/* SPDX-FileCopyrightText: 2016 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup draw_engine * * Simple engine for drawing color and/or depth. * When we only need simple flat shaders. */ #include "DRW_render.hh" #include "BKE_global.hh" #include "BKE_object.hh" #include "BKE_object_types.hh" #include "BKE_paint.hh" #include "BKE_particle.h" #include "BLI_alloca.h" #include "DNA_particle_types.h" #include "GPU_shader.hh" #include "basic_engine.h" #include "basic_private.h" #define BASIC_ENGINE "BLENDER_BASIC" /* *********** LISTS *********** */ /* GPUViewport.storage * Is freed every time the viewport engine changes. */ struct BASIC_StorageList { struct BASIC_PrivateData *g_data; }; struct BASIC_PassList { DRWPass *depth_pass[2]; DRWPass *depth_pass_pointcloud[2]; DRWPass *depth_pass_cull[2]; }; struct BASIC_Data { void *engine_type; DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; BASIC_PassList *psl; BASIC_StorageList *stl; }; /* *********** STATIC *********** */ struct BASIC_PrivateData { DRWShadingGroup *depth_shgrp[2]; DRWShadingGroup *depth_shgrp_cull[2]; DRWShadingGroup *depth_hair_shgrp[2]; DRWShadingGroup *depth_curves_shgrp[2]; DRWShadingGroup *depth_pointcloud_shgrp[2]; bool use_material_slot_selection; }; /* Transient data */ static void basic_cache_init(void *vedata) { BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; DRWShadingGroup *grp; const DRWContextState *draw_ctx = DRW_context_state_get(); if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = static_cast(MEM_callocN(sizeof(*stl->g_data), __func__)); } stl->g_data->use_material_slot_selection = DRW_state_is_material_select(); /* Twice for normal and in front objects. */ for (int i = 0; i < 2; i++) { DRWState clip_state = DRWState( (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? DRW_STATE_CLIP_PLANES : DRW_STATE_NO_DRAW); DRWState infront_state = DRWState( (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : DRW_STATE_NO_DRAW); DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; GPUShader *sh = DRW_state_is_select() ? BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) : BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg); DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state); stl->g_data->depth_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass[i]); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); sh = DRW_state_is_select() ? BASIC_shaders_pointcloud_depth_conservative_sh_get(draw_ctx->sh_cfg) : BASIC_shaders_pointcloud_depth_sh_get(draw_ctx->sh_cfg); DRW_PASS_CREATE(psl->depth_pass_pointcloud[i], state | clip_state | infront_state); stl->g_data->depth_pointcloud_shgrp[i] = grp = DRW_shgroup_create( sh, psl->depth_pass_pointcloud[i]); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create( BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg), psl->depth_pass[i]); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); stl->g_data->depth_curves_shgrp[i] = grp = DRW_shgroup_create( BASIC_shaders_curves_depth_sh_get(draw_ctx->sh_cfg), psl->depth_pass[i]); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); sh = DRW_state_is_select() ? BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) : BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg); state |= DRW_STATE_CULL_BACK; DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state); stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); } } /* TODO(fclem): DRW_cache_object_surface_material_get needs a refactor to allow passing nullptr * instead of gpumat_array. Avoiding all this boilerplate code. */ static blender::gpu::Batch **basic_object_surface_material_get(Object *ob) { const int materials_len = DRW_cache_object_material_count_get(ob); GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); return DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len); } static void basic_cache_populate_particles(void *vedata, Object *ob) { const bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0; BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; for (ParticleSystem *psys = static_cast(ob->particlesystem.first); psys != nullptr; psys = psys->next) { if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { