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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#include "BKE_paint.h"
#include "DRW_render.h"
#include "overlay_private.hh"
void OVERLAY_facing_init(OVERLAY_Data *UNUSED(vedata))
{
}
void OVERLAY_facing_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
for (int i = 0; i < 2; i++) {
/* Non Meshes Pass (Camera, empties, lights ...) */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->facing_ps[i], state | pd->clipping_state);
GPUShader *sh = OVERLAY_shader_facing();
pd->facing_grp[i] = DRW_shgroup_create(sh, psl->facing_ps[i]);
DRW_shgroup_uniform_block(pd->facing_grp[i], "globalsBlock", G_draw.block_ubo);
}
if (!pd->use_in_front) {
pd->facing_grp[IN_FRONT] = pd->facing_grp[NOT_IN_FRONT];
}
}
void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
if (pd->xray_enabled) {
return;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
if (use_sculpt_pbvh) {
DRW_shgroup_call_sculpt(pd->facing_grp[is_xray], ob, false, false);
}
else {
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call(pd->facing_grp[is_xray], geom, ob);
}
}
}
void OVERLAY_facing_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_draw_pass(psl->facing_ps[NOT_IN_FRONT]);
}
void OVERLAY_facing_infront_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_draw_pass(psl->facing_ps[IN_FRONT]);
}
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