Files
test/source/blender/draw/engines/gpencil/gpencil_engine_c.cc
Campbell Barton 7f7648c6ed Cleanup: spelling in code comments & minor edits
- Use uppercase NOTE: tags.
- Correct bNote -> bNode.
- Use colon after parameters.
- Use doxy-style doc-strings.
2024-06-06 09:55:13 +10:00

1294 lines
48 KiB
C++

/* SPDX-FileCopyrightText: 2017 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#include "DRW_engine.hh"
#include "DRW_render.hh"
#include "BKE_curves.hh"
#include "BKE_gpencil_geom_legacy.h"
#include "BKE_gpencil_legacy.h"
#include "BKE_gpencil_modifier_legacy.h"
#include "BKE_grease_pencil.h"
#include "BKE_grease_pencil.hh"
#include "BKE_lib_id.hh"
#include "BKE_main.hh"
#include "BKE_object.hh"
#include "BKE_paint.hh"
#include "BKE_shader_fx.h"
#include "BKE_camera.h"
#include "BKE_global.hh" /* for G.debug */
#include "BLI_link_utils.h"
#include "BLI_listbase.h"
#include "BLI_memblock.h"
#include "BLI_virtual_array.hh"
#include "DNA_camera_types.h"
#include "DNA_gpencil_legacy_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "GPU_texture.hh"
#include "GPU_uniform_buffer.hh"
#include "gpencil_engine.h"
#include "DEG_depsgraph_query.hh"
#include "ED_grease_pencil.hh"
#include "ED_screen.hh"
#include "ED_view3d.hh"
#include "UI_resources.hh"
/* *********** FUNCTIONS *********** */
void GPENCIL_engine_init(void *ved)
{
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
GPENCIL_StorageList *stl = vedata->stl;
GPENCIL_TextureList *txl = vedata->txl;
GPENCIL_FramebufferList *fbl = vedata->fbl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const DRWContextState *ctx = DRW_context_state_get();
const View3D *v3d = ctx->v3d;
if (!stl->pd) {
stl->pd = static_cast<GPENCIL_PrivateData *>(
MEM_callocN(sizeof(GPENCIL_PrivateData), "GPENCIL_PrivateData"));
}
if (txl->dummy_texture == nullptr) {
const float pixels[1][4] = {{1.0f, 0.0f, 1.0f, 1.0f}};
txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float *)pixels);
}
GPENCIL_ViewLayerData *vldata = GPENCIL_view_layer_data_ensure();
/* Resize and reset memory-blocks. */
BLI_memblock_clear(vldata->gp_light_pool, gpencil_light_pool_free);
BLI_memblock_clear(vldata->gp_material_pool, gpencil_material_pool_free);
BLI_memblock_clear(vldata->gp_object_pool, nullptr);
BLI_memblock_clear(vldata->gp_layer_pool, nullptr);
BLI_memblock_clear(vldata->gp_vfx_pool, nullptr);
BLI_memblock_clear(vldata->gp_maskbit_pool, nullptr);
stl->pd->gp_light_pool = vldata->gp_light_pool;
stl->pd->gp_material_pool = vldata->gp_material_pool;
stl->pd->gp_maskbit_pool = vldata->gp_maskbit_pool;
stl->pd->gp_object_pool = vldata->gp_object_pool;
stl->pd->gp_layer_pool = vldata->gp_layer_pool;
stl->pd->gp_vfx_pool = vldata->gp_vfx_pool;
stl->pd->view_layer = ctx->view_layer;
stl->pd->scene = ctx->scene;
stl->pd->v3d = ctx->v3d;
stl->pd->last_light_pool = nullptr;
stl->pd->last_material_pool = nullptr;
stl->pd->tobjects.first = nullptr;
stl->pd->tobjects.last = nullptr;
stl->pd->tobjects_infront.first = nullptr;
stl->pd->tobjects_infront.last = nullptr;
stl->pd->sbuffer_tobjects.first = nullptr;
stl->pd->sbuffer_tobjects.last = nullptr;
stl->pd->dummy_tx = txl->dummy_texture;
stl->pd->draw_depth_only = !DRW_state_is_fbo();
stl->pd->draw_wireframe = (v3d && v3d->shading.type == OB_WIRE) && !stl->pd->draw_depth_only;
stl->pd->scene_depth_tx = stl->pd->draw_depth_only ? txl->dummy_texture : dtxl->depth;
stl->pd->scene_fb = dfbl->default_fb;
stl->pd->is_render = txl->render_depth_tx || (v3d && v3d->shading.type == OB_RENDER);
stl->pd->is_viewport = (v3d != nullptr);
stl->pd->global_light_pool = gpencil_light_pool_add(stl->pd);
stl->pd->shadeless_light_pool = gpencil_light_pool_add(stl->pd);
/* Small HACK: we don't want the global pool to be reused,
* so we set the last light pool to nullptr. */
stl->pd->last_light_pool = nullptr;
bool use_scene_lights = false;
bool use_scene_world = false;
if (v3d) {
use_scene_lights = V3D_USES_SCENE_LIGHTS(v3d);
use_scene_world = V3D_USES_SCENE_WORLD(v3d);
stl->pd->v3d_color_type = (v3d->shading.type == OB_SOLID) ? v3d->shading.color_type : -1;
/* Special case: If Vertex Paint mode, use always Vertex mode. */
if (v3d->shading.type == OB_SOLID && ctx->obact &&
((ctx->obact->type == OB_GPENCIL_LEGACY &&
ctx->obact->mode == OB_MODE_VERTEX_GPENCIL_LEGACY) ||
(ctx->obact->type == OB_GREASE_PENCIL && ctx->obact->mode == OB_MODE_VERTEX_PAINT)))
{
stl->pd->v3d_color_type = V3D_SHADING_VERTEX_COLOR;
}
copy_v3_v3(stl->pd->v3d_single_color, v3d->shading.single_color);
/* For non active frame, use only lines in multiedit mode. */
const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
stl->pd->use_multiedit_lines_only = overlays_on &&
(v3d->gp_flag & V3D_GP_SHOW_MULTIEDIT_LINES) != 0;
const bool shmode_xray_support = v3d->shading.type <= OB_SOLID;
stl->pd->xray_alpha = (shmode_xray_support && XRAY_ENABLED(v3d)) ? XRAY_ALPHA(v3d) : 1.0f;
}
else if (stl->pd->is_render) {
use_scene_lights = true;
use_scene_world = true;
