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/*
* 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 solid_flat_mode.c
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple flat shaders.
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "workbench_private.h"
/* Functions */
static void workbench_solid_flat_engine_init(void *UNUSED(vedata))
{
workbench_materials_engine_init();
}
static void workbench_solid_flat_cache_init(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
/* Depth Pass */
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth Pass", state);
}
/* Solid Pass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
workbench_materials_cache_init(data);
}
static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
workbench_materials_solid_cache_populate(data, ob);
}
static void workbench_solid_flat_cache_finish(void *UNUSED(vedata))
{
}
static void workbench_solid_flat_draw_scene(void *vedata)
{
WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
workbench_materials_draw_scene_finish(data);
}
static void workbench_solid_flat_engine_free(void)
{
workbench_materials_engine_free();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench_solid_flat = {
NULL, NULL,
N_("Workbench"),
&workbench_data_size,
&workbench_solid_flat_engine_init,
&workbench_solid_flat_engine_free,
&workbench_solid_flat_cache_init,
&workbench_solid_flat_cache_populate,
&workbench_solid_flat_cache_finish,
NULL,
&workbench_solid_flat_draw_scene,
NULL,
NULL,
NULL,
};
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