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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup overlay
*/
#include "overlay_instance.hh"
#include "draw_debug.hh"
namespace blender::draw::overlay {
void Instance::init()
{
resources.depth_tx.wrap(DRW_viewport_texture_list_get()->depth);
resources.color_overlay_tx.wrap(DRW_viewport_texture_list_get()->color_overlay);
resources.color_render_tx.wrap(DRW_viewport_texture_list_get()->color);
/* TODO(fclem): Remove DRW global usage. */
const DRWContextState *ctx = DRW_context_state_get();
state.depsgraph = ctx->depsgraph;
state.scene = ctx->scene;
state.v3d = ctx->v3d;
state.rv3d = ctx->rv3d;
state.pixelsize = U.pixelsize;
state.ctx_mode = CTX_data_mode_enum_ex(ctx->object_edit, ctx->obact, ctx->object_mode);
state.clear_in_front = (state.v3d->shading.type != OB_SOLID);
state.use_in_front = (state.v3d->shading.type <= OB_SOLID) ||
BKE_scene_uses_blender_workbench(state.scene);
state.is_wireframe_mode = (state.v3d->shading.type == OB_WIRE);
state.hide_overlays = (state.v3d->flag2 & V3D_HIDE_OVERLAYS) != 0;
state.xray_enabled = XRAY_ACTIVE(state.v3d);
state.xray_enabled_and_not_wire = state.xray_enabled && (state.v3d->shading.type > OB_WIRE);
state.xray_opacity = XRAY_ALPHA(state.v3d);
state.cfra = DEG_get_ctime(state.depsgraph);
state.clipping_state = RV3D_CLIPPING_ENABLED(state.v3d, state.rv3d) ? DRW_STATE_CLIP_PLANES :
DRWState(0);
if (!state.hide_overlays) {
state.overlay = state.v3d->overlay;
state.v3d_flag = state.v3d->flag;
state.v3d_gridflag = state.v3d->gridflag;
}
else {
memset(&state.overlay, 0, sizeof(state.overlay));
state.v3d_flag = 0;
state.v3d_gridflag = 0;
state.overlay.flag = V3D_OVERLAY_HIDE_TEXT | V3D_OVERLAY_HIDE_MOTION_PATHS |
V3D_OVERLAY_HIDE_BONES | V3D_OVERLAY_HIDE_OBJECT_XTRAS |
V3D_OVERLAY_HIDE_OBJECT_ORIGINS;
state.overlay.wireframe_threshold = state.v3d->overlay.wireframe_threshold;
state.overlay.wireframe_opacity = state.v3d->overlay.wireframe_opacity;
}
/* TODO(fclem): Remove DRW global usage. */
resources.globals_buf = G_draw.block_ubo;
resources.theme_settings = G_draw.block;
}
void Instance::begin_sync()
{
const DRWView *view_legacy = DRW_view_default_get();
View view("OverlayView", view_legacy);
background.begin_sync(resources, state);
grid.begin_sync(resources, state, view);
}
void Instance::object_sync(ObjectRef &ob_ref)
{
UNUSED_VARS(ob_ref);
}
void Instance::end_sync()
{
}
void Instance::draw(Manager &manager)
{
/* WORKAROUND: This is to prevent crashes when using depth picking or selection.
* The selection engine should handle theses cases instead. */
if (!DRW_state_is_fbo()) {
return;
}
const DRWView *view_legacy = DRW_view_default_get();
View view("OverlayView", view_legacy);
resources.line_tx.acquire(int2(resources.depth_tx.size()), GPU_RGBA8);
resources.overlay_color_only_fb.ensure(GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx));
resources.overlay_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_tx),
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx));
resources.overlay_line_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_tx),
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx),
GPU_ATTACHMENT_TEXTURE(resources.line_tx));
GPU_framebuffer_bind(resources.overlay_color_only_fb);
float4 clear_color(0.0f);
GPU_framebuffer_clear_color(resources.overlay_color_only_fb, clear_color);
background.draw(resources, manager);
grid.draw(resources, manager, view);
// anti_aliasing.draw(resources, manager, view);
resources.line_tx.release();
}
} // namespace blender::draw::overlay
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