Files
test2/source/blender/draw/intern/draw_cache.hh
YimingWu 07e197ba8c Fix #130453: Handle empty drawing for GPv3 in Overlay Next
`grease_pencil_edit_batch_ensure` will not create a valid batch when
there's no visible edit geometries (e.g. Current frame is before any of
the GPv3 key frames), this would lead to GPv3 passes drawing an empty
batch. This fix prevent empty edit batch from being put in the pass
drawing command list.

Pull Request: https://projects.blender.org/blender/blender/pulls/130493
2024-11-19 15:47:48 +01:00

274 lines
10 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_math_matrix_types.hh"
#include "BKE_volume_grid_fwd.hh"
struct GPUMaterial;
namespace blender::gpu {
class Batch;
class VertBuf;
} // namespace blender::gpu
struct ModifierData;
struct Object;
struct PTCacheEdit;
struct ParticleSystem;
struct Volume;
struct bGPDstroke;
struct Scene;
/**
* Shape resolution level of detail.
*/
enum eDRWLevelOfDetail {
DRW_LOD_LOW = 0,
DRW_LOD_MEDIUM = 1,
DRW_LOD_HIGH = 2,
DRW_LOD_MAX, /* Max number of level of detail */
};
void DRW_shape_cache_free();
/* 3D cursor */
blender::gpu::Batch *DRW_cache_cursor_get(bool crosshair_lines);
/* Common Shapes */
blender::gpu::Batch *DRW_cache_groundline_get();
/* Grid */
blender::gpu::Batch *DRW_cache_grid_get();
/**
* Use this one for rendering full-screen passes. For 3D objects use #DRW_cache_quad_get().
*/
blender::gpu::Batch *DRW_cache_fullscreen_quad_get();
/* Just a regular quad with 4 vertices. */
blender::gpu::Batch *DRW_cache_quad_get();
/* Just a regular quad with 4 vertices - wires. */
blender::gpu::Batch *DRW_cache_quad_wires_get();
blender::gpu::Batch *DRW_cache_cube_get();
blender::gpu::Batch *DRW_cache_normal_arrow_get();
blender::gpu::Batch *DRW_cache_sphere_get(eDRWLevelOfDetail level_of_detail);
/* Dummy VBOs */
blender::gpu::Batch *DRW_gpencil_dummy_buffer_get();
/* Common Object */
blender::gpu::Batch *DRW_cache_object_all_edges_get(Object *ob);
blender::gpu::Batch *DRW_cache_object_edge_detection_get(Object *ob, bool *r_is_manifold);
blender::gpu::Batch *DRW_cache_object_surface_get(Object *ob);
blender::gpu::Batch *DRW_cache_object_loose_edges_get(Object *ob);
blender::gpu::Batch **DRW_cache_object_surface_material_get(Object *ob,
GPUMaterial **gpumat_array,
uint gpumat_array_len);
blender::gpu::Batch *DRW_cache_object_face_wireframe_get(const Scene *scene, Object *ob);
int DRW_cache_object_material_count_get(const Object *ob);
/**
* Returns the vertbuf used by shaded surface batch.
*/
blender::gpu::VertBuf *DRW_cache_object_pos_vertbuf_get(Object *ob);
/* Empties */
blender::gpu::Batch *DRW_cache_plain_axes_get();
blender::gpu::Batch *DRW_cache_single_arrow_get();
blender::gpu::Batch *DRW_cache_empty_cube_get();
blender::gpu::Batch *DRW_cache_circle_get();
blender::gpu::Batch *DRW_cache_empty_sphere_get();
blender::gpu::Batch *DRW_cache_empty_cylinder_get();
blender::gpu::Batch *DRW_cache_empty_cone_get();
blender::gpu::Batch *DRW_cache_empty_capsule_cap_get();
blender::gpu::Batch *DRW_cache_empty_capsule_body_get();
/* Force Field */
blender::gpu::Batch *DRW_cache_field_wind_get();
blender::gpu::Batch *DRW_cache_field_force_get();
blender::gpu::Batch *DRW_cache_field_vortex_get();
/* Screen-aligned circle. */
blender::gpu::Batch *DRW_cache_field_curve_get();
blender::gpu::Batch *DRW_cache_field_tube_limit_get();
blender::gpu::Batch *DRW_cache_field_cone_limit_get();
/* Screen-aligned dashed circle */
blender::gpu::Batch *DRW_cache_field_sphere_limit_get();
/* Lights */
blender::gpu::Batch *DRW_cache_light_icon_inner_lines_get();
blender::gpu::Batch *DRW_cache_light_icon_outer_lines_get();
blender::gpu::Batch *DRW_cache_light_icon_sun_rays_get();
blender::gpu::Batch *DRW_cache_light_point_lines_get();
blender::gpu::Batch *DRW_cache_light_sun_lines_get();
blender::gpu::Batch *DRW_cache_light_spot_lines_get();
blender::gpu::Batch *DRW_cache_light_area_disk_lines_get();
blender::gpu::Batch *DRW_cache_light_area_square_lines_get();
blender::gpu::Batch *DRW_cache_light_spot_volume_get();
/* Camera */
blender::gpu::Batch *DRW_cache_camera_frame_get();
blender::gpu::Batch *DRW_cache_camera_volume_get();
blender::gpu::Batch *DRW_cache_camera_volume_wire_get();
blender::gpu::Batch *DRW_cache_camera_tria_wire_get();
blender::gpu::Batch *DRW_cache_camera_tria_get();
blender::gpu::Batch *DRW_cache_camera_distances_get();
/* Speaker */
blender::gpu::Batch *DRW_cache_speaker_get();
/* Probe */
blender::gpu::Batch *DRW_cache_lightprobe_cube_get();
blender::gpu::Batch *DRW_cache_lightprobe_grid_get();
blender::gpu::Batch *DRW_cache_lightprobe_planar_get();
/* Bones */
blender::gpu::Batch *DRW_cache_bone_octahedral_get();
blender::gpu::Batch *DRW_cache_bone_octahedral_wire_get();
blender::gpu::Batch *DRW_cache_bone_box_get();
blender::gpu::Batch *DRW_cache_bone_box_wire_get();
blender::gpu::Batch *DRW_cache_bone_envelope_solid_get();
blender::gpu::Batch *DRW_cache_bone_envelope_outline_get();
blender::gpu::Batch *DRW_cache_bone_point_get();
blender::gpu::Batch *DRW_cache_bone_point_wire_outline_get();
blender::gpu::Batch *DRW_cache_bone_stick_get();
blender::gpu::Batch *DRW_cache_bone_arrows_get();
blender::gpu::Batch *DRW_cache_bone_dof_sphere_get();
blender::gpu::Batch *DRW_cache_bone_dof_lines_get();
/* Meshes */
blender::gpu::Batch *DRW_cache_mesh_all_verts_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_all_edges_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_loose_edges_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_edge_detection_get(Object *ob, bool *r_is_manifold);
blender::gpu::Batch *DRW_cache_mesh_surface_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_edges_get(Object *ob);
/**
* Return list of batches with length equal to `max(1, totcol)`.
