/* * 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 2016, Blender Foundation. */ /** \file blender/draw/intern/draw_manager.c * \ingroup draw */ #include #include "BLI_listbase.h" #include "BLI_mempool.h" #include "BLI_rect.h" #include "BLI_string.h" #include "BLI_threads.h" #include "BLF_api.h" #include "BKE_colortools.h" #include "BKE_global.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_pointcache.h" #include "draw_manager.h" #include "DNA_camera_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_world_types.h" #include "ED_space_api.h" #include "ED_screen.h" #include "ED_gpencil.h" #include "ED_view3d.h" #include "GPU_draw.h" #include "GPU_extensions.h" #include "GPU_framebuffer.h" #include "GPU_immediate.h" #include "GPU_uniformbuffer.h" #include "GPU_viewport.h" #include "GPU_matrix.h" #include "IMB_colormanagement.h" #include "RE_engine.h" #include "RE_pipeline.h" #include "UI_resources.h" #include "WM_api.h" #include "wm_window.h" #include "draw_manager_text.h" #include "draw_manager_profiling.h" /* only for callbacks */ #include "draw_cache_impl.h" #include "draw_mode_engines.h" #include "engines/eevee/eevee_engine.h" #include "engines/basic/basic_engine.h" #include "engines/workbench/workbench_engine.h" #include "engines/external/external_engine.h" #include "GPU_context.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" #ifdef USE_GPU_SELECT # include "GPU_select.h" #endif /** Render State: No persistent data between draw calls. */ DRWManager DST = {NULL}; static ListBase DRW_engines = {NULL, NULL}; extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */ static void drw_state_prepare_clean_for_draw(DRWManager *dst) { memset(dst, 0x0, offsetof(DRWManager, gl_context)); /* Maybe not the best place for this. */ if (!DST.uniform_names.buffer) { DST.uniform_names.buffer = MEM_callocN(DRW_UNIFORM_BUFFER_NAME, "Name Buffer"); DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME; } else if (DST.uniform_names.buffer_len > DRW_UNIFORM_BUFFER_NAME) { DST.uniform_names.buffer = MEM_reallocN(DST.uniform_names.buffer, DRW_UNIFORM_BUFFER_NAME); DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME; } DST.uniform_names.buffer_ofs = 0; } /* This function is used to reset draw manager to a state * where we don't re-use data by accident across different * draw calls. */ #ifdef DEBUG static void drw_state_ensure_not_reused(DRWManager *dst) { memset(dst, 0xff, offsetof(DRWManager, gl_context)); } #endif /* -------------------------------------------------------------------- */ void DRW_draw_callbacks_pre_scene(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; GPU_matrix_projection_set(rv3d->winmat); GPU_matrix_set(rv3d->viewmat); } void DRW_draw_callbacks_post_scene(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; GPU_matrix_projection_set(rv3d->winmat); GPU_matrix_set(rv3d->viewmat); } struct DRWTextStore *DRW_text_cache_ensure(void) { BLI_assert(DST.text_store_p); if (*DST.text_store_p == NULL) { *DST.text_store_p = DRW_text_cache_create(); } return *DST.text_store_p; } /* -------------------------------------------------------------------- */ /** \name Settings * \{ */ bool DRW_object_is_renderable(const Object *ob) { BLI_assert((ob->base_flag & BASE_VISIBLE) != 0); if (ob->type == OB_MESH) { if ((ob == DST.draw_ctx.object_edit) || BKE_object_is_in_editmode(ob)) { View3D *v3d = DST.draw_ctx.v3d; const int mask = (V3D_OVERLAY_EDIT_OCCLUDE_WIRE | V3D_OVERLAY_EDIT_WEIGHT); if (v3d && v3d->overlay.edit_flag & mask) { return false; } } } return true; } /** * Return whether this object is visible depending if * we are rendering or drawing in the viewport. */ int DRW_object_visibility_in_active_context(const Object *ob) { const eEvaluationMode mode = DRW_state_is_scene_render() ? DAG_EVAL_RENDER : DAG_EVAL_VIEWPORT; return BKE_object_visibility(ob, mode); } bool DRW_object_is_flat_normal(const Object *ob) { if (ob->type == OB_MESH) { const Mesh *me = ob->data; if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) { return false; } } return true; } bool DRW_object_use_hide_faces(const struct Object *ob) { if (ob->type == OB_MESH) { const Mesh *me = DEG_get_original_object((Object *)ob)->data; switch (ob->mode) { case OB_MODE_TEXTURE_PAINT: return (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; case OB_MODE_VERTEX_PAINT: case OB_MODE_WEIGHT_PAINT: return (me->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL)) != 0; } } return false; } bool DRW_object_is_visible_psys_in_active_context( const Object *object, const ParticleSystem *psys) { const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene = draw_ctx->scene; if (object == draw_ctx->object_edit) { return false; } const ParticleSettings *part = psys->part; const ParticleEditSettings *pset = &scene->toolsettings->particle; if (object->mode == OB_MODE_PARTICLE_EDIT) { if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) { if ((pset->flag & PE_DRAW_PART) == 0) { return false; } if ((part->childtype == 0) && (psys->flag & PSYS_HAIR_DYNAMICS && psys->pointcache->flag & PTCACHE_BAKED) == 0) { return false; } } } return true; } struct Object *DRW_object_get_dupli_parent(const Object *UNUSED(ob)) { return DST.dupli_parent; } struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob)) { return DST.dupli_source; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Color Management * \{ */ /* Use color management profile to draw texture to framebuffer */ void DRW_transform_to_display(GPUTexture *tex, bool use_view_transform, bool use_render_settings) { drw_state_set(DRW_STATE_WRITE_COLOR); GPUVertFormat *vert_format = immVertexFormat(); uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); uint texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); const float dither = 1.0f; bool use_ocio = false; /* View transform is already applied for offscreen, don't apply again, see: T52046 */ if (!(DST.options.is_image_render && !DST.options.is_scene_render)) { Scene *scene = DST.draw_ctx.scene; ColorManagedDisplaySettings *display_settings = &scene->display_settings; ColorManagedViewSettings view_settings; if (use_render_settings) { /* Use full render settings, for renders with scene lighting. */ view_settings = scene->view_settings; } else if (use_view_transform) { /* Use only view transform + look and nothing else for lookdev without * scene lighting, as exposure depends on scene light intensity. */ BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL); STRNCPY(view_settings.view_transform, scene->view_settings.view_transform); STRNCPY(view_settings.look, scene->view_settings.look); } else { /* For workbench use only default view transform in configuration, * using no scene settings. */ BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL); } use_ocio = IMB_colormanagement_setup_glsl_draw_from_space( &view_settings, display_settings, NULL, dither, false); } if (!use_ocio) { /* View transform is already applied for offscreen, don't apply again, see: T52046 */ if (DST.options.is_image_render && !DST.options.is_scene_render) { immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR); immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f); } else { immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB); } immUniform1i("image", 0); } GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */ float mat[4][4]; unit_m4(mat); immUniformMatrix4fv("ModelViewProjectionMatrix", mat); /* Full screen triangle */ immBegin(GPU_PRIM_TRIS, 3); immAttr2f(texco, 0.0f, 0.0f); immVertex2f(pos, -1.0f, -1.0f); immAttr2f(texco, 2.0f, 0.0f); immVertex2f(pos, 3.0f, -1.0f); immAttr2f(texco, 0.0f, 2.0f); immVertex2f(pos, -1.0f, 3.0f); immEnd(); GPU_texture_unbind(tex); if (use_ocio) { IMB_colormanagement_finish_glsl_draw(); } else { immUnbindProgram(); } } /* Draw texture to framebuffer without any color transforms */ void DRW_transform_none(GPUTexture *tex) { /* Draw as texture for final render (without immediate mode). */ GPUBatch *geom = DRW_cache_fullscreen_quad_get(); GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_IMAGE_COLOR); GPU_texture_bind(tex, 0); const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f}; GPU_batch_uniform_4fv(geom, "color", white); float mat[4][4]; unit_m4(mat); GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat); GPU_batch_program_use_begin(geom); GPU_batch_draw_range_ex(geom, 