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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 blender/draw/intern/draw_manager_data.c
* \ingroup draw
*/
#include "draw_manager.h"
#include "BKE_curve.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "BLI_link_utils.h"
#include "BLI_mempool.h"
#include "intern/gpu_codegen.h"
struct GPUVertFormat *g_pos_format = NULL;
extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */
/* -------------------------------------------------------------------- */
/** \name Uniform Buffer Object (DRW_uniformbuffer)
* \{ */
GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data)
{
return GPU_uniformbuffer_create(size, data, NULL);
}
void DRW_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
GPU_uniformbuffer_update(ubo, data);
}
void DRW_uniformbuffer_free(GPUUniformBuffer *ubo)
{
GPU_uniformbuffer_free(ubo);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms (DRW_shgroup_uniform)
* \{ */
static void drw_shgroup_uniform_create_ex(DRWShadingGroup *shgroup, int loc,
DRWUniformType type, const void *value, int length, int arraysize)
{
DRWUniform *uni = BLI_mempool_alloc(DST.vmempool->uniforms);
uni->location = loc;
uni->type = type;
uni->length = length;
uni->arraysize = arraysize;
switch (type) {
case DRW_UNIFORM_INT_COPY:
uni->ivalue = *((int *)value);
break;
case DRW_UNIFORM_BOOL_COPY:
uni->ivalue = (int)*((bool *)value);
break;
case DRW_UNIFORM_FLOAT_COPY:
uni->fvalue = *((float *)value);
break;
default:
uni->pvalue = value;
break;
}
BLI_LINKS_PREPEND(shgroup->uniforms, uni);
}
static void drw_shgroup_builtin_uniform(
DRWShadingGroup *shgroup, int builtin, const void *value, int length, int arraysize)
{
int loc = GPU_shader_get_builtin_uniform(shgroup->shader, builtin);
if (loc != -1) {
drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_FLOAT, value, length, arraysize);
}
}
static void drw_shgroup_uniform(DRWShadingGroup *shgroup, const char *name,
DRWUniformType type, const void *value, int length, int arraysize)
{
int location;
if (ELEM(type, DRW_UNIFORM_BLOCK, DRW_UNIFORM_BLOCK_PERSIST)) {
location = GPU_shader_get_uniform_block(shgroup->shader, name);
}
else {
location = GPU_shader_get_uniform(shgroup->shader, name);
}
if (location == -1) {
if (G.debug & G_DEBUG)
fprintf(stderr, "Pass : %s, Uniform '%s' not found!\n", shgroup->pass_parent->name, name);
/* Nice to enable eventually, for now eevee uses uniforms that might not exist. */
// BLI_assert(0);
return;
}
BLI_assert(arraysize > 0 && arraysize <= 16);
BLI_assert(length >= 0 && length <= 16);
drw_shgroup_uniform_create_ex(shgroup, location, type, value, length, arraysize);
#ifndef NDEBUG
/* Save uniform name to easily identify it when debugging. */
BLI_strncpy(shgroup->uniforms->name, name, MAX_UNIFORM_NAME);
#endif
}
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
{
BLI_assert(tex != NULL);
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1);
}
/* Same as DRW_shgroup_uniform_texture but is garanteed to be bound if shader does not change between shgrp. */
void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
{
BLI_assert(tex != NULL);
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_PERSIST, tex, 0, 1);
}
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo)
{
BLI_assert(ubo != NULL);
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1);
}
/* Same as DRW_shgroup_uniform_block but is garanteed to be bound if shader does not change between shgrp. */
void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo)
{
BLI_assert(ubo != NULL);
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK_PERSIST, ubo, 0, 1);
}
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_REF, tex, 0, 1);
}
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize);
}
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize);
}
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize);
}
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize);
}
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize);
}
void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_INT, value, 1, arraysize);
}
void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_FLOAT, value, 1, arraysize);
}
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize);
}
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize);
}
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize);
}
void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 4, arraysize);
}
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3])
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1);
}
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4])
