Files
test2/source/blender/draw/engines/select/select_engine.cc
2025-02-11 12:58:32 +01:00

403 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*
* Engine for drawing a selection map where the pixels indicate the selection indices.
*/
#include "BLI_math_matrix.h"
#include "BLT_translation.hh"
#include "ED_view3d.hh"
#include "RE_engine.h"
#include "DRW_engine.hh"
#include "DRW_select_buffer.hh"
#include "draw_cache_impl.hh"
#include "draw_common_c.hh"
#include "draw_manager_c.hh"
#include "select_engine.hh"
#include "select_private.hh"
#define SELECT_ENGINE "SELECT_ENGINE"
/* *********** STATIC *********** */
struct SelectEngineData {
GPUFrameBuffer *framebuffer_select_id;
GPUTexture *texture_u32;
SELECTID_Shaders sh_data[GPU_SHADER_CFG_LEN];
SELECTID_Context context;
};
static SelectEngineData &get_engine_data()
{
static SelectEngineData data = {};
return data;
}
/* -------------------------------------------------------------------- */
/** \name Utils
* \{ */
static void select_engine_framebuffer_setup()
{
SelectEngineData &e_data = get_engine_data();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
int size[2];
size[0] = GPU_texture_width(dtxl->depth);
size[1] = GPU_texture_height(dtxl->depth);
if (e_data.framebuffer_select_id == nullptr) {
e_data.framebuffer_select_id = GPU_framebuffer_create("framebuffer_select_id");
}
if ((e_data.texture_u32 != nullptr) && ((GPU_texture_width(e_data.texture_u32) != size[0]) ||
(GPU_texture_height(e_data.texture_u32) != size[1])))
{
GPU_texture_free(e_data.texture_u32);
e_data.texture_u32 = nullptr;
}
/* Make sure the depth texture is attached.
* It may disappear when loading another Blender session. */
GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, dtxl->depth, 0, 0);
if (e_data.texture_u32 == nullptr) {
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
e_data.texture_u32 = GPU_texture_create_2d(
"select_buf_ids", size[0], size[1], 1, GPU_R32UI, usage, nullptr);
GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, e_data.texture_u32, 0, 0);
GPU_framebuffer_check_valid(e_data.framebuffer_select_id, nullptr);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Functions
* \{ */
static void select_engine_init(void *vedata)
{
SelectEngineData &e_data = get_engine_data();
const DRWContextState *draw_ctx = DRW_context_state_get();
eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
SELECTID_Data *ved = reinterpret_cast<SELECTID_Data *>(vedata);
SELECTID_Shaders *sh_data = &e_data.sh_data[sh_cfg];
if (ved->instance == nullptr) {
ved->instance = new SELECTID_Instance();
}
/* Prepass */
if (!sh_data->select_id_flat) {
sh_data->select_id_flat = GPU_shader_create_from_info_name(
sh_cfg == GPU_SHADER_CFG_CLIPPED ? "select_id_flat_clipped" : "select_id_flat");
}
if (!sh_data->select_id_uniform) {
sh_data->select_id_uniform = GPU_shader_create_from_info_name(
sh_cfg == GPU_SHADER_CFG_CLIPPED ? "select_id_uniform_clipped" : "select_id_uniform");
}
}
static void select_cache_init(void *vedata)
{
SELECTID_Instance &inst = *reinterpret_cast<SELECTID_Data *>(vedata)->instance;
SelectEngineData &e_data = get_engine_data();
const DRWContextState *draw_ctx = DRW_context_state_get();
SELECTID_Shaders *sh = &e_data.sh_data[draw_ctx->sh_cfg];
if (e_data.context.select_mode == -1) {
e_data.context.select_mode = select_id_get_object_select_mode(draw_ctx->scene,
draw_ctx->obact);
BLI_assert(e_data.context.select_mode != 0);
}
DRWState state = DRW_STATE_DEFAULT;
if (RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d)) {
state |= DRW_STATE_CLIP_PLANES;
}
bool retopology_occlusion = RETOPOLOGY_ENABLED(draw_ctx->v3d) && !XRAY_ENABLED(draw_ctx->v3d);
float retopology_offset = RETOPOLOGY_OFFSET(draw_ctx->v3d);
/* Note there might be less than 6 planes, but we always compute the 6 of them for simplicity. */
int clipping_plane_count = RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d) ? 6 : 0;
{
