This add a callback function that runs after frustum culling test. This callback returns the final visibility for this object. Be aware that it's called for EVERY drawcalls that use this callback even if their visibility has been cached.
364 lines
9.8 KiB
C
364 lines
9.8 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file draw_manager.h
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* \ingroup draw
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*/
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/* Private functions / structs of the draw manager */
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#ifndef __DRAW_MANAGER_H__
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#define __DRAW_MANAGER_H__
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "BLI_linklist.h"
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#include "BLI_threads.h"
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#include "GPU_batch.h"
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#include "GPU_framebuffer.h"
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#include "GPU_shader.h"
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#include "GPU_uniformbuffer.h"
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#include "GPU_viewport.h"
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#include "draw_instance_data.h"
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/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
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#define USE_GPU_SELECT
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/* ------------ Profiling --------------- */
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#define USE_PROFILE
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#ifdef USE_PROFILE
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# include "PIL_time.h"
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# define PROFILE_TIMER_FALLOFF 0.04
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# define PROFILE_START(time_start) \
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double time_start = PIL_check_seconds_timer();
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# define PROFILE_END_ACCUM(time_accum, time_start) { \
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time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
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} ((void)0)
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/* exp average */
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# define PROFILE_END_UPDATE(time_update, time_start) { \
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double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
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time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
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(_time_delta * PROFILE_TIMER_FALLOFF); \
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} ((void)0)
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#else /* USE_PROFILE */
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# define PROFILE_START(time_start) ((void)0)
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# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
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# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
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#endif /* USE_PROFILE */
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/* ------------ Data Structure --------------- */
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/**
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* Data structure containing all drawcalls organized by passes and materials.
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* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
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* > DRWUniform
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**/
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/* Used by DRWCallState.flag */
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enum {
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DRW_CALL_CULLED = (1 << 0),
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DRW_CALL_NEGSCALE = (1 << 1),
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};
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/* Used by DRWCallState.matflag */
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enum {
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DRW_CALL_MODELINVERSE = (1 << 0),
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DRW_CALL_MODELVIEW = (1 << 1),
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DRW_CALL_MODELVIEWINVERSE = (1 << 2),
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DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
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DRW_CALL_NORMALVIEW = (1 << 4),
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DRW_CALL_NORMALWORLD = (1 << 5),
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DRW_CALL_ORCOTEXFAC = (1 << 6),
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DRW_CALL_EYEVEC = (1 << 7),
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};
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typedef struct DRWCallState {
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DRWCallVisibilityFn *visibility_cb;
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void *user_data;
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unsigned char flag;
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unsigned char cache_id; /* Compared with DST.state_cache_id to see if matrices are still valid. */
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uint16_t matflag; /* Which matrices to compute. */
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/* Culling: Using Bounding Sphere for now for faster culling.
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* Not ideal for planes. */
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BoundSphere bsphere;
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/* Matrices */
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float model[4][4];
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float modelinverse[4][4];
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float modelview[4][4];
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float modelviewinverse[4][4];
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float modelviewprojection[4][4];
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float normalview[3][3];
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float normalworld[3][3]; /* Not view dependant */
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float orcotexfac[2][3]; /* Not view dependant */
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float eyevec[3];
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} DRWCallState;
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typedef enum {
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DRW_CALL_SINGLE, /* A single batch */
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DRW_CALL_INSTANCES, /* Draw instances without any instancing attribs. */
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DRW_CALL_GENERATE, /* Uses a callback to draw with any number of batches. */
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} DRWCallType;
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typedef struct DRWCall {
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struct DRWCall *next;
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DRWCallState *state;
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union {
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struct { /* type == DRW_CALL_SINGLE */
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Gwn_Batch *geometry;
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} single;
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struct { /* type == DRW_CALL_INSTANCES */
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Gwn_Batch *geometry;
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/* Count can be adjusted between redraw. If needed, we can add fixed count. */
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unsigned int *count;
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} instances;
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struct { /* type == DRW_CALL_GENERATE */
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DRWCallGenerateFn *geometry_fn;
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void *user_data;
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} generate;
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};
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DRWCallType type;
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#ifdef USE_GPU_SELECT
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int select_id;
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#endif
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} DRWCall;
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/* Used by DRWUniform.type */
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typedef enum {
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DRW_UNIFORM_BOOL,
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DRW_UNIFORM_SHORT_TO_INT,
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DRW_UNIFORM_SHORT_TO_FLOAT,
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DRW_UNIFORM_INT,
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DRW_UNIFORM_INT_COPY,
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DRW_UNIFORM_FLOAT,
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DRW_UNIFORM_TEXTURE,
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DRW_UNIFORM_TEXTURE_PERSIST,
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DRW_UNIFORM_TEXTURE_REF,
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DRW_UNIFORM_BLOCK,
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DRW_UNIFORM_BLOCK_PERSIST
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} DRWUniformType;
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struct DRWUniform {
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DRWUniform *next; /* single-linked list */
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const void *value;
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int location;
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char type; /* DRWUniformType */
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char length; /* cannot be more than 16 */
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char arraysize; /* cannot be more than 16 too */
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};
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typedef enum {
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DRW_SHG_NORMAL,
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DRW_SHG_POINT_BATCH,
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DRW_SHG_LINE_BATCH,
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DRW_SHG_TRIANGLE_BATCH,
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DRW_SHG_INSTANCE,
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DRW_SHG_INSTANCE_EXTERNAL,
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} DRWShadingGroupType;
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struct DRWShadingGroup {
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DRWShadingGroup *next;
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GPUShader *shader; /* Shader to bind */