0, 0, false); GPU_batch_program_use_end(geom); GPU_texture_unbind(tex); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Multisample Resolve * \{ */ /* Use manual multisample resolve pass. * Much quicker than blitting back and forth. * Assume destination fb is bound*/ void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth) { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL; if (use_depth) { state |= DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; } drw_state_set(state); int samples = GPU_texture_samples(src_depth); BLI_assert(samples > 0); BLI_assert(GPU_texture_samples(src_color) == samples); GPUBatch *geom = DRW_cache_fullscreen_quad_get(); int builtin; if (use_depth) { switch (samples) { case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST; break; case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST; break; case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST; break; case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST; break; default: BLI_assert("Mulisample count unsupported by blit shader."); builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST; break; } } else { switch (samples) { case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break; case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4; break; case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8; break; case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16; break; default: BLI_assert("Mulisample count unsupported by blit shader."); builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break; } } GPU_batch_program_set_builtin(geom, builtin); if (use_depth) { GPU_texture_bind(src_depth, 0); GPU_batch_uniform_1i(geom, "depthMulti", 0); } GPU_texture_bind(src_color, 1); GPU_batch_uniform_1i(geom, "colorMulti", 1); float mat[4][4]; unit_m4(mat); GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat); /* avoid gpuMatrix calls */ GPU_batch_program_use_begin(geom); GPU_batch_draw_range_ex(geom, 0, 0, false); GPU_batch_program_use_end(geom); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Viewport (DRW_viewport) * \{ */ void *drw_viewport_engine_data_ensure(void *engine_type) { void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type); if (data == NULL) { data = GPU_viewport_engine_data_create(DST.viewport, engine_type); } return data; } void DRW_engine_viewport_data_size_get( const void *engine_type_v, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len) { const DrawEngineType *engine_type = engine_type_v; if (r_fbl_len) { *r_fbl_len = engine_type->vedata_size->fbl_len; } if (r_txl_len) { *r_txl_len = engine_type->vedata_size->txl_len; } if (r_psl_len) { *r_psl_len = engine_type->vedata_size->psl_len; } if (r_stl_len) { *r_stl_len = engine_type->vedata_size->stl_len; } } /* WARNING: only use for custom pipeline. 99% of the time, you don't want to use this. */ void DRW_render_viewport_size_set(int size[2]) { DST.size[0] = size[0]; DST.size[1] = size[1]; } const float *DRW_viewport_size_get(void) { return DST.size; } const float *DRW_viewport_invert_size_get(void) { return DST.inv_size; } const float *DRW_viewport_screenvecs_get(void) { return &DST.screenvecs[0][0]; } const float *DRW_viewport_pixelsize_get(void) { return &DST.pixsize; } static void drw_viewport_cache_resize(void) { /* Release the memiter before clearing the mempools that references them */ GPU_viewport_cache_release(DST.viewport); if (DST.vmempool != NULL) { BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_len(DST.vmempool->calls)); BLI_mempool_clear_ex(DST.vmempool->states, BLI_mempool_len(DST.vmempool->states)); BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_len(DST.vmempool->shgroups)); BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_len(DST.vmempool->uniforms)); BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_len(DST.vmempool->passes)); } DRW_instance_data_list_free_unused(DST.idatalist); DRW_instance_data_list_resize(DST.idatalist); } /* Not a viewport variable, we could split this out. */ static void drw_context_state_init(void) { if (DST.draw_ctx.obact) { DST.draw_ctx.object_mode = DST.draw_ctx.obact->mode; } else { DST.draw_ctx.object_mode = OB_MODE_OBJECT; } /* Edit object. */ if (DST.draw_ctx.object_mode & OB_MODE_EDIT) { DST.draw_ctx.object_edit = DST.draw_ctx.obact; } else { DST.draw_ctx.object_edit = NULL; } /* Pose object. */ if (DST.draw_ctx.object_mode & OB_MODE_POSE) { DST.draw_ctx.object_pose = DST.draw_ctx.obact; } else if (DST.draw_ctx.object_mode & OB_MODE_WEIGHT_PAINT) { DST.draw_ctx.object_pose = BKE_object_pose_armature_get(DST.draw_ctx.obact); } else { DST.draw_ctx.object_pose = NULL; } DST.draw_ctx.shader_cfg = GPU_SHADER_CFG_DEFAULT; if (DST.draw_ctx.rv3d && DST.draw_ctx.rv3d->rflag & RV3D_CLIPPING) { DST.draw_ctx.shader_cfg = GPU_SHADER_CFG_CLIPPED; } } /* It also stores viewport variable to an immutable place: DST * This is because a cache uniform only store reference * to its value. And we don't want to invalidate the cache * if this value change per viewport */ static void drw_viewport_var_init(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; /* Refresh DST.size */ if (DST.viewport) { int size[2]; GPU_viewport_size_get(DST.viewport, size); DST.size[0] = size[0]; DST.size[1] = size[1]; DST.inv_size[0] = 1.0f / size[0]; DST.inv_size[1] = 1.0f / size[1]; DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport); DST.default_framebuffer = fbl->default_fb; DST.vmempool = GPU_viewport_mempool_get(DST.viewport); if (DST.vmempool->calls == NULL) { DST.vmempool->calls = BLI_mempool_create(sizeof(DRWCall), 0, 512, 0); } if (DST.vmempool->states == NULL) { DST.vmempool->states = BLI_mempool_create(sizeof(DRWCallState), 0, 512, BLI_MEMPOOL_ALLOW_ITER); } if (DST.vmempool->shgroups == NULL) { DST.vmempool->shgroups = BLI_mempool_create(sizeof(DRWShadingGroup), 0, 256, 0); } if (DST.vmempool->uniforms == NULL) { DST.vmempool->uniforms = BLI_mempool_create(sizeof(DRWUniform), 0, 512, 0); } if (DST.vmempool->passes == NULL) { DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0); } DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport); DRW_instance_data_list_reset(DST.idatalist); } else { DST.size[0] = 0; DST.size[1] = 0; DST.inv_size[0] = 0; DST.inv_size[1] = 0; DST.default_framebuffer = NULL; DST.vmempool = NULL; } if (rv3d != NULL) { /* Refresh DST.screenvecs */ copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]); copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]); normalize_v3(DST.screenvecs[0]); normalize_v3(DST.screenvecs[1]); /* Refresh DST.pixelsize */ DST.pixsize = rv3d->pixsize; copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERS], rv3d->persmat); copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERSINV], rv3d->persinv); copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEW], rv3d->viewmat); copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEWINV], rv3d->viewinv); copy_m4_m4(DST.original_mat.mat[DRW_MAT_WIN], rv3d->winmat); invert_m4_m4(DST.original_mat.mat[DRW_MAT_WININV], rv3d->winmat); memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DST.original_mat.mat)); copy_v4_v4(DST.view_data.viewcamtexcofac, rv3d->viewcamtexcofac); } else { copy_v4_fl4(DST.view_data.