Clay Engine: Mode engine templates.
authorClément Foucault <foucault.clem@gmail.com>
Sun, 12 Mar 2017 20:16:03 +0000 (21:16 +0100)
committerClément Foucault <foucault.clem@gmail.com>
Sun, 12 Mar 2017 20:16:03 +0000 (21:16 +0100)
Standard Engine layout easy to extend.

Note that most of the work will also happen in mesh_render.c to create geometry batches.

14 files changed:
source/blender/draw/CMakeLists.txt
source/blender/draw/intern/draw_manager.c
source/blender/draw/modes/draw_mode_engines.h
source/blender/draw/modes/edit_curve_mode.c [new file with mode: 0644]
source/blender/draw/modes/edit_lattice_mode.c [new file with mode: 0644]
source/blender/draw/modes/edit_metaball_mode.c [new file with mode: 0644]
source/blender/draw/modes/edit_surface_mode.c [new file with mode: 0644]
source/blender/draw/modes/edit_text_mode.c [new file with mode: 0644]
source/blender/draw/modes/paint_texture_mode.c [new file with mode: 0644]
source/blender/draw/modes/paint_vertex_mode.c [new file with mode: 0644]
source/blender/draw/modes/paint_weight_mode.c [new file with mode: 0644]
source/blender/draw/modes/particle_mode.c [new file with mode: 0644]
source/blender/draw/modes/pose_mode.c [new file with mode: 0644]
source/blender/draw/modes/sculpt_mode.c [new file with mode: 0644]

index 0b7060f..b1027a3 100644 (file)
@@ -57,9 +57,20 @@ set(SRC
        intern/draw_view.c
        intern/draw_armature.c
        engines/clay/clay.c
        intern/draw_view.c
        intern/draw_armature.c
        engines/clay/clay.c
+       modes/object_mode.c
        modes/edit_armature_mode.c
        modes/edit_armature_mode.c
+       modes/edit_curve_mode.c
+       modes/edit_lattice_mode.c
        modes/edit_mesh_mode.c
        modes/edit_mesh_mode.c
-       modes/object_mode.c
+       modes/edit_metaball_mode.c
+       modes/edit_surface_mode.c
+       modes/edit_text_mode.c
+       modes/paint_texture_mode.c
+       modes/paint_vertex_mode.c
+       modes/paint_weight_mode.c
+       modes/particle_mode.c
+       modes/pose_mode.c
+       modes/sculpt_mode.c
 
        intern/DRW_render.h
        intern/draw_common.h
 
        intern/DRW_render.h
        intern/draw_common.h
index 32f3bdf..e3da0ea 100644 (file)
@@ -1413,29 +1413,40 @@ static void DRW_engines_enable(const bContext *C)
                        use_drw_engine(&draw_engine_edit_mesh_type);
                        break;
                case CTX_MODE_EDIT_CURVE:
                        use_drw_engine(&draw_engine_edit_mesh_type);
                        break;
                case CTX_MODE_EDIT_CURVE:
+                       use_drw_engine(&draw_engine_edit_curve_type);
                        break;
                case CTX_MODE_EDIT_SURFACE:
                        break;
                case CTX_MODE_EDIT_SURFACE:
+                       use_drw_engine(&draw_engine_edit_surface_type);
                        break;
                case CTX_MODE_EDIT_TEXT:
                        break;
                case CTX_MODE_EDIT_TEXT:
+                       use_drw_engine(&draw_engine_edit_text_type);
                        break;
                case CTX_MODE_EDIT_ARMATURE:
                        use_drw_engine(&draw_engine_edit_armature_type);
                        break;
                case CTX_MODE_EDIT_METABALL:
                        break;
                case CTX_MODE_EDIT_ARMATURE:
                        use_drw_engine(&draw_engine_edit_armature_type);
                        break;
                case CTX_MODE_EDIT_METABALL:
+                       use_drw_engine(&draw_engine_edit_metaball_type);
                        break;
                case CTX_MODE_EDIT_LATTICE:
                        break;
                case CTX_MODE_EDIT_LATTICE:
+                       use_drw_engine(&draw_engine_edit_lattice_type);
                        break;
                case CTX_MODE_POSE:
                        break;
                case CTX_MODE_POSE:
+                       use_drw_engine(&draw_engine_pose_type);
                        break;
                case CTX_MODE_SCULPT:
                        break;
                case CTX_MODE_SCULPT:
+                       use_drw_engine(&draw_engine_sculpt_type);
                        break;
                case CTX_MODE_PAINT_WEIGHT:
                        break;
                case CTX_MODE_PAINT_WEIGHT:
+                       use_drw_engine(&draw_engine_paint_weight_type);
                        break;
                case CTX_MODE_PAINT_VERTEX:
                        break;
                case CTX_MODE_PAINT_VERTEX:
+                       use_drw_engine(&draw_engine_paint_vertex_type);
                        break;
                case CTX_MODE_PAINT_TEXTURE:
                        break;
                case CTX_MODE_PAINT_TEXTURE:
+                       use_drw_engine(&draw_engine_paint_texture_type);
                        break;
                case CTX_MODE_PARTICLE:
                        break;
                case CTX_MODE_PARTICLE:
+                       use_drw_engine(&draw_engine_particle_type);
                        break;
                case CTX_MODE_OBJECT:
                        break;
                        break;
                case CTX_MODE_OBJECT:
                        break;
@@ -1535,8 +1546,19 @@ void DRW_engines_register(void)
        RE_engines_register(NULL, &viewport_clay_type);
 
        DRW_engine_register(&draw_engine_object_type);
        RE_engines_register(NULL, &viewport_clay_type);
 
        DRW_engine_register(&draw_engine_object_type);
-       DRW_engine_register(&draw_engine_edit_mesh_type);
        DRW_engine_register(&draw_engine_edit_armature_type);
