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test/source/blender/draw/engines/overlay/overlay_next_instance.cc

279 lines
9.5 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup overlay
*/
#include "DEG_depsgraph_query.hh"
#include "ED_view3d.hh"
#include "draw_debug.hh"
#include "overlay_next_instance.hh"
namespace blender::draw::overlay {
void Instance::init()
{
/* TODO(fclem): Remove DRW global usage. */
const DRWContextState *ctx = DRW_context_state_get();
/* Was needed by `object_wire_theme_id()` when doing the port. Not sure if needed nowadays. */
BKE_view_layer_synced_ensure(ctx->scene, ctx->view_layer);
state.depsgraph = ctx->depsgraph;
state.view_layer = ctx->view_layer;
state.scene = ctx->scene;
state.v3d = ctx->v3d;
state.rv3d = ctx->rv3d;
state.active_base = BKE_view_layer_active_base_get(ctx->view_layer);
state.object_mode = ctx->object_mode;
state.pixelsize = U.pixelsize;
state.ctx_mode = CTX_data_mode_enum_ex(ctx->object_edit, ctx->obact, ctx->object_mode);
state.space_type = state.v3d != nullptr ? SPACE_VIEW3D : eSpace_Type(ctx->space_data->spacetype);
if (state.v3d != nullptr) {
state.clear_in_front = (state.v3d->shading.type != OB_SOLID);
state.use_in_front = (state.v3d->shading.type <= OB_SOLID) ||
BKE_scene_uses_blender_workbench(state.scene);
state.is_wireframe_mode = (state.v3d->shading.type == OB_WIRE);
state.hide_overlays = (state.v3d->flag2 & V3D_HIDE_OVERLAYS) != 0;
state.xray_enabled = XRAY_ACTIVE(state.v3d);
state.xray_enabled_and_not_wire = state.xray_enabled && (state.v3d->shading.type > OB_WIRE);
state.xray_opacity = XRAY_ALPHA(state.v3d);
state.cfra = DEG_get_ctime(state.depsgraph);
state.clipping_state = RV3D_CLIPPING_ENABLED(state.v3d, state.rv3d) ? DRW_STATE_CLIP_PLANES :
DRWState(0);
if (!state.hide_overlays) {
state.overlay = state.v3d->overlay;
state.v3d_flag = state.v3d->flag;
state.v3d_gridflag = state.v3d->gridflag;
}
else {
memset(&state.overlay, 0, sizeof(state.overlay));
state.v3d_flag = 0;
state.v3d_gridflag = 0;
state.overlay.flag = V3D_OVERLAY_HIDE_TEXT | V3D_OVERLAY_HIDE_MOTION_PATHS |
V3D_OVERLAY_HIDE_BONES | V3D_OVERLAY_HIDE_OBJECT_XTRAS |
V3D_OVERLAY_HIDE_OBJECT_ORIGINS;
state.overlay.wireframe_threshold = state.v3d->overlay.wireframe_threshold;
state.overlay.wireframe_opacity = state.v3d->overlay.wireframe_opacity;
}
}
/* TODO(fclem): Remove DRW global usage. */
resources.globals_buf = G_draw.block_ubo;
resources.theme_settings = G_draw.block;
}
void Instance::begin_sync()
{
const DRWView *view_legacy = DRW_view_default_get();
View view("OverlayView", view_legacy);
resources.begin_sync();
background.begin_sync(resources, state);
prepass.begin_sync(resources, state);
empties.begin_sync();
metaballs.begin_sync();
grid.begin_sync(resources, state, view);
}
void Instance::object_sync(ObjectRef &ob_ref, Manager &manager)
{
const bool in_edit_mode = object_is_edit_mode(ob_ref.object);
const bool needs_prepass = true; /* TODO */
if (needs_prepass) {
switch (ob_ref.object->type) {
case OB_MESH:
case OB_SURF:
case OB_CURVES:
case OB_FONT:
case OB_CURVES_LEGACY:
prepass.object_sync(manager, ob_ref, resources);
break;
}
}
if (in_edit_mode && !state.hide_overlays) {
switch (ob_ref.object->type) {
case OB_MESH:
break;
case OB_ARMATURE:
break;
case OB_CURVES_LEGACY:
break;
case OB_SURF:
break;
case OB_LATTICE:
break;
case OB_MBALL:
metaballs.edit_object_sync(ob_ref, resources);
break;
case OB_FONT:
break;
case OB_CURVES:
break;
}
}
if (!state.hide_overlays) {
switch (ob_ref.object->type) {
case OB_EMPTY:
empties.object_sync(ob_ref, resources, state);
break;
case OB_ARMATURE:
break;
case OB_MBALL:
if (!in_edit_mode) {
metaballs.object_sync(ob_ref, resources, state);
}
break;
case OB_GPENCIL_LEGACY:
break;
}
}
}
void Instance::end_sync()
{
resources.end_sync();
metaballs.end_sync(resources, shapes, state);
empties.end_sync(resources, shapes, state);
}
void Instance::draw(Manager &manager)
{
resources.depth_tx.wrap(DRW_viewport_texture_list_get()->depth);
resources.depth_in_front_tx.wrap(DRW_viewport_texture_list_get()->depth_in_front);
resources.color_overlay_tx.wrap(DRW_viewport_texture_list_get()->color_overlay);
resources.color_render_tx.wrap(DRW_viewport_texture_list_get()->color);
