Cleanup: Remove unused code in sculpt_mode, workbench and draw manager
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b2f1a65874
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fb3b2ab709
Notes:
blender-bot
2023-02-14 10:09:24 +01:00
Referenced by issue #62282, Multires: normals not updating when using smooth shading
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@ -941,7 +941,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
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bool has_transp_mat = false;
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if (!is_sculpt_mode && me && me->mloopuv && TEXTURE_DRAWING_ENABLED(wpd)) {
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if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && me && me->mloopuv) {
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/* Draw textured */
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struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
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for (int i = 0; i < materials_len; i++) {
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@ -401,10 +401,6 @@ DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader,
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DRWPass *pass,
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struct GPUVertBuf *tf_target);
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typedef void(DRWCallGenerateFn)(DRWShadingGroup *shgroup,
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void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
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void *user_data);
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/* return final visibility */
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typedef bool(DRWCallVisibilityFn)(bool vis_in, void *user_data);
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@ -422,9 +418,6 @@ void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup,
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void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup,
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uint tria_count,
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float (*obmat)[4]);
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void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup,
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uint tria_count,
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struct Object *ob);
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void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup,
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struct GPUBatch *geom,
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struct Object *ob,
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@ -3290,14 +3290,6 @@ GPUBatch *DRW_cache_mesh_surface_mesh_analysis_get(Object *ob)
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return DRW_mesh_batch_cache_get_edit_mesh_analysis(ob->data);
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}
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void DRW_cache_mesh_sculpt_coords_ensure(Object *ob)
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{
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BLI_assert(ob->type == OB_MESH);
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Mesh *me = ob->data;
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DRW_mesh_cache_sculpt_coords_ensure(me);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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@ -159,8 +159,6 @@ struct GPUBatch *DRW_mesh_batch_cache_get_edituv_facedots(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_uv_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_mesh_analysis(struct Mesh *me);
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void DRW_mesh_cache_sculpt_coords_ensure(struct Mesh *me);
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/* Edit mesh bitflags (is this the right place?) */
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enum {
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VFLAG_VERT_ACTIVE = 1 << 0,
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@ -4455,25 +4455,6 @@ GPUBatch *DRW_mesh_batch_cache_get_surface_edges(Mesh *me)
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return DRW_batch_request(&cache->batch.wire_loops);
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}
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/**
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* Needed for when we draw with shaded data.
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*/
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void DRW_mesh_cache_sculpt_coords_ensure(Mesh *UNUSED(me))
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{
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#if 0 /* Unused for now */
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if (me->runtime.batch_cache) {
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MeshBatchCache *cache = mesh_batch_cache_get(me);
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if (cache && cache->pos_with_normals && cache->is_sculpt_points_tag) {
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/* XXX Force update of all the batches that contains the pos_with_normals buffer.
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* TODO(fclem): Ideally, Gawain should provide a way to update a buffer without destroying it. */
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mesh_batch_cache_clear_selective(me, cache->pos_with_normals);
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GPU_VERTBUF_DISCARD_SAFE(cache->pos_with_normals);
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}
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cache->is_sculpt_points_tag = false;
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}
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#endif
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}
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/* Compute 3D & 2D areas and their sum. */
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BLI_INLINE void edit_uv_preprocess_stretch_area(BMFace *efa,
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const int cd_loop_uv_offset,
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@ -142,8 +142,6 @@ typedef enum {
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DRW_CALL_RANGE,
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/** Draw instances without any instancing attributes. */
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DRW_CALL_INSTANCES,
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/** Uses a callback to draw with any number of batches. */
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DRW_CALL_GENERATE,
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/** Generate a drawcall without any #GPUBatch. */
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DRW_CALL_PROCEDURAL,
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} DRWCallType;
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@ -166,10 +164,6 @@ typedef struct DRWCall {
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/* Count can be adjusted between redraw. If needed, we can add fixed count. */
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uint *count;
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} instances;
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struct { /* type == DRW_CALL_GENERATE */
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DRWCallGenerateFn *geometry_fn;
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void *user_data;
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} generate;
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struct { /* type == DRW_CALL_PROCEDURAL */
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uint vert_count;
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GPUPrimType prim_type;
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@ -522,15 +522,6 @@ void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup,
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drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_TRIS, tria_count * 3, obmat, NULL);
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}
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/* TODO (fclem): this is a sign that the api is starting to be limiting.
