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blender-archive/source/blender/draw/modes/overlay_mode.c

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/*
* 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 overlay_mode.c
* \ingroup draw_engine
*/
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#include "DNA_view3d_types.h"
#include "BKE_object.h"
#include "GPU_shader.h"
#include "GPU_extensions.h"
#include "DRW_render.h"
#include "draw_mode_engines.h"
/* Structures */
typedef struct OVERLAY_StorageList {
struct OVERLAY_PrivateData *g_data;
} OVERLAY_StorageList;
typedef struct OVERLAY_PassList {
struct DRWPass *face_orientation_pass;
struct DRWPass *face_wireframe_pass;
} OVERLAY_PassList;
typedef struct OVERLAY_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
OVERLAY_PassList *psl;
OVERLAY_StorageList *stl;
} OVERLAY_Data;
typedef struct OVERLAY_PrivateData {
GPUShader *wire_sh; /* reference */
DRWShadingGroup *face_orientation_shgrp;
View3DOverlay overlay;
float wire_step_param[2];
} OVERLAY_PrivateData; /* Transient data */
/* *********** STATIC *********** */
static struct {
/* Face orientation shader */
struct GPUShader *face_orientation_sh;
/* Wireframe shader */
struct GPUShader *face_wireframe_sh;
struct GPUShader *face_wireframe_pretty_sh;
} e_data = {NULL};
/* Shaders */
extern char datatoc_overlay_face_orientation_frag_glsl[];
extern char datatoc_overlay_face_orientation_vert_glsl[];
extern char datatoc_overlay_face_wireframe_vert_glsl[];
extern char datatoc_overlay_face_wireframe_geom_glsl[];
extern char datatoc_overlay_face_wireframe_frag_glsl[];
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Functions */
static void overlay_engine_init(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_StorageList *stl = data->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
if (!e_data.face_orientation_sh) {
/* Face orientation */
e_data.face_orientation_sh = DRW_shader_create(
datatoc_overlay_face_orientation_vert_glsl, NULL,
datatoc_overlay_face_orientation_frag_glsl, NULL);
}
if (!e_data.face_wireframe_sh) {
bool use_geom = GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY);
e_data.face_wireframe_sh = DRW_shader_create(
datatoc_overlay_face_wireframe_vert_glsl,
use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
datatoc_overlay_face_wireframe_frag_glsl,
use_geom ? "#define USE_GEOM_SHADER\n"
: NULL);
e_data.face_wireframe_pretty_sh = DRW_shader_create(
datatoc_overlay_face_wireframe_vert_glsl,
use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
datatoc_overlay_face_wireframe_frag_glsl,
use_geom ? "#define USE_GEOM_SHADER\n"
"#define LIGHT_EDGES\n"
: "#define LIGHT_EDGES\n");
}
}
static void overlay_cache_init(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
const DRWContextState *DCS = DRW_context_state_get();
View3D *v3d = DCS->v3d;
if (v3d) {
stl->g_data->overlay = v3d->overlay;
}
else {
memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
}
/* Face Orientation Pass */
if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
stl->g_data->face_orientation_shgrp = DRW_shgroup_create(
e_data.face_orientation_sh, psl->face_orientation_pass);
}
if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
/* Sticky uniforms (don't need to respecify each time since shader does not change). */
stl->g_data->wire_sh = (stl->g_data->overlay.wireframe_threshold == 1.0f) ? e_data.face_wireframe_sh
: e_data.face_wireframe_pretty_sh;
DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1);
/**
* The wireframe threshold ranges from 0.0 to 1.0
* When 1.0 we show all the edges, when 0.5 we show as many as 2.7.
*
* If we wanted 0.0 to match 2.7, factor would need to be 0.003f.
* The range controls the falloff effect. If range was 0.0f we would get a hard cut (as in 2.7).
* That said we are using a different algorithm so the results will always differ.
*/
const float factor = 0.0045f;
const float range = 0.00125f;
stl->g_data->wire_step_param[1] = (1.0f - factor) + stl->g_data->overlay.wireframe_threshold * factor;
stl->g_data->wire_step_param[0] = stl->g_data->wire_step_param[1] + range;
}
}
static void overlay_cache_populate(void *vedata, Object *ob)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->g_data;
OVERLAY_PassList *psl = data->psl;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (!DRW_object_is_renderable(ob))
return;
if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat);
}
}
if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
/* Don't do that in edit mode. */
if ((ob != draw_ctx->object_edit) && !BKE_object_is_in_editmode(ob)) {
int tri_count;
GPUTexture *verts = NULL, *faceids;
DRW_cache_object_face_wireframe_get(ob, &verts, &faceids, &tri_count);
if (verts) {
float *rim_col = ts.colorWire;
if ((ob->base_flag & BASE_SELECTED) != 0) {
rim_col = (ob == draw_ctx->obact) ? ts.colorActive : ts.colorSelect;
}
DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
DRW_shgroup_uniform_texture(shgrp, "vertData", verts);
DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids);
DRW_shgroup_uniform_vec3(shgrp, "wireColor", ts.colorWire, 1);
DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
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DRW_shgroup_call_object_procedural_triangles_culled_add(shgrp, tri_count, ob);
}
}
}
}
static void overlay_cache_finish(void *UNUSED(vedata))
{
}
static void overlay_draw_scene(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->g_data;
if (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
DRW_draw_pass(psl->face_orientation_pass);
}
if (pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
DRW_draw_pass(psl->face_wireframe_pass);
}
}
static void overlay_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_pretty_sh);
}
static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
DrawEngineType draw_engine_overlay_type = {
NULL, NULL,
N_("OverlayEngine"),
&overlay_data_size,
&overlay_engine_init,
&overlay_engine_free,
&overlay_cache_init,
&overlay_cache_populate,
&overlay_cache_finish,
NULL,
&overlay_draw_scene,
NULL,
NULL,
NULL,
};