LATTICE: + use_drw_engine(&draw_engine_edit_lattice_type); + break; + case CTX_MODE_POSE: + use_drw_engine(&draw_engine_pose_type); + break; + case CTX_MODE_SCULPT: + use_drw_engine(&draw_engine_sculpt_type); + break; + case CTX_MODE_PAINT_WEIGHT: + use_drw_engine(&draw_engine_pose_type); + use_drw_engine(&draw_engine_paint_weight_type); + break; + case CTX_MODE_PAINT_VERTEX: + use_drw_engine(&draw_engine_paint_vertex_type); + break; + case CTX_MODE_PAINT_TEXTURE: + use_drw_engine(&draw_engine_paint_texture_type); + break; + case CTX_MODE_PARTICLE: + use_drw_engine(&draw_engine_particle_type); + break; + case CTX_MODE_OBJECT: + break; + default: + BLI_assert(!"Draw mode invalid"); + break; + } +} + +/** + * Use for select and depth-drawing. + */ +static void DRW_engines_enable_basic(void) +{ + use_drw_engine(DRW_engine_viewport_basic_type.draw_engine); +} + +/** + * Use for external render engines. + */ +static void DRW_engines_enable_external(void) +{ + use_drw_engine(DRW_engine_viewport_external_type.draw_engine); +} + +static void DRW_engines_enable(const Scene *scene, SceneLayer *sl, const View3D *v3d) +{ + const int mode = CTX_data_mode_enum_ex(scene->obedit, OBACT_NEW); + DRW_engines_enable_from_engine(scene); + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { + DRW_engines_enable_from_object_mode(); + DRW_engines_enable_from_mode(mode); + } +} + +static void DRW_engines_disable(void) +{ + BLI_freelistN(&DST.enabled_engines); +} + +static unsigned int DRW_engines_get_hash(void) +{ + unsigned int hash = 0; + /* The cache depends on enabled engines */ + /* FIXME : if collision occurs ... segfault */ + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + DrawEngineType *engine = link->data; + hash += BLI_ghashutil_strhash_p(engine->idname); + } + + return hash; +} + +static void draw_stat(rcti *rect, int u, int v, const char *txt, const int size) +{ + BLF_draw_default_ascii(rect->xmin + (1 + u * 5) * U.widget_unit, + rect->ymax - (3 + v++) * U.widget_unit, 0.0f, + txt, size); +} + +/* CPU stats */ +static void DRW_debug_cpu_stats(void) +{ + int u, v; + double cache_tot_time = 0.0, init_tot_time = 0.0, background_tot_time = 0.0, render_tot_time = 0.0, tot_time = 0.0; + /* local coordinate visible rect inside region, to accomodate overlapping ui */ + rcti rect; + struct ARegion *ar = DST.draw_ctx.ar; + ED_region_visible_rect(ar, &rect); + + UI_FontThemeColor(BLF_default(), TH_TEXT_HI); + + /* row by row */ + v = 0; u = 0; + /* Label row */ + char col_label[32]; + sprintf(col_label, "Engine"); + draw_stat(&rect, u++, v, col_label, sizeof(col_label)); + sprintf(col_label, "Cache"); + draw_stat(&rect, u++, v, col_label, sizeof(col_label)); + sprintf(col_label, "Init"); + draw_stat(&rect, u++, v, col_label, sizeof(col_label)); + sprintf(col_label, "Background"); + draw_stat(&rect, u++, v, col_label, sizeof(col_label)); + sprintf(col_label, "Render"); + draw_stat(&rect, u++, v, col_label, sizeof(col_label)); + sprintf(col_label, "Total (w/o cache)"); + draw_stat(&rect, u++, v, col_label, sizeof(col_label)); + v++; + + /* Engines rows */ + char time_to_txt[16]; + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + u = 0; + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + + draw_stat(&rect, u++, v, engine->idname, sizeof(engine->idname)); + + cache_tot_time += data->cache_time; + sprintf(time_to_txt, "%.2fms", data->cache_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + + init_tot_time += data->init_time; + sprintf(time_to_txt, "%.2fms", data->init_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + + background_tot_time += data->background_time; + sprintf(time_to_txt, "%.2fms", data->background_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + + render_tot_time += data->render_time; + sprintf(time_to_txt, "%.2fms", data->render_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + + tot_time += data->init_time + data->background_time + data->render_time; + sprintf(time_to_txt, "%.2fms", data->init_time + data->background_time + data->render_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + v++; + } + + /* Totals row */ + u = 0; + sprintf(col_label, "Sub Total"); + draw_stat(&rect, u++, v, col_label, sizeof(col_label)); + sprintf(time_to_txt, "%.2fms", cache_tot_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + sprintf(time_to_txt, "%.2fms", init_tot_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + sprintf(time_to_txt, "%.2fms", background_tot_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + sprintf(time_to_txt, "%.2fms", render_tot_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); + sprintf(time_to_txt, "%.2fms", tot_time); + draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); +} + +/* Display GPU time for each passes */ +static void DRW_debug_gpu_stats(void) +{ + /* local coordinate visible rect inside region, to accomodate overlapping ui */ + rcti rect; + struct ARegion *ar = DST.draw_ctx.ar; + ED_region_visible_rect(ar, &rect); + + UI_FontThemeColor(BLF_default(), TH_TEXT_HI); + + char time_to_txt[16]; + char pass_name[MAX_PASS_NAME + 16]; + int v = BLI_listbase_count(&DST.enabled_engines) + 3; + GLuint64 tot_time = 0; + + if (G.debug_value > 666) { + for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { + GLuint64 engine_time = 0; + DrawEngineType *engine = link->data; + ViewportEngineData *data = DRW_viewport_engine_data_get(engine); + int vsta = v; + + draw_stat(&rect, 0, v, engine->idname, sizeof(engine->idname)); + v++; + + for (int i = 0; i < engine->vedata_size->psl_len; ++i) { + DRWPass *pass = data->psl->passes[i]; + if (pass != NULL && pass->wasdrawn) { + GLuint64 time; + glGetQueryObjectui64v(pass->timer_queries[pass->front_idx], GL_QUERY_RESULT, &time); + + sprintf(pass_name, " |--> %s", pass->name); + draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); + + sprintf(time_to_txt, "%.2fms", time / 1000000.0); + engine_time += time; + tot_time += time; + + draw_stat(&rect, 2, v++, time_to_txt, sizeof(time_to_txt)); + + pass->wasdrawn = false; + } + } + /* engine total time */ + sprintf(time_to_txt, "%.2fms", engine_time / 1000000.0); + draw_stat(&rect, 2, vsta, time_to_txt, sizeof(time_to_txt)); + v++; + } + + sprintf(pass_name, "Total GPU time %.2fms (%.1f fps)", tot_time / 1000000.0, 1000000000.0 / tot_time); + draw_stat(&rect, 0, v++, pass_name, sizeof(pass_name)); + v++; + } + + /* Memory Stats */ + unsigned int tex_mem = GPU_texture_memory_usage_get(); + unsigned int vbo_mem = VertexBuffer_get_memory_usage(); + + sprintf(pass_name, "GPU Memory"); + draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); + sprintf(pass_name, "%.2fMB", (float)(tex_mem + vbo_mem) / 1000000.0); + draw_stat(&rect, 1, v++, pass_name, sizeof(pass_name)); + sprintf(pass_name, " |--> Textures"); + draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); + sprintf(pass_name, "%.2fMB", (float)tex_mem / 1000000.0); + draw_stat(&rect, 1, v++, pass_name, sizeof(pass_name)); + sprintf(pass_name, " |--> Meshes"); + draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); + sprintf(pass_name, "%.2fMB", (float)vbo_mem / 1000000.0); + draw_stat(&rect, 1, v++, pass_name, sizeof(pass_name)); +} + + +/* -------------------------------------------------------------------- */ + +/** \name Main Draw Loops (DRW_draw) + * \{ */ + +/* Everything starts here. + * This function takes care of calling all cache and rendering functions + * for each relevant engine / mode engine. */ +void DRW_draw_view(const bContext *C) +{ + struct Depsgraph *graph = CTX_data_depsgraph(C); + ARegion *ar = CTX_wm_region(C); + View3D *v3d = CTX_wm_view3d(C); + + DRW_draw_render_loop_ex(graph, ar, v3d, C); +} + +/** + * Used for both regular and off-screen drawing. + */ +void DRW_draw_render_loop_ex( + struct Depsgraph *graph, + ARegion *ar, View3D *v3d, + const bContext *evil_C) +{ + Scene *scene = DEG_get_scene(graph); + SceneLayer *sl = DEG_get_scene_layer(graph); + RegionView3D *rv3d = ar->regiondata; + + /* Reset before using it. */ + memset(&DST, 0x0, sizeof(DST)); + + DST.draw_ctx.evil_C = evil_C; + + bool cache_is_dirty; + DST.viewport = rv3d->viewport; + v3d->zbuf = true; + + /* Get list of enabled engines */ + DRW_engines_enable(scene, sl, v3d); + + /* Setup viewport */ + cache_is_dirty = GPU_viewport_cache_validate(DST.viewport, DRW_engines_get_hash()); + + DST.draw_ctx = (DRWContextState){ + ar, rv3d, v3d, scene, sl, OBACT_NEW, + /* reuse if caller sets */ + DST.draw_ctx.evil_C, + }; + + DRW_viewport_var_init(); + + /* Update ubos */ + DRW_globals_update(); + + /* Init engines */ + DRW_engines_init(); + + /* TODO : tag to refresh by the deps graph */ + /* ideally only refresh when objects are added/removed */ + /* or render properties / materials change */ + if (cache_is_dirty) { + DRW_engines_cache_init(); + + DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL); + { + DRW_engines_cache_populate(ob); + /* XXX find a better place for this. maybe Depsgraph? */ + ob->deg_update_flag = 0; + } + DEG_OBJECT_ITER_END + + DRW_engines_cache_finish(); + } + + /* Start Drawing */ + DRW_state_reset(); + DRW_engines_draw_background(); + + DRW_draw_callbacks_pre_scene(); + if (DST.draw_ctx.evil_C) { + ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW); + } + + DRW_engines_draw_scene(); + + DRW_draw_callbacks_post_scene(); + if (DST.draw_ctx.evil_C) { + ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW); + } + + DRW_state_reset(); + + DRW_engines_draw_text(); + + if (DST.draw_ctx.evil_C) { + /* needed so manipulator isn't obscured */ + glDisable(GL_DEPTH_TEST); + DRW_draw_manipulator(); + glEnable(GL_DEPTH_TEST); + + DRW_draw_region_info(); + } + + if (G.debug_value > 20) { + DRW_debug_cpu_stats(); + DRW_debug_gpu_stats(); + } + + DRW_state_reset(); + DRW_engines_disable(); + +#ifdef DEBUG + /* Avoid accidental reuse. */ + memset(&DST, 0xFF, sizeof(DST)); +#endif +} + +void DRW_draw_render_loop( + struct Depsgraph *graph, + ARegion *ar, View3D *v3d) +{ + DRW_draw_render_loop_ex(graph, ar, v3d, NULL); +} + +void DRW_draw_render_loop_offscreen( + struct Depsgraph *graph, + ARegion *ar, View3D *v3d, GPUOffScreen *ofs) +{ + RegionView3D *rv3d = ar->regiondata; + + /* backup */ + void *backup_viewport = rv3d->viewport; + { + /* backup (_never_ use rv3d->viewport) */ + rv3d->viewport = GPU_viewport_create_from_offscreen(ofs); + } + + DST.draw_ctx.evil_C = NULL; + + DRW_draw_render_loop(graph, ar, v3d); + + /* restore */ + { + /* don't free data owned by 'ofs' */ + GPU_viewport_clear_from_offscreen(rv3d->viewport); + GPU_viewport_free(rv3d->viewport); + MEM_freeN(rv3d->viewport); + + rv3d->viewport = backup_viewport; + } + + /* we need to re-bind (annoying!) */ + GPU_offscreen_bind(ofs, false); +} + +/** + * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing). + */ +void DRW_draw_select_loop( + struct Depsgraph *graph, + ARegion *ar, View3D *v3d, + bool UNUSED(use_obedit_skip), bool UNUSED(use_nearest), const rcti *rect) +{ + Scene *scene = DEG_get_scene(graph); + SceneLayer *sl = DEG_get_scene_layer(graph); +#ifndef USE_GPU_SELECT + UNUSED_VARS(vc, scene, sl, v3d, ar, rect); +#else + RegionView3D *rv3d = ar->regiondata; + + /* Reset before using it. */ + memset(&DST, 0x0, sizeof(DST)); + + /* backup (_never_ use rv3d->viewport) */ + void *backup_viewport = rv3d->viewport; + rv3d->viewport = NULL; + + bool use_obedit = false; + int obedit_mode = 0; + if (scene->obedit && scene->obedit->type == OB_MBALL) { + use_obedit = true; + DRW_engines_cache_populate(scene->obedit); + obedit_mode = CTX_MODE_EDIT_METABALL; + } + else if ((scene->obedit && scene->obedit->type == OB_ARMATURE)) { + /* if not drawing sketch, draw bones */ + // if (!BDR_drawSketchNames(vc)) + { + use_obedit = true; + obedit_mode = CTX_MODE_EDIT_ARMATURE; + } + } + + struct GPUViewport *viewport = GPU_viewport_create(); + GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)}); + + bool cache_is_dirty; + DST.viewport = viewport; + v3d->zbuf = true; + + DST.options.is_select = true; + + /* Get list of enabled engines */ + if (use_obedit) { + DRW_engines_enable_from_mode(obedit_mode); + } + else { + DRW_engines_enable_basic(); + DRW_engines_enable_from_object_mode(); + } + + /* Setup viewport */ + cache_is_dirty = true; + + /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ + DST.draw_ctx = (DRWContextState){ + ar, rv3d, v3d, scene, sl, OBACT_NEW, (bContext *)NULL, + }; + + DRW_viewport_var_init(); + + /* Update ubos */ + DRW_globals_update(); + + /* Init engines */ + DRW_engines_init(); + + /* TODO : tag to refresh by the deps graph */ + /* ideally only refresh when objects are added/removed */ + /* or render properties / materials change */ + if (cache_is_dirty) { + + DRW_engines_cache_init(); + + if (use_obedit) { + DRW_engines_cache_populate(scene->obedit); + } + else { + DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_DUPLI) + { + if ((ob->base_flag & BASE_SELECTABLED) != 0) { + DRW_select_load_id(ob->select_color); + DRW_engines_cache_populate(ob); + } + } + DEG_OBJECT_ITER_END + } + + DRW_engines_cache_finish(); + } + + /* Start Drawing */ + DRW_state_reset(); + DRW_draw_callbacks_pre_scene(); + DRW_engines_draw_scene(); + DRW_draw_callbacks_post_scene(); + + DRW_state_reset(); + DRW_engines_disable(); + +#ifdef DEBUG + /* Avoid accidental reuse. */ + memset(&DST, 0xFF, sizeof(DST)); +#endif + + /* Cleanup for selection state */ + GPU_viewport_free(viewport); + MEM_freeN(viewport); + + /* restore */ + rv3d->viewport = backup_viewport; +#endif /* USE_GPU_SELECT */ +} + +/** + * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing). + */ +void DRW_draw_depth_loop( + Depsgraph *graph, + ARegion *ar, View3D *v3d) +{ + Scene *scene = DEG_get_scene(graph); + SceneLayer *sl = DEG_get_scene_layer(graph); + RegionView3D *rv3d = ar->regiondata; + + /* backup (_never_ use rv3d->viewport) */ + void *backup_viewport = rv3d->viewport; + rv3d->viewport = NULL; + + /* Reset before using it. */ + memset(&DST, 0x0, sizeof(DST)); + + struct GPUViewport *viewport = GPU_viewport_create(); + GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy}); + + bool cache_is_dirty; + DST.viewport = viewport; + v3d->zbuf = true; + + DST.options.is_depth = true; + + /* Get list of enabled engines */ + { + DRW_engines_enable_basic(); + DRW_engines_enable_from_object_mode(); + } + + /* Setup viewport */ + cache_is_dirty = true; + + /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ + DST.draw_ctx = (DRWContextState){ + ar, rv3d, v3d, scene, sl, OBACT_NEW, (bContext *)NULL, + }; + + DRW_viewport_var_init(); + + /* Update ubos */ + DRW_globals_update(); + + /* Init engines */ + DRW_engines_init(); + + /* TODO : tag to refresh by the deps graph */ + /* ideally only refresh when objects are added/removed */ + /* or render properties / materials change */ + if (cache_is_dirty) { + + DRW_engines_cache_init(); + + DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL) + { + DRW_engines_cache_populate(ob); + } + DEG_OBJECT_ITER_END + + DRW_engines_cache_finish(); + } + + /* Start Drawing */ + DRW_state_reset(); + DRW_draw_callbacks_pre_scene(); + DRW_engines_draw_scene(); + DRW_draw_callbacks_post_scene(); + + DRW_state_reset(); + DRW_engines_disable(); + +#ifdef DEBUG + /* Avoid accidental reuse. */ + memset(&DST, 0xFF, sizeof(DST)); +#endif + + /* Cleanup for selection state */ + GPU_viewport_free(viewport); + MEM_freeN(viewport); + + /* restore */ + rv3d->viewport = backup_viewport; +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Draw Manager State (DRW_state) + * \{ */ + +void DRW_state_dfdy_factors_get(float dfdyfac[2]) +{ + GPU_get_dfdy_factors(dfdyfac); +} + +/** + * When false, drawing doesn't output to a pixel buffer + * eg: Occlusion