        DRW_engine_register(&draw_engine_edit_armature_type);
+       DRW_engine_register(&draw_engine_edit_curve_type);
+       DRW_engine_register(&draw_engine_edit_lattice_type);
+       DRW_engine_register(&draw_engine_edit_mesh_type);
+       DRW_engine_register(&draw_engine_edit_metaball_type);
+       DRW_engine_register(&draw_engine_edit_surface_type);
+       DRW_engine_register(&draw_engine_edit_text_type);
+       DRW_engine_register(&draw_engine_paint_texture_type);
+       DRW_engine_register(&draw_engine_paint_vertex_type);
+       DRW_engine_register(&draw_engine_paint_weight_type);
+       DRW_engine_register(&draw_engine_particle_type);
+       DRW_engine_register(&draw_engine_pose_type);
+       DRW_engine_register(&draw_engine_sculpt_type);
 #endif
 }
 
 #endif
 }
 
index 01af249..c3b4d5e 100644 (file)
 #define __DRAW_MODES_ENGINES_H__
 
 extern DrawEngineType draw_engine_object_type;
 #define __DRAW_MODES_ENGINES_H__
 
 extern DrawEngineType draw_engine_object_type;
-extern DrawEngineType draw_engine_edit_mesh_type;
 extern DrawEngineType draw_engine_edit_armature_type;
 extern DrawEngineType draw_engine_edit_armature_type;
+extern DrawEngineType draw_engine_edit_curve_type;
+extern DrawEngineType draw_engine_edit_lattice_type;
+extern DrawEngineType draw_engine_edit_mesh_type;
+extern DrawEngineType draw_engine_edit_metaball_type;
+extern DrawEngineType draw_engine_edit_surface_type;
+extern DrawEngineType draw_engine_edit_text_type;
+extern DrawEngineType draw_engine_paint_texture_type;
+extern DrawEngineType draw_engine_paint_vertex_type;
+extern DrawEngineType draw_engine_paint_weight_type;
+extern DrawEngineType draw_engine_particle_type;
+extern DrawEngineType draw_engine_pose_type;
+extern DrawEngineType draw_engine_sculpt_type;
 
 #endif /* __DRAW_MODES_ENGINES_H__ */
\ No newline at end of file
 
 #endif /* __DRAW_MODES_ENGINES_H__ */
\ No newline at end of file
diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c
new file mode 100644 (file)
index 0000000..acf36c2
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_curve_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_CURVE_engine_init() to
+ * initialize most of them and EDIT_CURVE_cache_init()
+ * for EDIT_CURVE_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct EDIT_CURVE_PassList {
+       /* Declare all passes here and init them in
+        * EDIT_CURVE_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} EDIT_CURVE_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct EDIT_CURVE_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} EDIT_CURVE_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct EDIT_CURVE_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} EDIT_CURVE_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct EDIT_CURVE_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} EDIT_CURVE_StorageList;
+
+typedef struct EDIT_CURVE_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       EDIT_CURVE_FramebufferList *fbl;
+       EDIT_CURVE_TextureList *txl;
+       EDIT_CURVE_PassList *psl;
+       EDIT_CURVE_StorageList *stl;
+} EDIT_CURVE_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in EDIT_CURVE_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_CURVE_engine_init();
+ * free in EDIT_CURVE_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static EDIT_CURVE_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void EDIT_CURVE_engine_init(void)
+{
+       EDIT_CURVE_Data *vedata = DRW_viewport_engine_data_get("EditCurveMode");
+       EDIT_CURVE_TextureList *txl = vedata->txl;
+       EDIT_CURVE_FramebufferList *fbl = vedata->fbl;
+       EDIT_CURVE_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_CURVE_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("EditCurveMode");
+       EDIT_CURVE_PassList *psl = vedata->psl;
+       EDIT_CURVE_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_CURVE_cache_populate(Object *ob)
+{
+       EDIT_CURVE_PassList *psl = vedata->psl;
+       EDIT_CURVE_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void EDIT_CURVE_cache_finish(void)
+{
+       EDIT_CURVE_PassList *psl = vedata->psl;
+       EDIT_CURVE_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_CURVE_draw_scene(void)
+{
+       EDIT_CURVE_Data *ved = DRW_viewport_engine_data_get("EditCurveMode");
+       EDIT_CURVE_PassList *psl = ved->psl;
+       EDIT_CURVE_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_CURVE_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void EDIT_CURVE_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_edit_curve_type = {
+       NULL, NULL,
+       N_("EditCurveMode"),
+       &EDIT_CURVE_engine_init,
+       &EDIT_CURVE_engine_free,
+       &EDIT_CURVE_cache_init,
+       &EDIT_CURVE_cache_populate,
+       &EDIT_CURVE_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &EDIT_CURVE_draw_scene
+};
diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c
new file mode 100644 (file)
index 0000000..219b70c
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_lattice_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_LATTICE_engine_init() to
+ * initialize most of them and EDIT_LATTICE_cache_init()
+ * for EDIT_LATTICE_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct EDIT_LATTICE_PassList {
+       /* Declare all passes here and init them in
+        * EDIT_LATTICE_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} EDIT_LATTICE_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct EDIT_LATTICE_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} EDIT_LATTICE_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct EDIT_LATTICE_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} EDIT_LATTICE_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct EDIT_LATTICE_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} EDIT_LATTICE_StorageList;
