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Diffstat (limited to 'source/blender/draw/modes/sculpt_mode.c')
-rw-r--r-- | source/blender/draw/modes/sculpt_mode.c | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c new file mode 100644 index 00000000000..56b5898a6cf --- /dev/null +++ b/source/blender/draw/modes/sculpt_mode.c @@ -0,0 +1,281 @@ +/* + * 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/sculpt_mode.c + * \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 "DEG_depsgraph.h" + +/* If builtin shaders are needed */ +#include "GPU_shader.h" +#include "GPU_matrix.h" + +#include "draw_common.h" + +#include "draw_mode_engines.h" + +/* *********** 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 { + /* Custom shaders : + * Add sources to source/blender/draw/modes/shaders + * init in SCULPT_engine_init(); + * free in SCULPT_engine_free(); */ + struct GPUShader *shader_flat; + struct GPUShader *shader_smooth; +} e_data = {NULL}; /* Engine data */ + +typedef struct SCULPT_PrivateData { + /* This keeps the references of the shading groups for + * easy access in SCULPT_cache_populate() */ + DRWShadingGroup *group_flat; + DRWShadingGroup *group_smooth; +} 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); + + /* Init Framebuffers like this: order is attachment order (for color texs) */ + /* + * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0}, + * {&txl->color, GPU_RGBA8, 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.shader_flat) { + e_data.shader_flat = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR); + } + if (!e_data.shader_smooth) { + e_data.shader_smooth = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR); + } +} + +/* 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) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); + } + + { + /* Create a pass */ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY; + psl->pass = DRW_pass_create("Sculpt 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_flat = DRW_shgroup_create(e_data.shader_flat, psl->pass); + stl->g_data->group_smooth = DRW_shgroup_create(e_data.shader_smooth, psl->pass); + } +} + +static bool object_is_flat(const Object *ob) +{ + Mesh *me = ob->data; + if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) { + return false; + } + else { + return true; + } +} + +/* 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->type == OB_MESH) { + const DRWContextState *draw_ctx = DRW_context_state_get(); + + if (ob->sculpt && (ob == draw_ctx->obact)) { + /* XXX, needed for dyntopo-undo (which clears). + * probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */ + if (ob->sculpt->pbvh == NULL) { + /* create PBVH immediately (would be created on the fly too, + * but this avoids waiting on first stroke) */ + Scene *scene = draw_ctx->scene; + + BKE_sculpt_update_mesh_elements(draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false); + } + + PBVH *pbvh = ob->sculpt->pbvh; + if (pbvh && pbvh_has_mask(pbvh)) { + /* Get geometry cache */ + DRWShadingGroup *shgroup = object_is_flat(ob) ? stl->g_data->group_flat : stl->g_data->group_smooth; + + /* Add geom to a shading group */ + DRW_shgroup_call_sculpt_add(shgroup, ob, ob->obmat); + } + } + } +} + +/* Optional: Post-cache_populate callback */ +static void SCULPT_cache_finish(void *vedata) +{ + SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; + SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; + + /* Do something here! dependant on the objects gathered */ + UNUSED_VARS(psl, stl); +} + +/* Draw time ! Control rendering pipeline from here */ +static void SCULPT_draw_scene(void *vedata) +{ + SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; + SCULPT_FramebufferList *fbl = ((SCULPT_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 SCULPT_engine_free(void) +{ + // DRW_SHADER_FREE_SAFE(custom_shader); +} + +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, + &SCULPT_cache_finish, + NULL, /* draw_background but not needed by mode engines */ + &SCULPT_draw_scene, + NULL, + NULL, +}; |