/* * 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 2019, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "DEG_depsgraph_query.h" #include "DNA_particle_types.h" #include "BKE_pointcache.h" #include "ED_particle.h" #include "overlay_private.h" /* -------------------------------------------------------------------- */ /** \name Edit Particles * \{ */ void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; OVERLAY_PrivateData *pd = vedata->stl->pd; const DRWContextState *draw_ctx = DRW_context_state_get(); ParticleEditSettings *pset = PE_settings(draw_ctx->scene); GPUShader *sh; DRWShadingGroup *grp; pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT); pd->edit_particle.select_mode = pset->selectmode; DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; DRW_PASS_CREATE(psl->edit_particle_ps, state | pd->clipping_state); sh = OVERLAY_shader_edit_particle_strand(); pd->edit_particle_strand_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_bool_copy(grp, "useWeight", pd->edit_particle.use_weight); DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.weight_ramp); sh = OVERLAY_shader_edit_particle_point(); pd->edit_particle_point_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); } void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob) { OVERLAY_PrivateData *pd = vedata->stl->pd; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id); /* Usually the edit structure is created by Particle Edit Mode Toggle * operator, but sometimes it's invoked after tagging hair as outdated * (for example, when toggling edit mode). That makes it impossible to * create edit structure for until after next dependency graph evaluation. * * Ideally, the edit structure will be created here already via some * dependency graph callback or so, but currently trying to make it nicer * only causes bad level calls and breaks design from the past. */ Object *ob_orig = DEG_get_original_object(ob); PTCacheEdit *edit = PE_create_current(draw_ctx->depsgraph, scene_orig, ob_orig); if (edit == NULL) { /* Happens when trying to edit particles in EMITTER mode without * having them cached. */ return; } /* NOTE: We need to pass evaluated particle system, which we need * to find first. */ ParticleSystem *psys = ob->particlesystem.first; LISTBASE_FOREACH (ParticleSystem *, psys_orig, &ob_orig->particlesystem) { if (PE_get_current_from_psys(psys_orig) == edit) { break; } psys = psys->next; } if (psys == NULL) { printf("Error getting evaluated particle system for edit.\n"); return; } struct GPUBatch *geom; { geom = DRW_cache_particles_get_edit_strands(ob, psys, edit, pd->edit_particle.use_weight); DRW_shgroup_call(pd->edit_particle_strand_grp, geom, NULL); } if (pd->edit_particle.select_mode == SCE_SELECT_POINT) { geom = DRW_cache_particles_get_edit_inner_points(ob, psys, edit); DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL); } if (ELEM(pd->edit_particle.select_mode, SCE_SELECT_POINT, SCE_SELECT_END)) { geom = DRW_cache_particles_get_edit_tip_points(ob, psys, edit); DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL); } } void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; OVERLAY_FramebufferList *fbl = vedata->fbl; if (DRW_state_is_fbo()) { GPU_framebuffer_bind(fbl->overlay_default_fb); } DRW_draw_pass(psl->edit_particle_ps); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Particles * \{ */ void OVERLAY_particle_cache_init(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; OVERLAY_PrivateData *pd = vedata->stl->pd; const DRWContextState *draw_ctx = DRW_context_state_get(); ParticleEditSettings *pset = PE_settings(draw_ctx->scene); GPUShader *sh; DRWShadingGroup *grp; pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT); pd->edit_particle.select_mode = pset->selectmode; DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; DRW_PASS_CREATE(psl->particle_ps, state | pd->clipping_state); sh = OVERLAY_shader_particle_dot(); pd->particle_dots_grp = grp = DRW_shgroup_create(sh, psl->particle_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.ramp); sh = OVERLAY_shader_particle_shape(); pd->particle_shapes_grp = grp = DRW_shgroup_create(sh, psl->particle_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.ramp); } void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob) { OVERLAY_PrivateData *pd = vedata->stl->pd; LISTBASE_FOREACH (ParticleSystem *, psys, &ob->particlesystem) { if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { continue; } ParticleSettings *part = psys->part; int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (part->type == PART_HAIR) { /* Hairs should have been rendered by the render engine.*/ continue; } if (!ELEM(draw_as, PART_DRAW_NOT, PART_DRAW_OB, PART_DRAW_GR)) { struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys); struct GPUBatch *shape = NULL; DRWShadingGroup *grp; /* TODO(fclem) Here would be a good place for preemptive culling. */ /* fclem: Is color even usefull in our modern context? */ Material *ma = BKE_object_material_get(ob, part->omat); float color[4] = {0.6f, 0.6f, 0.6f, part->draw_size}; if (ma != NULL) { copy_v3_v3(color, &ma->r); } switch (draw_as) { default: case PART_DRAW_DOT: grp = DRW_shgroup_create_sub(pd->particle_dots_grp); DRW_shgroup_uniform_vec4_copy(grp, "color", color); DRW_shgroup_call(grp, geom, NULL); break; case PART_DRAW_AXIS: case PART_DRAW_CIRC: case PART_DRAW_CROSS: grp = DRW_shgroup_create_sub(pd->particle_shapes_grp); DRW_shgroup_uniform_vec4_copy(grp, "color", color); shape = DRW_cache_particles_get_prim(draw_as); DRW_shgroup_call_instances_with_attrs(grp, NULL, shape, geom); break; } } } } void OVERLAY_particle_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; DRW_draw_pass(psl->particle_ps); } /** \} */