stl->pd->use_multiedit_lines_only = false;
stl->pd->xray_alpha = 1.0f;
stl->pd->v3d_color_type = -1;
}
stl->pd->use_lighting = (v3d && v3d->shading.type > OB_SOLID) || stl->pd->is_render;
stl->pd->use_lights = use_scene_lights;
if (txl->render_depth_tx != nullptr) {
stl->pd->scene_depth_tx = txl->render_depth_tx;
stl->pd->scene_fb = fbl->render_fb;
}
gpencil_light_ambient_add(stl->pd->shadeless_light_pool, blender::float3{1.0f, 1.0f, 1.0f});
World *world = ctx->scene->world;
if (world != nullptr && use_scene_world) {
gpencil_light_ambient_add(stl->pd->global_light_pool, &world->horr);
}
else if (v3d) {
float world_light[3];
copy_v3_fl(world_light, v3d->shading.studiolight_intensity);
gpencil_light_ambient_add(stl->pd->global_light_pool, world_light);
}
float viewmatinv[4][4];
DRW_view_viewmat_get(nullptr, viewmatinv, true);
copy_v3_v3(stl->pd->camera_z_axis, viewmatinv[2]);
copy_v3_v3(stl->pd->camera_pos, viewmatinv[3]);
stl->pd->camera_z_offset = dot_v3v3(viewmatinv[3], viewmatinv[2]);
if (ctx && ctx->rv3d && v3d) {
stl->pd->camera = (ctx->rv3d->persp == RV3D_CAMOB) ? v3d->camera : nullptr;
}
else {
stl->pd->camera = nullptr;
}
}
void GPENCIL_cache_init(void *ved)
{
using namespace blender::draw;
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
GPENCIL_PassList *psl = vedata->psl;
GPENCIL_TextureList *txl = vedata->txl;
GPENCIL_FramebufferList *fbl = vedata->fbl;
GPENCIL_PrivateData *pd = vedata->stl->pd;
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
pd->cfra = int(DEG_get_ctime(draw_ctx->depsgraph));
pd->simplify_antialias = GPENCIL_SIMPLIFY_AA(draw_ctx->scene);
pd->use_layer_fb = false;
pd->use_object_fb = false;
pd->use_mask_fb = false;
/* Always use high precision for render. */
pd->use_signed_fb = !pd->is_viewport;
if (draw_ctx->v3d) {
const bool hide_overlay = ((draw_ctx->v3d->flag2 & V3D_HIDE_OVERLAYS) != 0);
const bool show_onion = ((draw_ctx->v3d->gp_flag & V3D_GP_SHOW_ONION_SKIN) != 0);
const bool playing = (draw_ctx->evil_C != nullptr) ?
ED_screen_animation_playing(CTX_wm_manager(draw_ctx->evil_C)) !=
nullptr :
false;
pd->do_onion = show_onion && !hide_overlay && !playing;
pd->playing = playing;
/* Save simplify flags (can change while drawing, so it's better to save). */
Scene *scene = draw_ctx->scene;
pd->simplify_fill = GPENCIL_SIMPLIFY_FILL(scene, playing);
pd->simplify_fx = GPENCIL_SIMPLIFY_FX(scene, playing) ||
(draw_ctx->v3d->shading.type < OB_RENDER);
/* Fade Layer. */
const bool is_fade_layer = ((!hide_overlay) && (!pd->is_render) &&
(draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_LAYERS));
pd->fade_layer_opacity = (is_fade_layer) ? draw_ctx->v3d->overlay.gpencil_fade_layer : -1.0f;
pd->vertex_paint_opacity = draw_ctx->v3d->overlay.gpencil_vertex_paint_opacity;
/* Fade GPencil Objects. */
const bool is_fade_object = ((!hide_overlay) && (!pd->is_render) &&
(draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS) &&
(draw_ctx->v3d->gp_flag & V3D_GP_FADE_NOACTIVE_GPENCIL));
pd->fade_gp_object_opacity = (is_fade_object) ? draw_ctx->v3d->overlay.gpencil_paper_opacity :
-1.0f;
pd->fade_3d_object_opacity = ((!hide_overlay) && (!pd->is_render) &&
(draw_ctx->v3d->gp_flag & V3D_GP_FADE_OBJECTS)) ?
draw_ctx->v3d->overlay.gpencil_paper_opacity :
-1.0f;
}
else {
pd->do_onion = true;
Scene *scene = draw_ctx->scene;
pd->simplify_fill = GPENCIL_SIMPLIFY_FILL(scene, false);
pd->simplify_fx = GPENCIL_SIMPLIFY_FX(scene, false);
pd->fade_layer_opacity = -1.0f;
pd->playing = false;
}
{
pd->sbuffer_stroke = nullptr;
pd->sbuffer_gpd = nullptr;
pd->sbuffer_layer = nullptr;
pd->stroke_batch = nullptr;
pd->fill_batch = nullptr;
pd->do_fast_drawing = false;
pd->obact = draw_ctx->obact;
if (pd->obact && pd->obact->type == OB_GPENCIL_LEGACY && !(pd->draw_depth_only)) {
/* Check if active object has a temp stroke data. */
bGPdata *gpd = (bGPdata *)pd->obact->data;
if (gpd->runtime.sbuffer_used > 0) {
pd->sbuffer_gpd = gpd;
pd->sbuffer_stroke = DRW_cache_gpencil_sbuffer_stroke_data_get(pd->obact);
pd->sbuffer_layer = BKE_gpencil_layer_active_get(pd->sbuffer_gpd);
pd->do_fast_drawing = false; /* TODO: option. */
}
}
}
if (pd->do_fast_drawing) {
pd->snapshot_buffer_dirty = (txl->snapshot_color_tx == nullptr);
const float *size = DRW_viewport_size_get();
DRW_texture_ensure_2d(
&txl->snapshot_depth_tx, size[0], size[1], GPU_DEPTH24_STENCIL8, DRWTextureFlag(0));
DRW_texture_ensure_2d(
&txl->snapshot_color_tx, size[0], size[1], GPU_R11F_G11F_B10F, DRWTextureFlag(0));
DRW_texture_ensure_2d(
&txl->snapshot_reveal_tx, size[0], size[1], GPU_R11F_G11F_B10F, DRWTextureFlag(0));
GPU_framebuffer_ensure_config(&fbl->snapshot_fb,
{
GPU_ATTACHMENT_TEXTURE(txl->snapshot_depth_tx),
GPU_ATTACHMENT_TEXTURE(txl->snapshot_color_tx),
GPU_ATTACHMENT_TEXTURE(txl->snapshot_reveal_tx),
});
}
else {
/* Free unneeded buffers. */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->snapshot_fb);
DRW_TEXTURE_FREE_SAFE(txl->snapshot_depth_tx);
DRW_TEXTURE_FREE_SAFE(txl->snapshot_color_tx);
