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Diffstat (limited to 'source/blender/draw/modes/sculpt_mode.c')
-rw-r--r--source/blender/draw/modes/sculpt_mode.c197
1 files changed, 0 insertions, 197 deletions
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
deleted file mode 100644
index f32eb3b73ba..00000000000
--- a/source/blender/draw/modes/sculpt_mode.c
+++ /dev/null
@@ -1,197 +0,0 @@
-/*
- * 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.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "DNA_object_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
-
-#include "BKE_pbvh.h"
-#include "BKE_paint.h"
-#include "BKE_subdiv_ccg.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_sculpt_mask_vert_glsl[];
-extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use SCULPT_engine_init() to
- * initialize most of them and SCULPT_cache_init()
- * for SCULPT_PassList */
-
-typedef struct SCULPT_PassList {
- /* Declare all passes here and init them in
- * SCULPT_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *pass;
-} SCULPT_PassList;
-
-typedef struct SCULPT_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} SCULPT_FramebufferList;
-
-typedef struct SCULPT_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} SCULPT_TextureList;
-
-typedef struct SCULPT_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 SCULPT_PrivateData *g_data;
-} SCULPT_StorageList;
-
-typedef struct SCULPT_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- SCULPT_FramebufferList *fbl;
- SCULPT_TextureList *txl;
- SCULPT_PassList *psl;
- SCULPT_StorageList *stl;
-} SCULPT_Data;
-
-/* *********** STATIC *********** */
-
-static struct {
- struct GPUShader *shader_mask;
-} e_data = {NULL}; /* Engine data */
-
-typedef struct SCULPT_PrivateData {
- DRWShadingGroup *mask_overlay_grp;
-} SCULPT_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void SCULPT_engine_init(void *vedata)
-{
- SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
- SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
-
- UNUSED_VARS(txl, fbl, stl);
-
- if (!e_data.shader_mask) {
- e_data.shader_mask = DRW_shader_create_with_lib(datatoc_sculpt_mask_vert_glsl,
- NULL,
- datatoc_gpu_shader_3D_smooth_color_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
- }
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void SCULPT_cache_init(void *vedata)
-{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
-
- if (!stl->g_data) {
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL;
- psl->pass = DRW_pass_create("Sculpt Pass", state);
-
- DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass);
- DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
- stl->g_data->mask_overlay_grp = shgrp;
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void SCULPT_cache_populate(void *vedata, Object *ob)
-{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
-
- UNUSED_VARS(psl, stl);
-
- if (ob->sculpt) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- if ((ob == draw_ctx->obact) &&
- (BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) ||
- !ob->sculpt->deform_modifiers_active || ob->sculpt->shapekey_active)) {
- PBVH *pbvh = ob->sculpt->pbvh;
- if (pbvh && pbvh_has_mask(pbvh)) {
- DRW_shgroup_call_sculpt(stl->g_data->mask_overlay_grp, ob, false, true, false);
- }
- }
- }
-}
-
-static void SCULPT_draw_scene(void *vedata)
-{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
-
- DRW_draw_pass(psl->pass);
-}
-
-static void SCULPT_engine_free(void)
-{
- DRW_SHADER_FREE_SAFE(e_data.shader_mask);
-}
-
-static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
-
-DrawEngineType draw_engine_sculpt_type = {
- NULL,
- NULL,
- N_("SculptMode"),
- &SCULPT_data_size,
- &SCULPT_engine_init,
- &SCULPT_engine_free,
- &SCULPT_cache_init,
- &SCULPT_cache_populate,
- NULL,
- NULL, /* draw_background but not needed by mode engines */
- &SCULPT_draw_scene,
- NULL,
- NULL,
-};