/* * Copyright 2016, Blender Foundation. * * 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. * * Contributor(s): Blender Institute * */ /** \file blender/draw/modes/sculpt_mode.c * \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 "DEG_depsgraph.h" /* If builtin shaders are needed */ #include "GPU_shader.h" #include "GPU_matrix.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 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_flat; 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); /* 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.shader_flat) { e_data.shader_flat = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR); } if (!e_data.shader_smooth) { e_data.shader_smooth = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR); } } /* 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) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { /* Create a pass */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY; psl->pass = DRW_pass_create("Sculpt Pass", state); /* Create a shadingGroup using a function in draw_common.c or custom one */ /* * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire); * -- or -- * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass); */ stl->g_data->group_flat = DRW_shgroup_create(e_data.shader_flat, psl->pass); stl->g_data->group_smooth = DRW_shgroup_create(e_data.shader_smooth, psl->pass); } } static bool object_is_flat(const Object *ob) { Mesh *me = ob->data; if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) { return false; } else { return true; } } /* 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)) { /* 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)) { /* Get geometry cache */ DRWShadingGroup *shgroup = object_is_flat(ob) ? stl->g_data->group_flat : stl->g_data->group_smooth; /* Add geom to a shading group */ DRW_shgroup_call_sculpt_add(shgroup, 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! dependant 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(custom_shader); } 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, };