diff options
Diffstat (limited to 'source/blender/draw/modes/edit_surface_mode.c')
-rw-r--r-- | source/blender/draw/modes/edit_surface_mode.c | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/source/blender/draw/modes/edit_surface_mode.c b/source/blender/draw/modes/edit_surface_mode.c new file mode 100644 index 00000000000..577b84e38c6 --- /dev/null +++ b/source/blender/draw/modes/edit_surface_mode.c @@ -0,0 +1,268 @@ +/* + * 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_surface_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 */ + +/* *********** LISTS *********** */ +/* All lists are per viewport specific datas. + * They are all free when viewport changes engines + * or is free itself. Use EDIT_SURFACE_engine_init() to + * initialize most of them and EDIT_SURFACE_cache_init() + * for EDIT_SURFACE_PassList */ + +typedef struct EDIT_SURFACE_PassList { + /* Declare all passes here and init them in + * EDIT_SURFACE_cache_init(). + * Only contains (DRWPass *) */ + struct DRWPass *pass; +} EDIT_SURFACE_PassList; + +typedef struct EDIT_SURFACE_FramebufferList { + /* Contains all framebuffer objects needed by this engine. + * Only contains (GPUFrameBuffer *) */ + struct GPUFrameBuffer *fb; +} EDIT_SURFACE_FramebufferList; + +typedef struct EDIT_SURFACE_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_SURFACE_TextureList; + +typedef struct EDIT_SURFACE_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_SURFACE_PrivateData *g_data; +} EDIT_SURFACE_StorageList; + +typedef struct EDIT_SURFACE_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_SURFACE_FramebufferList *fbl; + EDIT_SURFACE_TextureList *txl; + EDIT_SURFACE_PassList *psl; + EDIT_SURFACE_StorageList *stl; +} EDIT_SURFACE_Data; + +/* *********** STATIC *********** */ + +static struct { + /* Custom shaders : + * Add sources to source/blender/draw/modes/shaders + * init in EDIT_SURFACE_engine_init(); + * free in EDIT_SURFACE_engine_free(); */ + struct GPUShader *custom_shader; +} e_data = {NULL}; /* Engine data */ + +typedef struct EDIT_SURFACE_PrivateData { + /* This keeps the references of the shading groups for + * easy access in EDIT_SURFACE_cache_populate() */ + DRWShadingGroup *group; +} EDIT_SURFACE_PrivateData; /* Transient data */ + +/* *********** FUNCTIONS *********** */ + +/* Init Textures, Framebuffers, Storage and Shaders. + * It is called for every frames. + * (Optional) */ +static void EDIT_SURFACE_engine_init(void *vedata) +{ + EDIT_SURFACE_TextureList *txl = ((EDIT_SURFACE_Data *)vedata)->txl; + EDIT_SURFACE_FramebufferList *fbl = ((EDIT_SURFACE_Data *)vedata)->fbl; + EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_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_TEX_DEPTH_24, 0}, + * {&txl->color, DRW_TEX_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.custom_shader) { + e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + } +} + +/* Here init all passes and shading groups + * Assume that all Passes are NULL */ +static void EDIT_SURFACE_cache_init(void *vedata) +{ + EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl; + EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl; + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); + } + + { + /* Create a pass */ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE; + psl->pass = DRW_pass_create("My Pass", state); + + /* Create a shadingGroup using a function in draw_common.c or custom one */ + /* + * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire); + * -- or -- + * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass); + */ + stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass); + + /* Uniforms need a pointer to it's value so be sure it's accessible at + * any given time (i.e. use static vars) */ + static float color[4] = {0.0f, 0.0f, 1.0f, 1.0}; + DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1); + } + +} + +/* Add geometry to shadingGroups. Execute for each objects */ +static void EDIT_SURFACE_cache_populate(void *vedata, Object *ob) +{ + EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl; + EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl; + + UNUSED_VARS(psl, stl); + + if (ob->type == OB_MESH) { + /* Get geometry cache */ + struct Batch *geom = DRW_cache_mesh_surface_get(ob); + + /* Add geom to a shading group */ + DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat); + } +} + +/* Optional: Post-cache_populate callback */ +static void EDIT_SURFACE_cache_finish(void *vedata) +{ + EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl; + EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_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_SURFACE_draw_scene(void *vedata) +{ + EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl; + EDIT_SURFACE_FramebufferList *fbl = ((EDIT_SURFACE_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->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_SURFACE_engine_free(void) +{ + // DRW_SHADER_FREE_SAFE(custom_shader); +} + +/* 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_SURFACE_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_SURFACE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_SURFACE_Data); + +DrawEngineType draw_engine_edit_surface_type = { + NULL, NULL, + N_("EditSurfaceMode"), + &EDIT_SURFACE_data_size, + &EDIT_SURFACE_engine_init, + &EDIT_SURFACE_engine_free, + &EDIT_SURFACE_cache_init, + &EDIT_SURFACE_cache_populate, + &EDIT_SURFACE_cache_finish, + NULL, /* draw_background but not needed by mode engines */ + &EDIT_SURFACE_draw_scene +}; |