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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 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "draw_manager.h"
#include "BLI_mempool.h"
#include "BKE_global.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "intern/gpu_shader_private.h"
#ifdef USE_GPU_SELECT
# include "GPU_select.h"
#endif
#ifdef USE_GPU_SELECT
void DRW_select_load_id(uint id)
{
BLI_assert(G.f & G_FLAG_PICKSEL);
DST.select_id = id;
}
#endif
#define DEBUG_UBO_BINDING
/* -------------------------------------------------------------------- */
/** \name Draw State (DRW_state)
* \{ */
void drw_state_set(DRWState state)
{
if (DST.state == state) {
return;
}
#define CHANGED_TO(f) \
((DST.state_lock & (f)) ? 0 : \
(((DST.state & (f)) ? \
((state & (f)) ? 0 : -1) : \
((state & (f)) ? 1 : 0))))
#define CHANGED_ANY(f) \
(((DST.state & (f)) != (state & (f))) && \
((DST.state_lock & (f)) == 0))
#define CHANGED_ANY_STORE_VAR(f, enabled) \
(((DST.state & (f)) != (enabled = (state & (f)))) && \
(((DST.state_lock & (f)) == 0)))
/* Depth Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
if (test == 1) {
glDepthMask(GL_TRUE);
}
else {
glDepthMask(GL_FALSE);
}
}
}
/* Color Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
if (test == 1) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
else {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
}
}
/* Raster Discard */
{
if (CHANGED_ANY(DRW_STATE_RASTERIZER_ENABLED)) {
if ((state & DRW_STATE_RASTERIZER_ENABLED) != 0) {
glDisable(GL_RASTERIZER_DISCARD);
}
else {
glEnable(GL_RASTERIZER_DISCARD);
}
}
}
/* Cull */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT,
test))
{
if (test) {
glEnable(GL_CULL_FACE);
if ((state & DRW_STATE_CULL_BACK) != 0) {
glCullFace(GL_BACK);
}
else if ((state & DRW_STATE_CULL_FRONT) != 0) {
glCullFace(GL_FRONT);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_CULL_FACE);
}
}
}
/* Depth Test */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_DEPTH_ALWAYS,
test))
{
if (test) {
glEnable(GL_DEPTH_TEST);
if (state & DRW_STATE_DEPTH_LESS) {
glDepthFunc(GL_LESS);
}
else if (state & DRW_STATE_DEPTH_LESS_EQUAL) {
glDepthFunc(GL_LEQUAL);
}
else if (state & DRW_STATE_DEPTH_EQUAL) {
glDepthFunc(GL_EQUAL);
}
else if (state & DRW_STATE_DEPTH_GREATER) {
glDepthFunc(GL_GREATER);
}
else if (state & DRW_STATE_DEPTH_GREATER_EQUAL) {
glDepthFunc(GL_GEQUAL);
}
else if (state & DRW_STATE_DEPTH_ALWAYS) {
glDepthFunc(GL_ALWAYS);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_DEPTH_TEST);
}
}
}
/* Wire Width */
{
int test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_WIRE | DRW_STATE_WIRE_WIDE | DRW_STATE_WIRE_SMOOTH,
test))
{
if (test & DRW_STATE_WIRE_WIDE) {
GPU_line_width(3.0f);
}
else if (test & DRW_STATE_WIRE_SMOOTH) {
GPU_line_width(2.0f);
GPU_line_smooth(true);
}
else if (test & DRW_STATE_WIRE) {
GPU_line_width(1.0f);
}
else {
GPU_line_width(1.0f);
GPU_line_smooth(false);
}
}
}
/* Points Size */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_POINT))) {
if (test == 1) {
GPU_enable_program_point_size();
glPointSize(5.0f);
}
else {
GPU_disable_program_point_size();
}
}
}
/* Blending (all buffer) */
{
int test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_BLEND | DRW_STATE_BLEND_PREMUL | DRW_STATE_ADDITIVE |
DRW_STATE_MULTIPLY | DRW_STATE_ADDITIVE_FULL |
DRW_STATE_BLEND_OIT,
test))
{
if (test) {
glEnable(GL_BLEND);
if ((state & DRW_STATE_BLEND) != 0) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, /* RGB */
GL_ONE, GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_PREMUL) != 0) {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((state & DRW_STATE_MULTIPLY) != 0) {
glBlendFunc(GL_DST_COLOR, GL_ZERO);
}
else if ((state & DRW_STATE_BLEND_OIT) != 0) {
glBlendFuncSeparate(GL_ONE, GL_ONE, /* RGB */
GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_ADDITIVE) != 0) {
/* Do not let alpha accumulate but premult the source RGB by it. */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, /* RGB */
GL_ZERO, GL_ONE); /* Alpha */
}
else if ((state & DRW_STATE_ADDITIVE_FULL) != 0) {
/* Let alpha accumulate. */
glBlendFunc(GL_ONE, GL_ONE);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
}
}
}
