diff options
Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager_data.c | 1147 |
1 files changed, 1147 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c new file mode 100644 index 00000000000..d0cac271674 --- /dev/null +++ b/source/blender/draw/intern/draw_manager_data.c @@ -0,0 +1,1147 @@ +/* + * 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_data.c + * \ingroup draw + */ + +#include "draw_manager.h" + +#include "BKE_curve.h" +#include "BKE_global.h" +#include "BKE_mesh.h" +#include "BKE_object.h" +#include "BKE_paint.h" +#include "BKE_pbvh.h" + +#include "DNA_curve_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meta_types.h" + +#include "BLI_link_utils.h" +#include "BLI_mempool.h" + +#include "intern/gpu_codegen.h" + +struct GPUVertFormat *g_pos_format = NULL; + +extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */ + +/* -------------------------------------------------------------------- */ + +/** \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 Uniforms (DRW_shgroup_uniform) + * \{ */ + +static void drw_shgroup_uniform_create_ex(DRWShadingGroup *shgroup, int loc, + DRWUniformType type, const void *value, int length, int arraysize) +{ + DRWUniform *uni = BLI_mempool_alloc(DST.vmempool->uniforms); + uni->location = loc; + uni->type = type; + uni->length = length; + uni->arraysize = arraysize; + + switch (type) { + case DRW_UNIFORM_INT_COPY: + uni->ivalue = *((int *)value); + break; + case DRW_UNIFORM_BOOL_COPY: + uni->ivalue = (int)*((bool *)value); + break; + case DRW_UNIFORM_FLOAT_COPY: + uni->fvalue = *((float *)value); + break; + default: + uni->pvalue = value; + break; + } + + BLI_LINKS_PREPEND(shgroup->uniforms, uni); +} + +static void drw_shgroup_builtin_uniform( + DRWShadingGroup *shgroup, int builtin, const void *value, int length, int arraysize) +{ + int loc = GPU_shader_get_builtin_uniform(shgroup->shader, builtin); + + if (loc != -1) { + drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_FLOAT, value, length, arraysize); + } +} + +static void drw_shgroup_uniform(DRWShadingGroup *shgroup, const char *name, + DRWUniformType type, const void *value, int length, int arraysize) +{ + int location; + if (ELEM(type, DRW_UNIFORM_BLOCK, DRW_UNIFORM_BLOCK_PERSIST)) { + location = GPU_shader_get_uniform_block(shgroup->shader, name); + } + else { + location = GPU_shader_get_uniform(shgroup->shader, name); + } + + if (location == -1) { + if (G.debug & G_DEBUG) + fprintf(stderr, "Pass : %s, Uniform '%s' not found!\n", shgroup->pass_parent->name, name); + /* Nice to enable eventually, for now eevee uses uniforms that might not exist. */ + // BLI_assert(0); + return; + } + + BLI_assert(arraysize > 0 && arraysize <= 16); + BLI_assert(length >= 0 && length <= 16); + + drw_shgroup_uniform_create_ex(shgroup, location, type, value, length, arraysize); + +#ifndef NDEBUG + /* Save uniform name to easily identify it when debugging. */ + BLI_strncpy(shgroup->uniforms->name, name, MAX_UNIFORM_NAME); +#endif +} + +void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) +{ + BLI_assert(tex != NULL); + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1); +} + +/* Same as DRW_shgroup_uniform_texture but is garanteed to be bound if shader does not change between shgrp. */ +void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) +{ + BLI_assert(tex != NULL); + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_PERSIST, tex, 0, 1); +} + +void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo) +{ + BLI_assert(ubo != NULL); + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1); +} + +/* Same as DRW_shgroup_uniform_block but is garanteed to be bound if shader does not change between shgrp. */ +void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo) +{ + BLI_assert(ubo != NULL); + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK_PERSIST, ubo, 0, 1); +} + +void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_REF, tex, 0, 1); +} + +void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize); +} + +void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize); +} + +void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize); +} + +void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize); +} + +void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize); +} + +void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_INT, value, 1, arraysize); +} + +void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_FLOAT, value, 1, arraysize); +} + +void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize); +} + +void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize); +} + +void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize); +} + +void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 4, arraysize); +} + +void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1); +} + +void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 16, 1); +} + +/* Stores the int instead of a pointer. */ +void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, &value, 1, 1); +} + +void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BOOL_COPY, &value, 1, 1); +} + +void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, &value, 1, 1); +} + + +/** \} */ + +/* -------------------------------------------------------------------- */ + +/** \name Draw Call (DRW_calls) + * \{ */ + +static void drw_call_calc_orco(Object *ob, float (*r_orcofacs)[3]) +{ + ID *ob_data = (ob) ? ob->data : NULL; + float *texcoloc = NULL; + float *texcosize = NULL; + if (ob_data != NULL) { + switch (GS(ob_data->name)) { + case ID_ME: + BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize); + break; + case ID_CU: + { + Curve *cu = (Curve *)ob_data; + if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) { + BKE_curve_texspace_calc(cu); + } + texcoloc = cu->loc; + texcosize = cu->size; + break; + } + case ID_MB: + { + MetaBall *mb = (MetaBall *)ob_data; + texcoloc = mb->loc; + texcosize = mb->size; + break; + } + default: + break; + } + } + + if ((texcoloc != NULL) && (texcosize != NULL)) { + mul_v3_v3fl(r_orcofacs[1], texcosize, 2.0f); + invert_v3(r_orcofacs[1]); + sub_v3_v3v3(r_orcofacs[0], texcoloc, texcosize); + negate_v3(r_orcofacs[0]); + mul_v3_v3(r_orcofacs[0], r_orcofacs[1]); /* result in a nice MADD in the shader */ + } + else { + copy_v3_fl(r_orcofacs[0], 0.0f); + copy_v3_fl(r_orcofacs[1], 1.0f); + } +} + +static DRWCallState *drw_call_state_create(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob) +{ + DRWCallState *state = BLI_mempool_alloc(DST.vmempool->states); + state->flag = 0; + state->cache_id = 0; + state->visibility_cb = NULL; + state->matflag = shgroup->matflag; + + /* Matrices */ + if (obmat != NULL) { + copy_m4_m4(state->model, obmat); + + if (is_negative_m4(state->model)) { + state->flag |= DRW_CALL_NEGSCALE; + } + } + else { + unit_m4(state->model); + } + + if (ob != NULL) { + float corner[3]; + BoundBox *bbox = BKE_object_boundbox_get(ob); + /* Get BoundSphere center and radius from the BoundBox. */ + mid_v3_v3v3(state->bsphere.center, bbox->vec[0], bbox->vec[6]); + mul_v3_m4v3(corner, obmat, bbox->vec[0]); + mul_m4_v3(obmat, state->bsphere.center); + state->bsphere.radius = len_v3v3(state->bsphere.center, corner); + } + else { + /* Bypass test. */ + state->bsphere.radius = -1.0f; + } + + /* Orco factors: We compute this at creation to not have to save the *ob_data */ + if ((state->matflag & DRW_CALL_ORCOTEXFAC) != 0) { + drw_call_calc_orco(ob, state->orcotexfac); + state->matflag &= ~DRW_CALL_ORCOTEXFAC; + } + + return state; +} + +static DRWCallState *drw_call_state_object(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob) +{ + if (DST.ob_state == NULL) { + DST.ob_state = drw_call_state_create(shgroup, obmat, ob); + } + else { + /* If the DRWCallState is reused, add necessary matrices. */ + DST.ob_state->matflag |= shgroup->matflag; + } + + return DST.ob_state; +} + +void DRW_shgroup_call_add(DRWShadingGroup *shgroup, GPUBatch *geom, float (*obmat)[4]) +{ + BLI_assert(geom != NULL); + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + call->state = drw_call_state_create(shgroup, obmat, NULL); + call->type = DRW_CALL_SINGLE; + call->single.geometry = geom; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + BLI_LINKS_APPEND(&shgroup->calls, call); +} + +void DRW_shgroup_call_range_add(DRWShadingGroup *shgroup, GPUBatch *geom, float (*obmat)[4], uint v_sta, uint v_count) +{ + BLI_assert(geom != NULL); + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + BLI_assert(v_count); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + call->state = drw_call_state_create(shgroup, obmat, NULL); + call->type = DRW_CALL_RANGE; + call->range.geometry = geom; + call->range.start = v_sta; + call->range.count = v_count; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + BLI_LINKS_APPEND(&shgroup->calls, call); +} + +static void drw_shgroup_call_procedural_add_ex( + DRWShadingGroup *shgroup, GPUPrimType prim_type, uint vert_count, float (*obmat)[4], Object *ob) +{ + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + if (ob) { + call->state = drw_call_state_object(shgroup, ob->obmat, ob); + } + else { + call->state = drw_call_state_create(shgroup, obmat, NULL); + } + call->type = DRW_CALL_PROCEDURAL; + call->procedural.prim_type = prim_type; + call->procedural.vert_count = vert_count; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + BLI_LINKS_APPEND(&shgroup->calls, call); +} + +void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, uint point_len, float (*obmat)[4]) +{ + drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_POINTS, point_len, obmat, NULL); +} + +void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, uint line_count, float (*obmat)[4]) +{ + drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_LINES, line_count * 2, obmat, NULL); +} + +void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, uint tria_count, float (*obmat)[4]) +{ + drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_TRIS, tria_count * 3, obmat, NULL); +} + +/* TODO (fclem): this is a sign that the api is starting to be limiting. + * Maybe add special function that general purpose for special cases. */ +void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup, uint tria_count, Object *ob) +{ + drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_TRIS, tria_count * 3, NULL, ob); +} + +/* These calls can be culled and are optimized for redraw */ +void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, bool bypass_culling) +{ + BLI_assert(geom != NULL); + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + call->state = drw_call_state_object(shgroup, ob->obmat, ob); + call->type = DRW_CALL_SINGLE; + call->single.geometry = geom; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + /* NOTE this will disable culling for the whole object. */ + call->state->flag |= (bypass_culling) ? DRW_CALL_BYPASS_CULLING : 0; + + BLI_LINKS_APPEND(&shgroup->calls, call); +} + +void DRW_shgroup_call_object_add_with_callback( + DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, + DRWCallVisibilityFn *callback, void *user_data) +{ + BLI_assert(geom != NULL); + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + call->state = drw_call_state_object(shgroup, ob->obmat, ob); + call->state->visibility_cb = callback; + call->state->user_data = user_data; + call->type = DRW_CALL_SINGLE; + call->single.geometry = geom; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + BLI_LINKS_APPEND(&shgroup->calls, call); +} + +void DRW_shgroup_call_instances_add(DRWShadingGroup *shgroup, GPUBatch *geom, float (*obmat)[4], uint *count) +{ + BLI_assert(geom != NULL); + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + call->state = drw_call_state_create(shgroup, obmat, NULL); + call->type = DRW_CALL_INSTANCES; + call->instances.geometry = geom; + call->instances.count = count; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + BLI_LINKS_APPEND(&shgroup->calls, call); +} + +/* These calls can be culled and are optimized for redraw */ +void DRW_shgroup_call_object_instances_add(DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, uint *count) +{ + BLI_assert(geom != NULL); + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + call->state = drw_call_state_object(shgroup, ob->obmat, ob); + call->type = DRW_CALL_INSTANCES; + call->instances.geometry = geom; + call->instances.count = count; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + BLI_LINKS_APPEND(&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); + BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)); + + DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls); + call->state = drw_call_state_create(shgroup, obmat, NULL); + call->type = DRW_CALL_GENERATE; + call->generate.geometry_fn = geometry_fn; + call->generate.user_data = user_data; +#ifdef USE_GPU_SELECT + call->select_id = DST.select_id; +#endif + + BLI_LINKS_APPEND(&shgroup->calls, call); +} + +static void sculpt_draw_cb( + DRWShadingGroup *shgroup, + void (*draw_fn)(DRWShadingGroup *shgroup, GPUBatch *geom), + void *user_data) +{ + Object *ob = user_data; + PBVH *pbvh = ob->sculpt->pbvh; + + const DRWContextState *drwctx = DRW_context_state_get(); + int fast_mode = 0; + + if (drwctx->evil_C != NULL) { + Paint *p = BKE_paint_get_active_from_context(drwctx->evil_C); + if (p && (p->flags & PAINT_FAST_NAVIGATE)) { + fast_mode = drwctx->rv3d->rflag & RV3D_NAVIGATING; + } + } + + if (pbvh) { + BKE_pbvh_draw_cb( + pbvh, NULL, NULL, fast_mode, false, + (void (*)(void *, GPUBatch *))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[], uint attr_len) +{ +#ifdef USE_GPU_SELECT + if (G.f & G_PICKSEL) { + if (shgroup->instance_count == shgroup->inst_selectid->vertex_len) { + GPU_vertbuf_data_resize(shgroup->inst_selectid, shgroup->instance_count + 32); + } + GPU_vertbuf_attr_set(shgroup->inst_selectid, 0, shgroup->instance_count, &DST.select_id); + } +#endif + + BLI_assert(attr_len == shgroup->attribs_count); + UNUSED_VARS_NDEBUG(attr_len); + + for (int i = 0; i < attr_len; ++i) { + if (shgroup->instance_count == shgroup->instance_vbo->vertex_len) { + GPU_vertbuf_data_resize(shgroup->instance_vbo, shgroup->instance_count + 32); + } + GPU_vertbuf_attr_set(shgroup->instance_vbo, i, shgroup->instance_count, attr[i]); + } + + shgroup->instance_count += 1; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ + +/** \name Shading Groups (DRW_shgroup) + * \{ */ + +static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) +{ + shgroup->instance_geom = NULL; + shgroup->instance_vbo = NULL; + shgroup->instance_count = 0; + shgroup->uniforms = NULL; +#ifdef USE_GPU_SELECT + shgroup->inst_selectid = NULL; + shgroup->override_selectid = -1; +#endif +#ifndef NDEBUG + shgroup->attribs_count = 0; +#endif + + int view_ubo_location = GPU_shader_get_uniform_block(shader, "viewBlock"); + + if (view_ubo_location != -1) { + drw_shgroup_uniform_create_ex(shgroup, view_ubo_location, DRW_UNIFORM_BLOCK_PERSIST, view_ubo, 0, 1); + } + else { + /* Only here to support builtin shaders. This should not be used by engines. */ + drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEW, DST.view_data.matstate.mat[DRW_MAT_VIEW], 16, 1); + drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEW_INV, DST.view_data.matstate.mat[DRW_MAT_VIEWINV], 