/* * 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 * \ingroup draw */ #include "draw_manager.h" #include "BKE_curve.h" #include "BKE_duplilist.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_mesh.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_pbvh.h" #include "DNA_curve_types.h" #include "DNA_mesh_types.h" #include "DNA_meta_types.h" #include "BLI_alloca.h" #include "BLI_hash.h" #include "BLI_link_utils.h" #include "BLI_listbase.h" #include "BLI_memblock.h" #include "BLI_mempool.h" #ifdef DRW_DEBUG_CULLING # include "BLI_math_bits.h" #endif #include "GPU_buffers.h" #include "GPU_capabilities.h" #include "GPU_material.h" #include "GPU_uniform_buffer.h" #include "intern/gpu_codegen.h" /* -------------------------------------------------------------------- */ /** \name Uniform Buffer Object (DRW_uniformbuffer) * \{ */ static void draw_call_sort(DRWCommand *array, DRWCommand *array_tmp, int array_len) { /* Count unique batches. Tt's not really important if * there is collisions. If there is a lot of different batches, * the sorting benefit will be negligible. * So at least sort fast! */ uchar idx[128] = {0}; /* Shift by 6 positions knowing each GPUBatch is > 64 bytes */ #define KEY(a) ((((size_t)((a).draw.batch)) >> 6) % ARRAY_SIZE(idx)) BLI_assert(array_len <= ARRAY_SIZE(idx)); for (int i = 0; i < array_len; i++) { /* Early out if nothing to sort. */ if (++idx[KEY(array[i])] == array_len) { return; } } /* Accumulate batch indices */ for (int i = 1; i < ARRAY_SIZE(idx); i++) { idx[i] += idx[i - 1]; } /* Traverse in reverse to not change the order of the resource ID's. */ for (int src = array_len - 1; src >= 0; src--) { array_tmp[--idx[KEY(array[src])]] = array[src]; } #undef KEY memcpy(array, array_tmp, sizeof(*array) * array_len); } void drw_resource_buffer_finish(ViewportMemoryPool *vmempool) { int chunk_id = DRW_handle_chunk_get(&DST.resource_handle); int elem_id = DRW_handle_id_get(&DST.resource_handle); int ubo_len = 1 + chunk_id - ((elem_id == 0) ? 1 : 0); size_t list_size = sizeof(GPUUniformBuf *) * ubo_len; /* TODO: find a better system. currently a lot of obinfos UBO are going to be unused * if not rendering with Eevee. */ if (vmempool->matrices_ubo == NULL) { vmempool->matrices_ubo = MEM_callocN(list_size, __func__); vmempool->obinfos_ubo = MEM_callocN(list_size, __func__); vmempool->ubo_len = ubo_len; } /* Remove unnecessary buffers */ for (int i = ubo_len; i < vmempool->ubo_len; i++) { GPU_uniformbuf_free(vmempool->matrices_ubo[i]); GPU_uniformbuf_free(vmempool->obinfos_ubo[i]); } if (ubo_len != vmempool->ubo_len) { vmempool->matrices_ubo = MEM_recallocN(vmempool->matrices_ubo, list_size); vmempool->obinfos_ubo = MEM_recallocN(vmempool->obinfos_ubo, list_size); vmempool->ubo_len = ubo_len; } /* Create/Update buffers. */ for (int i = 0; i < ubo_len; i++) { void *data_obmat = BLI_memblock_elem_get(vmempool->obmats, i, 0); void *data_infos = BLI_memblock_elem_get(vmempool->obinfos, i, 0); if (vmempool->matrices_ubo[i] == NULL) { vmempool->matrices_ubo[i] = GPU_uniformbuf_create(sizeof(DRWObjectMatrix) * DRW_RESOURCE_CHUNK_LEN); vmempool->obinfos_ubo[i] = GPU_uniformbuf_create(sizeof(DRWObjectInfos) * DRW_RESOURCE_CHUNK_LEN); } GPU_uniformbuf_update(vmempool->matrices_ubo[i], data_obmat); GPU_uniformbuf_update(vmempool->obinfos_ubo[i], data_infos); } DRW_uniform_attrs_pool_flush_all(vmempool->obattrs_ubo_pool); /* Aligned alloc to avoid unaligned memcpy. */ DRWCommandChunk *chunk_tmp = MEM_mallocN_aligned(sizeof(DRWCommandChunk), 16, "tmp call chunk"); DRWCommandChunk *chunk; BLI_memblock_iter iter; BLI_memblock_iternew(vmempool->commands, &iter); while ((chunk = BLI_memblock_iterstep(&iter))) { bool sortable = true; /* We can only sort chunks that contain #DRWCommandDraw only. */ for (int i = 0; i < ARRAY_SIZE(chunk->command_type) && sortable; i++) { if (chunk->command_type[i] != 0) { sortable = false; } } if (sortable) { draw_call_sort(chunk->commands, chunk_tmp->commands, chunk->command_used); } } MEM_freeN(chunk_tmp); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Uniforms (DRW_shgroup_uniform) * \{ */ static void drw_shgroup_uniform_create_ex(DRWShadingGroup *shgroup, int loc, DRWUniformType type, const void *value, eGPUSamplerState sampler_state, int length, int arraysize) { if (loc == -1) { /* Nice to enable eventually, for now EEVEE uses uniforms that might not exist. */ // BLI_assert(0); return; } DRWUniformChunk *unichunk = shgroup->uniforms; /* Happens on first uniform or if chunk is full. */ if (!unichunk || unichunk->uniform_used == unichunk->uniform_len) { unichunk = BLI_memblock_alloc(DST.vmempool->uniforms); unichunk->uniform_len = ARRAY_SIZE(shgroup->uniforms->uniforms); unichunk->uniform_used = 0; BLI_LINKS_PREPEND(shgroup->uniforms, unichunk); } DRWUniform *uni = unichunk->uniforms + unichunk->uniform_used++; uni->location = loc; uni->type = type; uni->length = length; uni->arraysize = arraysize; switch (type) { case DRW_UNIFORM_INT_COPY: BLI_assert(length <= 4); memcpy(uni->ivalue, value, sizeof(int) * length); break; case DRW_UNIFORM_FLOAT_COPY: BLI_assert(length <= 4); memcpy(uni->fvalue, value, sizeof(float) * length); break; case DRW_UNIFORM_BLOCK: uni->block = (GPUUniformBuf *)value; break; case DRW_UNIFORM_BLOCK_REF: uni->block_ref = (GPUUniformBuf **)value; break; case DRW_UNIFORM_IMAGE: case DRW_UNIFORM_TEXTURE: uni->texture = (GPUTexture *)value; uni->sampler_state = sampler_state; break; case DRW_UNIFORM_IMAGE_REF: case DRW_UNIFORM_TEXTURE_REF: uni->texture_ref = (GPUTexture **)value; uni->sampler_state = sampler_state; break; case DRW_UNIFORM_BLOCK_OBATTRS: uni->uniform_attrs = (GPUUniformAttrList *)value; break; default: uni->pvalue = (const float *)value; break; } } static void drw_shgroup_uniform(DRWShadingGroup *shgroup, const char *name, DRWUniformType type, const void *value, int length, int arraysize) { BLI_assert(arraysize > 0 && arraysize <= 16); BLI_assert(length >= 0 && length <= 16); BLI_assert(!ELEM(type, DRW_UNIFORM_BLOCK, DRW_UNIFORM_BLOCK_REF, DRW_UNIFORM_TEXTURE, DRW_UNIFORM_TEXTURE_REF)); int location = GPU_shader_get_uniform(shgroup->shader, name); drw_shgroup_uniform_create_ex(shgroup, location, type, value, 0, length, arraysize); } void DRW_shgroup_uniform_texture_ex(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex, eGPUSamplerState sampler_state) { BLI_assert(tex != NULL); int loc = GPU_shader_get_texture_binding(shgroup->shader, name); drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_TEXTURE, tex, sampler_state, 0, 1); } void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) { DRW_shgroup_uniform_texture_ex(shgroup, name, tex, GPU_SAMPLER_MAX); } void DRW_shgroup_uniform_texture_ref_ex(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex, eGPUSamplerState sampler_state) { BLI_assert(tex != NULL); int loc = GPU_shader_get_texture_binding(shgroup->shader, name); drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_TEXTURE_REF, tex, sampler_state, 0, 1); } void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex) { DRW_shgroup_uniform_texture_ref_ex(shgroup, name, tex, GPU_SAMPLER_MAX); } void DRW_shgroup_uniform_image(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) { BLI_assert(tex != NULL); int loc = GPU_shader_get_texture_binding(shgroup->shader, name); drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_IMAGE, tex, 0, 0, 1); } void DRW_shgroup_uniform_image_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex) { BLI_assert(tex != NULL); int loc = GPU_shader_get_texture_binding(shgroup->shader, name); drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_IMAGE_REF, tex, 0, 0, 1); } void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuf *ubo) { BLI_assert(ubo != NULL); int loc = GPU_shader_get_uniform_block_binding(shgroup->shader, name); drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_BLOCK, ubo, 0, 0, 1); } void DRW_shgroup_uniform_block_ref(DRWShadingGroup *shgroup, const char *name, GPUUniformBuf **ubo) { BLI_assert(ubo != NULL); int loc = GPU_shader_get_uniform_block_binding(shgroup->shader, name); drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_BLOCK_REF, ubo, 0, 0, 1); } void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize); } void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize); } void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize); } void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize); } void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize); } void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize); } void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize); } void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize); } void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 4, arraysize); } void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1); } void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 16, 1); } /* Stores the int instead of a pointer. */ void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, &value, 1, 1); } void DRW_shgroup_uniform_ivec2_copy(DRWShadingGroup *shgroup, const char *name, const int *value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, value, 2, 1); } void DRW_shgroup_uniform_ivec3_copy(DRWShadingGroup *shgroup, const char *name, const int *value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, value, 3, 1); } void DRW_shgroup_uniform_ivec4_copy(DRWShadingGroup *shgroup, const char *name, const int *value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, value, 4, 1); } void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value) { int ival = value; drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, &ival, 1, 1); } void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, &value, 1, 1); } void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 2, 1); } void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 3, 1); } void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 4, 1); } void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup, const char *name, const float (*value)[4], int arraysize) { int location = GPU_shader_get_uniform(shgroup->shader, name); if (location == -1) { /* Nice to enable eventually, for now EEVEE uses uniforms that might not exist. */ // BLI_assert(0); return; } for (int i = 0; i < arraysize; i++) { drw_shgroup_uniform_create_ex( shgroup, location + i, DRW_UNIFORM_FLOAT_COPY, &value[i], 0, 4, 1); } } void DRW_shgroup_vertex_buffer(DRWShadingGroup *shgroup, const char *name, GPUVertBuf *vertex_buffer) { int location = GPU_shader_get_ssbo(shgroup->shader, name); if (location == -1) { BLI_assert_msg(0, "Unable to locate binding of shader storage buffer objects."); return; } drw_shgroup_uniform_create_ex( shgroup, location, DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE, vertex_buffer, 0, 0, 1); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw Call (DRW_calls) * \{ */ static void drw_call_calc_orco(Object *ob, float (*r_orcofacs)[4]) { ID *ob_data = (ob) ? ob->data : NULL; float *texcoloc = NULL; float *texcosize = NULL; if (ob_data != NULL) { switch (GS(ob_data->name)) { case ID_ME: BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, &texcosize); break; case ID_CU: { Curve *cu = (Curve *)ob_data; BKE_curve_texspace_ensure(cu); texcoloc = cu->loc; texcosize = cu->size; break; } case ID_MB: { MetaBall *mb = (MetaBall *)ob_data; texcoloc = mb->loc; texcosize = mb->size; break; } default: break; } } if ((texcoloc != NULL) && (texcosize != NULL)) { mul_v3_v3fl(r_orcofacs[1], texcosize, 2.0f); invert_v3(r_orcofacs[1]); sub_v3_v3v3(r_orcofacs[0], texcoloc, texcosize); negate_v3(r_orcofacs[0]); mul_v3_v3(r_orcofacs[0], r_orcofacs[1]); /* result in a nice MADD in the shader */ } else { copy_v3_fl(r_orcofacs[0], 0.0f); copy_v3_fl(r_orcofacs[1], 1.0f); } } BLI_INLINE void drw_call_matrix_init(DRWObjectMatrix *ob_mats, Object *ob, float (*obmat)[4]) { copy_m4_m4(ob_mats->model, obmat); if (ob) { copy_m4_m4(ob_mats->modelinverse, ob->imat); } else { /* WATCH: Can be costly. */ invert_m4_m4(ob_mats->modelinverse, ob_mats->model); } } static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob) { BLI_assert(ob); /* Index. */ ob_infos->ob_index = ob->index; /* Orco factors. */ drw_call_calc_orco(ob, ob_infos->orcotexfac); /* Random float value. */ uint random = (DST.dupli_source) ? DST.dupli_source->random_id : /* TODO(fclem): this is rather costly to do at runtime. Maybe we can * put it in ob->runtime and make depsgraph ensure it is up to date. */ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0); ob_infos->ob_random = random * (1.0f / (float)0xFFFFFFFF); /* Object State. */ ob_infos->ob_flag = 1.0f; /* Required to have a correct sign */ ob_infos->ob_flag += (ob->base_flag & BASE_SELECTED) ? (1 << 1) : 0; ob_infos->ob_flag += (ob->base_flag & BASE_FROM_DUPLI) ? (1 << 2) : 0; ob_infos->ob_flag += (ob->base_flag & BASE_FROM_SET) ? (1 << 3) : 0; ob_infos->ob_flag += (ob == DST.draw_ctx.obact) ? (1 << 4) : 0; /* Negative scaling. */ ob_infos->ob_flag *= (ob->transflag & OB_NEG_SCALE) ? -1.0f : 1.0f; /* Object Color. */ copy_v4_v4(ob_infos->ob_color, ob->color); } static void drw_call_culling_init(DRWCullingState *cull, Object *ob) { BoundBox *bbox; if (ob != NULL && (bbox = BKE_object_boundbox_get(ob))) { float corner[3]; /* Get BoundSphere center and radius from the BoundBox. */ mid_v3_v3v3(cull->bsphere.center, bbox->vec[0], bbox->vec[6]); mul_v3_m4v3(corner, ob->obmat, bbox->vec[0]); mul_m4_v3(ob->obmat, cull->bsphere.center); cull->bsphere.radius = len_v3v3(cull->bsphere.center, corner); /* Bypass test for very large objects (see T67319). */ if (UNLIKELY(cull->bsphere.radius > 1e12)) { cull->bsphere.radius = -1.0f; } } else { /* Bypass test. */ cull->bsphere.radius = -1.0f; } /* Reset user data */ cull->user_data = NULL; } static DRWResourceHandle drw_resource_handle_new(float (*obmat)[4], Object *ob) { DRWCullingState *culling = BLI_memblock_alloc(DST.vmempool->cullstates); DRWObjectMatrix *ob_mats = BLI_memblock_alloc(DST.vmempool->obmats); /* FIXME Meh, not always needed but can be accessed after creation. * Also it needs to have the same resource handle. */ DRWObjectInfos *ob_infos = BLI_memblock_alloc(DST.vmempool->obinfos); UNUSED_VARS(ob_infos); DRWResourceHandle handle = DST.resource_handle; DRW_handle_increment(&DST.resource_handle); if (ob && (ob->transflag & OB_NEG_SCALE)) { DRW_handle_negative_scale_enable(&handle); } drw_call_matrix_init(ob_mats, ob, obmat); drw_call_culling_init(culling, ob); /* ob_infos