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f); } /* Reset facing */ DST.frontface = GL_CCW; DST.backface = GL_CW; glFrontFace(DST.frontface); if (DST.draw_ctx.object_edit) { ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d); } /* Alloc array of texture reference. */ if (DST.RST.bound_texs == NULL) { DST.RST.bound_texs = MEM_callocN(sizeof(GPUTexture *) * GPU_max_textures(), "Bound GPUTexture refs"); } if (DST.RST.bound_tex_slots == NULL) { DST.RST.bound_tex_slots = MEM_callocN(sizeof(char) * GPU_max_textures(), "Bound Texture Slots"); } if (DST.RST.bound_ubos == NULL) { DST.RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs"); } if (DST.RST.bound_ubo_slots == NULL) { DST.RST.bound_ubo_slots = MEM_callocN(sizeof(char) * GPU_max_ubo_binds(), "Bound Ubo Slots"); } if (view_ubo == NULL) { view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL); } DST.override_mat = 0; DST.dirty_mat = true; DST.state_cache_id = 1; DST.clipping.updated = false; memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data)); } void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type) { BLI_assert(type >= 0 && type < DRW_MAT_COUNT); /* Can't use this in render mode. */ BLI_assert(((DST.override_mat & (1 << type)) != 0) || DST.draw_ctx.rv3d != NULL); copy_m4_m4(mat, DST.view_data.matstate.mat[type]); } void DRW_viewport_matrix_get_all(DRWMatrixState *state) { memcpy(state, DST.view_data.matstate.mat, sizeof(DRWMatrixState)); } void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type) { BLI_assert(type < DRW_MAT_COUNT); copy_m4_m4(DST.view_data.matstate.mat[type], mat); DST.override_mat |= (1 << type); DST.dirty_mat = true; DST.clipping.updated = false; } void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type) { BLI_assert(type < DRW_MAT_COUNT); copy_m4_m4(DST.view_data.matstate.mat[type], DST.original_mat.mat[type]); DST.override_mat &= ~(1 << type); DST.dirty_mat = true; DST.clipping.updated = false; } void DRW_viewport_matrix_override_set_all(DRWMatrixState *state) { memcpy(DST.view_data.matstate.mat, state, sizeof(DRWMatrixState)); DST.override_mat = 0xFFFFFF; DST.dirty_mat = true; DST.clipping.updated = false; } void DRW_viewport_matrix_override_unset_all(void) { memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DRWMatrixState)); DST.override_mat = 0; DST.dirty_mat = true; DST.clipping.updated = false; } bool DRW_viewport_is_persp_get(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; if (rv3d) { return rv3d->is_persp; } else { return DST.view_data.matstate.mat[DRW_MAT_WIN][3][3] == 0.0f; } } float DRW_viewport_near_distance_get(void) { float projmat[4][4]; DRW_viewport_matrix_get(projmat, DRW_MAT_WIN); if (DRW_viewport_is_persp_get()) { return -projmat[3][2] / (projmat[2][2] - 1.0f); } else { return -(projmat[3][2] + 1.0f) / projmat[2][2]; } } float DRW_viewport_far_distance_get(void) { float projmat[4][4]; DRW_viewport_matrix_get(projmat, DRW_MAT_WIN); if (DRW_viewport_is_persp_get()) { return -projmat[3][2] / (projmat[2][2] + 1.0f); } else { return -(projmat[3][2] - 1.0f) / projmat[2][2]; } } DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void) { return GPU_viewport_framebuffer_list_get(DST.viewport); } DefaultTextureList *DRW_viewport_texture_list_get(void) { return GPU_viewport_texture_list_get(DST.viewport); } void DRW_viewport_request_redraw(void) { GPU_viewport_tag_update(DST.viewport); } /** \} */ /* -------------------------------------------------------------------- */ /** \name ViewLayers (DRW_scenelayer) * \{ */ void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type) { for (ViewLayerEngineData *sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) { if (sled->engine_type == engine_type) { return sled->storage; } } return NULL; } void **DRW_view_layer_engine_data_ensure_ex( ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage)) { ViewLayerEngineData *sled; for (sled = view_layer->drawdata.first; sled; sled = sled->next) { if (sled->engine_type == engine_type) { return &sled->storage; } } sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData"); sled->engine_type = engine_type; sled->free = callback; BLI_addtail(&view_layer->drawdata, sled); return &sled->storage; } void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type, void (*callback)(void *storage)) { return DRW_view_layer_engine_data_ensure_ex(DST.draw_ctx.view_layer, engine_type, callback); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw Data (DRW_drawdata) * \{ */ /* Used for DRW_drawdata_from_id() * All ID-datablocks which have their own 'local' DrawData * should have the same arrangement in their structs. */ typedef struct IdDdtTemplate { ID id; struct AnimData *adt; DrawDataList drawdata; } IdDdtTemplate; /* Check if ID can have AnimData */ static bool id_type_can_have_drawdata(const short id_type) { /* Only some ID-blocks have this info for now */ /* TODO: finish adding this for the other blocktypes */ switch (id_type) { /* has DrawData */ case ID_OB: case ID_WO: return true; /* no DrawData */ default: return false; } } static bool id_can_have_drawdata(const ID *id) { /* sanity check */ if (id == NULL) { return false; } return id_type_can_have_drawdata(GS(id->name)); } /* Get DrawData from the given ID-block. In order for this to work, we assume that * the DrawData pointer is stored in the struct in the same fashion as in IdDdtTemplate. */ DrawDataList *DRW_drawdatalist_from_id(ID *id) { /* only some ID-blocks have this info for now, so we cast the * types that do to be of type IdDdtTemplate, and extract the * DrawData that way */ if (id_can_have_drawdata(id)) { IdDdtTemplate *idt = (IdDdtTemplate *)id; return &idt->drawdata; } else { return NULL; } } DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type) { DrawDataList *drawdata = DRW_drawdatalist_from_id(id); if (drawdata == NULL) { return NULL; } LISTBASE_FOREACH(DrawData *, dd, drawdata) { if (dd->engine_type == engine_type) { return dd; } } return NULL; } DrawData *DRW_drawdata_ensure( ID *id, DrawEngineType *engine_type, size_t size, DrawDataInitCb init_cb, DrawDataFreeCb free_cb) { BLI_assert(size >= sizeof(DrawData)); BLI_assert(id_can_have_drawdata(id)); /* Try to re-use existing data. */ DrawData *dd = DRW_drawdata_get(id, engine_type); if (dd != NULL) { return dd; } DrawDataList *drawdata = DRW_drawdatalist_from_id(id); /* Allocate new data. */ if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) { /* NOTE: data is not persistent in this case. It is reset each redraw. */ BLI_assert(free_cb == NULL); /* No callback allowed. */ /* Round to sizeof(float) for DRW_instance_data_request(). */ const size_t t = sizeof(float) - 1; size = (size + t) & ~t; size_t fsize = size / sizeof(float); BLI_assert(fsize < MAX_INSTANCE_DATA_SIZE); if (DST.object_instance_data[fsize] == NULL) { DST.object_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize); } dd = (DrawData *)DRW_instance_data_next(DST.object_instance_data[fsize]); memset(dd, 0, size); } else { dd = MEM_callocN(size, "DrawData"); } dd->engine_type = engine_type; dd->free = free_cb; /* Perform user-side initialization, if needed. */ if (init_cb != NULL) { init_cb(dd); } /* Register in the list. */ BLI_addtail((ListBase *)drawdata, dd); return dd; } void DRW_drawdata_free(ID *id) { DrawDataList *drawdata = DRW_drawdatalist_from_id(id); if (drawdata == NULL) { return; } LISTBASE_FOREACH(DrawData *, dd, drawdata) { if (dd->free != NULL) { dd->free(dd); } } BLI_freelistN((ListBase *)drawdata); } /* Unlink (but don't free) the drawdata from the DrawDataList if the ID is an OB from dupli. */ static void drw_drawdata_unlink_dupli(ID *id) { if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) { DrawDataList *drawdata = DRW_drawdatalist_from_id(id); if (drawdata == NULL) { return; } BLI_listbase_clear((ListBase *)drawdata); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Rendering (DRW_engines) * \{ */ static void drw_engines_init(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); PROFILE_START(stime); if (engine->engine_init) { engine->engine_init(data); } PROFILE_END_UPDATE(data->init_time, stime); } } static void drw_engines_cache_init(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); if (data->text_draw_cache) { DRW_text_cache_destroy(data->text_draw_cache); data->text_draw_cache = NULL; } if (DST.text_store_p == NULL) { DST.text_store_p = &data->text_draw_cache; } if (engine->cache_init) { engine->cache_init(data); } } } static void drw_engines_world_update(Scene *scene) { if (scene->world == NULL) { return; } for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); if (engine->id_update) { engine->id_update(data, &scene->world->id); } } } static void drw_engines_cache_populate(Object *ob) { DST.ob_state = NULL; /* HACK: DrawData is copied by COW from the duplicated object. * This is valid for IDs that cannot be instantiated but this * is not what we want in this case so we clear the pointer * ourselves here. */ drw_drawdata_unlink_dupli((ID *)ob); for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); if (engine->id_update) { engine->id_update(data, &ob->id); } if (engine->cache_populate) { engine->cache_populate(data, ob); } } /* TODO: in the future it would be nice to generate once for all viewports. * But we need threaded DRW manager first. */ drw_batch_cache_generate_requested(ob); /* ... and clearing it here too because theses draw data are * from a mempool and must not be free individually by depsgraph. */ drw_drawdata_unlink_dupli((ID *)ob); } static void drw_engines_cache_finish(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); if (engine->cache_finish) { engine->cache_finish(data); } } } static void drw_engines_draw_background(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); if (engine->draw_background) { PROFILE_START(stime); DRW_stats_group_start(engine->idname); engine->draw_background(data); DRW_stats_group_end(); PROFILE_END_UPDATE(data->background_time, stime); return; } } /* No draw_background found, doing default background */ if (DRW_state_draw_background()) { DRW_draw_background(); } } static void drw_engines_draw_scene(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); PROFILE_START(stime); if (engine->draw_scene) { DRW_stats_group_start(engine->idname); engine->draw_scene(data); /* Restore for next engine */ if (DRW_state_is_fbo()) { GPU_framebuffer_bind(DST.default_framebuffer); } DRW_stats_group_end(); } PROFILE_END_UPDATE(data->render_time, stime); } } static void drw_engines_draw_text(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); PROFILE_START(stime); if (data->text_draw_cache) { DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.ar); } PROFILE_END_UPDATE(data->render_time, stime); } } /* Draw render engine info. */ void DRW_draw_region_engine_info(int xoffset, int yoffset) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(engine); if (data->info[0] != '\0') { char *chr_current = data->info; char *chr_start = chr_current; int line_len = 0; const int font_id = BLF_default(); UI_FontThemeColor(font_id, TH_TEXT_HI); BLF_enable(font_id, BLF_SHADOW); BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f}); BLF_shadow_offset(font_id, 1, -1); while (*chr_current++ != '\0') { line_len++; if (*chr_current == '\n') { char info[GPU_INFO_SIZE]; BLI_strncpy(info, chr_start, line_len + 1); yoffset -= U.widget_unit; BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info)); /* Re-start counting. */ chr_start = chr_current + 1; line_len = -1; } } char info[GPU_INFO_SIZE]; BLI_strncpy(info, chr_start, line_len + 1); yoffset -= U.widget_unit; BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info)); BLF_disable(font_id, BLF_SHADOW); } } } static void use_drw_engine(DrawEngineType *engine) { LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data"); ld->data = engine; BLI_addtail(&DST.enabled_engines, ld); } /** * Use for external render engines. */ static void drw_engines_enable_external(void) { use_drw_engine(DRW_engine_viewport_external_type.draw_engine); } /* TODO revisit this when proper layering is implemented */ /* Gather all draw engines needed and store them in DST.enabled_engines * That also define the rendering order of engines */ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, bool use_xray) { switch (drawtype) { case OB_WIRE: use_drw_engine(&draw_engine_workbench_transparent); break; case OB_SOLID: if (use_xray) { use_drw_engine(&draw_engine_workbench_transparent); } else { use_drw_engine(&draw_engine_workbench_solid); } break; case OB_MATERIAL: case OB_RENDER: default: /* TODO layers */ if (engine_type->draw_engine != NULL) { use_drw_engine(engine_type->draw_engine); } if ((engine_type->flag & RE_INTERNAL) == 0) { drw_engines_enable_external(); } break; } } static void drw_engines_enable_from_object_mode(void) { use_drw_engine(&draw_engine_object_type); /* TODO(fclem) remove this, it does not belong to it's own engine. */ use_drw_engine(&draw_engine_motion_path_type); } static void drw_engines_enable_from_paint_mode(int mode) { switch (mode) { case CTX_MODE_SCULPT: use_drw_engine(&draw_engine_sculpt_type); break; case CTX_MODE_PAINT_WEIGHT: use_drw_engine(&draw_engine_paint_weight_type); break; case CTX_MODE_PAINT_VERTEX: use_drw_engine(&draw_engine_paint_vertex_type); break; case CTX_MODE_PAINT_TEXTURE: use_drw_engine(&draw_engine_paint_texture_type); break; default: break; } } static void drw_engines_enable_from_mode(int mode) { switch (mode) { case CTX_MODE_EDIT_MESH: use_drw_engine(&draw_engine_edit_mesh_type); break; case CTX_MODE_EDIT_SURFACE: case CTX_MODE_EDIT_CURVE: use_drw_engine(&draw_engine_edit_curve_type); break; case CTX_MODE_EDIT_TEXT: use_drw_engine(&draw_engine_edit_text_type); break; case CTX_MODE_EDIT_ARMATURE: use_drw_engine(&draw_engine_edit_armature_type); break; case CTX_MODE_EDIT_METABALL: use_drw_engine(&draw_engine_edit_metaball_type); break; case CTX_MODE_EDIT_LATTICE: use_drw_engine(&draw_engine_edit_lattice_type); break; case CTX_MODE_PARTICLE: use_drw_engine(&draw_engine_particle_type); break; case CTX_MODE_POSE: case CTX_MODE_PAINT_WEIGHT: /* The pose engine clears the depth of the default framebuffer * to draw an object with `OB_DRAWXRAY`. * (different of workbench that has its own framebuffer). * So make sure you call its `draw_scene` after all the other engines. */ use_drw_engine(&draw_engine_pose_type); break; case CTX_MODE_SCULPT: case CTX_MODE_PAINT_VERTEX: case CTX_MODE_PAINT_TEXTURE: case CTX_MODE_OBJECT: case CTX_MODE_PAINT_GPENCIL: case CTX_MODE_EDIT_GPENCIL: case CTX_MODE_SCULPT_GPENCIL: case CTX_MODE_WEIGHT_GPENCIL: break; default: BLI_assert(!"Draw mode invalid"); break; } /* grease pencil */ use_drw_engine(&draw_engine_gpencil_type); } static void drw_engines_enable_from_overlays(int UNUSED(overlay_flag)) { use_drw_engine(&draw_engine_overlay_type); } /** * Use for select and depth-drawing. */ static void drw_engines_enable_basic(void) { use_drw_engine(DRW_engine_viewport_basic_type.draw_engine); } static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_type) { Object *obact = OBACT(view_layer); const int mode = CTX_data_mode_enum_ex(DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode); View3D *v3d = DST.draw_ctx.v3d; const int drawtype = v3d->shading.type; const bool use_xray = XRAY_ENABLED(v3d); drw_engines_enable_from_engine(engine_type, drawtype, use_xray); if (DRW_state_draw_support()) { /* Draw paint modes first so that they are drawn below the wireframes. */ drw_engines_enable_from_paint_mode(mode); drw_engines_enable_from_overlays(v3d->overlay.flag); drw_engines_enable_from_object_mode(); drw_engines_enable_from_mode(mode); } else { /* Force enable overlays engine for wireframe mode */ if (v3d->shading.type == OB_WIRE) { drw_engines_enable_from_overlays(v3d->overlay.flag); } /* if gpencil must draw the strokes, but not the object */ drw_engines_enable_from_mode(mode); } } static void drw_engines_disable(void) { BLI_freelistN(&DST.enabled_engines); } static uint DRW_engines_get_hash(void) { uint hash = 0; /* The cache depends on enabled engines */ /* FIXME : if collision occurs ... segfault */ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; hash += BLI_ghashutil_strhash_p(engine->idname); } return hash; } /* -------------------------------------------------------------------- */ /** \name View Update * \{ */ void DRW_notify_view_update(const DRWUpdateContext *update_ctx) { RenderEngineType *engine_type = update_ctx->engine_type; ARegion *ar = update_ctx->ar; View3D *v3d = update_ctx->v3d; RegionView3D *rv3d = ar->regiondata; Depsgraph *depsgraph = update_ctx->depsgraph; Scene *scene = update_ctx->scene; ViewLayer *view_layer = update_ctx->view_layer; /* Separate update for each stereo view. */ for (int view = 0; view < 2; view++) { GPUViewport *viewport = WM_draw_region_get_viewport(ar, view); if (!viewport) { continue; } /* XXX Really nasty locking. But else this could * be executed by the material previews thread * while rendering a viewport. */ BLI_ticket_mutex_lock(DST.gl_context_mutex); /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); DST.viewport = viewport; DST.draw_ctx = (DRWContextState){ .ar = ar, .rv3d = rv3d, .v3d = v3d, .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer), .engine_type = engine_type, .