/* Clip Planes */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
if (test == 1) {
for (int i = 0; i < DST.clip_planes_len; ++i) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
}
else {
for (int i = 0; i < MAX_CLIP_PLANES; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
}
}
/* Stencil */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_WRITE_STENCIL |
DRW_STATE_WRITE_STENCIL_SHADOW_PASS |
DRW_STATE_WRITE_STENCIL_SHADOW_FAIL |
DRW_STATE_STENCIL_EQUAL |
DRW_STATE_STENCIL_NEQUAL,
test))
{
if (test) {
glEnable(GL_STENCIL_TEST);
/* Stencil Write */
if ((state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilMask(0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
else if ((state & DRW_STATE_WRITE_STENCIL_SHADOW_PASS) != 0) {
glStencilMask(0xFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
}
else if ((state & DRW_STATE_WRITE_STENCIL_SHADOW_FAIL) != 0) {
glStencilMask(0xFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
}
/* Stencil Test */
else if ((state & (DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)) != 0) {
glStencilMask(0x00); /* disable write */
DST.stencil_mask = STENCIL_UNDEFINED;
}
else {
BLI_assert(0);
}
}
else {
/* disable write & test */
DST.stencil_mask = 0;
glStencilMask(0x00);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glDisable(GL_STENCIL_TEST);
}
}
}
/* Provoking Vertex */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_FIRST_VERTEX_CONVENTION))) {
if (test == 1) {
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
}
else {
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
}
}
}
/* Polygon Offset */
{
int test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_OFFSET_POSITIVE |
DRW_STATE_OFFSET_NEGATIVE,
test))
{
if (test) {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_POINT);
/* Stencil Write */
if ((state & DRW_STATE_OFFSET_POSITIVE) != 0) {
glPolygonOffset(1.0f, 1.0f);
}
else if ((state & DRW_STATE_OFFSET_NEGATIVE) != 0) {
glPolygonOffset(-1.0f, -1.0f);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glDisable(GL_POLYGON_OFFSET_POINT);
}
}
}
#undef CHANGED_TO
#undef CHANGED_ANY
#undef CHANGED_ANY_STORE_VAR
DST.state = state;
}
static void drw_stencil_set(uint mask)
{
if (DST.stencil_mask != mask) {
DST.stencil_mask = mask;
/* Stencil Write */
if ((DST.state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilFunc(GL_ALWAYS, mask, 0xFF);
}
/* Stencil Test */
else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilFunc(GL_EQUAL, mask, 0xFF);
}
else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
glStencilFunc(GL_NOTEQUAL, mask, 0xFF);
}
}
}
/* Reset state to not interfer with other UI drawcall */
void DRW_state_reset_ex(DRWState state)
{
DST.state = ~state;
drw_state_set(state);
}
/**
* Use with care, intended so selection code can override passes depth settings,
* which is important for selection to work properly.
*
* Should be set in main draw loop, cleared afterwards
*/
void DRW_state_lock(DRWState state)
{
DST.state_lock = state;
}
void DRW_state_reset(void)
{
DRW_state_reset_ex(DRW_STATE_DEFAULT);
/* Reset blending function */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
/* NOTE : Make sure to reset after use! */
void DRW_state_invert_facing(void)
{
SWAP(GLenum, DST.backface, DST.frontface);
glFrontFace(DST.frontface);
}
/**
* This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES,
* and if the shaders have support for it (see usage of gl_ClipDistance).
* Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
*/
void DRW_state_clip_planes_len_set(uint plane_len)
{
BLI_assert(plane_len <= MAX_CLIP_PLANES);
DST.clip_planes_len = plane_len;
}
void DRW_state_clip_planes_reset(void)
{
DST.clip_planes_len = 0;
}
void DRW_state_clip_planes_set_from_rv3d(RegionView3D *rv3d)
{
int max_len = 6;
int real_len = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : max_len;
while (real_len < max_len) {
/* Fill in dummy values that wont change results (6 is hard coded in shaders). */
copy_v4_v4(rv3d->clip[real_len], rv3d->clip[3]);
real_len++;
}
DRW_state_clip_planes_len_set(max_len);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clipping (DRW_clipping)
* \{ */
/* Extract the 8 corners from a Projection Matrix.
