Files
test/source/blender/draw/engines/basic/basic_engine.cc
Hans Goudey ecc3656f72 Cleanup: Move remaining draw geometry extraction code to C++ namespace
Overall the transition to C++ in the draw module is awkwardly half
complete, but moving more code to a C++ namespace makes cleaning up
this code in other ways much easier, and the next C++ cleanup steps
are clear anyway.
2024-01-05 13:26:22 -05:00

287 lines
9.6 KiB
C++

/* 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.h"
#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.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. */
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<BASIC_PrivateData *>(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 GPUBatch **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<ParticleSystem *>(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) {
GPUBatch *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) */
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)) {
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] == 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 {
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()
{
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