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Diffstat (limited to 'source/blender/draw/modes/paint_weight_mode.c')
-rw-r--r--source/blender/draw/modes/paint_weight_mode.c267
1 files changed, 267 insertions, 0 deletions
diff --git a/source/blender/draw/modes/paint_weight_mode.c b/source/blender/draw/modes/paint_weight_mode.c
new file mode 100644
index 00000000000..2d189e07fd2
--- /dev/null
+++ b/source/blender/draw/modes/paint_weight_mode.c
@@ -0,0 +1,267 @@
+/*
+ * 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/paint_weight_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 PAINT_WEIGHT_engine_init() to
+ * initialize most of them and PAINT_WEIGHT_cache_init()
+ * for PAINT_WEIGHT_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct PAINT_WEIGHT_PassList {
+ /* Declare all passes here and init them in
+ * PAINT_WEIGHT_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *pass;
+} PAINT_WEIGHT_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct PAINT_WEIGHT_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} PAINT_WEIGHT_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct PAINT_WEIGHT_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} PAINT_WEIGHT_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct PAINT_WEIGHT_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 g_data *g_data;
+} PAINT_WEIGHT_StorageList;
+
+typedef struct PAINT_WEIGHT_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 */
+ PAINT_WEIGHT_FramebufferList *fbl;
+ PAINT_WEIGHT_TextureList *txl;
+ PAINT_WEIGHT_PassList *psl;
+ PAINT_WEIGHT_StorageList *stl;
+} PAINT_WEIGHT_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in PAINT_WEIGHT_engine_init();
+ * free in PAINT_WEIGHT_engine_free(); */
+ struct GPUShader *custom_shader;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct g_data {
+ /* This keeps the references of the shading groups for
+ * easy access in PAINT_WEIGHT_cache_populate() */
+ DRWShadingGroup *group;
+} g_data;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optional) */
+static void PAINT_WEIGHT_engine_init(void *vedata)
+{
+ PAINT_WEIGHT_TextureList *txl = ((PAINT_WEIGHT_Data *)vedata)->txl;
+ PAINT_WEIGHT_FramebufferList *fbl = ((PAINT_WEIGHT_Data *)vedata)->fbl;
+ PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_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},
+ * {&txl->color, DRW_BUF_RGBA_8}};
+ */
+
+ /* 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 PAINT_WEIGHT_cache_init(void *vedata)
+{
+ PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
+ PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(g_data), "g_data");
+ }
+
+ {
+ /* 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] = {0.2f, 0.5f, 0.3f, 1.0};
+ DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1);
+ }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void PAINT_WEIGHT_cache_populate(void *vedata, Object *ob)
+{
+ PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+
+ if (ob->type == OB_MESH) {
+ /* Get geometry cache */
+ struct Batch *geom = DRW_cache_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 PAINT_WEIGHT_cache_finish(void *vedata)
+{
+ PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
+ PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+
+ /* Do something here! dependant on the objects gathered */
+ UNUSED_VARS(psl, stl);
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void PAINT_WEIGHT_draw_scene(void *vedata)
+{
+ PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
+ PAINT_WEIGHT_FramebufferList *fbl = ((PAINT_WEIGHT_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);
+ * 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 PAINT_WEIGHT_engine_free(void)
+{
+ // if (custom_shader)
+ // DRW_shader_free(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 PAINT_WEIGHT_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
+
+DrawEngineType draw_engine_paint_weight_type = {
+ NULL, NULL,
+ N_("PaintWeightMode"),
+ &PAINT_WEIGHT_engine_init,
+ &PAINT_WEIGHT_engine_free,
+ &PAINT_WEIGHT_cache_init,
+ &PAINT_WEIGHT_cache_populate,
+ &PAINT_WEIGHT_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &PAINT_WEIGHT_draw_scene
+};