+
+typedef struct EDIT_LATTICE_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       EDIT_LATTICE_FramebufferList *fbl;
+       EDIT_LATTICE_TextureList *txl;
+       EDIT_LATTICE_PassList *psl;
+       EDIT_LATTICE_StorageList *stl;
+} EDIT_LATTICE_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in EDIT_LATTICE_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_LATTICE_engine_init();
+ * free in EDIT_LATTICE_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static EDIT_LATTICE_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void EDIT_LATTICE_engine_init(void)
+{
+       EDIT_LATTICE_Data *vedata = DRW_viewport_engine_data_get("EditLatticeMode");
+       EDIT_LATTICE_TextureList *txl = vedata->txl;
+       EDIT_LATTICE_FramebufferList *fbl = vedata->fbl;
+       EDIT_LATTICE_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_LATTICE_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("EditLatticeMode");
+       EDIT_LATTICE_PassList *psl = vedata->psl;
+       EDIT_LATTICE_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {1.0f, 0.0f, 0.0f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_LATTICE_cache_populate(Object *ob)
+{
+       EDIT_LATTICE_PassList *psl = vedata->psl;
+       EDIT_LATTICE_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void EDIT_LATTICE_cache_finish(void)
+{
+       EDIT_LATTICE_PassList *psl = vedata->psl;
+       EDIT_LATTICE_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_LATTICE_draw_scene(void)
+{
+       EDIT_LATTICE_Data *ved = DRW_viewport_engine_data_get("EditLatticeMode");
+       EDIT_LATTICE_PassList *psl = ved->psl;
+       EDIT_LATTICE_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_LATTICE_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void EDIT_LATTICE_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_edit_lattice_type = {
+       NULL, NULL,
+       N_("EditLatticeMode"),
+       &EDIT_LATTICE_engine_init,
+       &EDIT_LATTICE_engine_free,
+       &EDIT_LATTICE_cache_init,
+       &EDIT_LATTICE_cache_populate,
+       &EDIT_LATTICE_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &EDIT_LATTICE_draw_scene
+};
diff --git a/source/blender/draw/modes/edit_metaball_mode.c b/source/blender/draw/modes/edit_metaball_mode.c
new file mode 100644 (file)
index 0000000..0f314f3
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_metaball_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_METABALL_engine_init() to
+ * initialize most of them and EDIT_METABALL_cache_init()
+ * for EDIT_METABALL_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct EDIT_METABALL_PassList {
+       /* Declare all passes here and init them in
+        * EDIT_METABALL_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} EDIT_METABALL_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct EDIT_METABALL_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} EDIT_METABALL_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct EDIT_METABALL_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} EDIT_METABALL_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct EDIT_METABALL_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} EDIT_METABALL_StorageList;
+
+typedef struct EDIT_METABALL_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       EDIT_METABALL_FramebufferList *fbl;
+       EDIT_METABALL_TextureList *txl;
+       EDIT_METABALL_PassList *psl;
+       EDIT_METABALL_StorageList *stl;
+} EDIT_METABALL_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in EDIT_METABALL_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_METABALL_engine_init();
+ * free in EDIT_METABALL_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static EDIT_METABALL_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void EDIT_METABALL_engine_init(void)
+{
+       EDIT_METABALL_Data *vedata = DRW_viewport_engine_data_get("EditMetaballMode");
+       EDIT_METABALL_TextureList *txl = vedata->txl;
+       EDIT_METABALL_FramebufferList *fbl = vedata->fbl;
+       EDIT_METABALL_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_METABALL_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("EditMetaballMode");
+       EDIT_METABALL_PassList *psl = vedata->psl;
+       EDIT_METABALL_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.0f, 1.0f, 0.0f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_METABALL_cache_populate(Object *ob)
+{
+       EDIT_METABALL_PassList *psl = vedata->psl;
+       EDIT_METABALL_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void EDIT_METABALL_cache_finish(void)
+{
+       EDIT_METABALL_PassList *psl = vedata->psl;
+       EDIT_METABALL_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_METABALL_draw_scene(void)
+{
+       EDIT_METABALL_Data *ved = DRW_viewport_engine_data_get("EditMetaballMode");
+       EDIT_METABALL_PassList *psl = ved->psl;
+       EDIT_METABALL_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_METABALL_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void EDIT_METABALL_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_edit_metaball_type = {
+       NULL, NULL,
+       N_("EditMetaballMode"),
+       &EDIT_METABALL_engine_init,
+       &EDIT_METABALL_engine_free,
+       &EDIT_METABALL_cache_init,
+       &EDIT_METABALL_cache_populate,
+       &EDIT_METABALL_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &EDIT_METABALL_draw_scene
+};
diff --git a/source/blender/draw/modes/edit_surface_mode.c b/source/blender/draw/modes/edit_surface_mode.c