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 16, 1);
}
/* Stores the int instead of a pointer. */
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, &value, 1, 1);
}
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BOOL_COPY, &value, 1, 1);
}
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, &value, 1, 1);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Call (DRW_calls)
* \{ */
static void drw_call_calc_orco(Object *ob, float (*r_orcofacs)[3])
{
ID *ob_data = (ob) ? ob->data : NULL;
float *texcoloc = NULL;
float *texcosize = NULL;
if (ob_data != NULL) {
switch (GS(ob_data->name)) {
case ID_ME:
BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
break;
case ID_CU:
{
Curve *cu = (Curve *)ob_data;
if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
BKE_curve_texspace_calc(cu);
}
texcoloc = cu->loc;
texcosize = cu->size;
break;
}
case ID_MB:
{
MetaBall *mb = (MetaBall *)ob_data;
texcoloc = mb->loc;
texcosize = mb->size;
break;
}
default:
break;
}
}
if ((texcoloc != NULL) && (texcosize != NULL)) {
mul_v3_v3fl(r_orcofacs[1], texcosize, 2.0f);
invert_v3(r_orcofacs[1]);
sub_v3_v3v3(r_orcofacs[0], texcoloc, texcosize);
negate_v3(r_orcofacs[0]);
mul_v3_v3(r_orcofacs[0], r_orcofacs[1]); /* result in a nice MADD in the shader */
}
else {
copy_v3_fl(r_orcofacs[0], 0.0f);
copy_v3_fl(r_orcofacs[1], 1.0f);
}
}
static DRWCallState *drw_call_state_create(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob)
{
DRWCallState *state = BLI_mempool_alloc(DST.vmempool->states);
state->flag = 0;
state->cache_id = 0;
state->visibility_cb = NULL;
state->matflag = shgroup->matflag;
/* Matrices */
if (obmat != NULL) {
copy_m4_m4(state->model, obmat);
if (is_negative_m4(state->model)) {
state->flag |= DRW_CALL_NEGSCALE;
}
}
else {
unit_m4(state->model);
}
if (ob != NULL) {
float corner[3];
BoundBox *bbox = BKE_object_boundbox_get(ob);
/* Get BoundSphere center and radius from the BoundBox. */
mid_v3_v3v3(state->bsphere.center, bbox->vec[0], bbox->vec[6]);
mul_v3_m4v3(corner, obmat, bbox->vec[0]);
mul_m4_v3(obmat, state->bsphere.center);
state->bsphere.radius = len_v3v3(state->bsphere.center, corner);
}
else {
/* Bypass test. */
state->bsphere.radius = -1.0f;
}
/* Orco factors: We compute this at creation to not have to save the *ob_data */
if ((state->matflag & DRW_CALL_ORCOTEXFAC) != 0) {
drw_call_calc_orco(ob, state->orcotexfac);
state->matflag &= ~DRW_CALL_ORCOTEXFAC;
}
return state;
}
static DRWCallState *drw_call_state_object(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob)
{
if (DST.ob_state == NULL) {
DST.ob_state = drw_call_state_create(shgroup, obmat, ob);
}
else {
/* If the DRWCallState is reused, add necessary matrices. */
DST.ob_state->matflag |= shgroup->matflag;
}
return DST.ob_state;
}
void DRW_shgroup_call_add(DRWShadingGroup *shgroup, GPUBatch *geom, float (*obmat)[4])
{
BLI_assert(geom != NULL);
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_create(shgroup, obmat, NULL);
call->type = DRW_CALL_SINGLE;
call->single.geometry = geom;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
void DRW_shgroup_call_range_add(DRWShadingGroup *shgroup, GPUBatch *geom, float (*obmat)[4], uint v_sta, uint v_count)
{
BLI_assert(geom != NULL);
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
BLI_assert(v_count);
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_create(shgroup, obmat, NULL);
call->type = DRW_CALL_RANGE;
call->range.geometry = geom;
call->range.start = v_sta;
call->range.count = v_count;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
static void drw_shgroup_call_procedural_add_ex(
DRWShadingGroup *shgroup, GPUPrimType prim_type, uint vert_count, float (*obmat)[4], Object *ob)
{
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
if (ob) {
call->state = drw_call_state_object(shgroup, ob->obmat, ob);
}
else {
call->state = drw_call_state_create(shgroup, obmat, NULL);
}
call->type = DRW_CALL_PROCEDURAL;
call->procedural.prim_type = prim_type;
call->procedural.vert_count = vert_count;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, uint point_len, float (*obmat)[4])
{
drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_POINTS, point_len, obmat, NULL);
}
void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, uint line_count, float (*obmat)[4])
{
drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_LINES, line_count * 2, obmat, NULL);
}
void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, uint tria_count, float (*obmat)[4])
{
drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_TRIS, tria_count * 3, obmat, NULL);
}
/* TODO (fclem): this is a sign that the api is starting to be limiting.
