/* SPDX-License-Identifier: GPL-2.0-or-later * 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_data", wpd->world_ubo); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } else { psl->outline_ps = NULL; } }