is init only if needed. */ return handle; } uint32_t DRW_object_resource_id_get(Object *UNUSED(ob)) { DRWResourceHandle handle = DST.ob_handle; if (handle == 0) { /* Handle not yet allocated. Return next handle. */ handle = DST.resource_handle; } return handle & ~(1u << 31); } static DRWResourceHandle drw_resource_handle(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob) { if (ob == NULL) { if (obmat == NULL) { DRWResourceHandle handle = 0; return handle; } return drw_resource_handle_new(obmat, NULL); } if (DST.ob_handle == 0) { DST.ob_handle = drw_resource_handle_new(obmat, ob); DST.ob_state_obinfo_init = false; } if (shgroup->objectinfo) { if (!DST.ob_state_obinfo_init) { DST.ob_state_obinfo_init = true; DRWObjectInfos *ob_infos = DRW_memblock_elem_from_handle(DST.vmempool->obinfos, &DST.ob_handle); drw_call_obinfos_init(ob_infos, ob); } } if (shgroup->uniform_attrs) { drw_uniform_attrs_pool_update(DST.vmempool->obattrs_ubo_pool, shgroup->uniform_attrs, &DST.ob_handle, ob, DST.dupli_parent, DST.dupli_source); } return DST.ob_handle; } static void command_type_set(uint64_t *command_type_bits, int index, eDRWCommandType type) { command_type_bits[index / 16] |= ((uint64_t)type) << ((index % 16) * 4); } eDRWCommandType command_type_get(const uint64_t *command_type_bits, int index) { return ((command_type_bits[index / 16] >> ((index % 16) * 4)) & 0xF); } static void *drw_command_create(DRWShadingGroup *shgroup, eDRWCommandType type) { DRWCommandChunk *chunk = shgroup->cmd.last; if (chunk == NULL) { DRWCommandSmallChunk *smallchunk = BLI_memblock_alloc(DST.vmempool->commands_small); smallchunk->command_len = ARRAY_SIZE(smallchunk->commands); smallchunk->command_used = 0; smallchunk->command_type[0] = 0x0lu; chunk = (DRWCommandChunk *)smallchunk; BLI_LINKS_APPEND(&shgroup->cmd, chunk); } else if (chunk->command_used == chunk->command_len) { chunk = BLI_memblock_alloc(DST.vmempool->commands); chunk->command_len = ARRAY_SIZE(chunk->commands); chunk->command_used = 0; memset(chunk->command_type, 0x0, sizeof(chunk->command_type)); BLI_LINKS_APPEND(&shgroup->cmd, chunk); } command_type_set(chunk->command_type, chunk->command_used, type); return chunk->commands + chunk->command_used++; } static void drw_command_draw(DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle) { DRWCommandDraw *cmd = drw_command_create(shgroup, DRW_CMD_DRAW); cmd->batch = batch; cmd->handle = handle; } static void drw_command_draw_range( DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, uint start, uint count) { DRWCommandDrawRange *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_RANGE); cmd->batch = batch; cmd->handle = handle; cmd->vert_first = start; cmd->vert_count = count; } static void drw_command_draw_instance( DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, uint count, bool use_attr) { DRWCommandDrawInstance *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_INSTANCE); cmd->batch = batch; cmd->handle = handle; cmd->inst_count = count; cmd->use_attrs = use_attr; } static void drw_command_draw_intance_range( DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, uint start, uint count) { DRWCommandDrawInstanceRange *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_INSTANCE_RANGE); cmd->batch = batch; cmd->handle = handle; cmd->inst_first = start; cmd->inst_count = count; } static void drw_command_compute(DRWShadingGroup *shgroup, int groups_x_len, int groups_y_len, int groups_z_len) { DRWCommandCompute *cmd = drw_command_create(shgroup, DRW_CMD_COMPUTE); cmd->groups_x_len = groups_x_len; cmd->groups_y_len = groups_y_len; cmd->groups_z_len = groups_z_len; } static void drw_command_draw_procedural(DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, uint vert_count) { DRWCommandDrawProcedural *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_PROCEDURAL); cmd->batch = batch; cmd->handle = handle; cmd->vert_count = vert_count; } static void drw_command_set_select_id(DRWShadingGroup *shgroup, GPUVertBuf *buf, uint select_id) { /* Only one can be valid. */ BLI_assert(buf == NULL || select_id == -1); DRWCommandSetSelectID *cmd = drw_command_create(shgroup, DRW_CMD_SELECTID); cmd->select_buf = buf; cmd->select_id = select_id; } static void drw_command_set_stencil_mask(DRWShadingGroup *shgroup, uint write_mask, uint reference, uint compare_mask) { BLI_assert(write_mask <= 0xFF); BLI_assert(reference <= 0xFF); BLI_assert(compare_mask <= 0xFF); DRWCommandSetStencil *cmd = drw_command_create(shgroup, DRW_CMD_STENCIL); cmd->write_mask = write_mask; cmd->comp_mask = compare_mask; cmd->ref = reference; } static void drw_command_clear(DRWShadingGroup *shgroup, eGPUFrameBufferBits channels, uchar r, uchar g, uchar b, uchar a, float depth, uchar stencil) { DRWCommandClear *cmd = drw_command_create(shgroup, DRW_CMD_CLEAR); cmd->clear_channels = channels; cmd->r = r; cmd->g = g; cmd->b = b; cmd->a = a; cmd->depth = depth; cmd->stencil = stencil; } static void drw_command_set_mutable_state(DRWShadingGroup *shgroup, DRWState enable, DRWState disable) { /* TODO: Restrict what state can be changed. */ DRWCommandSetMutableState *cmd = drw_command_create(shgroup, DRW_CMD_DRWSTATE); cmd->enable = enable; cmd->disable = disable; } void DRW_shgroup_call_ex(DRWShadingGroup *shgroup, Object *ob, float (*obmat)[4], struct GPUBatch *geom, bool bypass_culling, void *user_data) { BLI_assert(geom != NULL); if (G.f & G_FLAG_PICKSEL) { drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : obmat, ob); drw_command_draw(shgroup, geom, handle); /* Culling data. */ if (user_data || bypass_culling) { DRWCullingState *culling = DRW_memblock_elem_from_handle(DST.vmempool->cullstates, &DST.ob_handle); if (user_data) { culling->user_data = user_data; } if (bypass_culling) { /* NOTE this will disable culling for the whole object. */ culling->bsphere.radius = -1.0f; } } } void DRW_shgroup_call_range( DRWShadingGroup *shgroup, struct Object *ob, GPUBatch *geom, uint v_sta, uint v_ct) { BLI_assert(geom != NULL); if (G.f & G_FLAG_PICKSEL) { drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); drw_command_draw_range(shgroup, geom, handle, v_sta, v_ct); } /* A count of 0 instance will use the default number of instance in the batch. */ void DRW_shgroup_call_instance_range( DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint i_sta, uint i_ct) { BLI_assert(geom != NULL); if (G.f & G_FLAG_PICKSEL) { drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); drw_command_draw_intance_range(shgroup, geom, handle, i_sta, i_ct); } void DRW_shgroup_call_compute(DRWShadingGroup *shgroup, int groups_x_len, int groups_y_len, int groups_z_len) { BLI_assert(groups_x_len > 0 && groups_y_len > 0 && groups_z_len > 0); BLI_assert(GPU_compute_shader_support()); drw_command_compute(shgroup, groups_x_len, groups_y_len, groups_z_len); } static void drw_shgroup_call_procedural_add_ex(DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, uint vert_count) { BLI_assert(vert_count > 0); BLI_assert(geom != NULL); if (G.f & G_FLAG_PICKSEL) { drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); drw_command_draw_procedural(shgroup, geom, handle, vert_count); } void DRW_shgroup_call_procedural_points(DRWShadingGroup *shgroup, Object *ob, uint point_count) { struct