DRW_TEXTURE_FREE_SAFE(txl->snapshot_reveal_tx);
}
{
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
DRW_PASS_CREATE(psl->merge_depth_ps, state);
GPUShader *sh = GPENCIL_shader_depth_merge_get();
grp = DRW_shgroup_create(sh, psl->merge_depth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuf", &pd->depth_tx);
DRW_shgroup_uniform_bool(grp, "strokeOrder3d", &pd->is_stroke_order_3d, 1);
DRW_shgroup_uniform_vec4(grp, "gpModelMatrix", pd->object_bound_mat[0], 4);
DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_LOGIC_INVERT;
DRW_PASS_CREATE(psl->mask_invert_ps, state);
GPUShader *sh = GPENCIL_shader_mask_invert_get();
grp = DRW_shgroup_create(sh, psl->mask_invert_ps);
DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
}
Camera *cam = static_cast<Camera *>(
(pd->camera != nullptr && pd->camera->type == OB_CAMERA) ? pd->camera->data : nullptr);
/* Pseudo DOF setup. */
if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
const float *vp_size = DRW_viewport_size_get();
float fstop = cam->dof.aperture_fstop;
float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
float focus_dist = BKE_camera_object_dof_distance(pd->camera);
float focal_len = cam->lens;
const float scale_camera = 0.001f;
/* We want radius here for the aperture number. */
float aperture = 0.5f * scale_camera * focal_len / fstop;
float focal_len_scaled = scale_camera * focal_len;
float sensor_scaled = scale_camera * sensor;
if (draw_ctx->rv3d != nullptr) {
sensor_scaled *= draw_ctx->rv3d->viewcamtexcofac[0];
}
pd->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
pd->dof_params[1] *= vp_size[0] / sensor_scaled;
pd->dof_params[0] = -focus_dist * pd->dof_params[1];
}
else {
/* Disable DoF blur scaling. */
pd->camera = nullptr;
}
}
#define DRAW_NOW 2
struct gpIterPopulateData {
Object *ob;
GPENCIL_tObject *tgp_ob;
GPENCIL_PrivateData *pd;
GPENCIL_MaterialPool *matpool;
DRWShadingGroup *grp;
/* Last material UBO bound. Used to avoid unneeded buffer binding. */
GPUUniformBuf *ubo_mat;
GPUUniformBuf *ubo_lights;
/* Last texture bound. */
GPUTexture *tex_fill;
GPUTexture *tex_stroke;
/* Offset in the material pool to the first material of this object. */
int mat_ofs;
/* Is the sbuffer call need to be issued. */
int do_sbuffer_call;
/* Indices to do correct insertion of the sbuffer stroke. */
int stroke_index_last;
int stroke_index_offset;
/* Infos for call batching. */
blender::gpu::Batch *geom;
int vfirst, vcount;
};
#define DISABLE_BATCHING 0
static void gpencil_drawcall_flush(gpIterPopulateData *iter)
{
#if !DISABLE_BATCHING
if (iter->geom != nullptr) {
DRW_shgroup_call_range(iter->grp, iter->ob, iter->geom, iter->vfirst, iter->vcount);
}
#endif
iter->geom = nullptr;
iter->vfirst = -1;
iter->vcount = 0;
}
/* Group draw-calls that are consecutive and with the same type. Reduces GPU driver overhead. */
static void gpencil_drawcall_add(gpIterPopulateData *iter,
blender::gpu::Batch *geom,
int v_first,
int v_count)
{
#if DISABLE_BATCHING
DRW_shgroup_call_range(iter->grp, iter->ob, geom, v_first, v_count);
return;
#endif
int last = iter->vfirst + iter->vcount;
/* Interrupt draw-call grouping if the sequence is not consecutive. */
if ((geom != iter->geom) || (v_first - last > 0)) {
gpencil_drawcall_flush(iter);
}
iter->geom = geom;
if (iter->vfirst == -1) {
iter->vfirst = v_first;
}
iter->vcount = v_first + v_count - iter->vfirst;
}
static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
bGPDframe *gpf,
bGPDstroke *gps,
void *thunk);
static void gpencil_sbuffer_cache_populate(gpIterPopulateData *iter)
{
iter->do_sbuffer_call = DRAW_NOW;
/* In order to draw the sbuffer stroke correctly mixed with other strokes,
* we need to offset the stroke index of the sbuffer stroke and the subsequent strokes.
* Remember, sbuffer stroke indices start from 0. So we add last index to avoid
* masking issues. */
iter->grp = DRW_shgroup_create_sub(iter->grp);
DRW_shgroup_uniform_block(iter->grp, "gp_materials", iter->ubo_mat);
DRW_shgroup_uniform_float_copy(iter->grp, "gpStrokeIndexOffset", iter->stroke_index_last);
const DRWContextState *ctx = DRW_context_state_get();
ToolSettings *ts = ctx->scene->toolsettings;
if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
/* In this case we can't do correct projection during stroke. We just disable depth test. */
DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
}
gpencil_stroke_cache_populate(nullptr, nullptr, iter->pd->sbuffer_stroke, iter);
gpencil_drawcall_flush(iter);
iter->stroke_index_offset = iter->pd->sbuffer_stroke->totpoints + 1;
iter->do_sbuffer_call = 0;
}
static void gpencil_layer_cache_populate(bGPDlayer *gpl,
bGPDframe *gpf,
bGPDstroke * /*gps*/,
void *thunk)
{
gpIterPopulateData *iter = (gpIterPopulateData *)thunk;
GPENCIL_PrivateData *pd = iter->pd;
bGPdata *gpd = (bGPdata *)iter->ob->data;
gpencil_drawcall_flush(iter);
if (iter->do_sbuffer_call) {
gpencil_sbuffer_cache_populate(iter);
}
else {
iter->do_sbuffer_call = !pd->do_fast_drawing && (gpd == pd->sbuffer_gpd) &&