int2 render_size = int2(resources.depth_tx.size());
const DRWView *view_legacy = DRW_view_default_get();
View view("OverlayView", view_legacy);
/* TODO: Better semantics using a switch? */
if (!resources.color_overlay_tx.is_valid()) {
/* Likely to be the selection case. Allocate dummy texture and bind only depth buffer. */
resources.line_tx.acquire(int2(1, 1), GPU_RGBA8);
resources.color_overlay_alloc_tx.acquire(int2(1, 1), GPU_SRGB8_A8);
resources.color_render_alloc_tx.acquire(int2(1, 1), GPU_SRGB8_A8);
resources.color_overlay_tx.wrap(resources.color_overlay_alloc_tx);
resources.color_render_tx.wrap(resources.color_render_alloc_tx);
resources.overlay_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_tx));
resources.overlay_line_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_tx));
/* Create it but shouldn't even be used. */
resources.overlay_color_only_fb.ensure(GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx));
}
else {
resources.line_tx.acquire(render_size, GPU_RGBA8);
resources.overlay_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_tx),
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx));
resources.overlay_line_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_tx),
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx),
GPU_ATTACHMENT_TEXTURE(resources.line_tx));
resources.overlay_color_only_fb.ensure(GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx));
}
/* TODO(fclem): Remove mandatory allocation. */
if (!resources.depth_in_front_tx.is_valid()) {
resources.depth_in_front_alloc_tx.acquire(render_size, GPU_DEPTH_COMPONENT24);
resources.depth_in_front_tx.wrap(resources.depth_in_front_alloc_tx);
}
resources.overlay_in_front_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_in_front_tx),
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx));
resources.overlay_line_in_front_fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_in_front_tx),
GPU_ATTACHMENT_TEXTURE(resources.color_overlay_tx),
GPU_ATTACHMENT_TEXTURE(resources.line_tx));
GPU_framebuffer_bind(resources.overlay_color_only_fb);
float4 clear_color(0.0f);
GPU_framebuffer_clear_color(resources.overlay_color_only_fb, clear_color);
prepass.draw(resources, manager, view);
prepass.draw_in_front(resources, manager, view);
background.draw(resources, manager);
empties.draw(resources, manager, view);
metaballs.draw(resources, manager, view);
grid.draw(resources, manager, view);
empties.draw_in_front(resources, manager, view);
metaballs.draw_in_front(resources, manager, view);
// anti_aliasing.draw(resources, manager, view);
resources.line_tx.release();
resources.depth_in_front_alloc_tx.release();
resources.color_overlay_alloc_tx.release();
resources.color_render_alloc_tx.release();
resources.read_result();
}
bool Instance::object_is_edit_mode(const Object *ob)
{
if (DRW_object_is_in_edit_mode(ob)) {
/* Also check for context mode as the object mode is not 100% reliable. (see T72490) */
switch (ob->type) {
case OB_MESH:
return state.ctx_mode == CTX_MODE_EDIT_MESH;
case OB_ARMATURE:
return state.ctx_mode == CTX_MODE_EDIT_ARMATURE;
case OB_CURVES_LEGACY:
return state.ctx_mode == CTX_MODE_EDIT_CURVE;
case OB_SURF:
return state.ctx_mode == CTX_MODE_EDIT_SURFACE;
case OB_LATTICE:
return state.ctx_mode == CTX_MODE_EDIT_LATTICE;
case OB_MBALL:
return state.ctx_mode == CTX_MODE_EDIT_METABALL;
case OB_FONT:
return state.ctx_mode == CTX_MODE_EDIT_TEXT;
case OB_CURVES:
return state.ctx_mode == CTX_MODE_EDIT_CURVES;
case OB_POINTCLOUD:
return state.ctx_mode == CTX_MODE_EDIT_POINT_CLOUD;
case OB_VOLUME:
/* No edit mode yet. */
return false;
}
}
return false;
}
} // namespace blender::draw::overlay
#include "overlay_private.hh"
/* TODO(fclem): Move elsewhere. */
BoneInstanceData::BoneInstanceData(Object *ob,
const float *pos,
const float radius,
const float color[4])
{
/* TODO(fclem): Use C++ math API. */
mul_v3_v3fl(this->mat[0], ob->object_to_world[0], radius);
mul_v3_v3fl(this->mat[1], ob->object_to_world[1], radius);
mul_v3_v3fl(this->mat[2], ob->object_to_world[2], radius);
mul_v3_m4v3(this->mat[3], ob->object_to_world, pos);
/* WATCH: Reminder, alpha is wire-size. */
OVERLAY_bone_instance_data_set_color(this, color);
}