GPUBatch *geom = drw_cache_procedural_points_get(); drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, point_count); } void DRW_shgroup_call_procedural_lines(DRWShadingGroup *shgroup, Object *ob, uint line_count) { struct GPUBatch *geom = drw_cache_procedural_lines_get(); drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, line_count * 2); } void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, Object *ob, uint tri_count) { struct GPUBatch *geom = drw_cache_procedural_triangles_get(); drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, tri_count * 3); } /* Should be removed */ void DRW_shgroup_call_instances(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint count) { BLI_assert(geom != NULL); if (G.f & G_FLAG_PICKSEL) { drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); drw_command_draw_instance(shgroup, geom, handle, count, false); } void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, struct GPUBatch *inst_attributes) { BLI_assert(geom != NULL); BLI_assert(inst_attributes != NULL); if (G.f & G_FLAG_PICKSEL) { drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, NULL, inst_attributes, geom); drw_command_draw_instance(shgroup, batch, handle, 0, true); } #define SCULPT_DEBUG_BUFFERS (G.debug_value == 889) typedef struct DRWSculptCallbackData { Object *ob; DRWShadingGroup **shading_groups; int num_shading_groups; bool use_wire; bool use_mats; bool use_mask; bool use_fsets; bool fast_mode; /* Set by draw manager. Do not init. */ int debug_node_nr; } DRWSculptCallbackData; #define SCULPT_DEBUG_COLOR(id) (sculpt_debug_colors[id % 9]) static float sculpt_debug_colors[9][4] = { {1.0f, 0.2f, 0.2f, 1.0f}, {0.2f, 1.0f, 0.2f, 1.0f}, {0.2f, 0.2f, 1.0f, 1.0f}, {1.0f, 1.0f, 0.2f, 1.0f}, {0.2f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.2f, 1.0f, 1.0f}, {1.0f, 0.7f, 0.2f, 1.0f}, {0.2f, 1.0f, 0.7f, 1.0f}, {0.7f, 0.2f, 1.0f, 1.0f}, }; static void sculpt_draw_cb(DRWSculptCallbackData *scd, GPU_PBVH_Buffers *buffers) { if (!buffers) { return; } /* Meh... use_mask is a bit misleading here. */ if (scd->use_mask && !GPU_pbvh_buffers_has_overlays(buffers)) { return; } GPUBatch *geom = GPU_pbvh_buffers_batch_get(buffers, scd->fast_mode, scd->use_wire); short index = 0; if (scd->use_mats) { index = GPU_pbvh_buffers_material_index_get(buffers); if (index >= scd->num_shading_groups) { index = 0; } } DRWShadingGroup *shgrp = scd->shading_groups[index]; if (geom != NULL && shgrp != NULL) { if (SCULPT_DEBUG_BUFFERS) { /* Color each buffers in different colors. Only work in solid/Xray mode. */ shgrp = DRW_shgroup_create_sub(shgrp); DRW_shgroup_uniform_vec3( shgrp, "materialDiffuseColor", SCULPT_DEBUG_COLOR(scd->debug_node_nr++), 1); } /* DRW_shgroup_call_no_cull reuses matrices calculations for all the drawcalls of this * object. */ DRW_shgroup_call_no_cull(shgrp, geom, scd->ob); } } static void sculpt_debug_cb(void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag) { int *debug_node_nr = (int *)user_data; BoundBox bb; BKE_boundbox_init_from_minmax(&bb, bmin, bmax); #if 0 /* Nodes hierarchy. */ if (flag & PBVH_Leaf) { DRW_debug_bbox(&bb, (float[4]){0.0f, 1.0f, 0.0f, 1.0f}); } else { DRW_debug_bbox(&bb, (float[4]){0.5f, 0.5f, 0.5f, 0.6f}); } #else /* Color coded leaf bounds. */ if (flag & PBVH_Leaf) { DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR((*debug_node_nr)++)); } #endif } static void drw_sculpt_get_frustum_planes(Object *ob, float planes[6][4]) { /* TODO: take into account partial redraw for clipping planes. */ DRW_view_frustum_planes_get(DRW_view_default_get(), planes); /* Transform clipping planes to object space. Transforming a plane with a * 4x4 matrix is done by multiplying with the transpose inverse. * The inverse cancels out here since we transform by inverse(obmat). */ float tmat[4][4]; transpose_m4_m4(tmat, ob->obmat); for (int i = 0; i < 6; i++) { mul_m4_v4(tmat, planes[i]); } } static void drw_sculpt_generate_calls(DRWSculptCallbackData *scd) { /* PBVH should always exist for non-empty meshes, created by depsgraph eval. */ PBVH *pbvh = (scd->ob->sculpt) ? scd->ob->sculpt->pbvh : NULL; if (!pbvh) { return; } const DRWContextState *drwctx = DRW_context_state_get(); RegionView3D *rv3d = drwctx->rv3d; const bool navigating = rv3d && (rv3d->rflag & RV3D_NAVIGATING); Paint *p = NULL; if (drwctx->evil_C != NULL) { p = BKE_paint_get_active_from_context(drwctx->evil_C); } /* Frustum planes to show only visible PBVH nodes. */ float update_planes[6][4]; float draw_planes[6][4]; PBVHFrustumPlanes update_frustum; PBVHFrustumPlanes draw_frustum; if (p && (p->flags & PAINT_SCULPT_DELAY_UPDATES)) { update_frustum.planes = update_planes; update_frustum.num_planes = 6; BKE_pbvh_get_frustum_planes(pbvh, &update_frustum); if (!navigating) { drw_sculpt_get_frustum_planes(scd->ob, update_planes); update_frustum.planes = update_planes; update_frustum.num_planes = 6; BKE_pbvh_set_frustum_planes(pbvh, &update_frustum); } } else { drw_sculpt_get_frustum_planes(scd->ob, update_planes); update_frustum.planes = update_planes; update_frustum.num_planes = 6; } drw_sculpt_get_frustum_planes(scd->ob, draw_planes); draw_frustum.planes = draw_planes; draw_frustum.num_planes = 6; /* Fast mode to show low poly multires while navigating. */ scd->fast_mode = false; if (p && (p->flags & PAINT_FAST_NAVIGATE)) { scd->fast_mode = rv3d && (rv3d->rflag & RV3D_NAVIGATING); } /* Update draw buffers only for visible nodes while painting. * But do update them otherwise so navigating stays smooth. */ bool update_only_visible = rv3d && !(rv3d->rflag & RV3D_PAINTING); if (p && (p->flags & PAINT_SCULPT_DELAY_UPDATES)) { update_only_visible = true; } Mesh *mesh = scd->ob->data; BKE_pbvh_update_normals(pbvh, mesh->runtime.subdiv_ccg); BKE_pbvh_draw_cb(pbvh, update_only_visible, &update_frustum, &draw_frustum, (void (*)(void *, GPU_PBVH_Buffers *))sculpt_draw_cb, scd); if (SCULPT_DEBUG_BUFFERS) { int debug_node_nr = 0; DRW_debug_modelmat(scd->ob->obmat); BKE_pbvh_draw_debug_cb( pbvh, (void (*)( void *d, const float min[3], const float max[3], PBVHNodeFlags f))sculpt_debug_cb, &debug_node_nr); } } void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask) { DRWSculptCallbackData scd = { .ob = ob, .shading_groups = &shgroup, .num_shading_groups = 1, .use_wire = use_wire, .use_mats = false, .use_mask = use_mask, }; drw_sculpt_generate_calls(&scd); } void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **shgroups, int num_shgroups, Object *ob) { DRWSculptCallbackData scd = { .ob = ob, .shading_groups = shgroups, .num_shading_groups = num_shgroups, .use_wire = false, .use_mats = true, .use_mask = false, }; drw_sculpt_generate_calls(&scd); } static GPUVertFormat inst_select_format = {0}; DRWCallBuffer *DRW_shgroup_call_buffer(DRWShadingGroup *shgroup, struct GPUVertFormat *format, GPUPrimType prim_type) { BLI_assert(ELEM(prim_type, GPU_PRIM_POINTS, GPU_PRIM_LINES, GPU_PRIM_TRI_FAN)); BLI_assert(format != NULL); DRWCallBuffer *callbuf = BLI_memblock_alloc(DST.vmempool->callbuffers); callbuf->buf = DRW_temp_buffer_request(DST.idatalist, format, &callbuf->count); callbuf->buf_select = NULL; callbuf->count = 0; if (G.f & G_FLAG_PICKSEL) { /* Not actually used for rendering but alloced in one chunk. */ if (inst_select_format.attr_len == 0) { GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT); } callbuf->buf_select = DRW_temp_buffer_request( DST.idatalist, &inst_select_format, &callbuf->count); drw_command_set_select_id(shgroup, callbuf->buf_select, -1); } DRWResourceHandle handle = drw_resource_handle(shgroup, NULL, NULL); GPUBatch *batch = DRW_temp_batch_request(DST.idatalist, callbuf->buf, prim_type); drw_command_draw(shgroup, batch, handle); return callbuf; } DRWCallBuffer *DRW_shgroup_call_buffer_instance(DRWShadingGroup *shgroup, struct GPUVertFormat *format, GPUBatch *geom) { BLI_assert(geom != NULL); BLI_assert(format != NULL); DRWCallBuffer *callbuf = BLI_memblock_alloc(DST.vmempool->callbuffers); callbuf->buf = DRW_temp_buffer_request(DST.idatalist, format, &callbuf->count); callbuf->buf_select = NULL; callbuf->count = 0; if (G.f & G_FLAG_PICKSEL) { /* Not actually used for rendering but alloced in one chunk. */ if (inst_select_format.attr_len == 0) { GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT); } callbuf->buf_select = DRW_temp_buffer_request( DST.idatalist, &inst_select_format, &callbuf->count); drw_command_set_select_id(shgroup, callbuf->buf_select, -1); } DRWResourceHandle handle = drw_resource_handle(shgroup, NULL, NULL); GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, callbuf->buf, NULL, geom); drw_command_draw(shgroup, batch, handle); return callbuf; } void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data) { GPUVertBuf *buf = callbuf->buf; const bool resize = (callbuf->count == GPU_vertbuf_get_vertex_alloc(buf)); if (UNLIKELY(resize)) { GPU_vertbuf_data_resize(buf, callbuf->count + DRW_BUFFER_VERTS_CHUNK); } GPU_vertbuf_vert_set(buf, callbuf->count, data); if (G.f & G_FLAG_PICKSEL) { if (UNLIKELY(resize)) { GPU_vertbuf_data_resize(callbuf->buf_select, callbuf->count + DRW_BUFFER_VERTS_CHUNK); } GPU_vertbuf_attr_set(callbuf->buf_select, 0, callbuf->count, &DST.select_id); } callbuf->count++; } void DRW_buffer_add_entry_array(DRWCallBuffer *callbuf, const void *attr[], uint attr_len) { GPUVertBuf *buf = callbuf->buf; const bool resize = (callbuf->count == GPU_vertbuf_get_vertex_alloc(buf)); BLI_assert(attr_len == GPU_vertbuf_get_format(buf)->attr_len); UNUSED_VARS_NDEBUG(attr_len); if (UNLIKELY(resize)) { GPU_vertbuf_data_resize(buf, callbuf->count + DRW_BUFFER_VERTS_CHUNK); } for (int i = 0; i < attr_len; i++) { GPU_vertbuf_attr_set(buf, i, callbuf->count, attr[i]); } if (G.f & G_FLAG_PICKSEL) { if (UNLIKELY(resize)) { GPU_vertbuf_data_resize(callbuf->buf_select, callbuf->count + DRW_BUFFER_VERTS_CHUNK); } GPU_vertbuf_attr_set(callbuf->buf_select, 0, callbuf->count, &DST.select_id); } callbuf->count++; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Shading Groups (DRW_shgroup) * \{ */ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) { shgroup->uniforms = NULL; shgroup->uniform_attrs = NULL; int view_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_VIEW); int model_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_MODEL); int info_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_INFO); int baseinst_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_BASE_INSTANCE); int chunkid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_CHUNK); int resourceid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_ID); if (chunkid_location != -1) { drw_shgroup_uniform_create_ex( shgroup, chunkid_location, DRW_UNIFORM_RESOURCE_CHUNK, NULL, 0, 0, 1); } if (resourceid_location != -1) { drw_shgroup_uniform_create_ex( shgroup, resourceid_location, DRW_UNIFORM_RESOURCE_ID, NULL, 0, 0, 1); } if (baseinst_location != -1) { drw_shgroup_uniform_create_ex( shgroup, baseinst_location, DRW_UNIFORM_BASE_INSTANCE, NULL, 0, 0, 1); } if (model_ubo_location != -1) { drw_shgroup_uniform_create_ex( shgroup, model_ubo_location, DRW_UNIFORM_BLOCK_OBMATS, NULL, 0, 0, 1); } else { /* NOTE: This is only here to support old hardware fallback where uniform buffer is still * too slow or buggy. */ int model = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL); int modelinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL_INV); if (model != -1) { drw_shgroup_uniform_create_ex(shgroup, model, DRW_UNIFORM_MODEL_MATRIX, NULL, 0, 0, 1); } if (modelinverse != -1) { drw_shgroup_uniform_create_ex( shgroup, modelinverse, DRW_UNIFORM_MODEL_MATRIX_INVERSE, NULL, 0, 0, 1); } } if (info_ubo_location != -1) { drw_shgroup_uniform_create_ex( shgroup, info_ubo_location, DRW_UNIFORM_BLOCK_OBINFOS, NULL, 0, 0, 1); /* Abusing this loc to tell shgroup we need the obinfos. */ shgroup->objectinfo = 1; } else { shgroup->objectinfo = 0; } if (view_ubo_location != -1) { drw_shgroup_uniform_create_ex( shgroup, view_ubo_location, DRW_UNIFORM_BLOCK, G_draw.view_ubo, 0, 0, 1); } /* Not supported. */ BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEW) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEW_INV) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEWPROJECTION) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_VIEWPROJECTION_INV) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION_INV) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CLIPPLANES) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP) == -1); } static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass *pass) { DRWShadingGroup *shgroup = BLI_memblock_alloc(DST.vmempool->shgroups); BLI_LINKS_APPEND(&pass->shgroups, shgroup); shgroup->shader = shader; shgroup->cmd.first = NULL; shgroup->cmd.last = NULL; shgroup->pass_handle = pass->handle; return shgroup; } static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass *pass) { if (!gpupass) { /* Shader compilation error */ return NULL; } GPUShader *sh = GPU_pass_shader_get(gpupass); if (!sh) { /* Shader not yet compiled */ return NULL; } DRWShadingGroup *grp = drw_shgroup_create_ex(sh, pass); return grp; } static void drw_shgroup_material_texture(DRWShadingGroup *grp, GPUTexture *gputex, const char *name, eGPUSamplerState state) { DRW_shgroup_uniform_texture_ex(grp, name, gputex, state); GPUTexture **gputex_ref = BLI_memblock_alloc(DST.vmempool->images); *gputex_ref = gputex; GPU_texture_ref(gputex); } void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial *material) { ListBase textures = GPU_material_textures(material); /* Bind all textures needed by the material. */ LISTBASE_FOREACH (GPUMaterialTexture *, tex, &textures) { if (tex->ima) { /* Image */ GPUTexture *gputex; if (tex->tiled_mapping_name[0]) { gputex = BKE_image_get_gpu_tiles(tex->ima, tex->iuser, NULL); drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state); gputex = BKE_image_get_gpu_tilemap(tex->ima, tex->iuser, NULL); drw_shgroup_material_texture(grp, gputex, tex->tiled_mapping_name, tex->sampler_state); } else { gputex = BKE_image_get_gpu_texture(tex->ima, tex->iuser, NULL); drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state); } } else if (tex->colorband) { /* Color Ramp */ DRW_shgroup_uniform_texture(grp, tex->sampler_name, *tex->colorband); } } GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material); if (ubo != NULL) { DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo); } GPUUniformAttrList *uattrs = GPU_material_uniform_attributes(material); if (uattrs != NULL) { int loc = GPU_shader_get_uniform_block_binding(grp->shader, GPU_ATTRIBUTE_UBO_BLOCK_NAME); drw_shgroup_uniform_create_ex(grp, loc, DRW_UNIFORM_BLOCK_OBATTRS, uattrs, 0, 0, 1); grp->uniform_attrs = uattrs; } } GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[], int arraysize) { GPUVertFormat *format = MEM_callocN(sizeof(GPUVertFormat), "GPUVertFormat"); for (int i = 0; i < arraysize; i++) { GPU_vertformat_attr_add(format, attrs[i].name, (attrs[i].type == DRW_ATTR_INT) ? GPU_COMP_I32 : GPU_COMP_F32, attrs[i].components, (attrs[i].type == DRW_ATTR_INT) ? GPU_FETCH_INT : GPU_FETCH_FLOAT); } return format; } DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass) { GPUPass *gpupass = GPU_material_get_pass(material); DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass); if (shgroup) { drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass)); DRW_shgroup_add_material_resources(shgroup, material); } return shgroup; } DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass) { DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); drw_shgroup_init(shgroup, shader); return shgroup; } DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader, DRWPass *pass, GPUVertBuf *tf_target) { BLI_assert(tf_target != NULL); DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass); drw_shgroup_init(shgroup, shader); drw_shgroup_uniform_create_ex(shgroup, 0, DRW_UNIFORM_TFEEDBACK_TARGET, tf_target, 0, 0, 1); return shgroup; } /** * State is added to #Pass.state while drawing. * Use to temporarily enable draw options. */ void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state) { drw_command_set_mutable_state(shgroup, state, 0x0); } void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state) { drw_command_set_mutable_state(shgroup, 0x0, state); } void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup, uint write_mask, uint reference, uint compare_mask) { drw_command_set_stencil_mask(shgroup, write_mask, reference, compare_mask); } /* TODO: remove this function. */ void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask) { drw_command_set_stencil_mask(shgroup, 0xFF, mask, 0xFF); } void DRW_shgroup_clear_framebuffer(DRWShadingGroup *shgroup, eGPUFrameBufferBits channels, uchar r, uchar g, uchar b, uchar a, float depth, uchar stencil) { drw_command_clear(shgroup, channels, r, g, b, a, depth, stencil); } bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup) { DRWCommandChunk *chunk = shgroup->cmd.first; for (; chunk; chunk = chunk->next) { for (int i = 0; i < chunk->command_used; i++) { if (command_type_get(chunk->command_type, i) <= DRW_MAX_DRAW_CMD_TYPE) { return false; } } } return true; } DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup) { DRWShadingGroup *shgroup_new = BLI_memblock_alloc(DST.vmempool->shgroups); *shgroup_new = *shgroup; drw_shgroup_init(shgroup_new, shgroup_new->shader); shgroup_new->cmd.first = NULL; shgroup_new->cmd.last = NULL; DRWPass *parent_pass = DRW_memblock_elem_from_handle(DST.vmempool->passes, &shgroup->pass_handle); BLI_LINKS_INSERT_AFTER(&parent_pass->shgroups, shgroup, shgroup_new); return shgroup_new; } /** \} */ /* -------------------------------------------------------------------- */ /** \name View (DRW_view) * \{ */ /* Extract the 8 corners from a Projection Matrix. * Although less accurate, this solution can be simplified as follows: * BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const * float[3]){1.0f, 1.0f, 1.0f}); for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, * bbox.vec[i]);} */ static void draw_frustum_boundbox_calc(const float (*viewinv)[4], const float (*projmat)[4], BoundBox *r_bbox) { float left, right, bottom, top, near, far; bool is_persp = projmat[3][3] == 0.0f; #if 0 /* Equivalent to this but it has accuracy problems. */ BKE_boundbox_init_from_minmax( &bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f}); for (int i = 0; i < 8; i++) { mul_project_m4_v3(projinv, bbox.vec[i]); } #endif projmat_dimensions(projmat, &left, &right, &bottom, &top, &near, &far); if (is_persp) { left *= near; right *= near; bottom *= near; top *= near; } r_bbox->vec[0][2] = r_bbox->vec[3][2] = r_bbox->vec[7][2] = r_bbox->vec[4][2] = -near; r_bbox->vec[0][0] = r_bbox->vec[3][0] = left; r_bbox->vec[4][0] = r_bbox->vec[7][0] = right; r_bbox->vec[0][1] = r_bbox->vec[4][1] = bottom; r_bbox->vec[7][1] = r_bbox->vec[3][1] = top; /* Get the coordinates of the far plane. */ if (is_persp) { float sca_far = far / near; left *= sca_far; right *= sca_far; bottom *= sca_far; top *= sca_far; } r_bbox->vec[1][2] = r_bbox->vec[2][2] = r_bbox->vec[6][2] = r_bbox->vec[5][2] = -far; r_bbox->vec[1][0] = r_bbox->vec[2][0] = left; r_bbox->vec[6][0] = r_bbox->vec[5][0] = right; r_bbox->vec[1][1] = r_bbox->vec[5][1] = bottom; r_bbox->vec[2][1] = r_bbox->vec[6][1] = top; /* Transform into world space. */ for (int i = 0; i < 8; i++) { mul_m4_v3(viewinv, r_bbox->vec[i]); } } static void draw_frustum_culling_planes_calc(const float (*persmat)[4], float (*frustum_planes)[4]) { planes_from_projmat(persmat, frustum_planes[0], frustum_planes[5], frustum_planes[1], frustum_planes[3], frustum_planes[4], frustum_planes[2]); /* Normalize. */ for (int p = 0; p < 6; p++) { frustum_planes[p][3] /= normalize_v3(frustum_planes[p]); } } static void draw_frustum_bound_sphere_calc(const BoundBox *bbox, const float (*viewinv)[4], const float (*projmat)[4], const float (*projinv)[4], BoundSphere *bsphere) { /* Extract Bounding Sphere */ if (projmat[3][3] != 0.0f) { /* Orthographic */ /* The most extreme points on the near and far plane. (normalized device coords). */ const float *nearpoint = bbox->vec[0]; const float *farpoint = bbox->vec[6]; /* just use median point */ mid_v3_v3v3(bsphere->center, farpoint, nearpoint); bsphere->radius = len_v3v3(bsphere->center, farpoint); } else if (projmat[2][0] == 0.0f && projmat[2][1] == 0.0f) { /* Perspective with symmetrical frustum. */ /* We obtain the center and radius of the circumscribed circle of the * isosceles trapezoid composed by the diagonals of the near and far clipping plane */ /* center of each clipping plane */ float mid_min[3], mid_max[3]; mid_v3_v3v3(mid_min, bbox->vec[3], bbox->vec[4]); mid_v3_v3v3(mid_max, bbox->vec[2], bbox->vec[5]); /* square length of the diagonals of each clipping plane */ float a_sq = len_squared_v3v3(bbox->vec[3], bbox->vec[4]); float b_sq = len_squared_v3v3(bbox->vec[2], bbox->vec[5]); /* distance squared between clipping planes */ float h_sq = len_squared_v3v3(mid_min, mid_max); float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq); /* The goal is to get the smallest sphere, * not the sphere that passes through each corner */ CLAMP(fac, 0.0f, 1.0f); interp_v3_v3v3(bsphere->center, mid_min, mid_max, fac); /* distance from the center to one of the points of the far plane (1, 2, 5, 6) */ bsphere->radius = len_v3v3(bsphere->center, bbox->vec[1]); } else { /* Perspective with asymmetrical frustum. */ /* We put the sphere center on the line that goes from origin * to the center of the far clipping plane. */ /* Detect which of the corner of the far clipping plane is the farthest to the origin */ float nfar[4]; /* most extreme far point in NDC space */ float farxy[2]; /* far-point projection onto the near plane */ float farpoint[3] = {0.0f}; /* most extreme far point in camera coordinate */ float nearpoint[3]; /* most extreme near point in camera coordinate */ float farcenter[3] = {0.0f}; /* center of far clipping plane in camera coordinate */ float F = -1.0f, N; /* square distance of far and near point to origin */ float f, n; /* distance of far and near point to z axis. f is always > 0 but n can be < 0 */ float e, s; /* far and near clipping distance (<0) */ float c; /* slope of center line = distance of far clipping center * to z axis / far clipping distance. */ float z; /* projection of sphere center on z axis (<0) */ /* Find farthest corner and center of far clip plane. */ float corner[3] = {1.0f, 1.0f, 1.0f}; /* in clip space */ for (int i = 0; i < 4; i++) { float point[3]; mul_v3_project_m4_v3(point, projinv, corner); float len = len_squared_v3(point); if (len > F) { copy_v3_v3(nfar, corner); copy_v3_v3(farpoint, point); F = len; } add_v3_v3(farcenter, point); /* rotate by 90 degree to walk through the 4 points of the far clip plane */ float tmp = corner[0]; corner[0] = -corner[1]; corner[1] = tmp; } /* the far center is the average of the far clipping points */ mul_v3_fl(farcenter, 0.25f); /* the extreme near point is the opposite point on the near clipping plane */ copy_v3_fl3(nfar, -nfar[0], -nfar[1], -1.0f); mul_v3_project_m4_v3(nearpoint, projinv, nfar); /* this is a frustum projection */ N = len_squared_v3(nearpoint); e = farpoint[2]; s = nearpoint[2]; /* distance to view Z axis */ f = len_v2(farpoint); /* get corresponding point on the near plane */ mul_v2_v2fl(farxy, farpoint, s / e); /* this formula preserve the sign of n */ sub_v2_v2(nearpoint, farxy); n = f * s / e - len_v2(nearpoint); c = len_v2(farcenter) / e; /* the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case */ z = (F - N) / (2.0f * (e - s + c * (f - n))); bsphere->center[0] = farcenter[0] * z / e; bsphere->center[1] = farcenter[1] * z / e; bsphere->center[2] = z; bsphere->radius = len_v3v3(bsphere->center, farpoint); /* Transform to world space. */ mul_m4_v3(viewinv, bsphere->center); } } static void draw_view_matrix_state_update(DRWViewUboStorage *storage, const float viewmat[4][4], const float winmat[4][4]) { copy_m4_m4(storage->viewmat, viewmat); invert_m4_m4(storage->viewinv, storage->viewmat); copy_m4_m4(storage->winmat, winmat); invert_m4_m4(storage->wininv, storage->winmat); mul_m4_m4m4(storage->persmat, winmat, viewmat); invert_m4_m4(storage->persinv, storage->persmat); const bool is_persp = (winmat[3][3] == 0.0f); /* Near clip distance. */ storage->viewvecs[0][3] = (is_persp) ? -winmat[3][2] / (winmat[2][2] - 1.0f) : -(winmat[3][2] + 1.0f) / winmat[2][2]; /* Far clip distance. */ storage->viewvecs[1][3] = (is_persp) ? -winmat[3][2] / (winmat[2][2] + 1.0f) : -(winmat[3][2] - 1.0f) / winmat[2][2]; /* view vectors for the corners of the view frustum. * Can be used to recreate the world space position easily */ float view_vecs[4][3] = { {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, 1.0f}, }; /* convert the view vectors to view space */ for (int i = 0; i < 4; i++) { mul_project_m4_v3(storage->wininv, view_vecs[i]); /* normalized trick see: * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ if (is_persp) { /* Divide XY by Z. */ mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]); } } /** * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and * view_vecs[1] is the vector going from the near-bottom-left corner to * the far-top-right corner. * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner * when Z = 1, and top-left corner if Z = 1. * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed) * distance from the near plane to the far clip plane. */ copy_v3_v3(storage->viewvecs[0], view_vecs[0]); /* we need to store the differences */ storage->viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0]; storage->viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1]; storage->viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2]; } /* Create a view with culling. */ DRWView *DRW_view_create(const float viewmat[4][4], const float winmat[4][4], const float (*culling_viewmat)[4], const float (*culling_winmat)[4], DRWCallVisibilityFn *visibility_fn) { DRWView *view = BLI_memblock_alloc(DST.vmempool->views); if (DST.primary_view_ct < MAX_CULLED_VIEWS) { view->culling_mask = 1u << DST.primary_view_ct++; } else { BLI_assert(0); view->culling_mask = 0u; } view->clip_planes_len = 0; view->visibility_fn = visibility_fn; view->parent = NULL; copy_v4_fl4(view->storage.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f); DRW_view_update(view, viewmat, winmat, culling_viewmat, culling_winmat); return view; } /* Create a view with culling done by another view. */ DRWView *DRW_view_create_sub(const DRWView *parent_view, const float viewmat[4][4], const float winmat[4][4]) { /* Search original parent. */ const DRWView *ori_view = parent_view; while (ori_view->parent != NULL) { ori_view = ori_view->parent; } DRWView *view = BLI_memblock_alloc(DST.vmempool->views); /* Perform copy. */ *view = *ori_view; view->parent = (DRWView *)ori_view; DRW_view_update_sub(view, viewmat, winmat); return view; } /** * DRWView Update: * This is meant to be done on existing views when rendering in a loop and there is no * need to allocate more DRWViews. */ /* Update matrices of a view created with DRW_view_create_sub. */ void DRW_view_update_sub(DRWView *view, const float viewmat[4][4], const float winmat[4][4]) { BLI_assert(view->parent != NULL); view->is_dirty = true; view->is_inverted = (is_negative_m4(viewmat) == is_negative_m4(winmat)); draw_view_matrix_state_update(&view->storage, viewmat, winmat); } /* Update matrices of a view created with DRW_view_create. */ void DRW_view_update(DRWView *view, const float viewmat[4][4], const float winmat[4][4], const float (*culling_viewmat)[4], const float (*culling_winmat)[4]) { /* DO NOT UPDATE THE DEFAULT VIEW. * Create sub-views instead, or a copy. */ BLI_assert(view != DST.view_default); BLI_assert(view->parent == NULL); view->is_dirty = true; view->is_inverted = (is_negative_m4(viewmat) == is_negative_m4(winmat)); draw_view_matrix_state_update(&view->storage, viewmat, winmat); /* Prepare frustum culling. */ #ifdef DRW_DEBUG_CULLING static float mv[MAX_CULLED_VIEWS][4][4], mw[MAX_CULLED_VIEWS][4][4]; /* Select view here. */ if (view->culling_mask != 0) { uint index = bitscan_forward_uint(view->culling_mask); if (G.debug_value == 0) { copy_m4_m4(mv[index], culling_viewmat ? culling_viewmat : viewmat); copy_m4_m4(mw[index], culling_winmat ? culling_winmat : winmat); } else { culling_winmat = mw[index]; culling_viewmat = mv[index]; } } #endif float wininv[4][4]; if (culling_winmat) { winmat = culling_winmat; invert_m4_m4(wininv, winmat); } else { copy_m4_m4(wininv, view->storage.wininv); } float viewinv[4][4]; if (culling_viewmat) { viewmat = culling_viewmat; invert_m4_m4(viewinv, viewmat); } else { copy_m4_m4(viewinv, view->storage.viewinv); } draw_frustum_boundbox_calc(viewinv, winmat, &view->frustum_corners); draw_frustum_culling_planes_calc(view->storage.persmat, view->frustum_planes); draw_frustum_bound_sphere_calc( &view->frustum_corners, viewinv, winmat, wininv, &view->frustum_bsphere); #ifdef