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* Maybe add special function that general purpose for special cases. */
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void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup,
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uint tria_count,
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Object *ob)
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{
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drw_shgroup_call_procedural_add_ex(shgroup, GPU_PRIM_TRIS, tria_count * 3, NULL, ob);
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}
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/* These calls can be culled and are optimized for redraw */
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void DRW_shgroup_call_object_add_ex(
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DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, Material *ma, bool bypass_culling)
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@ -680,12 +680,16 @@ bool DRW_culling_sphere_test(BoundSphere *bsphere)
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/* Do a rough test first: Sphere VS Sphere intersect. */
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BoundSphere *frustum_bsphere = &DST.clipping.frustum_bsphere;
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float center_dist = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
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if (center_dist > SQUARE(bsphere->radius + frustum_bsphere->radius)) {
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float center_dist_sq = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
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float radius_sum = bsphere->radius + frustum_bsphere->radius;
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if (center_dist_sq > SQUARE(radius_sum)) {
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return false;
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}
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/* TODO we could test against the inscribed sphere of the frustum to early out positively. */
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/* Test against the 6 frustum planes. */
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/* TODO order planes with sides first then far then near clip. Should be better culling heuristic
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* when sculpting. */
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for (int p = 0; p < 6; p++) {
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float dist = plane_point_side_v3(DST.clipping.frustum_planes[p], bsphere->center);
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if (dist < -bsphere->radius) {
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@ -1319,9 +1323,6 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
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draw_geometry_execute_ex(
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shgroup, call->instances.geometry, 0, *call->instances.count, true);
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break;
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case DRW_CALL_GENERATE:
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call->generate.geometry_fn(shgroup, draw_geometry_execute, call->generate.user_data);
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break;
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case DRW_CALL_PROCEDURAL:
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GPU_draw_primitive(call->procedural.prim_type, call->procedural.vert_count);
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break;
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@ -90,19 +90,11 @@ typedef struct SCULPT_Data {
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/* *********** STATIC *********** */
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static struct {
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/* Custom shaders :
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* Add sources to source/blender/draw/modes/shaders
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* init in SCULPT_engine_init();
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* free in SCULPT_engine_free(); */
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struct GPUShader *shader_smooth;
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struct GPUShader *shader_mask;
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} e_data = {NULL}; /* Engine data */
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typedef struct SCULPT_PrivateData {
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DRWShadingGroup *mask_overlay_grp;
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/* This keeps the references of the shading groups for
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* easy access in SCULPT_cache_populate() */
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DRWShadingGroup *group_flat;
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DRWShadingGroup *group_smooth;
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} SCULPT_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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@ -118,8 +110,8 @@ static void SCULPT_engine_init(void *vedata)
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UNUSED_VARS(txl, fbl, stl);
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if (!e_data.shader_smooth) {
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e_data.shader_smooth = DRW_shader_create(
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if (!e_data.shader_mask) {
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e_data.shader_mask = DRW_shader_create(
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datatoc_sculpt_mask_vert_glsl, NULL, datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL);
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}
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}
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@ -142,50 +134,12 @@ static void SCULPT_cache_init(void *vedata)
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
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psl->pass = DRW_pass_create("Sculpt Pass", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass);
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DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
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stl->g_data->mask_overlay_grp = shgrp;
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}
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}
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static void sculpt_draw_mask_cb(DRWShadingGroup *shgroup,
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void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
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void *user_data)
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{
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Object *ob = user_data;
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PBVH *pbvh = ob->sculpt->pbvh;
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if (pbvh) {
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BKE_pbvh_draw_cb(pbvh,
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NULL,
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NULL,
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false,
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false,
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true,