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DRWUniform *uniforms; /* Uniforms pointers */
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/* Watch this! Can be nasty for debugging. */
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union {
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struct { /* DRW_SHG_NORMAL */
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DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
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} calls;
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struct { /* DRW_SHG_***_BATCH */
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struct Gwn_Batch *batch_geom; /* Result of call batching */
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struct Gwn_VertBuf *batch_vbo;
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unsigned int primitive_count;
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};
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struct { /* DRW_SHG_INSTANCE[_EXTERNAL] */
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struct Gwn_Batch *instance_geom;
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struct Gwn_VertBuf *instance_vbo;
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unsigned int instance_count;
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float instance_orcofac[2][3]; /* TODO find a better place. */
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};
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};
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DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */
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DRWState state_extra_disable; /* State changes for this batch only (and'd with the pass's state) */
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unsigned int stencil_mask; /* Stencil mask to use for stencil test / write operations */
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DRWShadingGroupType type;
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/* Builtin matrices locations */
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int model;
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int modelinverse;
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int modelview;
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int modelviewinverse;
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int modelviewprojection;
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int normalview;
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int normalworld;
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int orcotexfac;
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int eye;
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int callid;
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uint16_t matflag; /* Matrices needed, same as DRWCall.flag */
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#ifndef NDEBUG
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char attribs_count;
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#endif
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#ifdef USE_GPU_SELECT
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DRWInstanceData *inst_selectid;
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DRWPass *pass_parent; /* backlink to pass we're in */
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int override_selectid; /* Override for single object instances. */
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#endif
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};
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#define MAX_PASS_NAME 32
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struct DRWPass {
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/* Linked list */
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struct {
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DRWShadingGroup *first;
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DRWShadingGroup *last;
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} shgroups;
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DRWState state;
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char name[MAX_PASS_NAME];
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};
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typedef struct ViewUboStorage {
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DRWMatrixState matstate;
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float viewcamtexcofac[4];
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float clipplanes[2][4];
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} ViewUboStorage;
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/* ------------- DRAW MANAGER ------------ */
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#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
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typedef struct DRWManager {
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/* TODO clean up this struct a bit */
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/* Cache generation */
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ViewportMemoryPool *vmempool;
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DRWInstanceDataList *idatalist;
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DRWInstanceData *common_instance_data[MAX_INSTANCE_DATA_SIZE];
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/* State of the object being evaluated if already allocated. */
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DRWCallState *ob_state;
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unsigned char state_cache_id; /* Could be larger but 254 view changes is already a lot! */
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/* Rendering state */
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GPUShader *shader;
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/* Managed by `DRW_state_set`, `DRW_state_reset` */
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DRWState state;
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DRWState state_lock;
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unsigned int stencil_mask;
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/* Per viewport */
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GPUViewport *viewport;
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struct GPUFrameBuffer *default_framebuffer;
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float size[2];
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float inv_size[2];
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float screenvecs[2][3];
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float pixsize;
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GLenum backface, frontface;
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struct {
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unsigned int is_select : 1;
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unsigned int is_depth : 1;
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unsigned int is_image_render : 1;
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unsigned int is_scene_render : 1;
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unsigned int draw_background : 1;
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} options;
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/* Current rendering context */
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DRWContextState draw_ctx;
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/* Convenience pointer to text_store owned by the viewport */
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struct DRWTextStore **text_store_p;
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ListBase enabled_engines; /* RenderEngineType */
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bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
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/* View dependant uniforms. */
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DRWMatrixState original_mat; /* Original rv3d matrices. */
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int override_mat; /* Bitflag of which matrices are overriden. */
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int num_clip_planes; /* Number of active clipplanes. */
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bool dirty_mat;
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/* keep in sync with viewBlock */
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ViewUboStorage view_data;
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struct {
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float frustum_planes[6][4];
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BoundSphere frustum_bsphere;
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bool updated;
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} clipping;
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#ifdef USE_GPU_SELECT
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unsigned int select_id;
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#endif
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/* ---------- Nothing after this point is cleared after use ----------- */
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/* ogl_context serves as the offset for clearing only
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* the top portion of the struct so DO NOT MOVE IT! */
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void *ogl_context; /* Unique ghost context used by the draw manager. */
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Gwn_Context *gwn_context;
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ThreadMutex ogl_context_mutex; /* Mutex to lock the drw manager and avoid concurent context usage. */
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/** GPU Resource State: Memory storage between drawing. */
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struct {
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GPUTexture **bound_texs;
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char *bound_tex_slots;
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int bind_tex_inc;
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GPUUniformBuffer **bound_ubos;
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char *bound_ubo_slots;
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int bind_ubo_inc;
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} RST;
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} DRWManager;
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extern DRWManager DST; /* TODO : get rid of this and allow multithreaded rendering */
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/* --------------- FUNCTIONS ------------- */
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void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
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void drw_texture_get_format(
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DRWTextureFormat format, bool is_framebuffer,
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GPUTextureFormat *r_data_type, int *r_channels, bool *r_is_depth);
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void *drw_viewport_engine_data_ensure(void *engine_type);
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void drw_state_set(DRWState state);
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#endif /* __DRAW_MANAGER_H__ */
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