*/
blender::gpu::Batch **DRW_cache_mesh_surface_shaded_get(Object *ob,
GPUMaterial **gpumat_array,
uint gpumat_array_len);
/**
* Return list of batches with length equal to `max(1, totcol)`.
*/
blender::gpu::Batch **DRW_cache_mesh_surface_texpaint_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_texpaint_single_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_vertpaint_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_sculptcolors_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_weights_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_mesh_analysis_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_face_wireframe_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_viewer_attribute_get(Object *ob);
/* Curve */
blender::gpu::Batch *DRW_cache_curve_edge_wire_get(Object *ob);
blender::gpu::Batch *DRW_cache_curve_edge_wire_viewer_attribute_get(Object *ob);
/* edit-mode */
blender::gpu::Batch *DRW_cache_curve_edge_normal_get(Object *ob);
blender::gpu::Batch *DRW_cache_curve_edge_overlay_get(Object *ob);
blender::gpu::Batch *DRW_cache_curve_vert_overlay_get(Object *ob);
/* Font */
blender::gpu::Batch *DRW_cache_text_edge_wire_get(Object *ob);
/* Surface */
blender::gpu::Batch *DRW_cache_surf_edge_wire_get(Object *ob);
/* Lattice */
blender::gpu::Batch *DRW_cache_lattice_verts_get(Object *ob);
blender::gpu::Batch *DRW_cache_lattice_wire_get(Object *ob, bool use_weight);
blender::gpu::Batch *DRW_cache_lattice_vert_overlay_get(Object *ob);
/* Particles */
blender::gpu::Batch *DRW_cache_particles_get_hair(Object *object,
ParticleSystem *psys,
ModifierData *md);
blender::gpu::Batch *DRW_cache_particles_get_dots(Object *object, ParticleSystem *psys);
blender::gpu::Batch *DRW_cache_particles_get_edit_strands(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit,
bool use_weight);
blender::gpu::Batch *DRW_cache_particles_get_edit_inner_points(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit);
blender::gpu::Batch *DRW_cache_particles_get_edit_tip_points(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit);
blender::gpu::Batch *DRW_cache_particles_get_prim(int type);
/* Curves */
blender::gpu::Batch *DRW_cache_curves_surface_get(Object *ob);
blender::gpu::Batch **DRW_cache_curves_surface_shaded_get(Object *ob,
GPUMaterial **gpumat_array,
uint gpumat_array_len);
blender::gpu::Batch *DRW_cache_curves_face_wireframe_get(Object *ob);
blender::gpu::Batch *DRW_cache_curves_edge_detection_get(Object *ob, bool *r_is_manifold);
/* Volume */
struct DRWVolumeGrid {
DRWVolumeGrid *next, *prev;
/* Grid name. */
char *name;
/* 3D texture. */
GPUTexture *texture;
/* Transform between 0..1 texture space and object space. */
blender::float4x4 texture_to_object;
blender::float4x4 object_to_texture;
/* Transform from bounds to texture space. */
blender::float4x4 object_to_bounds;
blender::float4x4 bounds_to_texture;
};
namespace blender::draw {
DRWVolumeGrid *DRW_volume_batch_cache_get_grid(Volume *volume,
const bke::VolumeGridData *volume_grid);
blender::gpu::Batch *DRW_cache_volume_face_wireframe_get(Object *ob);
blender::gpu::Batch *DRW_cache_volume_selection_surface_get(Object *ob);
/* Grease Pencil */
/* When there's no visible drawings in this grease pencil object, the returned `Batch` could be
* nullptr as `grease_pencil_edit_batch_ensure` won't do anything in those cases. */
blender::gpu::Batch *DRW_cache_grease_pencil_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_edit_points_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_edit_lines_get(const Scene *scene, Object *ob);
gpu::VertBuf *DRW_cache_grease_pencil_position_buffer_get(const Scene *scene, Object *ob);
gpu::VertBuf *DRW_cache_grease_pencil_color_buffer_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_weight_points_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_weight_lines_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_face_wireframe_get(const Scene *scene, Object *ob);
} // namespace blender::draw