new file mode 100644 (file)
index 0000000..e320a7c
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_surface_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_SURFACE_engine_init() to
+ * initialize most of them and EDIT_SURFACE_cache_init()
+ * for EDIT_SURFACE_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct EDIT_SURFACE_PassList {
+       /* Declare all passes here and init them in
+        * EDIT_SURFACE_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} EDIT_SURFACE_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct EDIT_SURFACE_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} EDIT_SURFACE_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct EDIT_SURFACE_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} EDIT_SURFACE_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct EDIT_SURFACE_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} EDIT_SURFACE_StorageList;
+
+typedef struct EDIT_SURFACE_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       EDIT_SURFACE_FramebufferList *fbl;
+       EDIT_SURFACE_TextureList *txl;
+       EDIT_SURFACE_PassList *psl;
+       EDIT_SURFACE_StorageList *stl;
+} EDIT_SURFACE_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in EDIT_SURFACE_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_SURFACE_engine_init();
+ * free in EDIT_SURFACE_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static EDIT_SURFACE_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void EDIT_SURFACE_engine_init(void)
+{
+       EDIT_SURFACE_Data *vedata = DRW_viewport_engine_data_get("EditSurfaceMode");
+       EDIT_SURFACE_TextureList *txl = vedata->txl;
+       EDIT_SURFACE_FramebufferList *fbl = vedata->fbl;
+       EDIT_SURFACE_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_SURFACE_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("EditSurfaceMode");
+       EDIT_SURFACE_PassList *psl = vedata->psl;
+       EDIT_SURFACE_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.0f, 0.0f, 1.0f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_SURFACE_cache_populate(Object *ob)
+{
+       EDIT_SURFACE_PassList *psl = vedata->psl;
+       EDIT_SURFACE_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void EDIT_SURFACE_cache_finish(void)
+{
+       EDIT_SURFACE_PassList *psl = vedata->psl;
+       EDIT_SURFACE_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_SURFACE_draw_scene(void)
+{
+       EDIT_SURFACE_Data *ved = DRW_viewport_engine_data_get("EditSurfaceMode");
+       EDIT_SURFACE_PassList *psl = ved->psl;
+       EDIT_SURFACE_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_SURFACE_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void EDIT_SURFACE_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_edit_surface_type = {
+       NULL, NULL,
+       N_("EditSurfaceMode"),
+       &EDIT_SURFACE_engine_init,
+       &EDIT_SURFACE_engine_free,
+       &EDIT_SURFACE_cache_init,
+       &EDIT_SURFACE_cache_populate,
+       &EDIT_SURFACE_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &EDIT_SURFACE_draw_scene
+};
diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c
new file mode 100644 (file)
index 0000000..13e8744
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_text_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_TEXT_engine_init() to
+ * initialize most of them and EDIT_TEXT_cache_init()
+ * for EDIT_TEXT_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct EDIT_TEXT_PassList {
+       /* Declare all passes here and init them in
+        * EDIT_TEXT_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} EDIT_TEXT_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct EDIT_TEXT_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} EDIT_TEXT_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct EDIT_TEXT_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} EDIT_TEXT_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct EDIT_TEXT_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} EDIT_TEXT_StorageList;
+
+typedef struct EDIT_TEXT_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       EDIT_TEXT_FramebufferList *fbl;
+       EDIT_TEXT_TextureList *txl;
+       EDIT_TEXT_PassList *psl;
+       EDIT_TEXT_StorageList *stl;
+} EDIT_TEXT_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in EDIT_TEXT_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_TEXT_engine_init();
+ * free in EDIT_TEXT_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static EDIT_TEXT_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void EDIT_TEXT_engine_init(void)
+{
+       EDIT_TEXT_Data *vedata = DRW_viewport_engine_data_get("EditTextMode");
+       EDIT_TEXT_TextureList *txl = vedata->txl;
+       EDIT_TEXT_FramebufferList *fbl = vedata->fbl;
+       EDIT_TEXT_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_TEXT_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("EditTextMode");
+       EDIT_TEXT_PassList *psl = vedata->psl;
+       EDIT_TEXT_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {1.0f, 0.0f, 0.0f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_TEXT_cache_populate(Object *ob)
+{
+       EDIT_TEXT_PassList *psl = vedata->psl;
+       EDIT_TEXT_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void EDIT_TEXT_cache_finish(void)
+{
+       EDIT_TEXT_PassList *psl = vedata->psl;
+       EDIT_TEXT_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_TEXT_draw_scene(void)
+{
+       EDIT_TEXT_Data *ved = DRW_viewport_engine_data_get("EditTextMode");
+       EDIT_TEXT_PassList *psl = ved->psl;
+       EDIT_TEXT_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_TEXT_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void EDIT_TEXT_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_edit_text_type = {
