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blender-archive/source/blender/draw/modes/edit_mesh_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 blender/draw/modes/edit_mesh_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "GPU_shader.h"
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#include "DNA_view3d_types.h"
#include "draw_mode_pass.h"
#include "edit_mesh_mode.h"
/* keep it under MAX_PASSES */
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typedef struct EDIT_MESH_PassList {
struct DRWPass *non_meshes_pass;
struct DRWPass *ob_center_pass;
struct DRWPass *wire_outline_pass;
struct DRWPass *depth_pass_hidden_wire;
struct DRWPass *edit_face_overlay_pass;
} EDIT_MESH_PassList;
static DRWShadingGroup *depth_shgrp_hidden_wire;
static DRWShadingGroup *face_overlay_shgrp;
static DRWShadingGroup *ledges_overlay_shgrp;
static DRWShadingGroup *lverts_overlay_shgrp;
extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */
void EDIT_MESH_cache_init(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
static struct GPUShader *depth_sh;
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static struct GPUShader *over_tri_sh, *over_vert_sh, *over_edge_sh, *over_tri_fast_sh;
const struct bContext *C = DRW_get_context();
struct RegionView3D *rv3d = CTX_wm_region_view3d(C);
if (!depth_sh)
depth_sh = DRW_shader_create_3D_depth_only();
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if (!over_tri_fast_sh)
over_tri_fast_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_TRI_FAST);
if (!over_tri_sh)
over_tri_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_TRI);
if (!over_edge_sh)
over_edge_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_EDGE);
if (!over_vert_sh)
over_vert_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_VERT);
psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
psl->edit_face_overlay_pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND);
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if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
face_overlay_shgrp = DRW_shgroup_create(over_tri_fast_sh, psl->edit_face_overlay_pass);
else
face_overlay_shgrp = DRW_shgroup_create(over_tri_sh, psl->edit_face_overlay_pass);
ledges_overlay_shgrp = DRW_shgroup_create(over_edge_sh, psl->edit_face_overlay_pass);
lverts_overlay_shgrp = DRW_shgroup_create(over_vert_sh, psl->edit_face_overlay_pass);
DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_block(face_overlay_shgrp, "globalsBlock", globals_ubo, 0);
DRW_shgroup_uniform_vec2(ledges_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_mode_passes_setup(NULL,
NULL,
&psl->wire_outline_pass,
&psl->non_meshes_pass,
&psl->ob_center_pass,
NULL,
NULL);
}
void EDIT_MESH_cache_populate(Object *ob)
{
struct Batch *geom;
struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts;
const struct bContext *C = DRW_get_context();
Scene *scene = CTX_data_scene(C);
Object *obedit = scene->obedit;
CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
switch (ob->type) {
case OB_MESH:
geom = DRW_cache_surface_get(ob);
if (ob == obedit) {
DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
DRW_shgroup_call_add(face_overlay_shgrp, geo_ovl_tris, ob->obmat);
DRW_shgroup_call_add(ledges_overlay_shgrp, geo_ovl_ledges, ob->obmat);
DRW_shgroup_call_add(lverts_overlay_shgrp, geo_ovl_lverts, ob->obmat);
}
if (do_occlude_wire) {
DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
DRW_shgroup_wire_outline(ob, true, false, true);
}
break;
case OB_LAMP:
DRW_shgroup_lamp(ob);
break;
case OB_CAMERA:
case OB_EMPTY:
DRW_shgroup_empty(ob);
break;
case OB_SPEAKER:
DRW_shgroup_speaker(ob);
break;
case OB_ARMATURE:
DRW_shgroup_armature_object(ob);
break;
default:
break;
}
DRW_shgroup_object_center(ob);
DRW_shgroup_relationship_lines(ob);
}
void EDIT_MESH_cache_finish(void)
{
/* Do nothing */
}
void EDIT_MESH_draw(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
DRW_draw_pass(psl->depth_pass_hidden_wire);
DRW_draw_pass(psl->edit_face_overlay_pass);
DRW_draw_pass(psl->wire_outline_pass);
DRW_draw_pass(psl->non_meshes_pass);
DRW_draw_pass(psl->ob_center_pass);
}
void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
}