* Although less accurate, this solution can be simplified as follows:
* BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f});
* for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, bbox.vec[i]);}
*/
static void draw_frustum_boundbox_calc(const float(*projmat)[4], BoundBox *r_bbox)
{
float left, right, bottom, top, near, far;
bool is_persp = projmat[3][3] == 0.0f;
projmat_dimensions(
projmat, &left, &right, &bottom, &top, &near, &far);
if (is_persp) {
left *= near;
right *= near;
bottom *= near;
top *= near;
}
r_bbox->vec[0][2] = r_bbox->vec[3][2] = r_bbox->vec[7][2] = r_bbox->vec[4][2] = -near;
r_bbox->vec[0][0] = r_bbox->vec[3][0] = left;
r_bbox->vec[4][0] = r_bbox->vec[7][0] = right;
r_bbox->vec[0][1] = r_bbox->vec[4][1] = bottom;
r_bbox->vec[7][1] = r_bbox->vec[3][1] = top;
/* Get the coordinates of the far plane. */
if (is_persp) {
float sca_far = far / near;
left *= sca_far;
right *= sca_far;
bottom *= sca_far;
top *= sca_far;
}
r_bbox->vec[1][2] = r_bbox->vec[2][2] = r_bbox->vec[6][2] = r_bbox->vec[5][2] = -far;
r_bbox->vec[1][0] = r_bbox->vec[2][0] = left;
r_bbox->vec[6][0] = r_bbox->vec[5][0] = right;
r_bbox->vec[1][1] = r_bbox->vec[5][1] = bottom;
r_bbox->vec[2][1] = r_bbox->vec[6][1] = top;
}
static void draw_clipping_setup_from_view(void)
{
if (DST.clipping.updated) {
return;
}
float (*viewinv)[4] = DST.view_data.matstate.mat[DRW_MAT_VIEWINV];
float (*projmat)[4] = DST.view_data.matstate.mat[DRW_MAT_WIN];
float (*projinv)[4] = DST.view_data.matstate.mat[DRW_MAT_WININV];
BoundSphere *bsphere = &DST.clipping.frustum_bsphere;
/* Extract Clipping Planes */
BoundBox bbox;
#if 0 /* It has accuracy problems. */
BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f});
for (int i = 0; i < 8; i++) {
mul_project_m4_v3(projinv, bbox.vec[i]);
}
#else
draw_frustum_boundbox_calc(projmat, &bbox);
#endif
/* Transform into world space. */
for (int i = 0; i < 8; i++) {
mul_m4_v3(viewinv, bbox.vec[i]);
}
memcpy(&DST.clipping.frustum_corners, &bbox, sizeof(BoundBox));
/* Compute clip planes using the world space frustum corners. */
for (int p = 0; p < 6; p++) {
int q, r, s;
switch (p) {
case 0: q = 1; r = 2; s = 3; break; /* -X */
case 1: q = 0; r = 4; s = 5; break; /* -Y */
case 2: q = 1; r = 5; s = 6; break; /* +Z (far) */
case 3: q = 2; r = 6; s = 7; break; /* +Y */
case 4: q = 0; r = 3; s = 7; break; /* -Z (near) */
default: q = 4; r = 7; s = 6; break; /* +X */
}
if (DST.frontface == GL_CW) {
SWAP(int, q, s);
}
normal_quad_v3(DST.clipping.frustum_planes[p], bbox.vec[p], bbox.vec[q], bbox.vec[r], bbox.vec[s]);
/* Increase precision and use the mean of all 4 corners. */
DST.clipping.frustum_planes[p][3] = -dot_v3v3(DST.clipping.frustum_planes[p], bbox.vec[p]);
DST.clipping.frustum_planes[p][3] += -dot_v3v3(DST.clipping.frustum_planes[p], bbox.vec[q]);
DST.clipping.frustum_planes[p][3] += -dot_v3v3(DST.clipping.frustum_planes[p], bbox.vec[r]);
DST.clipping.frustum_planes[p][3] += -dot_v3v3(DST.clipping.frustum_planes[p], bbox.vec[s]);
DST.clipping.frustum_planes[p][3] *= 0.25f;
}
/* Extract Bounding Sphere */
if (projmat[3][3] != 0.0f) {
/* Orthographic */
/* The most extreme points on the near and far plane. (normalized device coords). */
float *nearpoint = bbox.vec[0];
float *farpoint = bbox.vec[6];
/* just use median point */
mid_v3_v3v3(bsphere->center, farpoint, nearpoint);
bsphere->radius = len_v3v3(bsphere->center, farpoint);
}
else if (projmat[2][0] == 0.0f && projmat[2][1] == 0.0f) {
/* Perspective with symmetrical frustum. */
/* We obtain the center and radius of the circumscribed circle of the
* isosceles trapezoid composed by the diagonals of the near and far clipping plane */
/* center of each clipping plane */
float mid_min[3], mid_max[3];
mid_v3_v3v3(mid_min, bbox.vec[3], bbox.vec[4]);
mid_v3_v3v3(mid_max, bbox.vec[2], bbox.vec[5]);
/* square length of the diagonals of each clipping plane */
float a_sq = len_squared_v3v3(bbox.vec[3], bbox.vec[4]);
float b_sq = len_squared_v3v3(bbox.vec[2], bbox.vec[5]);
/* distance squared between clipping planes */
float h_sq = len_squared_v3v3(mid_min, mid_max);
