/* * 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_common_view_lib_glsl[]; 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 { struct GPUShader *shader_mask; } e_data = {NULL}; /* Engine data */ typedef struct SCULPT_PrivateData { DRWShadingGroup *mask_overlay_grp; } 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_mask) { e_data.shader_mask = DRW_shader_create_with_lib(datatoc_sculpt_mask_vert_glsl, NULL, datatoc_gpu_shader_3D_smooth_color_frag_glsl, datatoc_common_view_lib_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_BLEND_MUL; psl->pass = DRW_pass_create("Sculpt Pass", state); DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass); DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1); stl->g_data->mask_overlay_grp = shgrp; } } /* 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->sculpt) { const DRWContextState *draw_ctx = DRW_context_state_get(); if ((ob == draw_ctx->obact) && (BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) || ob->sculpt->deform_modifiers_active || ob->sculpt->shapekey_active)) { PBVH *pbvh = ob->sculpt->pbvh; if (pbvh && pbvh_has_mask(pbvh)) { DRW_shgroup_call_sculpt(stl->g_data->mask_overlay_grp, ob, false, true, false); } } } } static void SCULPT_draw_scene(void *vedata) { SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; DRW_draw_pass(psl->pass); } static void SCULPT_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.shader_mask); } 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, NULL, NULL, /* draw_background but not needed by mode engines */ &SCULPT_draw_scene, NULL, NULL, };