+       NULL, NULL,
+       N_("EditTextMode"),
+       &EDIT_TEXT_engine_init,
+       &EDIT_TEXT_engine_free,
+       &EDIT_TEXT_cache_init,
+       &EDIT_TEXT_cache_populate,
+       &EDIT_TEXT_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &EDIT_TEXT_draw_scene
+};
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
new file mode 100644 (file)
index 0000000..99046fe
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/paint_texture_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use PAINT_TEXTURE_engine_init() to
+ * initialize most of them and PAINT_TEXTURE_cache_init()
+ * for PAINT_TEXTURE_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct PAINT_TEXTURE_PassList {
+       /* Declare all passes here and init them in
+        * PAINT_TEXTURE_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} PAINT_TEXTURE_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct PAINT_TEXTURE_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} PAINT_TEXTURE_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct PAINT_TEXTURE_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} PAINT_TEXTURE_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct PAINT_TEXTURE_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} PAINT_TEXTURE_StorageList;
+
+typedef struct PAINT_TEXTURE_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       PAINT_TEXTURE_FramebufferList *fbl;
+       PAINT_TEXTURE_TextureList *txl;
+       PAINT_TEXTURE_PassList *psl;
+       PAINT_TEXTURE_StorageList *stl;
+} PAINT_TEXTURE_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in PAINT_TEXTURE_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in PAINT_TEXTURE_engine_init();
+ * free in PAINT_TEXTURE_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static PAINT_TEXTURE_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void PAINT_TEXTURE_engine_init(void)
+{
+       PAINT_TEXTURE_Data *vedata = DRW_viewport_engine_data_get("PaintTextureMode");
+       PAINT_TEXTURE_TextureList *txl = vedata->txl;
+       PAINT_TEXTURE_FramebufferList *fbl = vedata->fbl;
+       PAINT_TEXTURE_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void PAINT_TEXTURE_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("PaintTextureMode");
+       PAINT_TEXTURE_PassList *psl = vedata->psl;
+       PAINT_TEXTURE_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void PAINT_TEXTURE_cache_populate(Object *ob)
+{
+       PAINT_TEXTURE_PassList *psl = vedata->psl;
+       PAINT_TEXTURE_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void PAINT_TEXTURE_cache_finish(void)
+{
+       PAINT_TEXTURE_PassList *psl = vedata->psl;
+       PAINT_TEXTURE_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void PAINT_TEXTURE_draw_scene(void)
+{
+       PAINT_TEXTURE_Data *ved = DRW_viewport_engine_data_get("PaintTextureMode");
+       PAINT_TEXTURE_PassList *psl = ved->psl;
+       PAINT_TEXTURE_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void PAINT_TEXTURE_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void PAINT_TEXTURE_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_paint_texture_type = {
+       NULL, NULL,
+       N_("PaintTextureMode"),
+       &PAINT_TEXTURE_engine_init,
+       &PAINT_TEXTURE_engine_free,
+       &PAINT_TEXTURE_cache_init,
+       &PAINT_TEXTURE_cache_populate,
+       &PAINT_TEXTURE_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &PAINT_TEXTURE_draw_scene
+};
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c
new file mode 100644 (file)
index 0000000..051ee48
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/paint_vertex_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use PAINT_VERTEX_engine_init() to
+ * initialize most of them and PAINT_VERTEX_cache_init()
+ * for PAINT_VERTEX_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct PAINT_VERTEX_PassList {
+       /* Declare all passes here and init them in
+        * PAINT_VERTEX_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} PAINT_VERTEX_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct PAINT_VERTEX_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} PAINT_VERTEX_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct PAINT_VERTEX_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} PAINT_VERTEX_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct PAINT_VERTEX_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} PAINT_VERTEX_StorageList;
+
+typedef struct PAINT_VERTEX_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       PAINT_VERTEX_FramebufferList *fbl;
+       PAINT_VERTEX_TextureList *txl;
+       PAINT_VERTEX_PassList *psl;
+       PAINT_VERTEX_StorageList *stl;
+} PAINT_VERTEX_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in PAINT_VERTEX_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in PAINT_VERTEX_engine_init();
+ * free in PAINT_VERTEX_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static PAINT_VERTEX_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void PAINT_VERTEX_engine_init(void)
+{
+       PAINT_VERTEX_Data *vedata = DRW_viewport_engine_data_get("PaintVertexMode");
+       PAINT_VERTEX_TextureList *txl = vedata->txl;
+       PAINT_VERTEX_FramebufferList *fbl = vedata->fbl;
+       PAINT_VERTEX_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void PAINT_VERTEX_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("PaintVertexMode");
+       PAINT_VERTEX_PassList *psl = vedata->psl;
+       PAINT_VERTEX_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void PAINT_VERTEX_cache_populate(Object *ob)
+{