float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq);
/* The goal is to get the smallest sphere,
* not the sphere that passes through each corner */
CLAMP(fac, 0.0f, 1.0f);
interp_v3_v3v3(bsphere->center, mid_min, mid_max, fac);
/* distance from the center to one of the points of the far plane (1, 2, 5, 6) */
bsphere->radius = len_v3v3(bsphere->center, bbox.vec[1]);
}
else {
/* Perspective with asymmetrical frustum. */
/* We put the sphere center on the line that goes from origin
* to the center of the far clipping plane. */
/* Detect which of the corner of the far clipping plane is the farthest to the origin */
float nfar[4]; /* most extreme far point in NDC space */
float farxy[2]; /* farpoint projection onto the near plane */
float farpoint[3] = {0.0f}; /* most extreme far point in camera coordinate */
float nearpoint[3]; /* most extreme near point in camera coordinate */
float farcenter[3] = {0.0f}; /* center of far cliping plane in camera coordinate */
float F = -1.0f, N; /* square distance of far and near point to origin */
float f, n; /* distance of far and near point to z axis. f is always > 0 but n can be < 0 */
float e, s; /* far and near clipping distance (<0) */
float c; /* slope of center line = distance of far clipping center to z axis / far clipping distance */
float z; /* projection of sphere center on z axis (<0) */
/* Find farthest corner and center of far clip plane. */
float corner[3] = {1.0f, 1.0f, 1.0f}; /* in clip space */
for (int i = 0; i < 4; i++) {
float point[3];
mul_v3_project_m4_v3(point, projinv, corner);
float len = len_squared_v3(point);
if (len > F) {
copy_v3_v3(nfar, corner);
copy_v3_v3(farpoint, point);
F = len;
}
add_v3_v3(farcenter, point);
/* rotate by 90 degree to walk through the 4 points of the far clip plane */
float tmp = corner[0];
corner[0] = -corner[1];
corner[1] = tmp;
}
/* the far center is the average of the far clipping points */
mul_v3_fl(farcenter, 0.25f);
/* the extreme near point is the opposite point on the near clipping plane */
copy_v3_fl3(nfar, -nfar[0], -nfar[1], -1.0f);
mul_v3_project_m4_v3(nearpoint, projinv, nfar);
/* this is a frustum projection */
N = len_squared_v3(nearpoint);
e = farpoint[2];
s = nearpoint[2];
/* distance to view Z axis */
f = len_v2(farpoint);
/* get corresponding point on the near plane */
mul_v2_v2fl(farxy, farpoint, s / e);
/* this formula preserve the sign of n */
sub_v2_v2(nearpoint, farxy);
n = f * s / e - len_v2(nearpoint);
c = len_v2(farcenter) / e;
/* the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case */
z = (F - N) / (2.0f * (e - s + c * (f - n)));
bsphere->center[0] = farcenter[0] * z / e;
bsphere->center[1] = farcenter[1] * z / e;
bsphere->center[2] = z;
bsphere->radius = len_v3v3(bsphere->center, farpoint);
/* Transform to world space. */
mul_m4_v3(viewinv, bsphere->center);
}
DST.clipping.updated = true;
}
/* Return True if the given BoundSphere intersect the current view frustum */
bool DRW_culling_sphere_test(BoundSphere *bsphere)
{
draw_clipping_setup_from_view();
/* Bypass test if radius is negative. */
if (bsphere->radius < 0.0f) {
return true;
}
/* Do a rough test first: Sphere VS Sphere intersect. */
BoundSphere *frustum_bsphere = &DST.clipping.frustum_bsphere;
float center_dist = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
if (center_dist > SQUARE(bsphere->radius + frustum_bsphere->radius)) {
return false;
}
/* Test against the 6 frustum planes. */
for (int p = 0; p < 6; p++) {
float dist = plane_point_side_v3(DST.clipping.frustum_planes[p], bsphere->center);
if (dist < -bsphere->radius) {
return false;
}
}
return true;
}
/* Return True if the given BoundBox intersect the current view frustum.
* bbox must be in world space. */
bool DRW_culling_box_test(BoundBox *bbox)
{
draw_clipping_setup_from_view();
/* 6 view frustum planes */
for (int p = 0; p < 6; p++) {
/* 8 box vertices. */
for (int v = 0; v < 8 ; v++) {
float dist = plane_point_side_v3(DST.clipping.frustum_planes[p], bbox->vec[v]);
if (dist > 0.0f) {
/* At least one point in front of this plane.