queries, or when we have setup a context to draw in already. + */ +bool DRW_state_is_fbo(void) +{ + return (DST.default_framebuffer != NULL); +} + +/** + * For when engines need to know if this is drawing for selection or not. + */ +bool DRW_state_is_select(void) +{ + return DST.options.is_select; +} + +bool DRW_state_is_depth(void) +{ + return DST.options.is_depth; +} + +/** + * Should text draw in this mode? + */ +bool DRW_state_show_text(void) +{ + return (DST.options.is_select) == 0 && + (DST.options.is_depth) == 0; +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Context State (DRW_context_state) + * \{ */ + +void DRW_context_state_init(const bContext *C, DRWContextState *r_draw_ctx) +{ + r_draw_ctx->ar = CTX_wm_region(C); + r_draw_ctx->rv3d = CTX_wm_region_view3d(C); + r_draw_ctx->v3d = CTX_wm_view3d(C); + + r_draw_ctx->scene = CTX_data_scene(C); + r_draw_ctx->sl = CTX_data_scene_layer(C); + r_draw_ctx->obact = r_draw_ctx->sl->basact ? r_draw_ctx->sl->basact->object : NULL; + + /* grr, cant avoid! */ + r_draw_ctx->evil_C = C; +} + + +const DRWContextState *DRW_context_state_get(void) +{ + return &DST.draw_ctx; +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ + +/** \name Init/Exit (DRW_engines) + * \{ */ + +void DRW_engine_register(DrawEngineType *draw_engine_type) +{ + BLI_addtail(&DRW_engines, draw_engine_type); +} + +void DRW_engines_register(void) +{ +#ifdef WITH_CLAY_ENGINE + RE_engines_register(NULL, &DRW_engine_viewport_clay_type); +#endif + RE_engines_register(NULL, &DRW_engine_viewport_eevee_type); + + DRW_engine_register(&draw_engine_object_type); + DRW_engine_register(&draw_engine_edit_armature_type); + DRW_engine_register(&draw_engine_edit_curve_type); + DRW_engine_register(&draw_engine_edit_lattice_type); + DRW_engine_register(&draw_engine_edit_mesh_type); + DRW_engine_register(&draw_engine_edit_metaball_type); + DRW_engine_register(&draw_engine_edit_surface_type); + DRW_engine_register(&draw_engine_edit_text_type); + DRW_engine_register(&draw_engine_paint_texture_type); + DRW_engine_register(&draw_engine_paint_vertex_type); + DRW_engine_register(&draw_engine_paint_weight_type); + DRW_engine_register(&draw_engine_particle_type); + DRW_engine_register(&draw_engine_pose_type); + DRW_engine_register(&draw_engine_sculpt_type); + + /* setup callbacks */ + { + /* BKE: curve.c */ + extern void *BKE_curve_batch_cache_dirty_cb; + extern void *BKE_curve_batch_cache_free_cb; + /* BKE: mesh.c */ + extern void *BKE_mesh_batch_cache_dirty_cb; + extern void *BKE_mesh_batch_cache_free_cb; + /* BKE: lattice.c */ + extern void *BKE_lattice_batch_cache_dirty_cb; + extern void *BKE_lattice_batch_cache_free_cb; + /* BKE: particle.c */ + extern void *BKE_particle_batch_cache_dirty_cb; + extern void *BKE_particle_batch_cache_free_cb; + + BKE_curve_batch_cache_dirty_cb = DRW_curve_batch_cache_dirty; + BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free; + + BKE_mesh_batch_cache_dirty_cb = DRW_mesh_batch_cache_dirty; + BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free; + + BKE_lattice_batch_cache_dirty_cb = DRW_lattice_batch_cache_dirty; + BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free; + + BKE_particle_batch_cache_dirty_cb = DRW_particle_batch_cache_dirty; + BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free; + } +} + +extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ +extern struct GPUTexture *globals_ramp; /* draw_common.c */ +void DRW_engines_free(void) +{ + DRW_shape_cache_free(); + + DrawEngineType *next; + for (DrawEngineType *type = DRW_engines.first; type; type = next) { + next = type->next; + BLI_remlink(&R_engines, type); + + if (type->engine_free) { + type->engine_free(); + } + } + + if (globals_ubo) + GPU_uniformbuffer_free(globals_ubo); + + if (globals_ramp) + GPU_texture_free(globals_ramp); + +#ifdef WITH_CLAY_ENGINE + BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type); +#endif +} + +/** \} */ |