+       PAINT_VERTEX_PassList *psl = vedata->psl;
+       PAINT_VERTEX_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void PAINT_VERTEX_cache_finish(void)
+{
+       PAINT_VERTEX_PassList *psl = vedata->psl;
+       PAINT_VERTEX_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void PAINT_VERTEX_draw_scene(void)
+{
+       PAINT_VERTEX_Data *ved = DRW_viewport_engine_data_get("PaintVertexMode");
+       PAINT_VERTEX_PassList *psl = ved->psl;
+       PAINT_VERTEX_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void PAINT_VERTEX_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void PAINT_VERTEX_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_paint_vertex_type = {
+       NULL, NULL,
+       N_("PaintVertexMode"),
+       &PAINT_VERTEX_engine_init,
+       &PAINT_VERTEX_engine_free,
+       &PAINT_VERTEX_cache_init,
+       &PAINT_VERTEX_cache_populate,
+       &PAINT_VERTEX_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &PAINT_VERTEX_draw_scene
+};
diff --git a/source/blender/draw/modes/paint_weight_mode.c b/source/blender/draw/modes/paint_weight_mode.c
new file mode 100644 (file)
index 0000000..d5cfae8
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/paint_weight_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use PAINT_WEIGHT_engine_init() to
+ * initialize most of them and PAINT_WEIGHT_cache_init()
+ * for PAINT_WEIGHT_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct PAINT_WEIGHT_PassList {
+       /* Declare all passes here and init them in
+        * PAINT_WEIGHT_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} PAINT_WEIGHT_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct PAINT_WEIGHT_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} PAINT_WEIGHT_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct PAINT_WEIGHT_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} PAINT_WEIGHT_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct PAINT_WEIGHT_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} PAINT_WEIGHT_StorageList;
+
+typedef struct PAINT_WEIGHT_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       PAINT_WEIGHT_FramebufferList *fbl;
+       PAINT_WEIGHT_TextureList *txl;
+       PAINT_WEIGHT_PassList *psl;
+       PAINT_WEIGHT_StorageList *stl;
+} PAINT_WEIGHT_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in PAINT_WEIGHT_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in PAINT_WEIGHT_engine_init();
+ * free in PAINT_WEIGHT_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static PAINT_WEIGHT_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void PAINT_WEIGHT_engine_init(void)
+{
+       PAINT_WEIGHT_Data *vedata = DRW_viewport_engine_data_get("PaintWeightMode");
+       PAINT_WEIGHT_TextureList *txl = vedata->txl;
+       PAINT_WEIGHT_FramebufferList *fbl = vedata->fbl;
+       PAINT_WEIGHT_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void PAINT_WEIGHT_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("PaintWeightMode");
+       PAINT_WEIGHT_PassList *psl = vedata->psl;
+       PAINT_WEIGHT_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void PAINT_WEIGHT_cache_populate(Object *ob)
+{
+       PAINT_WEIGHT_PassList *psl = vedata->psl;
+       PAINT_WEIGHT_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void PAINT_WEIGHT_cache_finish(void)
+{
+       PAINT_WEIGHT_PassList *psl = vedata->psl;
+       PAINT_WEIGHT_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void PAINT_WEIGHT_draw_scene(void)
+{
+       PAINT_WEIGHT_Data *ved = DRW_viewport_engine_data_get("PaintWeightMode");
+       PAINT_WEIGHT_PassList *psl = ved->psl;
+       PAINT_WEIGHT_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void PAINT_WEIGHT_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void PAINT_WEIGHT_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_paint_weight_type = {
+       NULL, NULL,
+       N_("PaintWeightMode"),
+       &PAINT_WEIGHT_engine_init,
+       &PAINT_WEIGHT_engine_free,
+       &PAINT_WEIGHT_cache_init,
+       &PAINT_WEIGHT_cache_populate,
+       &PAINT_WEIGHT_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &PAINT_WEIGHT_draw_scene
+};
diff --git a/source/blender/draw/modes/particle_mode.c b/source/blender/draw/modes/particle_mode.c
new file mode 100644 (file)
index 0000000..98b0e68
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/particle_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use PARTICLE_engine_init() to
+ * initialize most of them and PARTICLE_cache_init()
+ * for PARTICLE_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct PARTICLE_PassList {
+       /* Declare all passes here and init them in
+        * PARTICLE_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} PARTICLE_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct PARTICLE_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} PARTICLE_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct PARTICLE_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} PARTICLE_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct PARTICLE_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} PARTICLE_StorageList;
+
+typedef struct PARTICLE_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       PARTICLE_FramebufferList *fbl;
+       PARTICLE_TextureList *txl;
+       PARTICLE_PassList *psl;
+       PARTICLE_StorageList *stl;
+} PARTICLE_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in PARTICLE_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in PARTICLE_engine_init();
+ * free in PARTICLE_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static PARTICLE_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void PARTICLE_engine_init(void)
+{