* Go to next plane. */
break;
}
else if (v == 7) {
/* 8 points behind this plane. */
return false;
}
}
}
return true;
}
/* Return True if the current view frustum is inside or intersect the given plane */
bool DRW_culling_plane_test(float plane[4])
{
draw_clipping_setup_from_view();
/* Test against the 8 frustum corners. */
for (int c = 0; c < 8; c++) {
float dist = plane_point_side_v3(plane, DST.clipping.frustum_corners.vec[c]);
if (dist < 0.0f) {
return true;
}
}
return false;
}
void DRW_culling_frustum_corners_get(BoundBox *corners)
{
draw_clipping_setup_from_view();
memcpy(corners, &DST.clipping.frustum_corners, sizeof(BoundBox));
}
/* See draw_clipping_setup_from_view() for the plane order. */
void DRW_culling_frustum_planes_get(float planes[6][4])
{
draw_clipping_setup_from_view();
memcpy(planes, &DST.clipping.frustum_planes, sizeof(DST.clipping.frustum_planes));
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw (DRW_draw)
* \{ */
static void draw_visibility_eval(DRWCallState *st)
{
bool culled = st->flag & DRW_CALL_CULLED;
if (st->cache_id != DST.state_cache_id) {
/* Update culling result for this view. */
culled = !DRW_culling_sphere_test(&st->bsphere);
}
if (st->visibility_cb) {
culled = !st->visibility_cb(!culled, st->user_data);
}
SET_FLAG_FROM_TEST(st->flag, culled, DRW_CALL_CULLED);
}
static void draw_matrices_model_prepare(DRWCallState *st)
{
if (st->cache_id == DST.state_cache_id) {
/* Values are already updated for this view. */
return;
}
else {
st->cache_id = DST.state_cache_id;
}
/* No need to go further the call will not be used. */
if ((st->flag & DRW_CALL_CULLED) != 0 &&
(st->flag & DRW_CALL_BYPASS_CULLING) == 0)
{
return;
}
/* Order matters */
if (st->matflag & (DRW_CALL_MODELVIEW | DRW_CALL_MODELVIEWINVERSE |
DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC))
{
mul_m4_m4m4(st->modelview, DST.view_data.matstate.mat[DRW_MAT_VIEW], st->model);
}
if (st->matflag & DRW_CALL_MODELVIEWINVERSE) {
invert_m4_m4(st->modelviewinverse, st->modelview);
}
if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
}
if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC)) {
copy_m3_m4(st->normalview, st->modelview);
invert_m3(st->normalview);
transpose_m3(st->normalview);
}
if (st->matflag & DRW_CALL_EYEVEC) {
/* Used by orthographic wires */
float tmp[3][3];
copy_v3_fl3(st->eyevec, 0.0f, 0.0f, 1.0f);
invert_m3_m3(tmp, st->normalview);
/* set eye vector, transformed to object coords */
mul_m3_v3(tmp, st->eyevec);
}
/* Non view dependent */
if (st->matflag & DRW_CALL_MODELINVERSE) {
invert_m4_m4(st->modelinverse, st->model);
st->matflag &= ~DRW_CALL_MODELINVERSE;
}
if (st->matflag & DRW_CALL_NORMALWORLD) {
copy_m3_m4(st->normalworld, st->model);
invert_m3(st->normalworld);
transpose_m3(st->normalworld);
st->matflag &= ~DRW_CALL_NORMALWORLD;
}
}
static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
{
/* step 1 : bind object dependent matrices */
if (call != NULL) {
DRWCallState *state = call->state;
float objectinfo[4];
objectinfo[0] = state->objectinfo[0];
objectinfo[1] = call->single.ma_index; /* WATCH this is only valid for single drawcalls. */
objectinfo[2] = state->objectinfo[1];
objectinfo[3] = (state->flag & DRW_CALL_NEGSCALE) ? -1.0f : 1.0f;
GPU_shader_uniform_vector(shgroup->shader, shgroup->model, 16, 1, (float *)state->model);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelinverse, 16, 1, (float *)state->modelinverse);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelview, 16, 1, (float *)state->modelview);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)state->modelviewprojection);
GPU_shader_uniform_vector(shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
GPU_shader_uniform_vector(shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld);
GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)objectinfo);
GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);
GPU_shader_uniform_vector(shgroup->shader, shgroup->eye, 3, 1, (float *)state->eyevec);
}
else {
BLI_assert((shgroup->normalview == -1) && (shgroup->normalworld == -1) && (shgroup->eye == -1));
/* For instancing and batching. */
float unitmat[4][4];
unit_m4(unitmat);
GPU_shader_uniform_vector(shgroup->shader, shgroup->model, 16, 1, (float *)unitmat);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelinverse, 16, 1, (float *)unitmat);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelview, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_VIEW]);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_VIEWINV]);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_PERS]);
GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)unitmat);
GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)shgroup->instance_orcofac);
}
}
static void draw_geometry_execute_ex(
DRWShadingGroup *shgroup, GPUBatch *geom, uint start, uint count, bool draw_instance)
{
/* Special case: empty drawcall, placement is done via shader, don't bind anything. */
/* TODO use DRW_CALL_PROCEDURAL instead */
if (geom == NULL) {
BLI_assert(shgroup->type == DRW_SHG_TRIANGLE_BATCH); /* Add other type if needed. */
/* Shader is already bound. */
GPU_draw_primitive(GPU_PRIM_TRIS, count);
return;
}
/* step 2 : bind vertex array & draw */
GPU_batch_program_set_no_use(
geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
/* XXX hacking gawain. we don't want to call glUseProgram! (huge performance loss) */
geom->program_in_use = true;
GPU_batch_draw_range_ex(geom, start, count, draw_instance);
geom->program_in_use = false; /* XXX hacking gawain */
}
static void draw_geometry_execute(DRWShadingGroup *shgroup, GPUBatch *geom)
{
draw_geometry_execute_ex(shgroup, geom, 0, 0, false);
}
enum {
BIND_NONE = 0,
BIND_TEMP = 1, /* Release slot after this shading group. */
BIND_PERSIST = 2, /* Release slot only after the next shader change. */
};
static void bind_texture(GPUTexture *tex, char bind_type)
{
int index;
char *slot_flags = DST.RST.bound_tex_slots;
int bind_num = GPU_texture_bound_number(tex);
if (bind_num == -1) {
for (int i = 0; i < GPU_max_textures(); ++i) {
index = DST.RST.bind_tex_inc = (DST.RST.bind_tex_inc + 1) % GPU_max_textures();
if (slot_flags[index] == BIND_NONE) {
if (DST.RST.bound_texs[index] != NULL) {
GPU_texture_unbind(DST.RST.bound_texs[index]);
}
GPU_texture_bind(tex, index);
DST.RST.bound_texs[index] = tex;
slot_flags[index] = bind_type;
// printf("Binds Texture %d %p\n", DST.RST.bind_tex_inc, tex);
return;
}
}
printf("Not enough texture slots! Reduce number of textures used by your shader.\n");
}
slot_flags[bind_num] = bind_type;
}
static void bind_ubo(GPUUniformBuffer *ubo, char bind_type)
{
int index;
char *slot_flags = DST.RST.bound_ubo_slots;
int bind_num = GPU_uniformbuffer_bindpoint(ubo);
if (bind_num == -1) {
for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
index = DST.RST.bind_ubo_inc = (DST.RST.bind_ubo_inc + 1) % GPU_max_ubo_binds();
if (slot_flags[index] == BIND_NONE) {
if (DST.RST.bound_ubos[index] != NULL) {
GPU_uniformbuffer_unbind(DST.RST.bound_ubos[index]);
}
GPU_uniformbuffer_bind(ubo, index);
DST.RST.bound_ubos[index] = ubo;
slot_flags[index] = bind_type;
return;
}
}
/* printf so user can report bad behavior */
printf("Not enough ubo slots! This should not happen!\n");
/* This is not depending on user input.
* It is our responsibility to make sure there is enough slots. */
BLI_assert(0);
}
slot_flags[bind_num] = bind_type;
}
#ifndef NDEBUG
/**
* Opengl specification is strict on buffer binding.
*
* " If any active uniform block is not backed by a
* sufficiently large buffer object, the results of shader
* execution are undefined, and may result in GL interruption or
* termination. " - Opengl 3.3 Core Specification
*
* For now we only check if the binding is correct. Not the size of
* the bound ubo.
*
* See T55475.
* */
static bool ubo_bindings_validate(DRWShadingGroup *shgroup)
{
bool valid = true;
# ifdef DEBUG_UBO_BINDING
/* Check that all active uniform blocks have a non-zero buffer bound. */
GLint program = 0;
GLint active_blocks = 0;
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &active_blocks);
for (uint i = 0; i < active_blocks; ++i) {
int binding = 0;
int buffer = 0;
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_BINDING, &binding);
glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, binding, &buffer);
if (buffer == 0) {
char blockname[64];
glGetActiveUniformBlockName(program, i, sizeof(blockname), NULL, blockname);
if (valid) {
printf("Trying to draw with missing UBO binding.\n");
valid = false;
}
printf("Pass : %s, Shader : %s, Block : %s\n", shgroup->pass_parent->name, shgroup->shader->name, blockname);
}
}
# endif
return valid;
}
#endif
static void release_texture_slots(bool with_persist)
{
if (with_persist) {
memset(DST.RST.bound_tex_slots, 0x0, sizeof(*DST.RST.bound_tex_slots) * GPU_max_textures());
}
else {
for (int i = 0; i < GPU_max_textures(); ++i) {
if (DST.RST.bound_tex_slots[i] != BIND_PERSIST) {
DST.RST.bound_tex_slots[i] = BIND_NONE;
}
}
}
/* Reset so that slots are consistently assigned for different shader
* draw calls, to avoid shader specialization/patching by the driver. */
DST.RST.bind_tex_inc = 0;
}
static void release_ubo_slots(bool with_persist)
{
if (with_persist) {
memset(DST.RST.bound_ubo_slots, 0x0, sizeof(*DST.RST.bound_ubo_slots) * GPU_max_ubo_binds());
}
else {