(gpl == pd->sbuffer_layer) &&
(gpf == nullptr || gpf->runtime.onion_id == 0.0f);
}
GPENCIL_tLayer *tgp_layer = gpencil_layer_cache_add(pd, iter->ob, gpl, gpf, iter->tgp_ob);
const bool use_lights = pd->use_lighting && ((gpl->flag & GP_LAYER_USE_LIGHTS) != 0) &&
(iter->ob->dtx & OB_USE_GPENCIL_LIGHTS);
iter->ubo_lights = (use_lights) ? pd->global_light_pool->ubo : pd->shadeless_light_pool->ubo;
gpencil_material_resources_get(iter->matpool, 0, nullptr, nullptr, &iter->ubo_mat);
/* Iterator dependent uniforms. */
DRWShadingGroup *grp = iter->grp = tgp_layer->base_shgrp;
DRW_shgroup_uniform_block(grp, "gp_lights", iter->ubo_lights);
DRW_shgroup_uniform_block(grp, "gp_materials", iter->ubo_mat);
DRW_shgroup_uniform_texture(grp, "gpFillTexture", iter->tex_fill);
DRW_shgroup_uniform_texture(grp, "gpStrokeTexture", iter->tex_stroke);
DRW_shgroup_uniform_int_copy(grp, "gpMaterialOffset", iter->mat_ofs);
DRW_shgroup_uniform_float_copy(grp, "gpStrokeIndexOffset", iter->stroke_index_offset);
DRW_shgroup_uniform_vec2_copy(grp, "viewportSize", DRW_viewport_size_get());
}
static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
bGPDframe *gpf,
bGPDstroke *gps,
void *thunk)
{
using namespace blender::draw;
gpIterPopulateData *iter = (gpIterPopulateData *)thunk;
bGPdata *gpd = static_cast<bGPdata *>(iter->ob->data);
MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(iter->ob, gps->mat_nr + 1);
const bool is_render = iter->pd->is_render;
bool hide_material = (gp_style->flag & GP_MATERIAL_HIDE) != 0;
bool show_stroke = ((gp_style->flag & GP_MATERIAL_STROKE_SHOW) != 0) ||
(!is_render && ((gps->flag & GP_STROKE_NOFILL) != 0));
bool show_fill = (gps->tot_triangles > 0) && ((gp_style->flag & GP_MATERIAL_FILL_SHOW) != 0) &&
(!iter->pd->simplify_fill) && ((gps->flag & GP_STROKE_NOFILL) == 0);
bool only_lines = !GPENCIL_PAINT_MODE(gpd) && gpl && gpf && gpl->actframe != gpf &&
iter->pd->use_multiedit_lines_only;
bool is_onion = gpl && gpf && gpf->runtime.onion_id != 0;
bool hide_onion = is_onion && ((gp_style->flag & GP_MATERIAL_HIDE_ONIONSKIN) != 0);
if ((hide_material) || (!show_stroke && !show_fill) || (only_lines && !is_onion) || (hide_onion))
{
return;
}
GPUUniformBuf *ubo_mat;
GPUTexture *tex_stroke, *tex_fill;
gpencil_material_resources_get(
iter->matpool, iter->mat_ofs + gps->mat_nr, &tex_stroke, &tex_fill, &ubo_mat);
bool resource_changed = (iter->ubo_mat != ubo_mat) ||
(tex_fill && (iter->tex_fill != tex_fill)) ||
(tex_stroke && (iter->tex_stroke != tex_stroke));
if (resource_changed) {
gpencil_drawcall_flush(iter);
iter->grp = DRW_shgroup_create_sub(iter->grp);
if (iter->ubo_mat != ubo_mat) {
DRW_shgroup_uniform_block(iter->grp, "gp_materials", ubo_mat);
iter->ubo_mat = ubo_mat;
}
if (tex_fill) {
DRW_shgroup_uniform_texture(iter->grp, "gpFillTexture", tex_fill);
iter->tex_fill = tex_fill;
}
if (tex_stroke) {
DRW_shgroup_uniform_texture(iter->grp, "gpStrokeTexture", tex_stroke);
iter->tex_stroke = tex_stroke;
}
}
bool do_sbuffer = (iter->do_sbuffer_call == DRAW_NOW);
blender::gpu::Batch *geom = do_sbuffer ? DRW_cache_gpencil_sbuffer_get(iter->ob, show_fill) :
DRW_cache_gpencil_get(iter->ob, iter->pd->cfra);
if (geom != iter->geom) {
gpencil_drawcall_flush(iter);
blender::gpu::VertBuf *position_tx =
do_sbuffer ? DRW_cache_gpencil_sbuffer_position_buffer_get(iter->ob, show_fill) :
DRW_cache_gpencil_position_buffer_get(iter->ob, iter->pd->cfra);
blender::gpu::VertBuf *color_tx = do_sbuffer ?
DRW_cache_gpencil_sbuffer_color_buffer_get(iter->ob,
show_fill) :
DRW_cache_gpencil_color_buffer_get(iter->ob,
iter->pd->cfra);
DRW_shgroup_buffer_texture(iter->grp, "gp_pos_tx", position_tx);
DRW_shgroup_buffer_texture(iter->grp, "gp_col_tx", color_tx);
}
if (show_fill) {
int vfirst = gps->runtime.fill_start * 3;
int vcount = gps->tot_triangles * 3;
gpencil_drawcall_add(iter, geom, vfirst, vcount);
}
if (show_stroke) {
int vfirst = gps->runtime.stroke_start * 3;
bool is_cyclic = ((gps->flag & GP_STROKE_CYCLIC) != 0) && (gps->totpoints > 2);
int vcount = (gps->totpoints + int(is_cyclic)) * 2 * 3;
gpencil_drawcall_add(iter, geom, vfirst, vcount);
}
iter->stroke_index_last = gps->runtime.vertex_start + gps->totpoints + 1;
}
static void gpencil_sbuffer_cache_populate_fast(GPENCIL_Data *vedata, gpIterPopulateData *iter)
{
bGPdata *gpd = (bGPdata *)iter->ob->data;
if (gpd != iter->pd->sbuffer_gpd) {
return;
}
GPENCIL_TextureList *txl = vedata->txl;
GPUTexture *depth_texture = iter->pd->scene_depth_tx;
GPENCIL_tObject *last_tgp_ob = iter->pd->tobjects.last;
/* Create another temp object that only contain the stroke. */
const blender::Bounds<float3> bounds = BKE_gpencil_data_minmax(gpd).value_or(
blender::Bounds(float3(0)));
iter->tgp_ob = gpencil_object_cache_add(
iter->pd, iter->ob, (gpd->draw_mode == GP_DRAWMODE_3D), bounds);
/* Remove from the main list. */
iter->pd->tobjects.last = last_tgp_ob;
last_tgp_ob->next = nullptr;
/* Add to sbuffer tgpobject list. */
BLI_LINKS_APPEND(&iter->pd->sbuffer_tobjects, iter->tgp_ob);
