/* * 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_object_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "BKE_pbvh.h" #include "BKE_paint.h" #include "BKE_subdiv_ccg.h" /* If builtin shaders are needed */ #include "GPU_shader.h" #include "draw_common.h" #include "draw_mode_engines.h" extern char datatoc_sculpt_mask_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; /* *********** LISTS *********** */ /* All lists are per viewport specific datas. * They are all free when viewport changes engines * or is free itself. Use SCULPT_engine_init() to * initialize most of them and SCULPT_cache_init() * for SCULPT_PassList */ typedef struct SCULPT_PassList { /* Declare all passes here and init them in * SCULPT_cache_init(). * Only contains (DRWPass *) */ struct DRWPass *pass; } SCULPT_PassList; typedef struct SCULPT_FramebufferList { /* Contains all framebuffer objects needed by this engine. * Only contains (GPUFrameBuffer *) */ struct GPUFrameBuffer *fb; } SCULPT_FramebufferList; typedef struct SCULPT_TextureList { /* Contains all framebuffer textures / utility textures * needed by this engine. Only viewport specific textures * (not per object). Only contains (GPUTexture *) */ struct GPUTexture *texture; } SCULPT_TextureList; typedef struct SCULPT_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 SCULPT_PrivateData *g_data; } SCULPT_StorageList; typedef struct SCULPT_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 */ SCULPT_FramebufferList *fbl; SCULPT_TextureList *txl; SCULPT_PassList *psl; SCULPT_StorageList *stl; } SCULPT_Data; /* *********** STATIC *********** */ static struct { /* Custom shaders : * Add sources to source/blender/draw/modes/shaders * init in SCULPT_engine_init(); * free in SCULPT_engine_free(); */ struct GPUShader *shader_smooth; } e_data = {NULL}; /* Engine data */ typedef struct SCULPT_PrivateData { /* This keeps the references of the shading groups for * easy access in SCULPT_cache_populate() */ DRWShadingGroup *group_flat; DRWShadingGroup *group_smooth; } SCULPT_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ /* Init Textures, Framebuffers, Storage and Shaders. * It is called for every frames. * (Optional) */ static void SCULPT_engine_init(void *vedata) { SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl; SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl; SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; UNUSED_VARS(txl, fbl, stl); if (!e_data.shader_smooth) { e_data.shader_smooth = DRW_shader_create( datatoc_sculpt_mask_vert_glsl, NULL, datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL); } } /* Here init all passes and shading groups * Assume that all Passes are NULL */ static void SCULPT_cache_init(void *vedata) { SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; if (!stl->g_data) { stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY; psl->pass = DRW_pass_create("Sculpt Pass", state); DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_smooth, psl->pass); DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1); stl->g_data->group_smooth = shgrp; } } static void sculpt_draw_mask_cb(DRWShadingGroup *shgroup, void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom), void *user_data) { Object *ob = user_data; PBVH *pbvh = ob->sculpt->pbvh; if (pbvh) { BKE_pbvh_draw_cb(pbvh, NULL, NULL, false, false, true, false, (void (*)(void *, struct GPUBatch *))draw_fn, shgroup); } } static void sculpt_update_pbvh_normals(Object *object) { Mesh *mesh = object->data; PBVH *pbvh = object->sculpt->pbvh; SubdivCCG *subdiv_ccg = mesh->runtime.subdiv_ccg; if (pbvh == NULL || subdiv_ccg == NULL) { return; } BKE_sculpt_bvh_update_from_ccg(pbvh, subdiv_ccg); struct CCGFace **faces; int num_faces; BKE_pbvh_get_grid_updates(pbvh, 1, (void ***)&faces, &num_faces); if (num_faces > 0) { BKE_subdiv_ccg_update_normals(subdiv_ccg, faces, num_faces); MEM_freeN(faces); } } /* Add geometry to shadingGroups. Execute for each objects */ static void SCULPT_cache_populate(void *vedata, Object *ob) { SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; UNUSED_VARS(psl, stl); if (ob->type == OB_MESH) { const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob->sculpt && (ob == draw_ctx->obact)) { sculpt_update_pbvh_normals(ob); /* XXX, needed for dyntopo-undo (which clears). * probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */ if (ob->sculpt->pbvh == NULL) { /* create PBVH immediately (would be created on the fly too, * but this avoids waiting on first stroke) */ Scene *scene = draw_ctx->scene; BKE_sculpt_update_mesh_elements( draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false); } PBVH *pbvh = ob->sculpt->pbvh; if (pbvh && pbvh_has_mask(pbvh)) { DRW_shgroup_call_generate_add( stl->g_data->group_smooth, sculpt_draw_mask_cb, ob, ob->obmat); } } } } /* Optional: Post-cache_populate callback */ static void SCULPT_cache_finish(void *vedata) { SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; /* Do something here! dependent on the objects gathered */ UNUSED_VARS(psl, stl); } /* Draw time ! Control rendering pipeline from here */ static void SCULPT_draw_scene(void *vedata) { SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; SCULPT_FramebufferList *fbl = ((SCULPT_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); */ /* ... or just render passes on default framebuffer. */ DRW_draw_pass(psl->pass); /* 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 SCULPT_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.shader_smooth); } static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data); DrawEngineType draw_engine_sculpt_type = { NULL, NULL, N_("SculptMode"), &SCULPT_data_size, &SCULPT_engine_init, &SCULPT_engine_free, &SCULPT_cache_init, &SCULPT_cache_populate, &SCULPT_cache_finish, NULL, /* draw_background but not needed by mode engines */ &SCULPT_draw_scene, NULL, NULL, };