* Maybe add special function that general purpose for special cases. */
void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup, uint tria_count, Object *ob)
{
drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_TRIS, tria_count * 3, NULL, ob);
}
/* These calls can be culled and are optimized for redraw */
void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, bool bypass_culling)
{
BLI_assert(geom != NULL);
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_object(shgroup, ob->obmat, ob);
call->type = DRW_CALL_SINGLE;
call->single.geometry = geom;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
/* NOTE this will disable culling for the whole object. */
call->state->flag |= (bypass_culling) ? DRW_CALL_BYPASS_CULLING : 0;
BLI_LINKS_APPEND(&shgroup->calls, call);
}
void DRW_shgroup_call_object_add_with_callback(
DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob,
DRWCallVisibilityFn *callback, void *user_data)
{
BLI_assert(geom != NULL);
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_object(shgroup, ob->obmat, ob);
call->state->visibility_cb = callback;
call->state->user_data = user_data;
call->type = DRW_CALL_SINGLE;
call->single.geometry = geom;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
void DRW_shgroup_call_instances_add(DRWShadingGroup *shgroup, GPUBatch *geom, float (*obmat)[4], uint *count)
{
BLI_assert(geom != NULL);
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_create(shgroup, obmat, NULL);
call->type = DRW_CALL_INSTANCES;
call->instances.geometry = geom;
call->instances.count = count;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
/* These calls can be culled and are optimized for redraw */
void DRW_shgroup_call_object_instances_add(DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, uint *count)
{
BLI_assert(geom != NULL);
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_object(shgroup, ob->obmat, ob);
call->type = DRW_CALL_INSTANCES;
call->instances.geometry = geom;
call->instances.count = count;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
void DRW_shgroup_call_generate_add(
DRWShadingGroup *shgroup,
DRWCallGenerateFn *geometry_fn, void *user_data,
float (*obmat)[4])
{
BLI_assert(geometry_fn != NULL);
BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_create(shgroup, obmat, NULL);
call->type = DRW_CALL_GENERATE;
call->generate.geometry_fn = geometry_fn;
call->generate.user_data = user_data;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
static void sculpt_draw_cb(
DRWShadingGroup *shgroup,
void (*draw_fn)(DRWShadingGroup *shgroup, GPUBatch *geom),
void *user_data)
{
Object *ob = user_data;
PBVH *pbvh = ob->sculpt->pbvh;
const DRWContextState *drwctx = DRW_context_state_get();
int fast_mode = 0;
if (drwctx->evil_C != NULL) {
Paint *p = BKE_paint_get_active_from_context(drwctx->evil_C);
if (p && (p->flags & PAINT_FAST_NAVIGATE)) {
fast_mode = drwctx->rv3d->rflag & RV3D_NAVIGATING;
}
}
if (pbvh) {
BKE_pbvh_draw_cb(
pbvh, NULL, NULL, fast_mode, false,
(void (*)(void *, GPUBatch *))draw_fn, shgroup);
}
}
void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, Object *ob, float (*obmat)[4])
{
DRW_shgroup_call_generate_add(shgroup, sculpt_draw_cb, ob, obmat);
}
void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], uint attr_len)
{
#ifdef USE_GPU_SELECT
if (G.f & G_PICKSEL) {
if (shgroup->instance_count == shgroup->inst_selectid->vertex_len) {
GPU_vertbuf_data_resize(shgroup->inst_selectid, shgroup->instance_count + 32);
}
GPU_vertbuf_attr_set(shgroup->inst_selectid, 0, shgroup->instance_count, &DST.select_id);
}
#endif
