/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2019 Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "BKE_paint.h" #include "DRW_render.h" #include "overlay_private.hh" void OVERLAY_facing_init(OVERLAY_Data * /*vedata*/) { } void OVERLAY_facing_cache_init(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; OVERLAY_PrivateData *pd = vedata->stl->pd; for (int i = 0; i < 2; i++) { /* Non Meshes Pass (Camera, empties, lights ...) */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->facing_ps[i], state | pd->clipping_state); GPUShader *sh = OVERLAY_shader_facing(); pd->facing_grp[i] = DRW_shgroup_create(sh, psl->facing_ps[i]); DRW_shgroup_uniform_block(pd->facing_grp[i], "globalsBlock", G_draw.block_ubo); } if (!pd->use_in_front) { pd->facing_grp[IN_FRONT] = pd->facing_grp[NOT_IN_FRONT]; } } void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob) { OVERLAY_PrivateData *pd = vedata->stl->pd; if (pd->xray_enabled) { return; } const DRWContextState *draw_ctx = DRW_context_state_get(); const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->rv3d) && !DRW_state_is_image_render(); const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0; if (use_sculpt_pbvh) { DRW_shgroup_call_sculpt(pd->facing_grp[is_xray], ob, false, false, false, false, false); } else { struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { DRW_shgroup_call(pd->facing_grp[is_xray], geom, ob); } } } void OVERLAY_facing_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; DRW_draw_pass(psl->facing_ps[NOT_IN_FRONT]); } void OVERLAY_facing_infront_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; DRW_draw_pass(psl->facing_ps[IN_FRONT]); }