diff options
Diffstat (limited to 'source/blender/draw/modes/edit_lattice_mode.c')
-rw-r--r-- | source/blender/draw/modes/edit_lattice_mode.c | 290 |
1 files changed, 290 insertions, 0 deletions
diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c new file mode 100644 index 00000000000..32411ea470d --- /dev/null +++ b/source/blender/draw/modes/edit_lattice_mode.c @@ -0,0 +1,290 @@ +/* + * 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/modes/edit_lattice_mode.c + * \ingroup draw + */ + +#include "DRW_engine.h" +#include "DRW_render.h" + +/* If builtin shaders are needed */ +#include "GPU_shader.h" + +#include "draw_common.h" + +#include "draw_mode_engines.h" + +/* If needed, contains all global/Theme colors + * Add needed theme colors / values to DRW_globals_update() and update UBO + * Not needed for constant color. */ +extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ +extern struct GlobalsUboStorage ts; /* draw_common.c */ + +extern char datatoc_common_globals_lib_glsl[]; +extern char datatoc_edit_lattice_overlay_loosevert_vert_glsl[]; +extern char datatoc_edit_lattice_overlay_frag_glsl[]; + +extern char datatoc_gpu_shader_3D_vert_glsl[]; +extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; +extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[]; + +/* *********** LISTS *********** */ +/* All lists are per viewport specific datas. + * They are all free when viewport changes engines + * or is free itself. Use EDIT_LATTICE_engine_init() to + * initialize most of them and EDIT_LATTICE_cache_init() + * for EDIT_LATTICE_PassList */ + +typedef struct EDIT_LATTICE_PassList { + /* Declare all passes here and init them in + * EDIT_LATTICE_cache_init(). + * Only contains (DRWPass *) */ + struct DRWPass *wire_pass; + struct DRWPass *vert_pass; +} EDIT_LATTICE_PassList; + +typedef struct EDIT_LATTICE_FramebufferList { + /* Contains all framebuffer objects needed by this engine. + * Only contains (GPUFrameBuffer *) */ + struct GPUFrameBuffer *fb; +} EDIT_LATTICE_FramebufferList; + +typedef struct EDIT_LATTICE_TextureList { + /* Contains all framebuffer textures / utility textures + * needed by this engine. Only viewport specific textures + * (not per object). Only contains (GPUTexture *) */ + struct GPUTexture *texture; +} EDIT_LATTICE_TextureList; + +typedef struct EDIT_LATTICE_StorageList { + /* Contains any other memory block that the engine needs. + * Only directly MEM_(m/c)allocN'ed blocks because they are + * free with MEM_freeN() when viewport is freed. + * (not per object) */ + struct CustomStruct *block; + struct EDIT_LATTICE_PrivateData *g_data; +} EDIT_LATTICE_StorageList; + +typedef struct EDIT_LATTICE_Data { + /* Struct returned by DRW_viewport_engine_data_get. + * If you don't use one of these, just make it a (void *) */ + // void *fbl; + void *engine_type; /* Required */ + EDIT_LATTICE_FramebufferList *fbl; + EDIT_LATTICE_TextureList *txl; + EDIT_LATTICE_PassList *psl; + EDIT_LATTICE_StorageList *stl; +} EDIT_LATTICE_Data; + +/* *********** STATIC *********** */ + +static struct { + /* Custom shaders : + * Add sources to source/blender/draw/modes/shaders + * init in EDIT_LATTICE_engine_init(); + * free in EDIT_LATTICE_engine_free(); */ + GPUShader *wire_sh; + + GPUShader *overlay_vert_sh; + +} e_data = {NULL}; /* Engine data */ + +typedef struct EDIT_LATTICE_PrivateData { + /* This keeps the references of the shading groups for + * easy access in EDIT_LATTICE_cache_populate() */ + DRWShadingGroup *wire_shgrp; + DRWShadingGroup *vert_shgrp; +} EDIT_LATTICE_PrivateData; /* Transient data */ + +/* *********** FUNCTIONS *********** */ + +/* Init Textures, Framebuffers, Storage and Shaders. + * It is called for every frames. + * (Optional) */ +static void EDIT_LATTICE_engine_init(void *vedata) +{ + EDIT_LATTICE_TextureList *txl = ((EDIT_LATTICE_Data *)vedata)->txl; + EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl; + EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; + + UNUSED_VARS(txl, fbl, stl); + + /* Init Framebuffers like this: order is attachment order (for color texs) */ + /* + * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24, 0}, + * {&txl->color, DRW_BUF_RGBA_8, DRW_TEX_FILTER}}; + */ + + /* DRW_framebuffer_init takes care of checking if + * the framebuffer is valid and has the right size*/ + /* + * float *viewport_size = DRW_viewport_size_get(); + * DRW_framebuffer_init(&fbl->occlude_wire_fb, + * (int)viewport_size[0], (int)viewport_size[1], + * tex, 2); + */ + + if (!e_data.wire_sh) { + e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + } + + if (!e_data.overlay_vert_sh) { + e_data.overlay_vert_sh = DRW_shader_create_with_lib( + datatoc_edit_lattice_overlay_loosevert_vert_glsl, NULL, + datatoc_edit_lattice_overlay_frag_glsl, + datatoc_common_globals_lib_glsl, NULL); + } +} + +/* Here init all passes and shading groups + * Assume that all Passes are NULL */ +static void EDIT_LATTICE_cache_init(void *vedata) +{ + EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; + EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); + } + + { + psl->wire_pass = DRW_pass_create( + "Lattice Wire", + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE); + stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass); + + psl->vert_pass = DRW_pass_create( + "Lattice Verts", + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_POINT); + stl->g_data->vert_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, psl->vert_pass); + } +} + +/* Add geometry to shadingGroups. Execute for each objects */ +static void EDIT_LATTICE_cache_populate(void *vedata, Object *ob) +{ + EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; + EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + Object *obedit = scene->obedit; + + UNUSED_VARS(psl); + + if (ob->type == OB_LATTICE) { + if (ob == obedit) { + /* Get geometry cache */ + struct Batch *geom; + + geom = DRW_cache_lattice_wire_get(ob); + DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat); + + geom = DRW_cache_lattice_vert_overlay_get(ob); + DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat); + } + } +} + +/* Optional: Post-cache_populate callback */ +static void EDIT_LATTICE_cache_finish(void *vedata) +{ + EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; + EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; + + /* Do something here! dependant on the objects gathered */ + UNUSED_VARS(psl, stl); +} + +/* Draw time ! Control rendering pipeline from here */ +static void EDIT_LATTICE_draw_scene(void *vedata) +{ + EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; + EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl; + + /* Default framebuffer and texture */ + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + UNUSED_VARS(fbl, dfbl, dtxl); + + /* Show / hide entire passes, swap framebuffers ... whatever you fancy */ + /* + * DRW_framebuffer_texture_detach(dtxl->depth); + * DRW_framebuffer_bind(fbl->custom_fb); + * DRW_draw_pass(psl->pass); + * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); + * DRW_framebuffer_bind(dfbl->default_fb); + */ + + /* ... or just render passes on default framebuffer. */ + DRW_draw_pass(psl->wire_pass); + DRW_draw_pass(psl->vert_pass); + + /* If you changed framebuffer, double check you rebind + * the default one with its textures attached before finishing */ +} + +/* Cleanup when destroying the engine. + * This is not per viewport ! only when quitting blender. + * Mostly used for freeing shaders */ +static void EDIT_LATTICE_engine_free(void) +{ + // Currently built-in, dont free + DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh); +} + +/* Create collection settings here. + * + * Be sure to add this function there : + * source/blender/draw/DRW_engine.h + * source/blender/blenkernel/intern/layer.c + * source/blenderplayer/bad_level_call_stubs/stubs.c + * + * And relevant collection settings to : + * source/blender/makesrna/intern/rna_scene.c + * source/blender/blenkernel/intern/layer.c + */ +#if 0 +void EDIT_LATTICE_collection_settings_create(CollectionEngineSettings *ces) +{ + BLI_assert(ces); + // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false); + // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0); + // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f); +} +#endif + +static const DrawEngineDataSize EDIT_LATTICE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_LATTICE_Data); + +DrawEngineType draw_engine_edit_lattice_type = { + NULL, NULL, + N_("EditLatticeMode"), + &EDIT_LATTICE_data_size, + &EDIT_LATTICE_engine_init, + &EDIT_LATTICE_engine_free, + &EDIT_LATTICE_cache_init, + &EDIT_LATTICE_cache_populate, + &EDIT_LATTICE_cache_finish, + NULL, /* draw_background but not needed by mode engines */ + &EDIT_LATTICE_draw_scene +}; |