BLI_assert(attr_len == shgroup->attribs_count);
UNUSED_VARS_NDEBUG(attr_len);
for (int i = 0; i < attr_len; ++i) {
if (shgroup->instance_count == shgroup->instance_vbo->vertex_len) {
GPU_vertbuf_data_resize(shgroup->instance_vbo, shgroup->instance_count + 32);
}
GPU_vertbuf_attr_set(shgroup->instance_vbo, i, shgroup->instance_count, attr[i]);
}
shgroup->instance_count += 1;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shading Groups (DRW_shgroup)
* \{ */
static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
{
shgroup->instance_geom = NULL;
shgroup->instance_vbo = NULL;
shgroup->instance_count = 0;
shgroup->uniforms = NULL;
#ifdef USE_GPU_SELECT
shgroup->inst_selectid = NULL;
shgroup->override_selectid = -1;
#endif
#ifndef NDEBUG
shgroup->attribs_count = 0;
#endif
int view_ubo_location = GPU_shader_get_uniform_block(shader, "viewBlock");
if (view_ubo_location != -1) {
drw_shgroup_uniform_create_ex(shgroup, view_ubo_location, DRW_UNIFORM_BLOCK_PERSIST, view_ubo, 0, 1);
}
else {
/* Only here to support builtin shaders. This should not be used by engines. */
drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEW, DST.view_data.matstate.mat[DRW_MAT_VIEW], 16, 1);
drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEW_INV, DST.view_data.matstate.mat[DRW_MAT_VIEWINV], 16, 1);
drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEWPROJECTION, DST.view_data.matstate.mat[DRW_MAT_PERS], 16, 1);
drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_VIEWPROJECTION_INV, DST.view_data.matstate.mat[DRW_MAT_PERSINV], 16, 1);
drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_PROJECTION, DST.view_data.matstate.mat[DRW_MAT_WIN], 16, 1);
drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_PROJECTION_INV, DST.view_data.matstate.mat[DRW_MAT_WININV], 16, 1);
drw_shgroup_builtin_uniform(shgroup, GPU_UNIFORM_CAMERATEXCO, DST.view_data.viewcamtexcofac, 3, 2);
}
shgroup->model = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL);
shgroup->modelinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL_INV);
shgroup->modelview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW);
shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL);
shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
shgroup->eye = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_EYE);
shgroup->callid = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CALLID);
shgroup->matflag = 0;
if (shgroup->modelinverse > -1)
shgroup->matflag |= DRW_CALL_MODELINVERSE;
if (shgroup->modelview > -1)
shgroup->matflag |= DRW_CALL_MODELVIEW;
if (shgroup->modelviewinverse > -1)
shgroup->matflag |= DRW_CALL_MODELVIEWINVERSE;
if (shgroup->modelviewprojection > -1)
shgroup->matflag |= DRW_CALL_MODELVIEWPROJECTION;
if (shgroup->normalview > -1)
shgroup->matflag |= DRW_CALL_NORMALVIEW;
if (shgroup->normalworld > -1)
shgroup->matflag |= DRW_CALL_NORMALWORLD;
if (shgroup->orcotexfac > -1)
shgroup->matflag |= DRW_CALL_ORCOTEXFAC;
if (shgroup->eye > -1)
shgroup->matflag |= DRW_CALL_EYEVEC;
}
static void drw_shgroup_instance_init(
DRWShadingGroup *shgroup, GPUShader *shader, GPUBatch *batch, GPUVertFormat *format)
{
BLI_assert(shgroup->type == DRW_SHG_INSTANCE);
BLI_assert(batch != NULL);
BLI_assert(format != NULL);
drw_shgroup_init(shgroup, shader);
shgroup->instance_geom = batch;
#ifndef NDEBUG
shgroup->attribs_count = format->attr_len;
#endif
DRW_instancing_buffer_request(DST.idatalist, format, batch, shgroup,
&shgroup->instance_geom, &shgroup->instance_vbo);
#ifdef USE_GPU_SELECT
if (G.f & G_PICKSEL) {
/* Not actually used for rendering but alloced in one chunk.