+       PARTICLE_Data *vedata = DRW_viewport_engine_data_get("ParticleMode");
+       PARTICLE_TextureList *txl = vedata->txl;
+       PARTICLE_FramebufferList *fbl = vedata->fbl;
+       PARTICLE_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void PARTICLE_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("ParticleMode");
+       PARTICLE_PassList *psl = vedata->psl;
+       PARTICLE_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void PARTICLE_cache_populate(Object *ob)
+{
+       PARTICLE_PassList *psl = vedata->psl;
+       PARTICLE_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void PARTICLE_cache_finish(void)
+{
+       PARTICLE_PassList *psl = vedata->psl;
+       PARTICLE_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void PARTICLE_draw_scene(void)
+{
+       PARTICLE_Data *ved = DRW_viewport_engine_data_get("ParticleMode");
+       PARTICLE_PassList *psl = ved->psl;
+       PARTICLE_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void PARTICLE_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void PARTICLE_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_particle_type = {
+       NULL, NULL,
+       N_("ParticleMode"),
+       &PARTICLE_engine_init,
+       &PARTICLE_engine_free,
+       &PARTICLE_cache_init,
+       &PARTICLE_cache_populate,
+       &PARTICLE_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &PARTICLE_draw_scene
+};
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c
new file mode 100644 (file)
index 0000000..94c0d33
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/pose_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use POSE_engine_init() to
+ * initialize most of them and POSE_cache_init()
+ * for POSE_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct POSE_PassList {
+       /* Declare all passes here and init them in
+        * POSE_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} POSE_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct POSE_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} POSE_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct POSE_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} POSE_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct POSE_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} POSE_StorageList;
+
+typedef struct POSE_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       POSE_FramebufferList *fbl;
+       POSE_TextureList *txl;
+       POSE_PassList *psl;
+       POSE_StorageList *stl;
+} POSE_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in POSE_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in POSE_engine_init();
+ * free in POSE_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static POSE_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void POSE_engine_init(void)
+{
+       POSE_Data *vedata = DRW_viewport_engine_data_get("PoseMode");
+       POSE_TextureList *txl = vedata->txl;
+       POSE_FramebufferList *fbl = vedata->fbl;
+       POSE_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void POSE_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("PoseMode");
+       POSE_PassList *psl = vedata->psl;
+       POSE_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void POSE_cache_populate(Object *ob)
+{
+       POSE_PassList *psl = vedata->psl;
+       POSE_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void POSE_cache_finish(void)
+{
+       POSE_PassList *psl = vedata->psl;
+       POSE_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void POSE_draw_scene(void)
+{
+       POSE_Data *ved = DRW_viewport_engine_data_get("PoseMode");
+       POSE_PassList *psl = ved->psl;
+       POSE_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void POSE_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void POSE_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_pose_type = {
+       NULL, NULL,
+       N_("PoseMode"),
+       &POSE_engine_init,
+       &POSE_engine_free,
+       &POSE_cache_init,
+       &POSE_cache_populate,
+       &POSE_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &POSE_draw_scene
+};
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
new file mode 100644 (file)
index 0000000..19f1363
--- /dev/null
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/sculpt_mode.c
+ *  \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use SCULPT_engine_init() to
+ * initialize most of them and SCULPT_cache_init()
+ * for SCULPT_PassList */
+
+/* keep it under MAX_PASSES */
+typedef struct SCULPT_PassList {
+       /* Declare all passes here and init them in
+        * SCULPT_cache_init().
+        * Only contains (DRWPass *) */
+       struct DRWPass *pass;
+} SCULPT_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct SCULPT_FramebufferList {
+       /* Contains all framebuffer objects needed by this engine.
+        * Only contains (GPUFrameBuffer *) */
+       // struct GPUFrameBuffer *fb;
+} SCULPT_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct SCULPT_TextureList {
+       /* Contains all framebuffer textures / utility textures
+        * needed by this engine. Only viewport specific textures
+        * (not per object). Only contains (GPUTexture *) */
+       // struct GPUTexture *texture;
+} SCULPT_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct SCULPT_StorageList {
+       /* Contains any other memory block that the engine needs.
+        * Only directly MEM_(m/c)allocN'ed blocks because they are
+        * free with MEM_freeN() when viewport is freed.
+        * (not per object) */
+       // struct CustomStruct *block;
+} SCULPT_StorageList;
+
+typedef struct SCULPT_Data {
+       /* Struct returned by DRW_viewport_engine_data_get.