16, 1); + drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEWPROJECTION, DST.view_data.matstate.mat[DRW_MAT_PERS], 16, 1); + drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEWPROJECTION_INV, DST.view_data.matstate.mat[DRW_MAT_PERSINV], 16, 1); + drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_PROJECTION, DST.view_data.matstate.mat[DRW_MAT_WIN], 16, 1); + drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_PROJECTION_INV, DST.view_data.matstate.mat[DRW_MAT_WININV], 16, 1); + drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_CAMERATEXCO, DST.view_data.viewcamtexcofac, 3, 2); + } + + shgroup->model = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL); + shgroup->modelinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL_INV); + shgroup->modelview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW); + shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV); + shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP); + shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL); + shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL); + shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO); + shgroup->eye = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_EYE); + shgroup->callid = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CALLID); + + shgroup->matflag = 0; + if (shgroup->modelinverse > -1) + shgroup->matflag |= DRW_CALL_MODELINVERSE; + if (shgroup->modelview > -1) + shgroup->matflag |= DRW_CALL_MODELVIEW; + if (shgroup->modelviewinverse > -1) + shgroup->matflag |= DRW_CALL_MODELVIEWINVERSE; + if (shgroup->modelviewprojection > -1) + shgroup->matflag |= DRW_CALL_MODELVIEWPROJECTION; + if (shgroup->normalview > -1) + shgroup->matflag |= DRW_CALL_NORMALVIEW; + if (shgroup->normalworld > -1) + shgroup->matflag |= DRW_CALL_NORMALWORLD; + if (shgroup->orcotexfac > -1) + shgroup->matflag |= DRW_CALL_ORCOTEXFAC; + if (shgroup->eye > -1) + shgroup->matflag |= DRW_CALL_EYEVEC; +} + +static void drw_shgroup_instance_init( + DRWShadingGroup *shgroup, GPUShader *shader, GPUBatch *batch, GPUVertFormat *format) +{ + BLI_assert(shgroup->type == DRW_SHG_INSTANCE); + BLI_assert(batch != NULL); + BLI_assert(format != NULL); + + drw_shgroup_init(shgroup, shader); + + shgroup->instance_geom = batch; +#ifndef NDEBUG + shgroup->attribs_count = format->attr_len; +#endif + + DRW_instancing_buffer_request(DST.idatalist, format, batch, shgroup, + &shgroup->instance_geom, &shgroup->instance_vbo); + +#ifdef USE_GPU_SELECT + if (G.f & G_PICKSEL) { + /* Not actually used for rendering but alloced in one chunk. + * Plus we don't have to care about ownership. */ + static GPUVertFormat inst_select_format = {0}; + if (inst_select_format.attr_len == 0) { + GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT); + } + GPUBatch *batch_dummy; /* Not used */ + DRW_batching_buffer_request(DST.idatalist, &inst_select_format, + GPU_PRIM_POINTS, shgroup, + &batch_dummy, &shgroup->inst_selectid); + } +#endif +} + +static void drw_shgroup_batching_init( + DRWShadingGroup *shgroup, GPUShader *shader, GPUVertFormat *format) +{ + drw_shgroup_init(shgroup, shader); + +#ifndef NDEBUG + shgroup->attribs_count = (format != NULL) ? format->attr_len : 0; +#endif + BLI_assert(format != NULL); + + GPUPrimType type; + switch (shgroup->type) { + case DRW_SHG_POINT_BATCH: type = GPU_PRIM_POINTS; break; + case DRW_SHG_LINE_BATCH: type = GPU_PRIM_LINES; break; + case DRW_SHG_TRIANGLE_BATCH: type = GPU_PRIM_TRIS; break; + default: type = GPU_PRIM_NONE; BLI_assert(0); break; + } + + DRW_batching_buffer_request(DST.idatalist, format, type, shgroup, + &shgroup->batch_geom, &shgroup->batch_vbo); + +#ifdef USE_GPU_SELECT + if (G.f & G_PICKSEL) { + /* Not actually used for rendering but alloced in one chunk. */ + static GPUVertFormat