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false,
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(void (*)(void *, struct GPUBatch *))draw_fn,
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shgroup);
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}
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}
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static void sculpt_update_pbvh_normals(Object *object)
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{
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Mesh *mesh = object->data;
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PBVH *pbvh = object->sculpt->pbvh;
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SubdivCCG *subdiv_ccg = mesh->runtime.subdiv_ccg;
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if (pbvh == NULL || subdiv_ccg == NULL) {
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return;
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}
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BKE_sculpt_bvh_update_from_ccg(pbvh, subdiv_ccg);
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struct CCGFace **faces;
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int num_faces;
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BKE_pbvh_get_grid_updates(pbvh, 1, (void ***)&faces, &num_faces);
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if (num_faces > 0) {
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BKE_subdiv_ccg_update_normals(subdiv_ccg, faces, num_faces);
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MEM_freeN(faces);
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}
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}
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/* Add geometry to shadingGroups. Execute for each objects */
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static void SCULPT_cache_populate(void *vedata, Object *ob)
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{
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@ -198,20 +152,6 @@ static void SCULPT_cache_populate(void *vedata, Object *ob)
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (ob->sculpt && (ob == draw_ctx->obact)) {
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sculpt_update_pbvh_normals(ob);
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/* XXX, needed for dyntopo-undo (which clears).
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* probably depsgraph should handlle? in 2.7x
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* getting derived-mesh does this (mesh_build_data). */
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if (ob->sculpt->pbvh == NULL) {
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/* create PBVH immediately (would be created on the fly too,
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* but this avoids waiting on first stroke) */
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Scene *scene = draw_ctx->scene;
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BKE_sculpt_update_mesh_elements(
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draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
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}
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PBVH *pbvh = ob->sculpt->pbvh;
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if (pbvh && pbvh_has_mask(pbvh)) {
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DRW_shgroup_call_sculpt_add(stl->g_data->mask_overlay_grp, ob, false, true, false);
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@ -220,50 +160,16 @@ static void SCULPT_cache_populate(void *vedata, Object *ob)
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}
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}
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/* Optional: Post-cache_populate callback */
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static void SCULPT_cache_finish(void *vedata)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
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/* Do something here! dependent on the objects gathered */
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UNUSED_VARS(psl, stl);
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}
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/* Draw time ! Control rendering pipeline from here */
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static void SCULPT_draw_scene(void *vedata)
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{
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SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
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SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
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/* Default framebuffer and texture */
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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UNUSED_VARS(fbl, dfbl, dtxl);
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/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
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/*
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* DRW_framebuffer_texture_detach(dtxl->depth);
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* DRW_framebuffer_bind(fbl->custom_fb);
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* DRW_draw_pass(psl->pass);
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* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
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* DRW_framebuffer_bind(dfbl->default_fb);
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*/
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/* ... or just render passes on default framebuffer. */
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DRW_draw_pass(psl->pass);
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/* If you changed framebuffer, double check you rebind
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* the default one with its textures attached before finishing */
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}
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/* Cleanup when destroying the engine.
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* This is not per viewport ! only when quitting blender.
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* Mostly used for freeing shaders */
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static void SCULPT_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.shader_smooth);
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DRW_SHADER_FREE_SAFE(e_data.shader_mask);
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}
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static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
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@ -277,7 +183,7 @@ DrawEngineType draw_engine_sculpt_type = {
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&SCULPT_engine_free,
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&SCULPT_cache_init,
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&SCULPT_cache_populate,
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&SCULPT_cache_finish,
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NULL,
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NULL, /* draw_background but not needed by mode engines */
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&SCULPT_draw_scene,
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NULL,
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