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/*
* 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 2020, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Outline Effect:
*
* Simple effect that just samples an object id buffer to detect objects outlines.
*/
#include "DRW_render.h"
#include "workbench_engine.h"
#include "workbench_private.h"
void workbench_outline_cache_init(WORKBENCH_Data *data)
{
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_PrivateData *wpd = data->stl->wpd;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
struct GPUShader *sh;
DRWShadingGroup *grp;
if (OBJECT_OUTLINE_ENABLED(wpd)) {
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL;
DRW_PASS_CREATE(psl->outline_ps, state);
sh = workbench_shader_outline_get();
grp = DRW_shgroup_create(sh, psl->outline_ps);
DRW_shgroup_uniform_texture(grp, "objectIdBuffer", wpd->object_id_tx);
DRW_shgroup_uniform_texture(grp, "depthBuffer", dtxl->depth);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
else {
psl->outline_ps = NULL;
}
}
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