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT, }; drw_engines_enable(view_layer, engine_type); for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *draw_engine = link->data; ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine); if (draw_engine->view_update) { draw_engine->view_update(data); } } DST.viewport = NULL; drw_engines_disable(); BLI_ticket_mutex_unlock(DST.gl_context_mutex); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Main Draw Loops (DRW_draw) * \{ */ /* Everything starts here. * This function takes care of calling all cache and rendering functions * for each relevant engine / mode engine. */ void DRW_draw_view(const bContext *C) { Depsgraph *depsgraph = CTX_data_depsgraph(C); ARegion *ar = CTX_wm_region(C); View3D *v3d = CTX_wm_view3d(C); Scene *scene = DEG_get_evaluated_scene(depsgraph); RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar); /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); DST.options.draw_text = ( (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0 && (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0); DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C); } /** * Used for both regular and off-screen drawing. * Need to reset DST before calling this function */ void DRW_draw_render_loop_ex( struct Depsgraph *depsgraph, RenderEngineType *engine_type, ARegion *ar, View3D *v3d, GPUViewport *viewport, const bContext *evil_C) { Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); RegionView3D *rv3d = ar->regiondata; bool do_annotations = (((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) && ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)); DST.draw_ctx.evil_C = evil_C; DST.viewport = viewport; /* Setup viewport */ GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash()); DST.draw_ctx = (DRWContextState){ .ar = ar, .rv3d = rv3d, .v3d = v3d, .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer), .engine_type = engine_type, .depsgraph = depsgraph, /* reuse if caller sets */ .evil_C = DST.draw_ctx.evil_C, }; drw_context_state_init(); drw_viewport_var_init(); /* Get list of enabled engines */ drw_engines_enable(view_layer, engine_type); /* Update ubos */ DRW_globals_update(); drw_debug_init(); DRW_hair_init(); /* No framebuffer allowed before drawing. */ BLI_assert(GPU_framebuffer_active_get() == NULL); /* Init engines */ drw_engines_init(); /* Cache filling */ { PROFILE_START(stime); drw_engines_cache_init(); drw_engines_world_update(scene); const int object_type_exclude_viewport = v3d->object_type_exclude_viewport; DEG_OBJECT_ITER_BEGIN(depsgraph, ob, DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI) { if ((object_type_exclude_viewport & (1 << ob->type)) != 0) { continue; } if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) { continue; } DST.dupli_parent = data_.dupli_parent; DST.dupli_source = data_.dupli_object_current; drw_engines_cache_populate(ob); } DEG_OBJECT_ITER_END; drw_engines_cache_finish(); DRW_render_instance_buffer_finish(); #ifdef USE_PROFILE double *cache_time = GPU_viewport_cache_time_get(DST.viewport); PROFILE_END_UPDATE(*cache_time, stime); #endif } DRW_stats_begin(); GPU_framebuffer_bind(DST.default_framebuffer); /* Start Drawing */ DRW_state_reset(); DRW_hair_update(); drw_engines_draw_background(); /* WIP, single image drawn over the camera view (replace) */ bool do_bg_image = false; if (rv3d->persp == RV3D_CAMOB) { Object *cam_ob = v3d->camera; if (cam_ob && cam_ob->type == OB_CAMERA) { Camera *cam = cam_ob->data; if (!BLI_listbase_is_empty(&cam->bg_images)) { do_bg_image = true; } } } GPU_framebuffer_bind(DST.default_framebuffer); if (do_bg_image) { ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, true); } DRW_draw_callbacks_pre_scene(); if (DST.draw_ctx.evil_C) { ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW); } drw_engines_draw_scene(); #ifdef __APPLE__ /* Fix 3D view being "laggy" on macos. (See T56996) */ GPU_flush(); #endif /* annotations - temporary drawing buffer (3d space) */ /* XXX: Or should we use a proper draw/overlay engine for this case? */ if (do_annotations) { glDisable(GL_DEPTH_TEST); /* XXX: as scene->gpd is not copied for COW yet */ ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true); glEnable(GL_DEPTH_TEST); } DRW_draw_callbacks_post_scene(); if (DST.draw_ctx.evil_C) { ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW); } DRW_state_reset(); drw_debug_draw(); glDisable(GL_DEPTH_TEST); drw_engines_draw_text(); glEnable(GL_DEPTH_TEST); if (DST.draw_ctx.evil_C) { /* needed so gizmo isn't obscured */ if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0)) { glDisable(GL_DEPTH_TEST); DRW_draw_gizmo_3d(); } DRW_draw_region_info(); /* annotations - temporary drawing buffer (screenspace) */ /* XXX: Or should we use a proper draw/overlay engine for this case? */ if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && (do_annotations)) { glDisable(GL_DEPTH_TEST); /* XXX: as scene->gpd is not copied for COW yet */ ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false); glEnable(GL_DEPTH_TEST); } if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { /* Draw 2D after region info so we can draw on top of the camera passepartout overlay. * 'DRW_draw_region_info' sets the projection in pixel-space. */ glDisable(GL_DEPTH_TEST); DRW_draw_gizmo_2d(); glEnable(GL_DEPTH_TEST); } } DRW_stats_reset(); if (do_bg_image) { ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, true, true); } if (G.debug_value > 20 && G.debug_value < 30) { glDisable(GL_DEPTH_TEST); rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */ ED_region_visible_rect(DST.draw_ctx.ar, &rect); DRW_stats_draw(&rect); glEnable(GL_DEPTH_TEST); } if (WM_draw_region_get_bound_viewport(ar)) { /* Don't unbind the framebuffer yet in this case and let * GPU_viewport_unbind do it, so that we can still do further * drawing of action zones on top. */ } else { GPU_framebuffer_restore(); } DRW_state_reset(); drw_engines_disable(); drw_viewport_cache_resize(); #ifdef DEBUG /* Avoid accidental reuse. */ drw_state_ensure_not_reused(&DST); #endif } void DRW_draw_render_loop( struct Depsgraph *depsgraph, ARegion *ar, View3D *v3d, GPUViewport *viewport) { /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); Scene *scene = DEG_get_evaluated_scene(depsgraph); RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL); } /* @viewport CAN be NULL, in this case we create one. */ void DRW_draw_render_loop_offscreen( struct Depsgraph *depsgraph, RenderEngineType *engine_type, ARegion *ar, View3D *v3d, const bool draw_background, GPUOffScreen *ofs, GPUViewport *viewport) { /* Create temporary viewport if needed. */ GPUViewport *render_viewport = viewport; if (viewport == NULL) { render_viewport = GPU_viewport_create_from_offscreen(ofs); } GPU_framebuffer_restore(); /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); DST.options.is_image_render = true; DST.options.draw_background = draw_background; DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL); /* Free temporary viewport. */ if (viewport == NULL) { /* don't free data owned by 'ofs' */ GPU_viewport_clear_from_offscreen(render_viewport); GPU_viewport_free(render_viewport); } /* we need to re-bind (annoying!) */ GPU_offscreen_bind(ofs, false); } /* Helper to check if exit object type to render. */ bool DRW_render_check_grease_pencil(Depsgraph *depsgraph) { DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob) { if (ob->type == OB_GPENCIL) { if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) { return true; } } } DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END return false; } static void DRW_render_gpencil_to_image(RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect) { if (draw_engine_gpencil_type.render_to_image) { ViewportEngineData *gpdata = drw_viewport_engine_data_ensure(&draw_engine_gpencil_type); draw_engine_gpencil_type.render_to_image(gpdata, engine, render_layer, rect); } } void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph) { /* This function is only valid for Cycles * Eevee done all work in the Eevee render directly. * Maybe it can be done equal for both engines? */ if (STREQ(engine->type->name, "Eevee")) { return; } /* Early out if there are no grease pencil objects, especially important * to avoid failing in in background renders without OpenGL context. */ if (!DRW_render_check_grease_pencil(depsgraph)) { return; } Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); RenderEngineType *engine_type = engine->type; RenderData *r = &scene->r; Render *render = engine->re; /* Changing Context */ if (G.background && DST.gl_context == NULL) { WM_init_opengl(G_MAIN); } void *re_gl_context = RE_gl_context_get(render); void *re_gpu_context = NULL; /* Changing Context */ if (re_gl_context != NULL) { DRW_opengl_render_context_enable(re_gl_context); /* We need to query gpu context after a gl context has been bound. */ re_gpu_context = RE_gpu_context_get(render); DRW_gawain_render_context_enable(re_gpu_context); } else { DRW_opengl_context_enable(); } /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); DST.options.is_image_render = true; DST.options.is_scene_render = true; DST.options.draw_background = scene->r.alphamode == R_ADDSKY; DST.buffer_finish_called = true; DST.draw_ctx = (DRWContextState) { .scene = scene, .view_layer = view_layer, .engine_type = engine_type, .