/* * 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_engine * * Simple engine for drawing color and/or depth. * When we only need simple flat shaders. */ #include "DRW_render.h" #include "BKE_particle.h" #include "DNA_particle_types.h" #include "GPU_shader.h" #include "basic_engine.h" /* Shaders */ #define BASIC_ENGINE "BLENDER_BASIC" /* *********** LISTS *********** */ /* GPUViewport.storage * Is freed everytime the viewport engine changes */ typedef struct BASIC_StorageList { struct BASIC_PrivateData *g_data; } BASIC_StorageList; typedef struct BASIC_PassList { struct DRWPass *depth_pass; struct DRWPass *depth_pass_cull; } BASIC_PassList; typedef struct BASIC_Data { void *engine_type; DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; BASIC_PassList *psl; BASIC_StorageList *stl; } BASIC_Data; typedef struct BASIC_Shaders { /* Depth Pre Pass */ struct GPUShader *depth; } BASIC_Shaders; /* *********** STATIC *********** */ static struct { BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN]; } e_data = {{{NULL}}}; /* Engine data */ typedef struct BASIC_PrivateData { DRWShadingGroup *depth_shgrp; DRWShadingGroup *depth_shgrp_cull; DRWShadingGroup *depth_shgrp_hair; } BASIC_PrivateData; /* Transient data */ /* Functions */ static void basic_engine_init(void *UNUSED(vedata)) { const DRWContextState *draw_ctx = DRW_context_state_get(); BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; /* Depth prepass */ if (!sh_data->depth) { sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg); } } static void basic_cache_init(void *vedata) { BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); stl->g_data->depth_shgrp = DRW_shgroup_create(sh_data->depth, psl->depth_pass); if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_state_enable(stl->g_data->depth_shgrp, DRW_STATE_CLIP_PLANES); } psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK); stl->g_data->depth_shgrp_cull = DRW_shgroup_create(sh_data->depth, psl->depth_pass_cull); if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_state_enable(stl->g_data->depth_shgrp_cull, DRW_STATE_CLIP_PLANES); } } } 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) { 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); DRW_shgroup_call(stl->g_data->depth_shgrp, hairs, NULL); } } } /* Make flat object selectable in ortho view if wireframe is enabled. */ 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, geom, ob); } return; } } struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING)); /* Depth Prepass */ DRW_shgroup_call( (do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_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); DRW_draw_pass(psl->depth_pass_cull); } static void basic_engine_free(void) { /* all shaders are builtin */ } static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data); DrawEngineType draw_engine_basic_type = { NULL, NULL, N_("Basic"), &basic_data_size, &basic_engine_init, &basic_engine_free, &basic_cache_init, &basic_cache_populate, &basic_cache_finish, NULL, &basic_draw_scene, NULL, NULL, NULL, }; /* Note: currently unused, we may want to register so we can see this when debugging the view. */ RenderEngineType DRW_engine_viewport_basic_type = { NULL, NULL, BASIC_ENGINE, N_("Basic"), RE_INTERNAL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &draw_engine_basic_type, {NULL, NULL, NULL}, }; #undef BASIC_ENGINE