/* Remove depth test with scene (avoid self occlusion). */
iter->pd->scene_depth_tx = txl->dummy_texture;
gpencil_layer_cache_populate(
iter->pd->sbuffer_layer, iter->pd->sbuffer_layer->actframe, nullptr, iter);
const DRWContextState *ctx = DRW_context_state_get();
ToolSettings *ts = ctx->scene->toolsettings;
if (ts->gpencil_v3d_align & (GP_PROJECT_DEPTH_VIEW | GP_PROJECT_DEPTH_STROKE)) {
/* In this case we can't do correct projection during stroke. We just disable depth test. */
DRW_shgroup_uniform_texture(iter->grp, "gpSceneDepthTexture", iter->pd->dummy_tx);
}
iter->do_sbuffer_call = DRAW_NOW;
gpencil_stroke_cache_populate(nullptr, nullptr, iter->pd->sbuffer_stroke, iter);
gpencil_drawcall_flush(iter);
gpencil_vfx_cache_populate(
vedata, iter->ob, iter->tgp_ob, (gpd != nullptr && GPENCIL_ANY_EDIT_MODE(gpd)));
/* Restore state. */
iter->do_sbuffer_call = 0;
iter->pd->scene_depth_tx = depth_texture;
}
/* Check if the passed in layer is used by any other layer as a mask (in the viewlayer). */
static bool is_used_as_layer_mask_in_viewlayer(const GreasePencil &grease_pencil,
const blender::bke::greasepencil::Layer &mask_layer,
const ViewLayer &view_layer)
{
using namespace blender::bke::greasepencil;
for (const Layer *layer : grease_pencil.layers()) {
if (layer->view_layer_name().is_empty() ||
!STREQ(view_layer.name, layer->view_layer_name().c_str()))
{
continue;
}
if ((layer->base.flag & GP_LAYER_TREE_NODE_DISABLE_MASKS_IN_VIEWLAYER) != 0) {
continue;
}
LISTBASE_FOREACH (GreasePencilLayerMask *, mask, &layer->masks) {
if (STREQ(mask->layer_name, mask_layer.name().c_str())) {
return true;
}
}
}
return false;
}
/* Returns true if this layer should be rendered (as part of the viewlayer). */
static bool use_layer_in_render(const GreasePencil &grease_pencil,
const blender::bke::greasepencil::Layer &layer,
const ViewLayer &view_layer,
bool &r_is_used_as_mask)
{
if (!layer.view_layer_name().is_empty() &&
!STREQ(view_layer.name, layer.view_layer_name().c_str()))
{
/* Do not skip layers that are masks when rendering the viewlayer so that it can still be used
* to clip/mask other layers. */
if (is_used_as_layer_mask_in_viewlayer(grease_pencil, layer, view_layer)) {
r_is_used_as_mask = true;
}
else {
return false;
}
}
return true;
}
static GPENCIL_tObject *grease_pencil_object_cache_populate(GPENCIL_PrivateData *pd,
GPENCIL_TextureList *txl,
Object *ob)
{
using namespace blender;
using namespace blender::ed::greasepencil;
using namespace blender::bke::greasepencil;
GreasePencil &grease_pencil = *static_cast<GreasePencil *>(ob->data);
const bool is_vertex_mode = (ob->mode & OB_MODE_VERTEX_PAINT) != 0;
const blender::Bounds<float3> bounds = grease_pencil.bounds_min_max_eval().value_or(
blender::Bounds(float3(0)));
const bool do_onion = !pd->is_render && pd->do_onion;
const bool do_multi_frame = (pd->scene->toolsettings->gpencil_flags &
GP_USE_MULTI_FRAME_EDITING) != 0;
const bool use_stroke_order_3d = (grease_pencil.flag & GREASE_PENCIL_STROKE_ORDER_3D) != 0;
GPENCIL_tObject *tgp_ob = gpencil_object_cache_add(pd, ob, use_stroke_order_3d, bounds);
int mat_ofs = 0;
GPENCIL_MaterialPool *matpool = gpencil_material_pool_create(pd, ob, &mat_ofs, is_vertex_mode);
GPUTexture *tex_fill = txl->dummy_texture;
GPUTexture *tex_stroke = txl->dummy_texture;
blender::gpu::Batch *iter_geom = nullptr;
DRWShadingGroup *grp;
int vfirst = 0;
int vcount = 0;
const auto drawcall_flush = [&]() {
#if !DISABLE_BATCHING
if (iter_geom != nullptr) {
DRW_shgroup_call_range(grp, ob, iter_geom, vfirst, vcount);
}
#endif
iter_geom = nullptr;
vfirst = -1;
vcount = 0;
};
const auto drawcall_add =
[&](blender::gpu::Batch *draw_geom, const int v_first, const int v_count) {
#if DISABLE_BATCHING
DRW_shgroup_call_range(grp, ob, geom, v_first, v_count);
return;
#endif
int last = vfirst + vcount;
/* Interrupt draw-call grouping if the sequence is not consecutive. */
if ((draw_geom != iter_geom) || (v_first - last > 0)) {
drawcall_flush();
}
iter_geom = draw_geom;
if (vfirst == -1) {
vfirst = v_first;
}
vcount = v_first + v_count - vfirst;
};
int t_offset = 0;
/* Note that we loop over all the drawings (including the onion skinned ones) to make sure we
* match the offsets of the batch cache. */
const Vector<DrawingInfo> drawings = retrieve_visible_drawings(*pd->scene, grease_pencil, true);
const Span<const Layer *> layers = grease_pencil.layers();
for (const DrawingInfo info : drawings) {
const Layer &layer = *layers[info.layer_index];
const bke::CurvesGeometry &curves = info.drawing.strokes();
const OffsetIndices<int> points_by_curve = curves.points_by_curve();
const bke::AttributeAccessor attributes = curves.attributes();
const VArray<bool> cyclic = *attributes.lookup_or_default<bool>(
"cyclic", bke::AttrDomain::Curve, false);
IndexMaskMemory memory;
const IndexMask visible_strokes = ed::greasepencil::retrieve_visible_strokes(
*ob, info.drawing, memory);
/* Precompute all the triangle and vertex counts.
