/* * 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 2020, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "BKE_paint.h" #include "DRW_render.h" #include "ED_view3d.h" #include "overlay_private.h" void OVERLAY_fade_init(OVERLAY_Data *UNUSED(vedata)) { } void OVERLAY_fade_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->fade_ps[i], state | pd->clipping_state); GPUShader *sh = OVERLAY_shader_uniform_color(); pd->fade_grp[i] = DRW_shgroup_create(sh, psl->fade_ps[i]); DRW_shgroup_uniform_block(pd->fade_grp[i], "globalsBlock", G_draw.block_ubo); const DRWContextState *draw_ctx = DRW_context_state_get(); float color[4]; ED_view3d_background_color_get(draw_ctx->scene, draw_ctx->v3d, color); color[3] = pd->overlay.fade_alpha; if (draw_ctx->v3d->shading.background_type == V3D_SHADING_BACKGROUND_THEME) { srgb_to_linearrgb_v4(color, color); } DRW_shgroup_uniform_vec4_copy(pd->fade_grp[i], "color", color); } if (!pd->use_in_front) { pd->fade_grp[IN_FRONT] = pd->fade_grp[NOT_IN_FRONT]; } } void OVERLAY_fade_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->v3d) && !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->fade_grp[is_xray], ob, false, false); } else { struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { DRW_shgroup_call(pd->fade_grp[is_xray], geom, ob); } } } void OVERLAY_fade_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; DRW_draw_pass(psl->fade_ps[NOT_IN_FRONT]); } void OVERLAY_fade_infront_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; DRW_draw_pass(psl->fade_ps[IN_FRONT]); }