2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 * Copyright 2016, Blender Foundation.
19 /** \file basic_engine.c
20 * \ingroup draw_engine
22 * Simple engine for drawing color and/or depth.
23 * When we only need simple flat shaders.
26 #include "DRW_render.h"
28 #include "BKE_particle.h"
30 #include "DNA_particle_types.h"
32 #include "GPU_shader.h"
34 #include "basic_engine.h"
37 #define BASIC_ENGINE "BLENDER_BASIC"
39 /* *********** LISTS *********** */
41 /* GPUViewport.storage
42 * Is freed everytime the viewport engine changes */
43 typedef struct BASIC_StorageList {
44 struct BASIC_PrivateData *g_data;
47 typedef struct BASIC_PassList {
48 struct DRWPass *depth_pass;
49 struct DRWPass *depth_pass_cull;
52 typedef struct BASIC_Data {
54 DRWViewportEmptyList *fbl;
55 DRWViewportEmptyList *txl;
57 BASIC_StorageList *stl;
60 typedef struct BASIC_Shaders {
62 struct GPUShader *depth;
65 /* *********** STATIC *********** */
68 BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
69 } e_data = {NULL}; /* Engine data */
71 typedef struct BASIC_PrivateData {
72 DRWShadingGroup *depth_shgrp;
73 DRWShadingGroup *depth_shgrp_cull;
74 DRWShadingGroup *depth_shgrp_hair;
75 } BASIC_PrivateData; /* Transient data */
79 static void basic_engine_init(void *UNUSED(vedata))
81 const DRWContextState *draw_ctx = DRW_context_state_get();
82 BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
85 if (!sh_data->depth) {
86 sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->shader_cfg);
90 static void basic_cache_init(void *vedata)
92 BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
93 BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
95 const DRWContextState *draw_ctx = DRW_context_state_get();
96 BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
97 const RegionView3D *rv3d = draw_ctx->rv3d;
98 const bool is_clip = (rv3d->rflag & RV3D_CLIPPING) != 0;
101 DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
105 /* Alloc transient pointers */
106 stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
110 psl->depth_pass = DRW_pass_create(
111 "Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
112 stl->g_data->depth_shgrp = DRW_shgroup_create(sh_data->depth, psl->depth_pass);
113 if (rv3d->rflag & RV3D_CLIPPING) {
114 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp, rv3d);
117 psl->depth_pass_cull = DRW_pass_create(
119 DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
120 stl->g_data->depth_shgrp_cull = DRW_shgroup_create(sh_data->depth, psl->depth_pass_cull);
121 if (rv3d->rflag & RV3D_CLIPPING) {
122 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp_cull, rv3d);
127 static void basic_cache_populate(void *vedata, Object *ob)
129 BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
131 /* TODO(fclem) fix selection of smoke domains. */
133 if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) {
137 const DRWContextState *draw_ctx = DRW_context_state_get();
138 if (ob != draw_ctx->object_edit) {
139 for (ParticleSystem *psys = ob->particlesystem.first;
143 if (!psys_check_enabled(ob, psys, false)) {
146 if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
149 ParticleSettings *part = psys->part;
150 const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
151 if (draw_as == PART_DRAW_PATH) {
152 struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
153 DRW_shgroup_call_add(stl->g_data->depth_shgrp, hairs, NULL);
158 /* Make flat object selectable in ortho view if wireframe is enabled. */
159 if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
160 (draw_ctx->v3d->shading.type == OB_WIRE) ||
161 (ob->dtx & OB_DRAWWIRE) ||
165 bool is_flat_object_viewed_from_side = (
166 (draw_ctx->rv3d->persp == RV3D_ORTHO) &&
167 DRW_object_is_flat(ob, &flat_axis) &&
168 DRW_object_axis_orthogonal_to_view(ob, flat_axis));
170 if (is_flat_object_viewed_from_side) {
171 /* Avoid losing flat objects when in ortho views (see T56549) */
172 struct GPUBatch *geom = DRW_cache_object_all_edges_get(ob);
173 DRW_shgroup_call_object_add(stl->g_data->depth_shgrp, geom, ob);
178 struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
180 const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
182 DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
186 static void basic_cache_finish(void *vedata)
188 BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
193 static void basic_draw_scene(void *vedata)
195 BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
197 DRW_draw_pass(psl->depth_pass);
198 DRW_draw_pass(psl->depth_pass_cull);
201 static void basic_engine_free(void)
203 /* all shaders are builtin */
206 static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
208 DrawEngineType draw_engine_basic_type = {
215 &basic_cache_populate,
224 /* Note: currently unused, we may want to register so we can see this when debugging the view. */
226 RenderEngineType DRW_engine_viewport_basic_type = {
228 BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
229 NULL, NULL, NULL, NULL, NULL, NULL, NULL,
230 &draw_engine_basic_type,