* In case the drawing should not be rendered, we need to compute the offset where the next
* drawing begins. */
Array<int> num_triangles_per_stroke(visible_strokes.size());
Array<int> num_vertices_per_stroke(visible_strokes.size());
int total_num_triangles = 0;
int total_num_vertices = 0;
visible_strokes.foreach_index([&](const int stroke_i) {
const IndexRange points = points_by_curve[stroke_i];
const int num_stroke_triangles = (points.size() >= 3) ? (points.size() - 2) : 0;
const int num_stroke_vertices = (points.size() +
int(cyclic[stroke_i] && (points.size() >= 3)));
num_triangles_per_stroke[stroke_i] = num_stroke_triangles;
num_vertices_per_stroke[stroke_i] = num_stroke_vertices;
total_num_triangles += num_stroke_triangles;
total_num_vertices += num_stroke_vertices;
});
bool is_layer_used_as_mask = false;
const bool show_drawing_in_render = use_layer_in_render(
grease_pencil, layer, *pd->view_layer, is_layer_used_as_mask);
if (!show_drawing_in_render) {
/* Skip over the entire drawing. */
t_offset += total_num_triangles;
t_offset += total_num_vertices * 2;
continue;
}
drawcall_flush();
GPENCIL_tLayer *tgp_layer = grease_pencil_layer_cache_add(
pd, ob, layer, info.onion_id, is_layer_used_as_mask, tgp_ob);
const bool use_lights = pd->use_lighting &&
((layer.base.flag & GP_LAYER_TREE_NODE_USE_LIGHTS) != 0) &&
(ob->dtx & OB_USE_GPENCIL_LIGHTS);
GPUUniformBuf *lights_ubo = (use_lights) ? pd->global_light_pool->ubo :
pd->shadeless_light_pool->ubo;
GPUUniformBuf *ubo_mat;
gpencil_material_resources_get(matpool, 0, nullptr, nullptr, &ubo_mat);
grp = tgp_layer->base_shgrp;
DRW_shgroup_uniform_block(grp, "gp_lights", lights_ubo);
DRW_shgroup_uniform_block(grp, "gp_materials", ubo_mat);
DRW_shgroup_uniform_texture(grp, "gpFillTexture", tex_fill);
DRW_shgroup_uniform_texture(grp, "gpStrokeTexture", tex_stroke);
DRW_shgroup_uniform_int_copy(grp, "gpMaterialOffset", mat_ofs);
/* Since we don't use the sbuffer in GPv3, this is always 0. */
DRW_shgroup_uniform_float_copy(grp, "gpStrokeIndexOffset", 0.0f);
DRW_shgroup_uniform_vec2_copy(grp, "viewportSize", DRW_viewport_size_get());
const VArray<int> stroke_materials = *attributes.lookup_or_default<int>(
"material_index", bke::AttrDomain::Curve, 0);
const bool only_lines = !ELEM(ob->mode,
OB_MODE_PAINT_GPENCIL_LEGACY,
OB_MODE_WEIGHT_GPENCIL_LEGACY,
OB_MODE_VERTEX_GPENCIL_LEGACY) &&
info.frame_number != pd->cfra && pd->use_multiedit_lines_only;
const bool is_onion = info.onion_id != 0;
visible_strokes.foreach_index([&](const int stroke_i) {
const IndexRange points = points_by_curve[stroke_i];
const int material_index = stroke_materials[stroke_i];
const MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(ob, material_index + 1);
const bool hide_material = (gp_style->flag & GP_MATERIAL_HIDE) != 0;
const bool show_stroke = ((gp_style->flag & GP_MATERIAL_STROKE_SHOW) != 0);
const bool show_fill = (points.size() >= 3) &&
((gp_style->flag & GP_MATERIAL_FILL_SHOW) != 0) &&
(!pd->simplify_fill);
const bool hide_onion = is_onion && ((gp_style->flag & GP_MATERIAL_HIDE_ONIONSKIN) != 0 ||
(!do_onion && !do_multi_frame));
const bool skip_stroke = hide_material || (!show_stroke && !show_fill) ||
(only_lines && !is_onion) || hide_onion;
if (skip_stroke) {
t_offset += num_triangles_per_stroke[stroke_i];
t_offset += num_vertices_per_stroke[stroke_i] * 2;
return;
}
GPUUniformBuf *new_ubo_mat;
GPUTexture *new_tex_fill = nullptr;
GPUTexture *new_tex_stroke = nullptr;
gpencil_material_resources_get(
matpool, mat_ofs + material_index, &new_tex_stroke, &new_tex_fill, &new_ubo_mat);
const bool resource_changed = (ubo_mat != new_ubo_mat) ||
(new_tex_fill && (new_tex_fill != tex_fill)) ||
(new_tex_stroke && (new_tex_stroke != tex_stroke));
if (resource_changed) {
drawcall_flush();
grp = DRW_shgroup_create_sub(grp);
if (new_ubo_mat != ubo_mat) {
DRW_shgroup_uniform_block(grp, "gp_materials", new_ubo_mat);
ubo_mat = new_ubo_mat;
}
if (new_tex_fill) {
DRW_shgroup_uniform_texture(grp, "gpFillTexture", new_tex_fill);
tex_fill = new_tex_fill;
}
if (new_tex_stroke) {
DRW_shgroup_uniform_texture(grp, "gpStrokeTexture", new_tex_stroke);
tex_stroke = new_tex_stroke;
}
}
blender::gpu::Batch *geom = draw::DRW_cache_grease_pencil_get(pd->scene, ob);
if (iter_geom != geom) {
drawcall_flush();
blender::gpu::VertBuf *position_tx = draw::DRW_cache_grease_pencil_position_buffer_get(
pd->scene, ob);
blender::gpu::VertBuf *color_tx = draw::DRW_cache_grease_pencil_color_buffer_get(pd->scene,
ob);
DRW_shgroup_buffer_texture(grp, "gp_pos_tx", position_tx);
DRW_shgroup_buffer_texture(grp, "gp_col_tx", color_tx);
}
if (show_fill) {
const int v_first = t_offset * 3;
const int v_count = num_triangles_per_stroke[stroke_i] * 3;
drawcall_add(geom, v_first, v_count);
}
t_offset += num_triangles_per_stroke[stroke_i];
if (show_stroke) {
const int v_first = t_offset * 3;
const int v_count = num_vertices_per_stroke[stroke_i] * 2 * 3;
drawcall_add(geom, v_first, v_count);
}
t_offset += num_vertices_per_stroke[stroke_i] * 2;
});
}
drawcall_flush();
return tgp_ob;
}
void GPENCIL_cache_populate(void *ved, Object *ob)
{
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_TextureList *txl = vedata->txl;
const bool is_final_render = DRW_state_is_image_render();
/* object must be visible */
if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
return;
}
if (ob->data && (ob->type == OB_GPENCIL_LEGACY) && (ob->dt >= OB_SOLID)) {
bGPdata *gpd = (bGPdata *)ob->data;
const blender::Bounds<float3> bounds = BKE_gpencil_data_minmax(gpd).value_or(
blender::Bounds(float3(0)));
gpIterPopulateData iter = {nullptr};
iter.ob = ob;
iter.pd = pd;