* Plus we don't have to care about ownership. */
static GPUVertFormat inst_select_format = {0};
if (inst_select_format.attr_len == 0) {
GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
GPUBatch *batch_dummy; /* Not used */
DRW_batching_buffer_request(DST.idatalist, &inst_select_format,
GPU_PRIM_POINTS, shgroup,
&batch_dummy, &shgroup->inst_selectid);
}
#endif
}
static void drw_shgroup_batching_init(
DRWShadingGroup *shgroup, GPUShader *shader, GPUVertFormat *format)
{
drw_shgroup_init(shgroup, shader);
#ifndef NDEBUG
shgroup->attribs_count = (format != NULL) ? format->attr_len : 0;
#endif
BLI_assert(format != NULL);
GPUPrimType type;
switch (shgroup->type) {
case DRW_SHG_POINT_BATCH: type = GPU_PRIM_POINTS; break;
case DRW_SHG_LINE_BATCH: type = GPU_PRIM_LINES; break;
case DRW_SHG_TRIANGLE_BATCH: type = GPU_PRIM_TRIS; break;
default: type = GPU_PRIM_NONE; BLI_assert(0); break;
}
DRW_batching_buffer_request(DST.idatalist, format, type, shgroup,
&shgroup->batch_geom, &shgroup->batch_vbo);
#ifdef USE_GPU_SELECT
if (G.f & G_PICKSEL) {
/* Not actually used for rendering but alloced in one chunk. */
static GPUVertFormat inst_select_format = {0};
if (inst_select_format.attr_len == 0) {
GPU_vertformat_attr_add(&inst_select_format, "selectId", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
GPUBatch *batch; /* Not used */
DRW_batching_buffer_request(DST.idatalist, &inst_select_format,
GPU_PRIM_POINTS, shgroup,
&batch, &shgroup->inst_selectid);
}
#endif
}
static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass *pass)
{
DRWShadingGroup *shgroup = BLI_mempool_alloc(DST.vmempool->shgroups);
BLI_LINKS_APPEND(&pass->shgroups, shgroup);
shgroup->type = DRW_SHG_NORMAL;
shgroup->shader = shader;
shgroup->state_extra = 0;
shgroup->state_extra_disable = ~0x0;
shgroup->stencil_mask = 0;
shgroup->calls.first = NULL;
shgroup->calls.last = NULL;
#if 0 /* All the same in the union! */
shgroup->batch_geom = NULL;
shgroup->batch_vbo = NULL;
shgroup->instance_geom = NULL;
shgroup->instance_vbo = NULL;
#endif
#if !defined(NDEBUG) || defined(USE_GPU_SELECT)
shgroup->pass_parent = pass;
#endif
return shgroup;
}
static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass *pass)
{
if (!gpupass) {
/* Shader compilation error */
return NULL;
}
GPUShader *sh = GPU_pass_shader_get(gpupass);
if (!sh) {
/* Shader not yet compiled */
return NULL;
}
DRWShadingGroup *grp = drw_shgroup_create_ex(sh, pass);
return grp;
}
static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp, struct GPUMaterial *material)
{
ListBase *inputs = GPU_material_get_inputs(material);
/* Converting dynamic GPUInput to DRWUniform */
for (GPUInput *input = inputs->first; input; input = input->next) {
/* Textures */
if (input->source == GPU_SOURCE_TEX) {
GPUTexture *tex = NULL;
if (input->ima) {
double time = 0.0; /* TODO make time variable */
tex = GPU_texture_from_blender(input->ima, input->iuser, GL_TEXTURE_2D, input->image_isdata, time);
}
else {
/* Color Ramps */
tex = *input->coba;
}
if (input->bindtex) {
drw_shgroup_uniform_create_ex(grp, input->shaderloc, DRW_UNIFORM_TEXTURE, tex, 0, 1);
}
}
}
GPUUniformBuffer *ubo = GPU_material_uniform_buffer_get(material);
if (ubo != NULL) {
DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo);
}
return grp;
}
GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttribFormat attribs[], int arraysize)
{
GPUVertFormat *format = MEM_callocN(sizeof(GPUVertFormat), "GPUVertFormat");
for (int i = 0; i < arraysize; ++i) {
GPU_vertformat_attr_add(format, attribs[i].name,
(attribs[i].type == DRW_ATTRIB_INT) ? GPU_COMP_I32 : GPU_COMP_F32,
attribs[i].components,
(attribs[i].type == DRW_ATTRIB_INT) ? GPU_FETCH_INT : GPU_FETCH_FLOAT);
}
return format;
}
DRWShadingGroup *DRW_shgroup_material_create(
struct GPUMaterial *material, DRWPass *pass)
{
GPUPass *gpupass = GPU_material_get_pass(material);
DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
if (shgroup) {
drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass));
drw_shgroup_material_inputs(shgroup, material);
}
return shgroup;
}
DRWShadingGroup *DRW_shgroup_material_instance_create(
struct GPUMaterial *material, DRWPass *pass, GPUBatch *geom, Object *ob, GPUVertFormat *format)