inst.depth_only_ps.init();
inst.depth_only_ps.state_set(state, clipping_plane_count);
inst.depth_only = nullptr;
inst.depth_occlude = nullptr;
{
auto &sub = inst.depth_only_ps.sub("DepthOnly");
sub.shader_set(sh->select_id_uniform);
sub.push_constant("retopologyOffset", retopology_offset);
sub.push_constant("select_id", 0);
inst.depth_only = &sub;
}
if (retopology_occlusion) {
auto &sub = inst.depth_only_ps.sub("Occlusion");
sub.shader_set(sh->select_id_uniform);
sub.push_constant("retopologyOffset", 0.0f);
sub.push_constant("select_id", 0);
inst.depth_occlude = &sub;
}
inst.select_face_ps.init();
inst.select_face_ps.state_set(state, clipping_plane_count);
inst.select_face_uniform = nullptr;
inst.select_face_flat = nullptr;
if (e_data.context.select_mode & SCE_SELECT_FACE) {
auto &sub = inst.select_face_ps.sub("Face");
sub.shader_set(sh->select_id_flat);
sub.push_constant("retopologyOffset", retopology_offset);
inst.select_face_flat = &sub;
}
else {
auto &sub = inst.select_face_ps.sub("FaceNoSelect");
sub.shader_set(sh->select_id_uniform);
sub.push_constant("select_id", 0);
sub.push_constant("retopologyOffset", retopology_offset);
inst.select_face_uniform = &sub;
}
inst.select_edge_ps.init();
inst.select_edge = nullptr;
if (e_data.context.select_mode & SCE_SELECT_EDGE) {
auto &sub = inst.select_edge_ps.sub("Sub");
sub.state_set(state | DRW_STATE_FIRST_VERTEX_CONVENTION, clipping_plane_count);
sub.shader_set(sh->select_id_flat);
sub.push_constant("retopologyOffset", retopology_offset);
inst.select_edge = &sub;
}
inst.select_id_vert_ps.init();
inst.select_vert = nullptr;
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
auto &sub = inst.select_id_vert_ps.sub("Sub");
sub.state_set(state, clipping_plane_count);
sub.shader_set(sh->select_id_flat);
sub.push_constant("vertex_size", float(2 * G_draw.block.size_vertex));
sub.push_constant("retopologyOffset", retopology_offset);
inst.select_vert = &sub;
}
}
/* Create selection data. */
for (uint sel_id : e_data.context.objects.index_range()) {
Object *obj_eval = e_data.context.objects[sel_id];
DrawData *data = DRW_drawdata_ensure(
&obj_eval->id, &draw_engine_select_type, sizeof(SELECTID_ObjectData), nullptr, nullptr);
SELECTID_ObjectData *sel_data = reinterpret_cast<SELECTID_ObjectData *>(data);
data->recalc = 0;
sel_data->drawn_index = sel_id;
sel_data->in_pass = false;
sel_data->is_drawn = false;
}
copy_m4_m4(e_data.context.persmat, draw_ctx->rv3d->persmat);
e_data.context.index_drawn_len = 1;
select_engine_framebuffer_setup();
GPU_framebuffer_bind(e_data.framebuffer_select_id);
GPU_framebuffer_clear_color_depth(e_data.framebuffer_select_id, blender::float4{0.0f}, 1.0f);
}
static void select_cache_populate(void *vedata, Object *ob)
{
Manager &manager = *DRW_manager_get();
ObjectRef ob_ref = DRW_object_ref_get(ob);
SelectEngineData &e_data = get_engine_data();
SELECTID_Instance &inst = *reinterpret_cast<SELECTID_Data *>(vedata)->instance;
SELECTID_ObjectData *sel_data = (SELECTID_ObjectData *)DRW_drawdata_get(
&ob->id, &draw_engine_select_type);
if (!sel_data || sel_data->is_drawn) {
if (sel_data) {
/* Remove data, object is not in array. */
DrawDataList *drawdata = DRW_drawdatalist_from_id(&ob->id);
BLI_freelinkN((ListBase *)drawdata, sel_data);
}
/* This object is not in the array. It is here to participate in the depth buffer. */
if (ob->dt >= OB_SOLID) {
blender::gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_surface(
*static_cast<Mesh *>(ob->data));
inst.depth_occlude->draw(geom_faces, manager.resource_handle(ob_ref));
}
}
else if (!sel_data->in_pass) {
ResourceHandle res_handle = manager.resource_handle(ob_ref);
const DRWContextState *draw_ctx = DRW_context_state_get();
ObjectOffsets *ob_offsets = &e_data.context.index_offsets[sel_data->drawn_index];
uint offset = e_data.context.index_drawn_len;
select_id_draw_object(inst,
draw_ctx->v3d,
ob,
res_handle,
e_data.context.select_mode,
offset,
&ob_offsets->vert,
