/* * 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 "DRW_engine.h" #include "DRW_render.h" #include "DNA_curve_types.h" #include "BIF_glutil.h" #include "BKE_font.h" /* If builtin shaders are needed */ #include "GPU_shader.h" #include "draw_common.h" #include "draw_mode_engines.h" /* *********** LISTS *********** */ /* All lists are per viewport specific datas. * They are all free when viewport changes engines * or is free itself. Use EDIT_TEXT_engine_init() to * initialize most of them and EDIT_TEXT_cache_init() * for EDIT_TEXT_PassList */ typedef struct EDIT_TEXT_PassList { /* Declare all passes here and init them in * EDIT_TEXT_cache_init(). * Only contains (DRWPass *) */ struct DRWPass *wire_pass; struct DRWPass *overlay_select_pass; struct DRWPass *overlay_cursor_pass; struct DRWPass *text_box_pass; } EDIT_TEXT_PassList; typedef struct EDIT_TEXT_FramebufferList { /* Contains all framebuffer objects needed by this engine. * Only contains (GPUFrameBuffer *) */ struct GPUFrameBuffer *fb; } EDIT_TEXT_FramebufferList; typedef struct EDIT_TEXT_TextureList { /* Contains all framebuffer textures / utility textures * needed by this engine. Only viewport specific textures * (not per object). Only contains (GPUTexture *) */ struct GPUTexture *texture; } EDIT_TEXT_TextureList; typedef struct EDIT_TEXT_StorageList { /* Contains any other memory block that the engine needs. * Only directly MEM_(m/c)allocN'ed blocks because they are * free with MEM_freeN() when viewport is freed. * (not per object) */ struct CustomStruct *block; struct EDIT_TEXT_PrivateData *g_data; } EDIT_TEXT_StorageList; typedef struct EDIT_TEXT_Data { /* Struct returned by DRW_viewport_engine_data_ensure. * If you don't use one of these, just make it a (void *) */ // void *fbl; void *engine_type; /* Required */ EDIT_TEXT_FramebufferList *fbl; EDIT_TEXT_TextureList *txl; EDIT_TEXT_PassList *psl; EDIT_TEXT_StorageList *stl; } EDIT_TEXT_Data; /* *********** STATIC *********** */ static struct { /* Custom shaders : * Add sources to source/blender/draw/modes/shaders * init in EDIT_TEXT_engine_init(); * free in EDIT_TEXT_engine_free(); */ GPUShader *wire_sh; GPUShader *overlay_select_sh; GPUShader *overlay_cursor_sh; } e_data = {NULL}; /* Engine data */ typedef struct EDIT_TEXT_PrivateData { /* resulting curve as 'wire' for fast editmode drawing */ DRWShadingGroup *wire_shgrp; DRWShadingGroup *overlay_select_shgrp; DRWShadingGroup *overlay_cursor_shgrp; DRWCallBuffer *box_shgrp; DRWCallBuffer *box_active_shgrp; } EDIT_TEXT_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ /* Init Textures, Framebuffers, Storage and Shaders. * It is called for every frames. * (Optional) */ static void EDIT_TEXT_engine_init(void *vedata) { EDIT_TEXT_TextureList *txl = ((EDIT_TEXT_Data *)vedata)->txl; EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl; EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; UNUSED_VARS(txl, fbl, stl); /* Init Framebuffers like this: order is attachment order (for color texs) */ /* * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0}, * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}}; */ /* DRW_framebuffer_init takes care of checking if * the framebuffer is valid and has the right size*/ /* * float *viewport_size = DRW_viewport_size_get(); * DRW_framebuffer_init(&fbl->occlude_wire_fb, * (int)viewport_size[0], (int)viewport_size[1], * tex, 2); */ if (!e_data.wire_sh) { e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); } if (!e_data.overlay_select_sh) { e_data.overlay_select_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); } if (!e_data.overlay_cursor_sh) { e_data.overlay_cursor_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); } } /* Here init all passes and shading groups * Assume that all Passes are NULL */ static void EDIT_TEXT_cache_init(void *vedata) { const DRWContextState *draw_ctx = DRW_context_state_get(); EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { /* Text outline (fast drawing!) */ psl->wire_pass = DRW_pass_create( "Font Wire", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass); /* Show selection & cursor on-top of everything (x-ray). */ psl->overlay_select_pass = DRW_pass_create("Font Select", DRW_STATE_WRITE_COLOR); stl->g_data->overlay_select_shgrp = DRW_shgroup_create(e_data.overlay_select_sh, psl->overlay_select_pass); psl->overlay_cursor_pass = DRW_pass_create("Font Cursor", DRW_STATE_WRITE_COLOR); stl->g_data->overlay_cursor_shgrp = DRW_shgroup_create(e_data.overlay_cursor_sh, psl->overlay_cursor_pass); psl->text_box_pass = DRW_pass_create("Font Text Boxes", DRW_STATE_WRITE_COLOR); stl->g_data->box_shgrp = buffer_dynlines_dashed_uniform_color( psl->text_box_pass, G_draw.block.colorWire, draw_ctx->sh_cfg); stl->g_data->box_active_shgrp = buffer_dynlines_dashed_uniform_color( psl->text_box_pass, G_draw.block.colorActive, draw_ctx->sh_cfg); } } /* Use 2D quad corners to create a matrix that set * a [-1..1] quad at the right position. */ static void v2_quad_corners_to_mat4(float corners[4][2], float r_mat[4][4]) { unit_m4(r_mat); sub_v2_v2v2(r_mat[0], corners[1], corners[0]); sub_v2_v2v2(r_mat[1], corners[3], corners[0]); mul_v2_fl(r_mat[0], 0.5f); mul_v2_fl(r_mat[1], 0.5f); copy_v2_v2(r_mat[3], corners[0]); add_v2_v2(r_mat[3], r_mat[0]); add_v2_v2(r_mat[3], r_mat[1]); } static void edit_text_cache_populate_select(void *vedata, Object *ob) { EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; const Curve *cu = ob->data; EditFont *ef = cu->editfont; float final_mat[4][4], box[4][2]; struct GPUBatch *geom = DRW_cache_quad_get(); for (int i = 0; i < ef->selboxes_len; i++) { EditFontSelBox *sb = &ef->selboxes[i]; float selboxw; if (i + 1 != ef->selboxes_len) { if (ef->selboxes[i + 1].y == sb->y) { selboxw = ef->selboxes[i + 1].x - sb->x; } else { selboxw = sb->w; } } else { selboxw = sb->w; } /* NOTE: v2_quad_corners_to_mat4 don't need the 3rd corner. */ if (sb->rot == 0.0f) { copy_v2_fl2(box[0], sb->x, sb->y); copy_v2_fl2(box[1], sb->x + selboxw, sb->y); copy_v2_fl2(box[3], sb->x, sb->y + sb->h); } else { float mat[2][2]; angle_to_mat2(mat, sb->rot); copy_v2_fl2(box[0], sb->x, sb->y); mul_v2_v2fl(box[1], mat[0], selboxw); add_v2_v2(box[1], &sb->x); mul_v2_v2fl(box[3], mat[1], sb->h); add_v2_v2(box[3], &sb->x); } v2_quad_corners_to_mat4(box, final_mat); mul_m4_m4m4(final_mat, ob->obmat, final_mat); DRW_shgroup_call_obmat(stl->g_data->overlay_select_shgrp, geom, final_mat); } } static void edit_text_cache_populate_cursor(void *vedata, Object *ob) { EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; const Curve *cu = ob->data; EditFont *edit_font = cu->editfont; float(*cursor)[2] = edit_font->textcurs; float mat[4][4]; v2_quad_corners_to_mat4(cursor, mat); mul_m4_m4m4(mat, ob->obmat, mat); struct GPUBatch *geom = DRW_cache_quad_get(); DRW_shgroup_call_obmat(stl->g_data->overlay_cursor_shgrp, geom, mat); } static void edit_text_cache_populate_boxes(void *vedata, Object *ob) { EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; const Curve *cu = ob->data; DRWCallBuffer *callbufs[] = { stl->g_data->box_active_shgrp, stl->g_data->box_shgrp, }; float vec[3], vec1[3], vec2[3]; for (int i = 0; i < cu->totbox; i++) { TextBox *tb = &cu->tb[i]; if ((tb->w == 0.0f) && (tb->h == 0.0f)) { continue; } const bool is_active = i == (cu->actbox - 1); DRWCallBuffer *callbuf = callbufs[is_active ? 