/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 Blender Foundation. */ /** \file * \ingroup draw_engine * * Simple engine for drawing color and/or depth. * When we only need simple flat shaders. */ #include "DRW_render.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_particle.h" #include "BLI_alloca.h" #include "DNA_particle_types.h" #include "GPU_shader.h" #include "basic_engine.h" #include "basic_private.h" #define BASIC_ENGINE "BLENDER_BASIC" /* *********** LISTS *********** */ /* GPUViewport.storage * Is freed every time the viewport engine changes. */ typedef struct BASIC_StorageList { struct BASIC_PrivateData *g_data; } BASIC_StorageList; typedef struct BASIC_PassList { struct DRWPass *depth_pass[2]; struct DRWPass *depth_pass_pointcloud[2]; struct DRWPass *depth_pass_cull[2]; } BASIC_PassList; typedef struct BASIC_Data { void *engine_type; DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; BASIC_PassList *psl; BASIC_StorageList *stl; } BASIC_Data; /* *********** STATIC *********** */ typedef struct BASIC_PrivateData { DRWShadingGroup *depth_shgrp[2]; DRWShadingGroup *depth_shgrp_cull[2]; DRWShadingGroup *depth_hair_shgrp[2]; DRWShadingGroup *depth_pointcloud_shgrp[2]; bool use_material_slot_selection; } BASIC_PrivateData; /* Transient data */ static void basic_cache_init(void *vedata) { BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; DRWShadingGroup *grp; const DRWContextState *draw_ctx = DRW_context_state_get(); if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); } stl->g_data->use_material_slot_selection = DRW_state_is_material_select(); /* Twice for normal and in front objects. */ for (int i = 0; i < 2; i++) { DRWState clip_state = (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? DRW_STATE_CLIP_PLANES : 0; DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0; DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; GPUShader *sh = DRW_state_is_select() ? BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) : BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg); DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state); stl->g_data->depth_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass[i]); DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1); sh = DRW_state_is_select() ? BASIC_shaders_pointcloud_depth_conservative_sh_get(draw_ctx->sh_cfg) : BASIC_shaders_pointcloud_depth_sh_get(draw_ctx->sh_cfg); DRW_PASS_CREATE(psl->depth_pass_pointcloud[i], state | clip_state | infront_state); stl->g_data->depth_pointcloud_shgrp[i] = grp = DRW_shgroup_create( sh, psl->depth_pass_pointcloud[i]); DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1); stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create( BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg), psl->depth_pass[i]); sh = DRW_state_is_select() ? BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) : BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg); state |= DRW_STATE_CULL_BACK; DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state); stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]); DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1); } } /* TODO(fclem): DRW_cache_object_surface_material_get needs a refactor to allow passing NULL * instead of gpumat_array. Avoiding all this boilerplate code. */ static struct GPUBatch **basic_object_surface_material_get(Object *ob) { const int materials_len = DRW_cache_object_material_count_get(ob); struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); return DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len); } static void basic_cache_populate_particles(void *vedata, Object *ob) { const bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0; BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) { if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { continue; } ParticleSettings *part = psys->part; const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH) { struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL); if (stl->g_data->use_material_slot_selection) { const short material_slot = part->omat; DRW_select_load_id(ob->runtime.select_id | (material_slot << 16)); } DRW_shgroup_call(stl->g_data->depth_hair_shgrp[do_in_front], hairs, NULL); } } } static void basic_cache_populate(void *vedata, Object *ob) { BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; /* TODO(fclem): fix selection of smoke domains. */ if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) { return; } const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob != draw_ctx->object_edit) { basic_cache_populate_particles(vedata, ob); } /* Make flat object selectable in ortho view if wireframe is enabled. */ const bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0; if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (draw_ctx->v3d->shading.type == OB_WIRE) || (ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) { int flat_axis = 0; bool is_flat_object_viewed_from_side = ((draw_ctx->rv3d->persp == RV3D_ORTHO) && DRW_object_is_flat(ob, &flat_axis) && DRW_object_axis_orthogonal_to_view(ob, flat_axis)); if (is_flat_object_viewed_from_side) { /* Avoid losing flat objects when in ortho views (see T56549) */ struct GPUBatch *geom = DRW_cache_object_all_edges_get(ob); if (geom) { DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], geom, ob); } return; } } const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && !DRW_state_is_image_render(); const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING)); DRWShadingGroup *shgrp = NULL; if (ob->type == OB_POINTCLOUD) { shgrp = stl->g_data->depth_pointcloud_shgrp[do_in_front]; } else { shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] : stl->g_data->depth_shgrp[do_in_front]; } if (use_sculpt_pbvh) { DRW_shgroup_call_sculpt(shgrp, ob, false, false); } else { if (stl->g_data->use_material_slot_selection && BKE_object_supports_material_slots(ob)) { struct GPUBatch **geoms = basic_object_surface_material_get(ob); if (geoms) { const int materials_len = DRW_cache_object_material_count_get(ob); for (int i = 0; i < materials_len; i++) { if (geoms[i] == NULL) { continue; } const short material_slot_select_id = i + 1; DRW_select_load_id(ob->runtime.select_id | (material_slot_select_id << 16)); DRW_shgroup_call(shgrp, geoms[i], ob); } } } else { struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { DRW_shgroup_call(shgrp, geom, ob); } } } } static void basic_cache_finish(void *vedata) { BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; UNUSED_VARS(stl); } static void basic_draw_scene(void *vedata) { BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; DRW_draw_pass(psl->depth_pass[0]); DRW_draw_pass(psl->depth_pass_pointcloud[0]); DRW_draw_pass(psl->depth_pass_cull[0]); DRW_draw_pass(psl->depth_pass[1]); DRW_draw_pass(psl->depth_pass_pointcloud[1]); DRW_draw_pass(psl->depth_pass_cull[1]); } static void basic_engine_free(void) { BASIC_shaders_free(); } static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data); DrawEngineType draw_engine_basic_type = { NULL, NULL, N_("Basic"), &basic_data_size, NULL, &basic_engine_free, NULL, /* instance_free */ &basic_cache_init, &basic_cache_populate, &basic_cache_finish, &basic_draw_scene, NULL, NULL, NULL, NULL, }; #undef BASIC_ENGINE