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT, }; drw_context_state_init(); DST.viewport = GPU_viewport_create(); const int size[2] = { (r->size * r->xsch) / 100, (r->size * r->ysch) / 100 }; GPU_viewport_size_set(DST.viewport, size); drw_viewport_var_init(); /* set default viewport */ gpuPushAttr(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT); glDisable(GL_SCISSOR_TEST); glViewport(0, 0, size[0], size[1]); /* Main rendering. */ rctf view_rect; rcti render_rect; RE_GetViewPlane(render, &view_rect, &render_rect); if (BLI_rcti_is_empty(&render_rect)) { BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]); } RenderResult *render_result = RE_engine_get_result(engine); RenderLayer *render_layer = render_result->layers.first; DRW_render_gpencil_to_image(engine, render_layer, &render_rect); /* Force cache to reset. */ drw_viewport_cache_resize(); GPU_viewport_free(DST.viewport); DRW_state_reset(); glDisable(GL_DEPTH_TEST); /* Restore Drawing area. */ gpuPopAttr(); glEnable(GL_SCISSOR_TEST); GPU_framebuffer_restore(); /* Changing Context */ /* GPXX Review this context */ DRW_opengl_context_disable(); DST.buffer_finish_called = false; } void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph) { Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); RenderEngineType *engine_type = engine->type; DrawEngineType *draw_engine_type = engine_type->draw_engine; RenderData *r = &scene->r; Render *render = engine->re; if (G.background && DST.gl_context == NULL) { WM_init_opengl(G_MAIN); } void *re_gl_context = RE_gl_context_get(render); void *re_gpu_context = NULL; /* Changing Context */ if (re_gl_context != NULL) { DRW_opengl_render_context_enable(re_gl_context); /* We need to query gpu context after a gl context has been bound. */ re_gpu_context = RE_gpu_context_get(render); DRW_gawain_render_context_enable(re_gpu_context); } else { DRW_opengl_context_enable(); } /* IMPORTANT: We dont support immediate mode in render mode! * This shall remain in effect until immediate mode supports * multiple threads. */ /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); DST.options.is_image_render = true; DST.options.is_scene_render = true; DST.options.draw_background = scene->r.alphamode == R_ADDSKY; DST.draw_ctx = (DRWContextState){ .scene = scene, .view_layer = view_layer, .engine_type = engine_type, .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT, }; drw_context_state_init(); DST.viewport = GPU_viewport_create(); const int size[2] = {(r->size * r->xsch) / 100, (r->size * r->ysch) / 100}; GPU_viewport_size_set(DST.viewport, size); drw_viewport_var_init(); ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type); /* set default viewport */ glViewport(0, 0, size[0], size[1]); /* Main rendering. */ rctf view_rect; rcti render_rect; RE_GetViewPlane(render, &view_rect, &render_rect); if (BLI_rcti_is_empty(&render_rect)) { BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]); } /* Init render result. */ RenderResult *render_result = RE_engine_begin_result( engine, 0, 0, (int)size[0], (int)size[1], view_layer->name, /* RR_ALL_VIEWS */ NULL); RenderLayer *render_layer = render_result->layers.first; for (RenderView *render_view = render_result->views.first; render_view != NULL; render_view = render_view->next) { RE_SetActiveRenderView(render, render_view->name); engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect); /* grease pencil: render result is merged in the previous render result. */ if (DRW_render_check_grease_pencil(depsgraph)) { DRW_render_gpencil_to_image(engine, render_layer, &render_rect); } DST.buffer_finish_called = false; } RE_engine_end_result(engine, render_result, false, false, false); /* Force cache to reset. */ drw_viewport_cache_resize(); GPU_viewport_free(DST.viewport); GPU_framebuffer_restore(); #ifdef DEBUG /* Avoid accidental reuse. */ drw_state_ensure_not_reused(&DST); #endif /* Changing Context */ if (re_gl_context != NULL) { DRW_gawain_render_context_disable(re_gpu_context); DRW_opengl_render_context_disable(re_gl_context); } else { DRW_opengl_context_disable(); } } void DRW_render_object_iter( void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph, void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph)) { const DRWContextState *draw_ctx = DRW_context_state_get(); DRW_hair_init(); const int object_type_exclude_viewport = draw_ctx->v3d ? draw_ctx->v3d->object_type_exclude_viewport : 0; DEG_OBJECT_ITER_BEGIN(depsgraph, ob, DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI) { if ((object_type_exclude_viewport & (1 << ob->type)) == 0) { DST.dupli_parent = data_.dupli_parent; DST.dupli_source = data_.dupli_object_current; DST.ob_state = NULL; callback(vedata, ob, engine, depsgraph); drw_batch_cache_generate_requested(ob); } } DEG_OBJECT_ITER_END } /* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired). * This function only setup DST and execute the given function. * Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */ void DRW_custom_pipeline( DrawEngineType *draw_engine_type, struct Depsgraph *depsgraph, void (*callback)(void *vedata, void *user_data), void *user_data) { Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); DST.options.is_image_render = true; DST.options.is_scene_render = true; DST.options.draw_background = false; DST.draw_ctx = (DRWContextState){ .scene = scene, .view_layer = view_layer, .engine_type = NULL, .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT, }; drw_context_state_init(); DST.viewport = GPU_viewport_create(); const int size[2] = {1, 1}; GPU_viewport_size_set(DST.viewport, size); drw_viewport_var_init(); DRW_hair_init(); ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type); /* Execute the callback */ callback(data, user_data); DST.buffer_finish_called = false; GPU_viewport_free(DST.viewport); GPU_framebuffer_restore(); #ifdef DEBUG /* Avoid accidental reuse. */ drw_state_ensure_not_reused(&DST); #endif } static struct DRWSelectBuffer { struct GPUFrameBuffer *framebuffer; struct GPUTexture *texture_depth; } g_select_buffer = {NULL}; static void draw_select_framebuffer_setup(const rcti *rect) { if (g_select_buffer.framebuffer == NULL) { g_select_buffer.framebuffer = GPU_framebuffer_create(); } /* If size mismatch recreate the texture. */ if ((g_select_buffer.texture_depth != NULL) && ((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) || (GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect)))) { GPU_texture_free(g_select_buffer.texture_depth); g_select_buffer.texture_depth = NULL; } if (g_select_buffer.texture_depth == NULL) { g_select_buffer.texture_depth = GPU_texture_create_2D( BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), GPU_DEPTH_COMPONENT24, NULL, NULL); GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0); if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) { printf("Error invalid selection framebuffer\n"); } } } /* Must run after all instance datas have been added. */ void DRW_render_instance_buffer_finish(void) { BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!"); DST.buffer_finish_called = true; DRW_instance_buffer_finish(DST.idatalist); } /** * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing). */ void DRW_draw_select_loop( struct Depsgraph *depsgraph, ARegion *ar, View3D *v3d, bool UNUSED(use_obedit_skip), bool draw_surface, bool UNUSED(use_nearest), const rcti *rect, DRW_SelectPassFn select_pass_fn, void *select_pass_user_data, DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data) { Scene *scene = DEG_get_evaluated_scene(depsgraph); RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); Object *obact = OBACT(view_layer); Object *obedit = OBEDIT_FROM_OBACT(obact); #ifndef USE_GPU_SELECT UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect); #else RegionView3D *rv3d = ar->regiondata; /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); bool use_obedit = false; int obedit_mode = 0; if (obedit != NULL) { if (obedit->type == OB_MBALL) { use_obedit = true; obedit_mode = CTX_MODE_EDIT_METABALL; } else if (obedit->type == OB_ARMATURE) { use_obedit = true; obedit_mode = CTX_MODE_EDIT_ARMATURE; } } if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) { if (!