0 : 1]; vec[0] = cu->xof + tb->x; vec[1] = cu->yof + tb->y + cu->fsize_realtime; vec[2] = 0.001; mul_v3_m4v3(vec1, ob->obmat, vec); vec[0] += tb->w; mul_v3_m4v3(vec2, ob->obmat, vec); DRW_buffer_add_entry(callbuf, vec1); DRW_buffer_add_entry(callbuf, vec2); vec[1] -= tb->h; copy_v3_v3(vec1, vec2); mul_v3_m4v3(vec2, ob->obmat, vec); DRW_buffer_add_entry(callbuf, vec1); DRW_buffer_add_entry(callbuf, vec2); vec[0] -= tb->w; copy_v3_v3(vec1, vec2); mul_v3_m4v3(vec2, ob->obmat, vec); DRW_buffer_add_entry(callbuf, vec1); DRW_buffer_add_entry(callbuf, vec2); vec[1] += tb->h; copy_v3_v3(vec1, vec2); mul_v3_m4v3(vec2, ob->obmat, vec); DRW_buffer_add_entry(callbuf, vec1); DRW_buffer_add_entry(callbuf, vec2); } } /* Add geometry to shadingGroups. Execute for each objects */ static void EDIT_TEXT_cache_populate(void *vedata, Object *ob) { EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); UNUSED_VARS(psl, stl); if (ob->type == OB_FONT) { if (ob == draw_ctx->object_edit) { const Curve *cu = ob->data; /* Get geometry cache */ struct GPUBatch *geom; bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f; if ((cu->flag & CU_FAST) || !has_surface) { geom = DRW_cache_text_edge_wire_get(ob); if (geom) { DRW_shgroup_call(stl->g_data->wire_shgrp, geom, ob); } } else { /* object mode draws */ } edit_text_cache_populate_select(vedata, ob); edit_text_cache_populate_cursor(vedata, ob); edit_text_cache_populate_boxes(vedata, ob); } } } /* Optional: Post-cache_populate callback */ static void EDIT_TEXT_cache_finish(void *vedata) { EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl, stl); } /* Draw time ! Control rendering pipeline from here */ static void EDIT_TEXT_draw_scene(void *vedata) { EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl; /* Default framebuffer and texture */ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); UNUSED_VARS(fbl, dfbl, dtxl); /* Show / hide entire passes, swap framebuffers ... whatever you fancy */ /* * DRW_framebuffer_texture_detach(dtxl->depth); * DRW_framebuffer_bind(fbl->custom_fb); * DRW_draw_pass(psl->pass); * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); * DRW_framebuffer_bind(dfbl->default_fb); */ DRW_draw_pass(psl->wire_pass); if (!DRW_pass_is_empty(psl->text_box_pass)) { DRW_draw_pass(psl->text_box_pass); } GPU_logic_op_invert_set(true); DRW_draw_pass(psl->overlay_select_pass); DRW_draw_pass(psl->overlay_cursor_pass); GPU_logic_op_invert_set(false); /* If you changed framebuffer, double check you rebind * the default one with its textures attached before finishing */ } /* Cleanup when destroying the engine. * This is not per viewport ! only when quitting blender. * Mostly used for freeing shaders */ static void EDIT_TEXT_engine_free(void) { // DRW_SHADER_FREE_SAFE(custom_shader); } static const DrawEngineDataSize EDIT_TEXT_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_TEXT_Data); DrawEngineType draw_engine_edit_text_type = { NULL, NULL, N_("EditTextMode"), &EDIT_TEXT_data_size, &EDIT_TEXT_engine_init, &EDIT_TEXT_engine_free, &EDIT_TEXT_cache_init, &EDIT_TEXT_cache_populate, &EDIT_TEXT_cache_finish, NULL, /* draw_background but not needed by mode engines */ &EDIT_TEXT_draw_scene, NULL, NULL, };