/* * 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 * * Outline Effect: * * Simple effect that just samples an object id buffer to detect objects outlines. */ #include "DRW_render.h" #include "workbench_engine.h" #include "workbench_private.h" void workbench_outline_cache_init(WORKBENCH_Data *data) { WORKBENCH_PassList *psl = data->psl; WORKBENCH_PrivateData *wpd = data->stl->wpd; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); struct GPUShader *sh; DRWShadingGroup *grp; if (OBJECT_OUTLINE_ENABLED(wpd)) { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL; DRW_PASS_CREATE(psl->outline_ps, state); sh = workbench_shader_outline_get(); grp = DRW_shgroup_create(sh, psl->outline_ps); DRW_shgroup_uniform_texture(grp, "objectIdBuffer", wpd->object_id_tx); DRW_shgroup_uniform_texture(grp, "depthBuffer", dtxl->depth); DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } else { psl->outline_ps = NULL; } }