inst_select_format = {0}; + if (inst_select_format.attr_len == 0) { + GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT); + } + GPUBatch *batch; /* Not used */ + DRW_batching_buffer_request(DST.idatalist, &inst_select_format, + GPU_PRIM_POINTS, shgroup, + &batch, &shgroup->inst_selectid); + } +#endif +} + +static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass *pass) +{ + DRWShadingGroup *shgroup = BLI_mempool_alloc(DST.vmempool->shgroups); + + BLI_LINKS_APPEND(&pass->shgroups, shgroup); + + shgroup->type = DRW_SHG_NORMAL; + shgroup->shader = shader; + shgroup->state_extra = 0; + shgroup->state_extra_disable = ~0x0; + shgroup->stencil_mask = 0; + shgroup->calls.first = NULL; + shgroup->calls.last = NULL; +#if 0 /* All the same in the union! */ + shgroup->batch_geom = NULL; + shgroup->batch_vbo = NULL; + + shgroup->instance_geom = NULL; + shgroup->instance_vbo = NULL; +#endif + +#if !defined(NDEBUG) || defined(USE_GPU_SELECT) + shgroup->pass_parent = pass; +#endif + + return shgroup; +} + +static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass *pass) +{ + if (!gpupass) { + /* Shader compilation error */ + return NULL; + } + + GPUShader *sh = GPU_pass_shader_get(gpupass); + + if (!sh) { + /* Shader not yet compiled */ + return NULL; + } + + DRWShadingGroup *grp = drw_shgroup_create_ex(sh, pass); + return grp; +} + +static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp, struct GPUMaterial *material) +{ + ListBase *inputs = GPU_material_get_inputs(material); + + /* Converting dynamic GPUInput to DRWUniform */ + for (GPUInput *input = inputs->first; input; input = input->next) { + /* Textures */ + if (input->source == GPU_SOURCE_TEX) { + GPUTexture *tex = NULL; + + if (input->ima) { + double time = 0.0; /* TODO make time variable */ + tex = GPU_texture_from_blender(input->ima, input->iuser, GL_TEXTURE_2D, input->image_isdata, time); + } + else { + /* Color Ramps */ + tex = *input->coba; + } + + if (input->bindtex) { + drw_shgroup_uniform_create_ex(grp, input->shaderloc, DRW_UNIFORM_TEXTURE, tex, 0, 1); + } + } + } + + GPUUniformBuffer *ubo = GPU_material_uniform_buffer_get(material); + if (ubo != NULL) { + DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo); + } + + return grp; +} + +GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttribFormat attribs[], int arraysize) +{ + GPUVertFormat *format = MEM_callocN(sizeof(GPUVertFormat), "GPUVertFormat"); + + for (int i = 0; i < arraysize; ++i) { + GPU_vertformat_attr_add(format, attribs[i].name, + (attribs[i].type == DRW_ATTRIB_INT) ? GPU_COMP_I32 : GPU_COMP_F32, + attribs[i].components, + (attribs[i].type == DRW_ATTRIB_INT) ? GPU_FETCH_INT : GPU_FETCH_FLOAT); + } + return format; +} + +DRWShadingGroup *DRW_shgroup_material_create( + struct GPUMaterial *material, DRWPass *pass) +{ + GPUPass *gpupass = GPU_material_get_pass(material); + DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass); + + if (shgroup) { + drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass)); + drw_shgroup_material_inputs(shgroup, material); + } + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_material_instance_create( + struct GPUMaterial *material, DRWPass *pass, GPUBatch *geom, Object *ob, GPUVertFormat *format) +{ + GPUPass *gpupass = GPU_material_get_pass(material); + DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass); + + if (shgroup) { + shgroup->type = DRW_SHG_INSTANCE; + shgroup->instance_geom = geom; + drw_call_calc_orco(ob, shgroup->instance_orcofac); + drw_shgroup_instance_init(shgroup, GPU_pass_shader_get(gpupass), geom, format); + drw_shgroup_material_inputs(shgroup, material); + } + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create( + struct GPUMaterial *material, DRWPass *pass, int tri_count) +{ +#ifdef USE_GPU_SELECT + BLI_assert((G.f & G_PICKSEL) == 0); +#endif + GPUPass *gpupass = GPU_material_get_pass(material); + DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass); + + if (shgroup) { + /* Calling drw_shgroup_init will cause it to call GPU_draw_primitive(). */ + drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass)); + shgroup->type = DRW_SHG_TRIANGLE_BATCH; + shgroup->instance_count = tri_count * 3; + drw_shgroup_material_inputs(shgroup, material); + } + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass) +{ + DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); + drw_shgroup_init(shgroup, shader); + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_instance_create( + struct GPUShader *shader, DRWPass *pass, GPUBatch *geom, GPUVertFormat *format) +{ + DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); + shgroup->type = DRW_SHG_INSTANCE; + shgroup->instance_geom = geom; + drw_call_calc_orco(NULL, shgroup->instance_orcofac); + drw_shgroup_instance_init(shgroup, shader, geom, format); + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass) +{ + DRW_shgroup_instance_format(g_pos_format, {{"pos", DRW_ATTRIB_FLOAT, 3}}); + + DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); + shgroup->type = DRW_SHG_POINT_BATCH; + + drw_shgroup_batching_init(shgroup, shader, g_pos_format); + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_line_batch_create_with_format( + struct GPUShader *shader, DRWPass *pass, GPUVertFormat *format) +{ + DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); + shgroup->type = DRW_SHG_LINE_BATCH; + + drw_shgroup_batching_init(shgroup, shader, format); + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass) +{ + DRW_shgroup_instance_format(g_pos_format, {{"pos", DRW_ATTRIB_FLOAT, 3}}); + + return DRW_shgroup_line_batch_create_with_format(shader, pass, g_pos_format); +} + +/* 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 tri_count) +{ +#ifdef USE_GPU_SELECT + BLI_assert((G.f & G_PICKSEL) == 0); +#endif + DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); + + /* Calling drw_shgroup_init will cause it to call GPU_draw_primitive(). */ + drw_shgroup_init(shgroup, shader); + + shgroup->type = DRW_SHG_TRIANGLE_BATCH; + shgroup->instance_count = tri_count * 3; + + return shgroup; +} + +DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader, DRWPass *pass, GPUVertBuf *tf_target) +{ + BLI_assert(tf_target != NULL); + DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); + shgroup->type = DRW_SHG_FEEDBACK_TRANSFORM; + + drw_shgroup_init(shgroup, shader); + + shgroup->tfeedback_target = tf_target; + + return shgroup; +} + +/* Specify an external batch instead of adding each attrib one by one. */ +void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch) +{ + BLI_assert(shgroup->type == DRW_SHG_INSTANCE); + BLI_assert(shgroup->instance_count == 0); + /* You cannot use external instancing batch without a dummy format. */ + BLI_assert(shgroup->attribs_count != 0); + + shgroup->type = DRW_SHG_INSTANCE_EXTERNAL; + drw_call_calc_orco(NULL, shgroup->instance_orcofac); + /* PERF : This destroys the vaos cache so better check if it's necessary. */ + /* Note: This WILL break if batch->verts[0] is destroyed and reallocated + * at the same adress. Bindings/VAOs would remain obsolete. */ + //if (shgroup->instancing_geom->inst != batch->verts[0]) + GPU_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false); + +#ifdef USE_GPU_SELECT + shgroup->override_selectid = DST.select_id; +#endif +} + +uint DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup) +{ + return shgroup->instance_count; +} + +/** + * State is added to #Pass.state while drawing. + * Use to temporarily enable draw options. + */ +void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state) +{ + shgroup->state_extra |= state; +} + +void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state) +{ + shgroup->state_extra_disable &= ~state; +} + +void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask) +{ + BLI_assert(mask <= 255); + shgroup->stencil_mask = mask; +} + +bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup) +{ + switch (shgroup->type) { + case DRW_SHG_NORMAL: + case DRW_SHG_FEEDBACK_TRANSFORM: + return shgroup->calls.first == NULL; + case DRW_SHG_POINT_BATCH: + case DRW_SHG_LINE_BATCH: + case DRW_SHG_TRIANGLE_BATCH: + case DRW_SHG_INSTANCE: + case DRW_SHG_INSTANCE_EXTERNAL: + return shgroup->instance_count == 0; + } + BLI_assert(!"Shading Group type not supported"); + return true; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ + +/** \name Passes (DRW_pass) + * \{ */ + +DRWPass *DRW_pass_create(const char *name, DRWState state) +{ + DRWPass *pass = BLI_mempool_alloc(DST.vmempool->passes); + pass->state = state; + if (((G.debug_value > 20) && (G.debug_value < 30)) || + (G.debug & G_DEBUG)) + { + BLI_strncpy(pass->name, name, MAX_PASS_NAME); + } + + pass->shgroups.first = NULL; + pass->shgroups.last = NULL; + + return pass; +} + +bool DRW_pass_is_empty(DRWPass *pass) +{ + for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) { + if (!DRW_shgroup_is_empty(shgroup)) { + return false; + } + } + return true; +} + +void DRW_pass_state_set(DRWPass *pass, DRWState state) +{ + pass->state = state; +} + +void DRW_pass_state_add(DRWPass *pass, DRWState state) +{ + pass->state |= state; +} + +void DRW_pass_state_remove(DRWPass *pass, DRWState state) +{ + pass->state &= ~state; +} + +void DRW_pass_free(DRWPass *pass) +{ + pass->shgroups.first = NULL; + pass->shgroups.last = NULL; +} + +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); + } +} + +typedef struct ZSortData { + float *axis; + float *origin; +} ZSortData; + +static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b) +{ + const ZSortData *zsortdata = (ZSortData *)thunk; + const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a; + const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b; + + const DRWCall *call_a = (DRWCall *)shgrp_a->calls.first; + const DRWCall *call_b = (DRWCall *)shgrp_b->calls.first; + + if (call_a == NULL) return -1; + if (call_b == NULL) return -1; + + float tmp[3]; + sub_v3_v3v3(tmp, zsortdata->origin, call_a->state->model[3]); + const float a_sq = dot_v3v3(zsortdata->axis, tmp); + sub_v3_v3v3(tmp, zsortdata->origin, call_b->state->model[3]); + const float b_sq = dot_v3v3(zsortdata->axis, tmp); + + if (a_sq < b_sq) return 1; + else if (a_sq > b_sq) return -1; + else { + /* If there is a depth prepass put it before */ + if ((shgrp_a->state_extra & DRW_STATE_WRITE_DEPTH) != 0) { + return -1; + } + else if ((shgrp_b->state_extra & DRW_STATE_WRITE_DEPTH) != 0) { + return 1; + } + else return 0; + } +} + +/* ------------------ Shading group sorting --------------------- */ + +#define SORT_IMPL_LINKTYPE DRWShadingGroup + +#define SORT_IMPL_USE_THUNK +#define SORT_IMPL_FUNC shgroup_sort_fn_r +#include "../../blenlib/intern/list_sort_impl.h" +#undef SORT_IMPL_FUNC +#undef SORT_IMPL_USE_THUNK + +#undef SORT_IMPL_LINKTYPE + +/** + * Sort Shading groups by decreasing Z of their first draw call. + * This is usefull for order dependant effect such as transparency. + **/ +void DRW_pass_sort_shgroup_z(DRWPass *pass) +{ + float (*viewinv)[4]; + viewinv = DST.view_data.matstate.mat[DRW_MAT_VIEWINV]; + + ZSortData zsortdata = {viewinv[2], viewinv[3]}; + + if (pass->shgroups.first && pass->shgroups.first->next) { + pass->shgroups.first = shgroup_sort_fn_r(pass->shgroups.first, pass_shgroup_dist_sort, &zsortdata); + + /* Find the next last */ + DRWShadingGroup *last = pass->shgroups.first; + while ((last = last->next)) { + /* Do nothing */ + } + pass->shgroups.last = last; + } +} + +/** \} */ |