(v3d->flag2 & V3D_RENDER_OVERRIDE)) { /* Note: don't use "BKE_object_pose_armature_get" here, it breaks selection. */ Object *obpose = OBPOSE_FROM_OBACT(obact); if (obpose) { use_obedit = true; obedit_mode = CTX_MODE_POSE; } } } struct GPUViewport *viewport = GPU_viewport_create(); GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)}); DST.viewport = viewport; DST.options.is_select = true; /* Get list of enabled engines */ if (use_obedit) { drw_engines_enable_from_paint_mode(obedit_mode); drw_engines_enable_from_mode(obedit_mode); } else if (!draw_surface) { drw_engines_enable_from_overlays(v3d->overlay.flag); drw_engines_enable_from_object_mode(); } else { drw_engines_enable_basic(); drw_engines_enable_from_overlays(v3d->overlay.flag); drw_engines_enable_from_object_mode(); } /* Setup viewport */ /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ .ar = ar, .rv3d = rv3d, .v3d = v3d, .scene = scene, .view_layer = view_layer, .obact = obact, .engine_type = engine_type, .depsgraph = depsgraph, }; drw_context_state_init(); drw_viewport_var_init(); /* Update ubos */ DRW_globals_update(); /* Init engines */ drw_engines_init(); DRW_hair_init(); { drw_engines_cache_init(); drw_engines_world_update(scene); if (use_obedit) { #if 0 drw_engines_cache_populate(obact); #else FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, obact->type, obact->mode, ob_iter) { drw_engines_cache_populate(ob_iter); } FOREACH_OBJECT_IN_MODE_END; #endif } else { const int object_type_exclude_select = ( v3d->object_type_exclude_viewport | v3d->object_type_exclude_select ); bool filter_exclude = false; DEG_OBJECT_ITER_BEGIN(depsgraph, ob, DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI) { if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) { continue; } if ((ob->base_flag & BASE_SELECTABLE) && (object_type_exclude_select & (1 << ob->type)) == 0) { if (object_filter_fn != NULL) { if (ob->base_flag & BASE_FROM_DUPLI) { /* pass (use previous filter_exclude value) */ } else { filter_exclude = (object_filter_fn(ob, object_filter_user_data) == false); } if (filter_exclude) { continue; } } /* This relies on dupli instances being after their instancing object. */ if ((ob->base_flag & BASE_FROM_DUPLI) == 0) { Object *ob_orig = DEG_get_original_object(ob); DRW_select_load_id(ob_orig->select_color); } DST.dupli_parent = data_.dupli_parent; DST.dupli_source = data_.dupli_object_current; drw_engines_cache_populate(ob); } } DEG_OBJECT_ITER_END; } drw_engines_cache_finish(); DRW_render_instance_buffer_finish(); } /* Setup framebuffer */ draw_select_framebuffer_setup(rect); GPU_framebuffer_bind(g_select_buffer.framebuffer); GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f); /* Start Drawing */ DRW_state_reset(); DRW_draw_callbacks_pre_scene(); DRW_hair_update(); DRW_state_lock( DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_ALWAYS); /* Only 1-2 passes. */ while (true) { if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) { break; } drw_engines_draw_scene(); if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) { break; } } DRW_state_lock(0); DRW_draw_callbacks_post_scene(); DRW_state_reset(); drw_engines_disable(); #ifdef DEBUG /* Avoid accidental reuse. */ drw_state_ensure_not_reused(&DST); #endif GPU_framebuffer_restore(); /* Cleanup for selection state */ GPU_viewport_free(viewport); #endif /* USE_GPU_SELECT */ } static void draw_depth_texture_to_screen(GPUTexture *texture) { const float w = (float)GPU_texture_width(texture); const float h = (float)GPU_texture_height(texture); GPUVertFormat *format = immVertexFormat(); uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY); GPU_texture_bind(texture, 0); immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ immBegin(GPU_PRIM_TRI_STRIP, 4); immAttr2f(texcoord, 0.0f, 0.0f); immVertex2f(pos, 0.0f, 0.0f); immAttr2f(texcoord, 1.0f, 0.0f); immVertex2f(pos, w, 0.0f); immAttr2f(texcoord, 0.0f, 1.0f); immVertex2f(pos, 0.0f, h); immAttr2f(texcoord, 1.0f, 1.0f); immVertex2f(pos, w, h); immEnd(); GPU_texture_unbind(texture); immUnbindProgram(); } /** * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing). */ void DRW_draw_depth_loop( Depsgraph *depsgraph, ARegion *ar, View3D *v3d) { Scene *scene = DEG_get_evaluated_scene(depsgraph); RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); RegionView3D *rv3d = ar->regiondata; DRW_opengl_context_enable(); /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); struct GPUViewport *viewport = GPU_viewport_create(); GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy}); /* Setup framebuffer */ draw_select_framebuffer_setup(&ar->winrct); GPU_framebuffer_bind(g_select_buffer.framebuffer); GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f); DST.viewport = viewport; DST.options.is_depth = true; /* Get list of enabled engines */ { drw_engines_enable_basic(); if (DRW_state_draw_support()) { drw_engines_enable_from_object_mode(); } } /* Setup viewport */ /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ .ar = ar, .rv3d = rv3d, .v3d = v3d, .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer), .engine_type = engine_type, .depsgraph = depsgraph, }; drw_context_state_init(); drw_viewport_var_init(); /* Update ubos */ DRW_globals_update(); /* Init engines */ drw_engines_init(); DRW_hair_init(); { drw_engines_cache_init(); drw_engines_world_update(scene); const int object_type_exclude_viewport = v3d->object_type_exclude_viewport; DEG_OBJECT_ITER_BEGIN(depsgraph, ob, DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI) { if ((object_type_exclude_viewport & (1 << ob->type)) != 0) { continue; } if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) { continue; } DST.dupli_parent = data_.dupli_parent; DST.dupli_source = data_.dupli_object_current; drw_engines_cache_populate(ob); } DEG_OBJECT_ITER_END; drw_engines_cache_finish(); DRW_render_instance_buffer_finish(); } /* Start Drawing */ DRW_state_reset(); DRW_hair_update(); DRW_draw_callbacks_pre_scene(); drw_engines_draw_scene(); DRW_draw_callbacks_post_scene(); DRW_state_reset(); drw_engines_disable(); #ifdef DEBUG /* Avoid accidental reuse. */ drw_state_ensure_not_reused(&DST); #endif /* TODO: Reading depth for operators should be done here. */ GPU_framebuffer_restore(); /* Cleanup for selection state */ GPU_viewport_free(viewport); /* Changin context */ DRW_opengl_context_disable(); /* XXX Drawing the resulting buffer to the BACK_BUFFER */ GPU_matrix_push(); GPU_matrix_push_projection(); wmOrtho2_region_pixelspace(ar); GPU_matrix_identity_set(); glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */ glDepthFunc(GL_ALWAYS); draw_depth_texture_to_screen(g_select_buffer.texture_depth); glDepthFunc(GL_LEQUAL); GPU_matrix_pop(); GPU_matrix_pop_projection(); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw Manager State (DRW_state) * \{ */ void DRW_state_dfdy_factors_get(float dfdyfac[2]) { GPU_get_dfdy_factors(dfdyfac); } /** * When false, drawing doesn't output to a pixel buffer * eg: Occlusion queries, or when we have setup a context to draw in already. */ bool DRW_state_is_fbo(void) { return ((DST.default_framebuffer != NULL) || DST.options.is_image_render); } /** * For when engines need to know if this is drawing for selection or not. */ bool DRW_state_is_select(void) { return DST.options.is_select; } bool DRW_state_is_depth(void) { return DST.options.is_depth; } /** * Whether we are rendering for an image */ bool DRW_state_is_image_render(void) { return DST.options.is_image_render; } /** * Whether we are rendering only the render engine, * or if we should also render the mode engines. */ bool DRW_state_is_scene_render(void) { BLI_assert(DST.options.is_scene_render ? DST.options.is_image_render : true); return DST.options.is_scene_render; } /** * Whether we are rendering simple opengl render */ bool DRW_state_is_opengl_render(void) { return DST.options.is_image_render && !DST.options.is_scene_render; } bool DRW_state_is_playback(void) { if (DST.draw_ctx.evil_C != NULL) { struct wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C); return ED_screen_animation_playing(wm) != NULL; } return false; } /** * Should text draw in this mode? */ bool DRW_state_show_text(void) { return (DST.options.is_select) == 0 && (DST.options.is_depth) == 0 && (DST.options.is_scene_render) == 0 && (DST.options.draw_text) == 0; } /** * Should draw support elements * Objects center, selection outline, probe data, ... */ bool DRW_state_draw_support(void) { View3D *v3d = DST.draw_ctx.v3d; return (DRW_state_is_scene_render() == false) && (v3d != NULL) && ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0); } /** * Whether we should render the background */ bool DRW_state_draw_background(void) { if (DRW_state_is_image_render() == false) { return true; } return DST.options.draw_background; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Context State (DRW_context_state) * \{ */ const DRWContextState *DRW_context_state_get(void) { return &DST.draw_ctx; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Init/Exit (DRW_engines) * \{ */ bool DRW_engine_render_support(DrawEngineType *draw_engine_type) { return draw_engine_type->render_to_image; } void DRW_engine_register(DrawEngineType *draw_engine_type) { BLI_addtail(&DRW_engines, draw_engine_type); } void DRW_engines_register(void) { RE_engines_register(&DRW_engine_viewport_eevee_type); RE_engines_register(&DRW_engine_viewport_workbench_type); DRW_engine_register(&draw_engine_workbench_solid); DRW_engine_register(&draw_engine_workbench_transparent); DRW_engine_register(&draw_engine_object_type); DRW_engine_register(&draw_engine_edit_armature_type); DRW_engine_register(&draw_engine_edit_curve_type); DRW_engine_register(&draw_engine_edit_lattice_type); DRW_engine_register(&draw_engine_edit_mesh_type); DRW_engine_register(&draw_engine_edit_metaball_type); DRW_engine_register(&draw_engine_edit_text_type); DRW_engine_register(&draw_engine_motion_path_type); DRW_engine_register(&draw_engine_overlay_type); DRW_engine_register(&draw_engine_paint_texture_type); DRW_engine_register(&draw_engine_paint_vertex_type); DRW_engine_register(&draw_engine_paint_weight_type); DRW_engine_register(&draw_engine_particle_type); DRW_engine_register(&draw_engine_pose_type); DRW_engine_register(&draw_engine_sculpt_type); DRW_engine_register(&draw_engine_gpencil_type); /* setup callbacks */ { /* BKE: mball.c */ extern void *BKE_mball_batch_cache_dirty_tag_cb; extern void *BKE_mball_batch_cache_free_cb; /* BKE: curve.c */ extern void *BKE_curve_batch_cache_dirty_tag_cb; extern void *BKE_curve_batch_cache_free_cb; /* BKE: mesh.c */ extern void *BKE_mesh_batch_cache_dirty_tag_cb; extern void *BKE_mesh_batch_cache_free_cb; /* BKE: lattice.c */ extern void *BKE_lattice_batch_cache_dirty_tag_cb; extern void *BKE_lattice_batch_cache_free_cb; /* BKE: particle.c */ extern void *BKE_particle_batch_cache_dirty_tag_cb; extern void *BKE_particle_batch_cache_free_cb; /* BKE: gpencil.c */ extern void *BKE_gpencil_batch_cache_dirty_tag_cb; extern void *BKE_gpencil_batch_cache_free_cb; BKE_mball_batch_cache_dirty_tag_cb = DRW_mball_batch_cache_dirty_tag; BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free; BKE_curve_batch_cache_dirty_tag_cb = DRW_curve_batch_cache_dirty_tag; BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free; BKE_mesh_batch_cache_dirty_tag_cb = DRW_mesh_batch_cache_dirty_tag; BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free; BKE_lattice_batch_cache_dirty_tag_cb = DRW_lattice_batch_cache_dirty_tag; BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free; BKE_particle_batch_cache_dirty_tag_cb = DRW_particle_batch_cache_dirty_tag; BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free; BKE_gpencil_batch_cache_dirty_tag_cb = DRW_gpencil_batch_cache_dirty_tag; BKE_gpencil_batch_cache_free_cb = DRW_gpencil_batch_cache_free; } } extern struct GPUVertFormat *g_pos_format; /* draw_shgroup.c */ void DRW_engines_free(void) { DRW_opengl_context_enable(); DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth); GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer); DRW_hair_free(); DRW_shape_cache_free(); DRW_stats_free(); DRW_globals_free(); DrawEngineType *next; for (DrawEngineType *type = DRW_engines.first; type; type = next) { next = type->next; BLI_remlink(&R_engines, type); if (type->engine_free) { type->engine_free(); } } DRW_UBO_FREE_SAFE(G_draw.block_ubo); DRW_UBO_FREE_SAFE(view_ubo); DRW_TEXTURE_FREE_SAFE(G_draw.ramp); DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp); MEM_SAFE_FREE(g_pos_format); MEM_SAFE_FREE(DST.RST.bound_texs); MEM_SAFE_FREE(DST.RST.bound_tex_slots); MEM_SAFE_FREE(DST.RST.bound_ubos); MEM_SAFE_FREE(DST.RST.bound_ubo_slots); MEM_SAFE_FREE(DST.uniform_names.buffer); DRW_opengl_context_disable(); } /** \} */ /** \name Init/Exit (DRW_opengl_ctx) * \{ */ void DRW_opengl_context_create(void) { BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */ DST.gl_context_mutex = BLI_ticket_mutex_alloc(); if (!G.background) { immDeactivate(); } /* This changes the active context. */ DST.gl_context = WM_opengl_context_create(); WM_opengl_context_activate(DST.gl_context); /* Be sure to create gawain.context too. */ DST.gpu_context = GPU_context_create(); if (!G.background) { immActivate(); } /* Set default Blender OpenGL state */ GPU_state_init(); /* So we activate the window's one afterwards. */ wm_window_reset_drawable(); } void DRW_opengl_context_destroy(void) { BLI_assert(BLI_thread_is_main()); if (DST.gl_context != NULL) { WM_opengl_context_activate(DST.gl_context); GPU_context_active_set(DST.gpu_context); GPU_context_discard(DST.gpu_context); WM_opengl_context_dispose(DST.gl_context); BLI_ticket_mutex_free(DST.gl_context_mutex); } } void DRW_opengl_context_enable_ex(bool restore) { if (DST.gl_context != NULL) { /* IMPORTANT: We dont support immediate mode in render mode! * This shall remain in effect until immediate mode supports * multiple threads. */ BLI_ticket_mutex_lock(DST.gl_context_mutex); if (BLI_thread_is_main() && restore) { if (!G.background) { immDeactivate(); } } WM_opengl_context_activate(DST.gl_context); GPU_context_active_set(DST.gpu_context); if (BLI_thread_is_main() && restore) { if (!G.background) { immActivate(); } BLF_batch_reset(); } } } void DRW_opengl_context_disable_ex(bool restore) { if (DST.gl_context != NULL) { #ifdef __APPLE__ /* Need to flush before disabling draw context, otherwise it does not * always finish drawing and viewport can be empty or partially drawn */ GPU_flush(); #endif if (BLI_thread_is_main() && restore) { wm_window_reset_drawable(); } else { WM_opengl_context_release(DST.gl_context); GPU_context_active_set(NULL); } BLI_ticket_mutex_unlock(DST.gl_context_mutex); } } void DRW_opengl_context_enable(void) { DRW_opengl_context_enable_ex(true); } void DRW_opengl_context_disable(void) { DRW_opengl_context_disable_ex(true); } void DRW_opengl_render_context_enable(void *re_gl_context) { /* If thread is main you should use DRW_opengl_context_enable(). */ BLI_assert(!BLI_thread_is_main()); /* TODO get rid of the blocking. Only here because of the static global DST. */ BLI_ticket_mutex_lock(DST.gl_context_mutex); WM_opengl_context_activate(re_gl_context); } void DRW_opengl_render_context_disable(void *re_gl_context) { GPU_flush(); WM_opengl_context_release(re_gl_context); /* TODO get rid of the blocking. */ BLI_ticket_mutex_unlock(DST.gl_context_mutex); } /* Needs to be called AFTER DRW_opengl_render_context_enable() */ void DRW_gawain_render_context_enable(void *re_gpu_context) { /* If thread is main you should use DRW_opengl_context_enable(). */ BLI_assert(!BLI_thread_is_main()); GPU_context_active_set(re_gpu_context); DRW_shape_cache_reset(); /* XXX fix that too. */ } /* Needs to be called BEFORE DRW_opengl_render_context_disable() */ void DRW_gawain_render_context_disable(void *UNUSED(re_gpu_context)) { DRW_shape_cache_reset(); /* XXX fix that too. */ GPU_context_active_set(NULL); } /** \} */