iter.tgp_ob = gpencil_object_cache_add(pd, ob, (gpd->draw_mode == GP_DRAWMODE_3D), bounds);
iter.matpool = gpencil_material_pool_create(pd, ob, &iter.mat_ofs, GPENCIL_VERTEX_MODE(gpd));
iter.tex_fill = txl->dummy_texture;
iter.tex_stroke = txl->dummy_texture;
/* Special case for rendering onion skin. */
bool do_onion = (!pd->is_render) ? pd->do_onion : (gpd->onion_flag & GP_ONION_GHOST_ALWAYS);
gpd->runtime.playing = short(pd->playing);
/* When render in background the active frame could not be properly set due thread priority,
* better set again. This is not required in viewport. */
if (txl->render_depth_tx) {
const bool time_remap = BKE_gpencil_has_time_modifiers(ob);
const DRWContextState *draw_ctx = DRW_context_state_get();
LISTBASE_FOREACH (bGPDlayer *, gpl, &gpd->layers) {
/* If there is a time modifier, need remap the time before. */
if (time_remap) {
gpl->actframe = BKE_gpencil_frame_retime_get(draw_ctx->depsgraph, pd->scene, ob, gpl);
}
else {
gpl->actframe = BKE_gpencil_layer_frame_get(gpl, pd->cfra, GP_GETFRAME_USE_PREV);
}
}
}
BKE_gpencil_visible_stroke_advanced_iter(is_final_render ? pd->view_layer : nullptr,
ob,
gpencil_layer_cache_populate,
gpencil_stroke_cache_populate,
&iter,
do_onion,
pd->cfra);
gpencil_drawcall_flush(&iter);
if (iter.do_sbuffer_call) {
gpencil_sbuffer_cache_populate(&iter);
}
gpencil_vfx_cache_populate(
vedata, ob, iter.tgp_ob, (gpd != nullptr && GPENCIL_ANY_EDIT_MODE(gpd)));
if (pd->do_fast_drawing) {
gpencil_sbuffer_cache_populate_fast(vedata, &iter);
}
}
else if (ob->data && (ob->type == OB_GREASE_PENCIL) && (ob->dt >= OB_SOLID)) {
GPENCIL_tObject *tgp_ob = grease_pencil_object_cache_populate(pd, txl, ob);
gpencil_vfx_cache_populate(
vedata, ob, tgp_ob, ELEM(ob->mode, OB_MODE_EDIT, OB_MODE_SCULPT, OB_MODE_WEIGHT_PAINT));
}
if (ob->type == OB_LAMP && pd->use_lights) {
gpencil_light_pool_populate(pd->global_light_pool, ob);
}
}
void GPENCIL_cache_finish(void *ved)
{
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_FramebufferList *fbl = vedata->fbl;
/* Upload UBO data. */
BLI_memblock_iter iter;
BLI_memblock_iternew(pd->gp_material_pool, &iter);
GPENCIL_MaterialPool *pool;
while ((pool = (GPENCIL_MaterialPool *)BLI_memblock_iterstep(&iter))) {
GPU_uniformbuf_update(pool->ubo, pool->mat_data);
}
BLI_memblock_iternew(pd->gp_light_pool, &iter);
GPENCIL_LightPool *lpool;
while ((lpool = (GPENCIL_LightPool *)BLI_memblock_iterstep(&iter))) {
GPU_uniformbuf_update(lpool->ubo, lpool->light_data);
}
/* Sort object by decreasing Z to avoid most of alpha ordering issues. */
gpencil_object_cache_sort(pd);
/* Create frame-buffers only if needed. */
if (pd->tobjects.first) {
eGPUTextureFormat format = pd->use_signed_fb ? GPU_RGBA16F : GPU_R11F_G11F_B10F;
const float *size = DRW_viewport_size_get();
pd->depth_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
pd->color_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
pd->reveal_tx = DRW_texture_pool_query_2d(size[0], size[1], format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->gpencil_fb,
{
GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
GPU_ATTACHMENT_TEXTURE(pd->color_tx),
GPU_ATTACHMENT_TEXTURE(pd->reveal_tx),
});
if (pd->use_layer_fb) {
pd->color_layer_tx = DRW_texture_pool_query_2d(
size[0], size[1], format, &draw_engine_gpencil_type);
pd->reveal_layer_tx = DRW_texture_pool_query_2d(
size[0], size[1], format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->layer_fb,
{
GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
GPU_ATTACHMENT_TEXTURE(pd->color_layer_tx),
GPU_ATTACHMENT_TEXTURE(pd->reveal_layer_tx),
});
}
if (pd->use_object_fb) {
pd->color_object_tx = DRW_texture_pool_query_2d(
size[0], size[1], format, &draw_engine_gpencil_type);
pd->reveal_object_tx = DRW_texture_pool_query_2d(
size[0], size[1], format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->object_fb,
{
GPU_ATTACHMENT_TEXTURE(pd->depth_tx),
GPU_ATTACHMENT_TEXTURE(pd->color_object_tx),
GPU_ATTACHMENT_TEXTURE(pd->reveal_object_tx),
});
}
if (pd->use_mask_fb) {
/* We need an extra depth to not disturb the normal drawing.
* The color_tx is needed for frame-buffer completeness. */
GPUTexture *color_tx, *depth_tx;
depth_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R8, &draw_engine_gpencil_type);
/* Use high quality format for render. */
eGPUTextureFormat mask_format = pd->is_render ? GPU_R16 : GPU_R8;
pd->mask_tx = DRW_texture_pool_query_2d(
size[0], size[1], mask_format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->mask_fb,
{
GPU_ATTACHMENT_TEXTURE(depth_tx),
GPU_ATTACHMENT_TEXTURE(color_tx),
GPU_ATTACHMENT_TEXTURE(pd->mask_tx),
});
}
GPENCIL_antialiasing_init(vedata);
}
}
static void GPENCIL_draw_scene_depth_only(void *ved)
{
using namespace blender::draw;
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
GPENCIL_PrivateData *pd = vedata->stl->pd;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(dfbl->depth_only_fb);
}
LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->tobjects) {
LISTBASE_FOREACH (GPENCIL_tLayer *, layer, &ob->layers) {
DRW_draw_pass(layer->geom_ps);
}
}
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(dfbl->default_fb);
}
pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = nullptr;
/* Free temp stroke buffers. */
if (pd->sbuffer_gpd) {
DRW_cache_gpencil_sbuffer_clear(pd->obact);
}
}
static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL_tLayer *layer)
{
GPENCIL_PassList *psl = vedata->psl;
GPENCIL_FramebufferList *fbl = vedata->fbl;
const float clear_col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float clear_depth = ob->is_drawmode3d ? 1.0f : 0.0f;
bool inverted = false;