{
GPUPass *gpupass = GPU_material_get_pass(material);
DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
if (shgroup) {
shgroup->type = DRW_SHG_INSTANCE;
shgroup->instance_geom = geom;
drw_call_calc_orco(ob, shgroup->instance_orcofac);
drw_shgroup_instance_init(shgroup, GPU_pass_shader_get(gpupass), geom, format);
drw_shgroup_material_inputs(shgroup, material);
}
return shgroup;
}
DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(
struct GPUMaterial *material, DRWPass *pass, int tri_count)
{
#ifdef USE_GPU_SELECT
BLI_assert((G.f & G_PICKSEL) == 0);
#endif
GPUPass *gpupass = GPU_material_get_pass(material);
DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
if (shgroup) {
/* Calling drw_shgroup_init will cause it to call GPU_draw_primitive(). */
drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass));
shgroup->type = DRW_SHG_TRIANGLE_BATCH;
shgroup->instance_count = tri_count * 3;
drw_shgroup_material_inputs(shgroup, material);
}
return shgroup;
}
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
{
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
drw_shgroup_init(shgroup, shader);
return shgroup;
}
DRWShadingGroup *DRW_shgroup_instance_create(
struct GPUShader *shader, DRWPass *pass, GPUBatch *geom, GPUVertFormat *format)
{
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
shgroup->type = DRW_SHG_INSTANCE;
shgroup->instance_geom = geom;
drw_call_calc_orco(NULL, shgroup->instance_orcofac);
drw_shgroup_instance_init(shgroup, shader, geom, format);
return shgroup;
}
DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass)
{
DRW_shgroup_instance_format(g_pos_format, {{"pos", DRW_ATTRIB_FLOAT, 3}});
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
shgroup->type = DRW_SHG_POINT_BATCH;
drw_shgroup_batching_init(shgroup, shader, g_pos_format);
return shgroup;
}
DRWShadingGroup *DRW_shgroup_line_batch_create_with_format(
struct GPUShader *shader, DRWPass *pass, GPUVertFormat *format)
{
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
shgroup->type = DRW_SHG_LINE_BATCH;
drw_shgroup_batching_init(shgroup, shader, format);
return shgroup;
}
DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass)
{
DRW_shgroup_instance_format(g_pos_format, {{"pos", DRW_ATTRIB_FLOAT, 3}});
return DRW_shgroup_line_batch_create_with_format(shader, pass, g_pos_format);
}
/* Very special batch. Use this if you position
* your vertices with the vertex shader
* and dont need any VBO attrib */
DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int tri_count)
{
#ifdef USE_GPU_SELECT
BLI_assert((G.f & G_PICKSEL) == 0);
#endif
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
/* Calling drw_shgroup_init will cause it to call GPU_draw_primitive(). */
drw_shgroup_init(shgroup, shader);
shgroup->type = DRW_SHG_TRIANGLE_BATCH;
shgroup->instance_count = tri_count * 3;
return shgroup;
}
DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader, DRWPass *pass, GPUVertBuf *tf_target)
{
BLI_assert(tf_target != NULL);
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
shgroup->type = DRW_SHG_FEEDBACK_TRANSFORM;
drw_shgroup_init(shgroup, shader);
shgroup->tfeedback_target = tf_target;
return shgroup;
}
/* Specify an external batch instead of adding each attrib one by one. */
void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch)
{
BLI_assert(shgroup->type == DRW_SHG_INSTANCE);
BLI_assert(shgroup->instance_count == 0);
/* You cannot use external instancing batch without a dummy format. */
BLI_assert(shgroup->attribs_count != 0);
shgroup->type = DRW_SHG_INSTANCE_EXTERNAL;
drw_call_calc_orco(NULL, shgroup->instance_orcofac);
/* PERF : This destroys the vaos cache so better check if it's necessary. */
/* Note: This WILL break if batch->verts[0] is destroyed and reallocated
* at the same adress. Bindings/VAOs would remain obsolete. */
//if (shgroup->instancing_geom->inst != batch->verts[0])
GPU_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false);
#ifdef USE_GPU_SELECT
shgroup->override_selectid = DST.select_id;
#endif
}
uint DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup)
{
return shgroup->instance_count;
}
/**
* State is added to #Pass.state while drawing.