DRW_DEBUG_CULLING if (G.debug_value != 0) { DRW_debug_sphere( view->frustum_bsphere.center, view->frustum_bsphere.radius, (const float[4]){1, 1, 0, 1}); DRW_debug_bbox(&view->frustum_corners, (const float[4]){1, 1, 0, 1}); } #endif } /* Return default view if it is a viewport render. */ const DRWView *DRW_view_default_get(void) { return DST.view_default; } /* WARNING: Only use in render AND only if you are going to set view_default again. */ void DRW_view_reset(void) { DST.view_default = NULL; DST.view_active = NULL; DST.view_previous = NULL; } /* MUST only be called once per render and only in render mode. Sets default view. */ void DRW_view_default_set(DRWView *view) { BLI_assert(DST.view_default == NULL); DST.view_default = view; } /** * This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES, * and if the shaders have support for it (see usage of gl_ClipDistance). * NOTE: planes must be in world space. */ void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len) { BLI_assert(plane_len <= MAX_CLIP_PLANES); view->clip_planes_len = plane_len; if (plane_len > 0) { memcpy(view->storage.clipplanes, planes, sizeof(float[4]) * plane_len); } } void DRW_view_camtexco_set(DRWView *view, float texco[4]) { copy_v4_v4(view->storage.viewcamtexcofac, texco); } /* Return world space frustum corners. */ void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners) { memcpy(corners, &view->frustum_corners, sizeof(view->frustum_corners)); } /* Return world space frustum sides as planes. * See draw_frustum_culling_planes_calc() for the plane order. */ void DRW_view_frustum_planes_get(const DRWView *view, float planes[6][4]) { memcpy(planes, &view->frustum_planes, sizeof(view->frustum_planes)); } bool DRW_view_is_persp_get(const DRWView *view) { view = (view) ? view : DST.view_default; return view->storage.winmat[3][3] == 0.0f; } float DRW_view_near_distance_get(const DRWView *view) { view = (view) ? view : DST.view_default; const float(*projmat)[4] = view->storage.winmat; if (DRW_view_is_persp_get(view)) { return -projmat[3][2] / (projmat[2][2] - 1.0f); } return -(projmat[3][2] + 1.0f) / projmat[2][2]; } float DRW_view_far_distance_get(const DRWView *view) { view = (view) ? view : DST.view_default; const float(*projmat)[4] = view->storage.winmat; if (DRW_view_is_persp_get(view)) { return -projmat[3][2] / (projmat[2][2] + 1.0f); } return -(projmat[3][2] - 1.0f) / projmat[2][2]; } void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse) { view = (view) ? view : DST.view_default; const DRWViewUboStorage *storage = &view->storage; copy_m4_m4(mat, (inverse) ? storage->viewinv : storage->viewmat); } void DRW_view_winmat_get(const DRWView *view, float mat[4][4], bool inverse) { view = (view) ? view : DST.view_default; const DRWViewUboStorage *storage = &view->storage; copy_m4_m4(mat, (inverse) ? storage->wininv : storage->winmat); } void DRW_view_persmat_get(const DRWView *view, float mat[4][4], bool inverse) { view = (view) ? view : DST.view_default; const DRWViewUboStorage *storage = &view->storage; copy_m4_m4(mat, (inverse) ? storage->persinv : storage->persmat); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Passes (DRW_pass) * \{ */ DRWPass *DRW_pass_create(const char *name, DRWState state) { DRWPass *pass = BLI_memblock_alloc(DST.vmempool->passes); pass->state = state | DRW_STATE_PROGRAM_POINT_SIZE; if (G.debug & G_DEBUG_GPU) { BLI_strncpy(pass->name, name, MAX_PASS_NAME); } pass->shgroups.first = NULL; pass->shgroups.last = NULL; pass->handle = DST.pass_handle; DRW_handle_increment(&DST.pass_handle); pass->original = NULL; pass->next = NULL; return pass; } /* Create an instance of the original pass that will execute the same drawcalls but with its own * DRWState. */ DRWPass *DRW_pass_create_instance(const char *name, DRWPass *original, DRWState state) { DRWPass *pass = DRW_pass_create(name, state); pass->original = original; return pass; } /* Link two passes so that they are both rendered if the first one is being drawn. */ void DRW_pass_link(DRWPass *first, DRWPass *second) { BLI_assert(first != second); BLI_assert(first->next == NULL); first->next = second; } bool DRW_pass_is_empty(DRWPass *pass) { if (pass->original) { return DRW_pass_is_empty(pass->original); } LISTBASE_FOREACH (DRWShadingGroup *, shgroup, &pass->shgroups) { if (!DRW_shgroup_is_empty(shgroup)) { return false; } } return true; } void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData) { LISTBASE_FOREACH (DRWShadingGroup *, shgroup, &pass->shgroups) { callback(userData, shgroup); } } static int pass_shgroup_dist_sort(const void *a, const void *b) { const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a; const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b; if (shgrp_a->z_sorting.distance < shgrp_b->z_sorting.distance) { return 1; } if (shgrp_a->z_sorting.distance > shgrp_b->z_sorting.distance) { return -1; } /* If distances are the same, keep original order. */ if (shgrp_a->z_sorting.original_index > shgrp_b->z_sorting.original_index) { return -1; } return 0; } /* ------------------ Shading group sorting --------------------- */ #define SORT_IMPL_LINKTYPE DRWShadingGroup #define SORT_IMPL_FUNC shgroup_sort_fn_r #include "../../blenlib/intern/list_sort_impl.h" #undef SORT_IMPL_FUNC #undef SORT_IMPL_LINKTYPE /** * Sort Shading groups by decreasing Z of their first draw call. * This is useful for order dependent effect such as alpha-blending. */ void DRW_pass_sort_shgroup_z(DRWPass *pass) { const float(*viewinv)[4] = DST.view_active->storage.viewinv; if (!(pass->shgroups.first && pass->shgroups.first->next)) { /* Nothing to sort */ return; } uint index = 0; DRWShadingGroup *shgroup = pass->shgroups.first; do { DRWResourceHandle handle = 0; /* Find first DRWCommandDraw. */ DRWCommandChunk *cmd_chunk = shgroup->cmd.first; for (; cmd_chunk && handle == 0; cmd_chunk = cmd_chunk->next) { for (int i = 0; i < cmd_chunk->command_used && handle == 0; i++) { if (DRW_CMD_DRAW == command_type_get(cmd_chunk->command_type, i)) { handle = cmd_chunk->commands[i].draw.handle; } } } /* To be sorted a shgroup needs to have at least one draw command. */ /* FIXME(fclem): In some case, we can still have empty shading group to sort. However their * final order is not well defined. * (see T76730 & D7729). */ // BLI_assert(handle != 0); DRWObjectMatrix *obmats = DRW_memblock_elem_from_handle(DST.vmempool->obmats, &handle); /* Compute distance to camera. */ float tmp[3]; sub_v3_v3v3(tmp, viewinv[3], obmats->model[3]); shgroup->z_sorting.distance = dot_v3v3(viewinv[2], tmp); shgroup->z_sorting.original_index = index++; } while ((shgroup = shgroup->next)); /* Sort using computed distances. */ pass->shgroups.first = shgroup_sort_fn_r(pass->shgroups.first, pass_shgroup_dist_sort); /* Find the new last */ DRWShadingGroup *last = pass->shgroups.first; while ((last = last->next)) { /* Reset the pass id for debugging. */ last->pass_handle = pass->handle; } pass->shgroups.last = last; } /** * Reverse Shading group submission order. */ void DRW_pass_sort_shgroup_reverse(DRWPass *pass) { pass->shgroups.last = pass->shgroups.first; /* WARNING: Assume that DRWShadingGroup->next is the first member. */ BLI_linklist_reverse((LinkNode **)&pass->shgroups.first); } /** \} */