Files
test/source/blender/draw/engines/basic/basic_engine.c
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

280 lines
9.3 KiB
C

/* SPDX-FileCopyrightText: 2016 Blender Foundation.
*
* 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.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pbvh.h"
#include "BLI_alloca.h"
#include "DNA_particle_types.h"
#include "GPU_shader.h"
#include "basic_engine.h"
#include "basic_private.h"
#define BASIC_ENGINE "BLENDER_BASIC"
/* *********** LISTS *********** */
/* GPUViewport.storage
* Is freed every time the viewport engine changes. */
typedef struct BASIC_StorageList {
struct BASIC_PrivateData *g_data;
} BASIC_StorageList;
typedef struct BASIC_PassList {
struct DRWPass *depth_pass[2];
struct DRWPass *depth_pass_pointcloud[2];
struct DRWPass *depth_pass_cull[2];
} BASIC_PassList;
typedef struct BASIC_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
BASIC_PassList *psl;
BASIC_StorageList *stl;
} BASIC_Data;
/* *********** STATIC *********** */
typedef 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;
} BASIC_PrivateData; /* 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 = 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 = (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? DRW_STATE_CLIP_PLANES : 0;
DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
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 NULL
* instead of gpumat_array. Avoiding all this boilerplate code. */
static struct GPUBatch **basic_object_surface_material_get(Object *ob)
{
const int materials_len = DRW_cache_object_material_count_get(ob);
struct 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 = ob->particlesystem.first; psys != NULL; 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) {
struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
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, NULL);
}
}
}
static void basic_cache_populate(void *vedata, Object *ob)
{
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], NULL);
}
if (ob->type == OB_POINTCLOUD) {
DRW_shgroup_pointcloud_create_sub(ob, stl->g_data->depth_pointcloud_shgrp[do_in_front], NULL);
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) */
struct GPUBatch *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)) {
struct GPUBatch **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] == NULL) {
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 {
struct GPUBatch *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);
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(void)
{
BASIC_shaders_free();
}
static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
DrawEngineType draw_engine_basic_type = {
NULL,
NULL,
N_("Basic"),
&basic_data_size,
NULL,
&basic_engine_free,
/*instance_free*/ NULL,
&basic_cache_init,
&basic_cache_populate,
&basic_cache_finish,
&basic_draw_scene,
NULL,
NULL,
NULL,
NULL,
};
#undef BASIC_ENGINE