* Use to temporarily enable draw options.
*/
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
{
shgroup->state_extra |= state;
}
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state)
{
shgroup->state_extra_disable &= ~state;
}
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask)
{
BLI_assert(mask <= 255);
shgroup->stencil_mask = mask;
}
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup)
{
switch (shgroup->type) {
case DRW_SHG_NORMAL:
case DRW_SHG_FEEDBACK_TRANSFORM:
return shgroup->calls.first == NULL;
case DRW_SHG_POINT_BATCH:
case DRW_SHG_LINE_BATCH:
case DRW_SHG_TRIANGLE_BATCH:
case DRW_SHG_INSTANCE:
case DRW_SHG_INSTANCE_EXTERNAL:
return shgroup->instance_count == 0;
}
BLI_assert(!"Shading Group type not supported");
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Passes (DRW_pass)
* \{ */
DRWPass *DRW_pass_create(const char *name, DRWState state)
{
DRWPass *pass = BLI_mempool_alloc(DST.vmempool->passes);
pass->state = state;
if (((G.debug_value > 20) && (G.debug_value < 30)) ||
(G.debug & G_DEBUG))
{
BLI_strncpy(pass->name, name, MAX_PASS_NAME);
}
pass->shgroups.first = NULL;
pass->shgroups.last = NULL;
return pass;
}
bool DRW_pass_is_empty(DRWPass *pass)
{
for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) {
if (!DRW_shgroup_is_empty(shgroup)) {
return false;
}
}
return true;
}
void DRW_pass_state_set(DRWPass *pass, DRWState state)
{
pass->state = state;
}
void DRW_pass_state_add(DRWPass *pass, DRWState state)
{
pass->state |= state;
}
void DRW_pass_state_remove(DRWPass *pass, DRWState state)
{
pass->state &= ~state;
}
void DRW_pass_free(DRWPass *pass)
{
pass->shgroups.first = NULL;
pass->shgroups.last = NULL;
}
void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData)
{
for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) {
callback(userData, shgroup);
}
}
typedef struct ZSortData {
float *axis;
float *origin;
} ZSortData;
static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
{
const ZSortData *zsortdata = (ZSortData *)thunk;
const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a;
const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b;
const DRWCall *call_a = (DRWCall *)shgrp_a->calls.first;
const DRWCall *call_b = (DRWCall *)shgrp_b->calls.first;
if (call_a == NULL) return -1;
if (call_b == NULL) return -1;
float tmp[3];
sub_v3_v3v3(tmp, zsortdata->origin, call_a->state->model[3]);
const float a_sq = dot_v3v3(zsortdata->axis, tmp);
sub_v3_v3v3(tmp, zsortdata->origin, call_b->state->model[3]);
const float b_sq = dot_v3v3(zsortdata->axis, tmp);
if (a_sq < b_sq) return 1;
else if (a_sq > b_sq) return -1;
else {
/* If there is a depth prepass put it before */
if ((shgrp_a->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
return -1;
}
else if ((shgrp_b->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
return 1;
}
else return 0;
}
}
/* ------------------ Shading group sorting --------------------- */
#define SORT_IMPL_LINKTYPE DRWShadingGroup
#define SORT_IMPL_USE_THUNK
#define SORT_IMPL_FUNC shgroup_sort_fn_r
#include "../../blenlib/intern/list_sort_impl.h"
#undef SORT_IMPL_FUNC
#undef SORT_IMPL_USE_THUNK
#undef SORT_IMPL_LINKTYPE
/**
* Sort Shading groups by decreasing Z of their first draw call.
* This is usefull for order dependant effect such as transparency.
**/
void DRW_pass_sort_shgroup_z(DRWPass *pass)
{
float (*viewinv)[4];
viewinv = DST.view_data.matstate.mat[DRW_MAT_VIEWINV];
ZSortData zsortdata = {viewinv[2], viewinv[3]};
if (pass->shgroups.first && pass->shgroups.first->next) {
pass->shgroups.first = shgroup_sort_fn_r(pass->shgroups.first, pass_shgroup_dist_sort, &zsortdata);
/* Find the next last */
DRWShadingGroup *last = pass->shgroups.first;
while ((last = last->next)) {
/* Do nothing */
}
pass->shgroups.last = last;
}
}
/** \} */
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