text: /*
   * 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.
   *
   * Copyright 2020, Blender Foundation.
   */
  
  /** \file
   * \ingroup draw_engine
   *
   * Outline Effect:
   *
   * Simple effect that just samples an object id buffer to detect objects outlines.
   */
  
  #include "DRW_render.h"
  
  #include "workbench_engine.h"
  #include "workbench_private.h"
  
  void workbench_outline_cache_init(WORKBENCH_Data *data)
  {
    WORKBENCH_PassList *psl = data->psl;
    WORKBENCH_PrivateData *wpd = data->stl->wpd;
    DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
    struct GPUShader *sh;
    DRWShadingGroup *grp;
  
    if (OBJECT_OUTLINE_ENABLED(wpd)) {
      int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL;
      DRW_PASS_CREATE(psl->outline_ps, state);
  
      sh = workbench_shader_outline_get();
  
      grp = DRW_shgroup_create(sh, psl->outline_ps);
      DRW_shgroup_uniform_texture(grp, "objectIdBuffer", wpd->object_id_tx);
      DRW_shgroup_uniform_texture(grp, "depthBuffer", dtxl->depth);
      DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
      DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
    }
    else {
      psl->outline_ps = NULL;
    }
  }
  