for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
if (DST.RST.bound_ubo_slots[i] != BIND_PERSIST) {
DST.RST.bound_ubo_slots[i] = BIND_NONE;
}
}
}
/* Reset so that slots are consistently assigned for different shader
* draw calls, to avoid shader specialization/patching by the driver. */
DST.RST.bind_ubo_inc = 0;
}
static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
{
BLI_assert(shgroup->shader);
GPUTexture *tex;
GPUUniformBuffer *ubo;
int val;
float fval;
const bool shader_changed = (DST.shader != shgroup->shader);
bool use_tfeedback = false;
if (shader_changed) {
if (DST.shader) {
GPU_shader_unbind();
}
GPU_shader_bind(shgroup->shader);
DST.shader = shgroup->shader;
}
if ((pass_state & DRW_STATE_TRANS_FEEDBACK) != 0 &&
(shgroup->type == DRW_SHG_FEEDBACK_TRANSFORM))
{
use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
shgroup->tfeedback_target->vbo_id);
}
release_ubo_slots(shader_changed);
release_texture_slots(shader_changed);
drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
drw_stencil_set(shgroup->stencil_mask);
/* Binding Uniform */
for (DRWUniform *uni = shgroup->uniforms; uni; uni = uni->next) {
if (uni->location == -2) {
uni->location = GPU_shader_get_uniform_ensure(shgroup->shader, DST.uniform_names.buffer + uni->name_ofs);
if (uni->location == -1) {
continue;
}
}
switch (uni->type) {
case DRW_UNIFORM_SHORT_TO_INT:
val = (int)*((short *)uni->pvalue);
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, &val);
break;
case DRW_UNIFORM_SHORT_TO_FLOAT:
fval = (float)*((short *)uni->pvalue);
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)&fval);
break;
case DRW_UNIFORM_BOOL_COPY:
case DRW_UNIFORM_INT_COPY:
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, &uni->ivalue);
break;
case DRW_UNIFORM_BOOL:
case DRW_UNIFORM_INT:
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->pvalue);
break;
case DRW_UNIFORM_FLOAT_COPY:
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, &uni->fvalue);
break;
case DRW_UNIFORM_FLOAT:
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->pvalue);
break;
case DRW_UNIFORM_TEXTURE:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_PERSIST:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_PERSIST);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_REF:
tex = *((GPUTexture **)uni->pvalue);
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_BLOCK:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_TEMP);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
case DRW_UNIFORM_BLOCK_PERSIST:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_PERSIST);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
}
}
#ifdef USE_GPU_SELECT
# define GPU_SELECT_LOAD_IF_PICKSEL(_select_id) \
if (G.f & G_FLAG_PICKSEL) { \
GPU_select_load_id(_select_id); \
} ((void)0)
# define GPU_SELECT_LOAD_IF_PICKSEL_CALL(_call) \
if ((G.f & G_FLAG_PICKSEL) && (_call)) { \
GPU_select_load_id((_call)->select_id); \
} ((void)0)
# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(_shgroup, _start, _count) \
_start = 0; \
_count = _shgroup->instance_count; \
int *select_id = NULL; \
if (G.f & G_FLAG_PICKSEL) { \
if (_shgroup->override_selectid == -1) { \
/* Hack : get vbo data without actually drawing. */ \
GPUVertBufRaw raw; \
GPU_vertbuf_attr_get_raw_data(_shgroup->inst_selectid, 0, &raw); \
select_id = GPU_vertbuf_raw_step(&raw); \
switch (_shgroup->type) { \
case DRW_SHG_TRIANGLE_BATCH: _count = 3; break; \
case DRW_SHG_LINE_BATCH: _count = 2; break; \
default: _count = 1; break; \
} \
} \
else { \
GPU_select_load_id(_shgroup->override_selectid); \
} \
} \
while (_start < _shgroup->instance_count) { \
if (select_id) { \
GPU_select_load_id(select_id[_start]); \
}
# define GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(_start, _count) \
_start += _count; \
}
#else
# define GPU_SELECT_LOAD_IF_PICKSEL(select_id)
# define GPU_SELECT_LOAD_IF_PICKSEL_CALL(call)
# define GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(_shgroup, _start, _count) \
_start = 0; \
_count = _shgroup->instance_count;
#endif
BLI_assert(ubo_bindings_validate(shgroup));
/* Rendering Calls */
if (!ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)) {
/* Replacing multiple calls with only one */
if (ELEM(shgroup->type, DRW_SHG_INSTANCE, DRW_SHG_INSTANCE_EXTERNAL)) {
if (shgroup->type == DRW_SHG_INSTANCE_EXTERNAL) {
if (shgroup->instance_geom != NULL) {
GPU_SELECT_LOAD_IF_PICKSEL(shgroup->override_selectid);
draw_geometry_prepare(shgroup, NULL);
draw_geometry_execute_ex(shgroup, shgroup->instance_geom, 0, 0, true);
}
}
else {
if (shgroup->instance_count > 0) {
uint count, start;
draw_geometry_prepare(shgroup, NULL);
GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup, start, count)
{
draw_geometry_execute_ex(shgroup, shgroup->instance_geom, start, count, true);
}
GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
}
}
}
else { /* DRW_SHG_***_BATCH */
/* Some dynamic batch can have no geom (no call to aggregate) */
if (shgroup->instance_count > 0) {
uint count, start;
draw_geometry_prepare(shgroup, NULL);
GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup, start, count)
{
draw_geometry_execute_ex(shgroup, shgroup->batch_geom, start, count, false);
}
GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
}
}
}
else {
bool prev_neg_scale = false;
int callid = 0;
for (DRWCall *call = shgroup->calls.first; call; call = call->next) {
/* OPTI/IDEA(clem): Do this preparation in another thread. */
draw_visibility_eval(call->state);
draw_matrices_model_prepare(call->state);
if ((call->state->flag & DRW_CALL_CULLED) != 0 &&
(call->state->flag & DRW_CALL_BYPASS_CULLING) == 0)
{
continue;
}
/* XXX small exception/optimisation for outline rendering. */
if (shgroup->callid != -1) {
GPU_shader_uniform_vector_int(shgroup->shader, shgroup->callid, 1, 1, &callid);
callid += 1;
}
/* Negative scale objects */
bool neg_scale = call->state->flag & DRW_CALL_NEGSCALE;
if (neg_scale != prev_neg_scale) {
glFrontFace((neg_scale) ? DST.backface : DST.frontface);
prev_neg_scale = neg_scale;
}
GPU_SELECT_LOAD_IF_PICKSEL_CALL(call);
draw_geometry_prepare(shgroup, call);
switch (call->type) {
case DRW_CALL_SINGLE:
draw_geometry_execute(shgroup, call->single.geometry);
break;
case DRW_CALL_RANGE:
draw_geometry_execute_ex(shgroup, call->range.geometry, call->range.start, call->range.count, false);
break;
case DRW_CALL_INSTANCES:
draw_geometry_execute_ex(shgroup, call->instances.geometry, 0, *call->instances.count, true);
break;
case DRW_CALL_GENERATE:
call->generate.geometry_fn(shgroup, draw_geometry_execute, call->generate.user_data);
break;
case DRW_CALL_PROCEDURAL:
GPU_draw_primitive(call->procedural.prim_type, call->procedural.vert_count);
break;
default:
BLI_assert(0);
}
}
/* Reset state */
glFrontFace(DST.frontface);
}
if (use_tfeedback) {
GPU_shader_transform_feedback_disable(shgroup->shader);
}
}
static void drw_update_view(void)
{
if (DST.dirty_mat) {
DST.state_cache_id++;
DST.dirty_mat = false;
DRW_uniformbuffer_update(G_draw.view_ubo, &DST.view_data);
/* Catch integer wrap around. */
if (UNLIKELY(DST.state_cache_id == 0)) {
DST.state_cache_id = 1;
/* We must reset all CallStates to ensure that not
* a single one stayed with cache_id equal to 1. */
BLI_mempool_iter iter;
DRWCallState *state;
BLI_mempool_iternew(DST.vmempool->states, &iter);
while ((state = BLI_mempool_iterstep(&iter))) {
state->cache_id = 0;
}
}
/* TODO dispatch threads to compute matrices/culling */
}
draw_clipping_setup_from_view();
}
static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
{
if (start_group == NULL) {
return;
}
DST.shader = NULL;
BLI_assert(DST.buffer_finish_called && "DRW_render_instance_buffer_finish had not been called before drawing");
drw_update_view();
/* GPU_framebuffer_clear calls can change the state outside the DRW module.
* Force reset the affected states to avoid problems later. */
drw_state_set(DST.state | DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR);
drw_state_set(pass->state);
DRW_stats_query_start(pass->name);
for (DRWShadingGroup *shgroup = start_group; shgroup; shgroup = shgroup->next) {
draw_shgroup(shgroup, pass->state);
/* break if upper limit */
if (shgroup == end_group) {
break;
}
}
/* Clear Bound textures */
for (int i = 0; i < GPU_max_textures(); i++) {
if (DST.RST.bound_texs[i] != NULL) {
GPU_texture_unbind(DST.RST.bound_texs[i]);
DST.RST.bound_texs[i] = NULL;
}
}
/* Clear Bound Ubos */
for (int i = 0; i < GPU_max_ubo_binds(); i++) {
if (DST.RST.bound_ubos[i] != NULL) {
GPU_uniformbuffer_unbind(DST.RST.bound_ubos[i]);
DST.RST.bound_ubos[i] = NULL;
}
}
if (DST.shader) {
GPU_shader_unbind();
DST.shader = NULL;
}
/* HACK: Rasterized discard can affect clear commands which are not
* part of a DRWPass (as of now). So disable rasterized discard here
* if it has been enabled. */
if ((DST.state & DRW_STATE_RASTERIZER_ENABLED) == 0) {
drw_state_set((DST.state & ~DRW_STATE_RASTERIZER_ENABLED) | DRW_STATE_DEFAULT);
}
DRW_stats_query_end();
}
void DRW_draw_pass(DRWPass *pass)
{
drw_draw_pass_ex(pass, pass->shgroups.first, pass->shgroups.last);
}
/* Draw only a subset of shgroups. Used in special situations as grease pencil strokes */
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
{
drw_draw_pass_ex(pass, start_group, end_group);
}
/** \} */
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