&ob_offsets->edge,
&ob_offsets->face);
ob_offsets->offset = offset;
sel_data->in_pass = true;
e_data.context.index_drawn_len = ob_offsets->vert;
}
}
static void select_draw_scene(void *vedata)
{
Manager &manager = *DRW_manager_get();
SelectEngineData &e_data = get_engine_data();
SELECTID_Instance &inst = *reinterpret_cast<SELECTID_Data *>(vedata)->instance;
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View::OffsetData offset_data(*draw_ctx->rv3d);
/* Create view with depth offset */
const View &view = View::default_get();
inst.view_faces.sync(view.viewmat(), view.winmat());
inst.view_edges.sync(view.viewmat(), offset_data.winmat_polygon_offset(view.winmat(), 1.0f));
inst.view_verts.sync(view.viewmat(), offset_data.winmat_polygon_offset(view.winmat(), 1.1f));
}
{
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
GPU_framebuffer_bind(dfbl->depth_only_fb);
GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0f);
manager.submit(inst.depth_only_ps, inst.view_faces);
}
/* Setup framebuffer */
GPU_framebuffer_bind(e_data.framebuffer_select_id);
manager.submit(inst.select_face_ps, inst.view_faces);
if (e_data.context.select_mode & SCE_SELECT_EDGE) {
manager.submit(inst.select_edge_ps, inst.view_edges);
}
if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
manager.submit(inst.select_id_vert_ps, inst.view_verts);
}
/* Mark objects from the array to later identify which ones are not in the array. */
for (Object *obj_eval : e_data.context.objects) {
DrawData *data = DRW_drawdata_ensure(
&obj_eval->id, &draw_engine_select_type, sizeof(SELECTID_ObjectData), nullptr, nullptr);
SELECTID_ObjectData *sel_data = reinterpret_cast<SELECTID_ObjectData *>(data);
sel_data->is_drawn = true;
}
}
static void select_engine_free()
{
SelectEngineData &e_data = get_engine_data();
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
SELECTID_Shaders *sh_data = &e_data.sh_data[sh_data_index];
GPU_SHADER_FREE_SAFE(sh_data->select_id_flat);
GPU_SHADER_FREE_SAFE(sh_data->select_id_uniform);
}
GPU_TEXTURE_FREE_SAFE(e_data.texture_u32);
GPU_FRAMEBUFFER_FREE_SAFE(e_data.framebuffer_select_id);
}
static void select_instance_free(void *instance)
{
delete reinterpret_cast<SELECTID_Instance *>(instance);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Type
* \{ */
DrawEngineType draw_engine_select_type = {
/*next*/ nullptr,
/*prev*/ nullptr,
/*idname*/ N_("Select ID"),
/*engine_init*/ &select_engine_init,
/*engine_free*/ &select_engine_free,
/*instance_free*/ select_instance_free,
/*cache_init*/ &select_cache_init,
/*cache_populate*/ &select_cache_populate,
/*cache_finish*/ nullptr,
/*draw_scene*/ &select_draw_scene,
/*view_update*/ nullptr,
/*id_update*/ nullptr,
/*render_to_image*/ nullptr,
/*store_metadata*/ nullptr,
};
/* NOTE: currently unused, we may want to register so we can see this when debugging the view. */
RenderEngineType DRW_engine_viewport_select_type = {
/*next*/ nullptr,
/*prev*/ nullptr,
/*idname*/ SELECT_ENGINE,
/*name*/ N_("Select ID"),
/*flag*/ RE_INTERNAL | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
/*update*/ nullptr,
/*render*/ nullptr,
/*render_frame_finish*/ nullptr,
/*draw*/ nullptr,
/*bake*/ nullptr,
/*view_update*/ nullptr,
/*view_draw*/ nullptr,
/*update_script_node*/ nullptr,
/*update_render_passes*/ nullptr,
/*draw_engine*/ &draw_engine_select_type,
/*rna_ext*/
{
/*data*/ nullptr,
/*srna*/ nullptr,
/*call*/ nullptr,
},
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Exposed `select_private.h` functions
* \{ */
SELECTID_Context *DRW_select_engine_context_get()
{
SelectEngineData &e_data = get_engine_data();
return &e_data.context;
}
GPUFrameBuffer *DRW_engine_select_framebuffer_get()
{
SelectEngineData &e_data = get_engine_data();
return e_data.framebuffer_select_id;
}
GPUTexture *DRW_engine_select_texture_get()
{
SelectEngineData &e_data = get_engine_data();
return e_data.texture_u32;
}
/** \} */
#undef SELECT_ENGINE