/* OPTI(@fclem): we could optimize by only clearing if the new mask_bits does not contain all
* the masks already rendered in the buffer, and drawing only the layers not already drawn. */
bool cleared = false;
DRW_stats_group_start("GPencil Mask");
GPU_framebuffer_bind(fbl->mask_fb);
for (int i = 0; i < GP_MAX_MASKBITS; i++) {
if (!BLI_BITMAP_TEST(layer->mask_bits, i)) {
continue;
}
if (BLI_BITMAP_TEST_BOOL(layer->mask_invert_bits, i) != inverted) {
if (cleared) {
DRW_draw_pass(psl->mask_invert_ps);
}
inverted = !inverted;
}
if (!cleared) {
cleared = true;
GPU_framebuffer_clear_color_depth(fbl->mask_fb, clear_col, clear_depth);
}
GPENCIL_tLayer *mask_layer = gpencil_layer_cache_get(ob, i);
/* When filtering by view-layer, the mask could be null and must be ignored. */
if (mask_layer == nullptr) {
continue;
}
DRW_draw_pass(mask_layer->geom_ps);
}
if (!inverted) {
/* Blend shader expect an opacity mask not a reavealage buffer. */
DRW_draw_pass(psl->mask_invert_ps);
}
DRW_stats_group_end();
}
static void GPENCIL_draw_object(GPENCIL_Data *vedata, GPENCIL_tObject *ob)
{
GPENCIL_PassList *psl = vedata->psl;
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_FramebufferList *fbl = vedata->fbl;
const float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}};
DRW_stats_group_start("GPencil Object");
GPUFrameBuffer *fb_object = (ob->vfx.first) ? fbl->object_fb : fbl->gpencil_fb;
GPU_framebuffer_bind(fb_object);
GPU_framebuffer_clear_depth_stencil(fb_object, ob->is_drawmode3d ? 1.0f : 0.0f, 0x00);
if (ob->vfx.first) {
GPU_framebuffer_multi_clear(fb_object, clear_cols);
}
LISTBASE_FOREACH (GPENCIL_tLayer *, layer, &ob->layers) {
if (layer->mask_bits) {
gpencil_draw_mask(vedata, ob, layer);
}
if (layer->blend_ps) {
GPU_framebuffer_bind(fbl->layer_fb);
GPU_framebuffer_multi_clear(fbl->layer_fb, clear_cols);
}
else {
GPU_framebuffer_bind(fb_object);
}
DRW_draw_pass(layer->geom_ps);
if (layer->blend_ps) {
GPU_framebuffer_bind(fb_object);
DRW_draw_pass(layer->blend_ps);
}
}
LISTBASE_FOREACH (GPENCIL_tVfx *, vfx, &ob->vfx) {
GPU_framebuffer_bind(*(vfx->target_fb));
DRW_draw_pass(vfx->vfx_ps);
}
copy_m4_m4(pd->object_bound_mat, ob->plane_mat);
pd->is_stroke_order_3d = ob->is_drawmode3d;
if (pd->scene_fb) {
GPU_framebuffer_bind(pd->scene_fb);
DRW_draw_pass(psl->merge_depth_ps);
}
DRW_stats_group_end();
}
static void GPENCIL_fast_draw_start(GPENCIL_Data *vedata)
{
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_FramebufferList *fbl = vedata->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (!pd->snapshot_buffer_dirty) {
/* Copy back cached render. */
GPU_framebuffer_blit(fbl->snapshot_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
GPU_framebuffer_blit(fbl->snapshot_fb, 0, fbl->gpencil_fb, 0, GPU_COLOR_BIT);
GPU_framebuffer_blit(fbl->snapshot_fb, 1, fbl->gpencil_fb, 1, GPU_COLOR_BIT);
/* Bypass drawing. */
pd->tobjects.first = pd->tobjects.last = nullptr;
}
}
static void GPENCIL_fast_draw_end(GPENCIL_Data *vedata)
{
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_FramebufferList *fbl = vedata->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (pd->snapshot_buffer_dirty) {
/* Save to snapshot buffer. */
GPU_framebuffer_blit(dfbl->default_fb, 0, fbl->snapshot_fb, 0, GPU_DEPTH_BIT);
GPU_framebuffer_blit(fbl->gpencil_fb, 0, fbl->snapshot_fb, 0, GPU_COLOR_BIT);
GPU_framebuffer_blit(fbl->gpencil_fb, 1, fbl->snapshot_fb, 1, GPU_COLOR_BIT);
pd->snapshot_buffer_dirty = false;
}
/* Draw the sbuffer stroke(s). */
LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->sbuffer_tobjects) {
GPENCIL_draw_object(vedata, ob);
}
}
void GPENCIL_draw_scene(void *ved)
{
using namespace blender::draw;
GPENCIL_Data *vedata = (GPENCIL_Data *)ved;
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_FramebufferList *fbl = vedata->fbl;
float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}};
/* Fade 3D objects. */
if ((!pd->is_render) && (pd->fade_3d_object_opacity > -1.0f) && (pd->obact != nullptr) &&
ELEM(pd->obact->type, OB_GPENCIL_LEGACY, OB_GREASE_PENCIL))
{
float background_color[3];
ED_view3d_background_color_get(pd->scene, pd->v3d, background_color);
/* Blend color. */
interp_v3_v3v3(clear_cols[0], background_color, clear_cols[0], pd->fade_3d_object_opacity);
mul_v4_fl(clear_cols[1], pd->fade_3d_object_opacity);
}
if (pd->draw_depth_only) {
GPENCIL_draw_scene_depth_only(vedata);
return;
}
if (pd->tobjects.first == nullptr) {
return;
}
if (pd->do_fast_drawing) {
GPENCIL_fast_draw_start(vedata);
}
if (pd->tobjects.first) {
GPU_framebuffer_bind(fbl->gpencil_fb);
GPU_framebuffer_multi_clear(fbl->gpencil_fb, clear_cols);
}
LISTBASE_FOREACH (GPENCIL_tObject *, ob, &pd->tobjects) {
GPENCIL_draw_object(vedata, ob);
}
if (pd->do_fast_drawing) {
GPENCIL_fast_draw_end(vedata);
}
if (pd->scene_fb) {
GPENCIL_antialiasing_draw(vedata);
}
pd->gp_object_pool = pd->gp_layer_pool = pd->gp_vfx_pool = pd->gp_maskbit_pool = nullptr;
/* Free temp stroke buffers. */
if (pd->sbuffer_gpd) {
DRW_cache_gpencil_sbuffer_clear(pd->obact);
}
}
static void GPENCIL_engine_free()
{
GPENCIL_shader_free();
}
static const DrawEngineDataSize GPENCIL_data_size = DRW_VIEWPORT_DATA_SIZE(GPENCIL_Data);
DrawEngineType draw_engine_gpencil_type = {
/*next*/ nullptr,
/*prev*/ nullptr,
/*idname*/ N_("GpencilMode"),
/*vedata_size*/ &GPENCIL_data_size,
/*engine_init*/ &GPENCIL_engine_init,
/*engine_free*/ &GPENCIL_engine_free,
/*instance_free*/ nullptr,
/*cache_init*/ &GPENCIL_cache_init,
/*cache_populate*/ &GPENCIL_cache_populate,
/*cache_finish*/ &GPENCIL_cache_finish,
/*draw_scene*/ &GPENCIL_draw_scene,
/*view_update*/ nullptr,
/*id_update*/ nullptr,
/*render_to_image*/ &GPENCIL_render_to_image,
/*store_metadata*/ nullptr,
};