+        * If you don't use one of these, just make it a (void *) */
+       // void *fbl;
+       char engine_name[32]; /* Required */
+       SCULPT_FramebufferList *fbl;
+       SCULPT_TextureList *txl;
+       SCULPT_PassList *psl;
+       SCULPT_StorageList *stl;
+} SCULPT_Data;
+
+/* *********** STATIC *********** */
+
+/* This keeps the references of the shading groups for
+ * easy access in SCULPT_cache_populate() */
+static DRWShadingGroup *group;
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in SCULPT_engine_init();
+ * free in SCULPT_engine_free(); */
+static struct GPUShader *custom_shader = NULL;
+
+/* This keeps the reference of the viewport engine data because
+ * DRW_viewport_engine_data_get is slow and we don't want to
+ * call it for every object */
+static SCULPT_Data *vedata;
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optionnal) */
+static void SCULPT_engine_init(void)
+{
+       SCULPT_Data *vedata = DRW_viewport_engine_data_get("SculptMode");
+       SCULPT_TextureList *txl = vedata->txl;
+       SCULPT_FramebufferList *fbl = vedata->fbl;
+       SCULPT_StorageList *stl = vedata->stl;
+
+       /* Init Framebuffers like this: order is attachment order (for color texs) */
+       /*
+        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24},
+        *                         {&txl->color, DRW_BUF_RGBA_8}};
+        */
+
+       /* DRW_framebuffer_init takes care of checking if
+        * the framebuffer is valid and has the right size*/
+       /*
+        * float *viewport_size = DRW_viewport_size_get();
+        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+        *                     (int)viewport_size[0], (int)viewport_size[1],
+        *                     tex, 2);
+        */
+
+       if (!custom_shader) {
+               custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+       }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void SCULPT_cache_init(void)
+{
+       vedata = DRW_viewport_engine_data_get("SculptMode");
+       SCULPT_PassList *psl = vedata->psl;
+       SCULPT_StorageList *stl = vedata->stl;
+
+       {
+               /* Create a pass */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->pass = DRW_pass_create("My Pass", state);
+
+               /* Create a shadingGroup using a function in draw_common.c or custom one */
+               /*
+                * group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+                * -- or --
+                * group = DRW_shgroup_create(custom_shader, psl->pass);
+                */
+               group = DRW_shgroup_create(custom_shader, psl->pass);
+
+               /* Uniforms need a pointer to it's value so be sure it's accessible at
+                * any given time (i.e. use static vars) */
+               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
+               DRW_shgroup_uniform_vec4(group, "color", color, 1);
+       }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void SCULPT_cache_populate(Object *ob)
+{
+       SCULPT_PassList *psl = vedata->psl;
+       SCULPT_StorageList *stl = vedata->stl;
+
+       if (ob->type == OB_MESH) {
+               /* Get geometry cache */
+               struct Batch *geom = DRW_cache_surface_get(ob);
+
+               /* Add geom to a shading group */
+               DRW_shgroup_call_add(group, geom, ob->obmat);
+       }
+}
+
+/* Optionnal : Post-cache_populate callback */
+static void SCULPT_cache_finish(void)
+{
+       SCULPT_PassList *psl = vedata->psl;
+       SCULPT_StorageList *stl = vedata->stl;
+
+       /* Do something here! dependant on the objects gathered */
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void SCULPT_draw_scene(void)
+{
+       SCULPT_Data *ved = DRW_viewport_engine_data_get("SculptMode");
+       SCULPT_PassList *psl = ved->psl;
+       SCULPT_FramebufferList *fbl = vedata->fbl;
+
+       /* Default framebuffer and texture */
+       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+       /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+       /*
+        * DRW_framebuffer_texture_detach(dtxl->depth);
+        * DRW_framebuffer_bind(fbl->custom_fb);
+        * DRW_draw_pass(psl->pass);
+        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+        * DRW_framebuffer_bind(dfbl->default_fb);
+        */
+
+       /* ... or just render passes on default framebuffer. */
+       DRW_draw_pass(psl->pass);
+
+       /* If you changed framebuffer, double check you rebind
+        * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void SCULPT_engine_free(void)
+{
+       // if (custom_shader)
+       //      DRW_shader_free(custom_shader);
+}
+
+/* Create collection settings here.
+ *
+ * Be sure to add this function there :
+ * source/blender/draw/DRW_engine.h
+ * source/blender/blenkernel/intern/layer.c
+ * source/blenderplayer/bad_level_call_stubs/stubs.c
+ *
+ * And relevant collection settings to :
+ * source/blender/makesrna/intern/rna_scene.c
+ * source/blender/blenkernel/intern/layer.c
+ */
+void SCULPT_collection_settings_create(CollectionEngineSettings *ces)
+{
+       BLI_assert(ces);
+       // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
+       // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
+       // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+}
+
+DrawEngineType draw_engine_sculpt_type = {
+       NULL, NULL,
+       N_("SculptMode"),
+       &SCULPT_engine_init,
+       &SCULPT_engine_free,
+       &SCULPT_cache_init,
+       &SCULPT_cache_populate,
+       &SCULPT_cache_finish,
+       NULL, /* draw_background but not needed by mode engines */
+       &SCULPT_draw_scene
+};