continue; } ParticleSettings *part = psys->part; const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH) { blender::gpu::Batch *hairs = DRW_cache_particles_get_hair(ob, psys, nullptr); if (stl->g_data->use_material_slot_selection) { const short material_slot = part->omat; DRW_select_load_id(ob->runtime->select_id | (material_slot << 16)); } DRW_shgroup_call(stl->g_data->depth_hair_shgrp[do_in_front], hairs, nullptr); } } } static void basic_cache_populate(void *vedata, Object *ob) { using namespace blender::draw; BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; /* TODO(fclem): fix selection of smoke domains. */ if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) { return; } const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob != draw_ctx->object_edit) { basic_cache_populate_particles(vedata, ob); } const bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0; if (ob->type == OB_CURVES) { DRW_shgroup_curves_create_sub(ob, stl->g_data->depth_curves_shgrp[do_in_front], nullptr); } if (ob->type == OB_POINTCLOUD) { DRW_shgroup_pointcloud_create_sub( ob, stl->g_data->depth_pointcloud_shgrp[do_in_front], nullptr); return; } /* Make flat object selectable in ortho view if wireframe is enabled. */ if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (draw_ctx->v3d->shading.type == OB_WIRE) || (ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) { int flat_axis = 0; bool is_flat_object_viewed_from_side = ((draw_ctx->rv3d->persp == RV3D_ORTHO) && DRW_object_is_flat(ob, &flat_axis) && DRW_object_axis_orthogonal_to_view(ob, flat_axis)); if (is_flat_object_viewed_from_side) { /* Avoid losing flat objects when in ortho views (see #56549) */ blender::gpu::Batch *geom = DRW_cache_object_all_edges_get(ob); if (geom) { DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], geom, ob); } return; } } const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->rv3d) && !DRW_state_is_image_render(); const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING)); DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] : stl->g_data->depth_shgrp[do_in_front]; if (use_sculpt_pbvh) { DRW_shgroup_call_sculpt(shgrp, ob, false, false, false, false, false); } else { if (stl->g_data->use_material_slot_selection && BKE_object_supports_material_slots(ob)) { blender::gpu::Batch **geoms = basic_object_surface_material_get(ob); if (geoms) { const int materials_len = DRW_cache_object_material_count_get(ob); for (int i = 0; i < materials_len; i++) { if (geoms[i] == nullptr) { continue; } const short material_slot_select_id = i + 1; DRW_select_load_id(ob->runtime->select_id | (material_slot_select_id << 16)); DRW_shgroup_call(shgrp, geoms[i], ob); } } } else { blender::gpu::Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { DRW_shgroup_call(shgrp, geom, ob); } } if (G.debug_value == 889 && ob->sculpt && BKE_object_sculpt_pbvh_get(ob)) { int debug_node_nr = 0; DRW_debug_modelmat(ob->object_to_world().ptr()); BKE_pbvh_draw_debug_cb(*BKE_object_sculpt_pbvh_get(ob), DRW_sculpt_debug_cb, &debug_node_nr); } } } static void basic_cache_finish(void *vedata) { BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl; UNUSED_VARS(stl); } static void basic_draw_scene(void *vedata) { BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; DRW_draw_pass(psl->depth_pass[0]); DRW_draw_pass(psl->depth_pass_pointcloud[0]); DRW_draw_pass(psl->depth_pass_cull[0]); DRW_draw_pass(psl->depth_pass[1]); DRW_draw_pass(psl->depth_pass_pointcloud[1]); DRW_draw_pass(psl->depth_pass_cull[1]); } static void basic_engine_free() { BASIC_shaders_free(); } static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data); DrawEngineType draw_engine_basic_type = { /*next*/ nullptr, /*prev*/ nullptr, /*idname*/ N_("Basic"), /*vedata_size*/ &basic_data_size, /*engine_init*/ nullptr, /*engine_free*/ &basic_engine_free, /*instance_free*/ nullptr, /*cache_init*/ &basic_cache_init, /*cache_populate*/ &basic_cache_populate, /*cache_finish*/ &basic_cache_finish, /*draw_scene*/ &basic_draw_scene, /*view_update*/ nullptr, /*id_update*/ nullptr, /*render_to_image*/ nullptr, /*store_metadata*/ nullptr, }; #undef BASIC_ENGINE