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Diffstat (limited to 'source/blender/draw/modes/sculpt_mode.c')
-rw-r--r--source/blender/draw/modes/sculpt_mode.c281
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,
+};