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

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/*
* 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.
*
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* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "GPU_extensions.h"
#include "DNA_mesh_types.h"
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#include "DNA_view3d_types.h"
#include "draw_common.h"
#include "draw_cache_impl.h"
#include "draw_mode_engines.h"
#include "edit_mesh_mode_intern.h" /* own include */
#include "BKE_editmesh.h"
#include "BKE_object.h"
#include "BIF_glutil.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
extern char datatoc_paint_weight_vert_glsl[];
extern char datatoc_paint_weight_frag_glsl[];
extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
extern char datatoc_edit_mesh_overlay_frag_glsl[];
extern char datatoc_edit_mesh_overlay_vert_glsl[];
extern char datatoc_edit_mesh_overlay_geom_glsl[];
extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
extern char datatoc_edit_normals_vert_glsl[];
extern char datatoc_edit_normals_geom_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
/* *********** LISTS *********** */
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typedef struct EDIT_MESH_PassList {
struct DRWPass *weight_faces;
struct DRWPass *depth_hidden_wire;
struct DRWPass *ghost_clear_depth;
struct DRWPass *edit_face_overlay;
struct DRWPass *edit_face_occluded;
struct DRWPass *mix_occlude;
struct DRWPass *facefill_occlude;
struct DRWPass *normals;
} EDIT_MESH_PassList;
typedef struct EDIT_MESH_FramebufferList {
struct GPUFrameBuffer *occlude_wire_fb;
struct GPUFrameBuffer *ghost_wire_fb;
} EDIT_MESH_FramebufferList;
typedef struct EDIT_MESH_StorageList {
struct EDIT_MESH_PrivateData *g_data;
} EDIT_MESH_StorageList;
typedef struct EDIT_MESH_Data {
void *engine_type;
EDIT_MESH_FramebufferList *fbl;
DRWViewportEmptyList *txl;
EDIT_MESH_PassList *psl;
EDIT_MESH_StorageList *stl;
} EDIT_MESH_Data;
#define MAX_SHADERS 16
/** Can only contain shaders (freed as array). */
typedef struct EDIT_MESH_Shaders {
/* weight */
GPUShader *weight_face;
/* Geometry */
GPUShader *overlay_vert;
GPUShader *overlay_edge;
GPUShader *overlay_edge_flat;
GPUShader *overlay_face;
GPUShader *overlay_facedot;
GPUShader *overlay_mix;
GPUShader *overlay_facefill;
GPUShader *normals_face;
GPUShader *normals_loop;
GPUShader *normals;
GPUShader *depth;
GPUShader *ghost_clear_depth;
} EDIT_MESH_Shaders;
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/* *********** STATIC *********** */
static struct {
EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
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/* temp buffer texture */
struct GPUTexture *occlude_wire_depth_tx;
struct GPUTexture *occlude_wire_color_tx;
} e_data = {NULL}; /* Engine data */
typedef struct EDIT_MESH_PrivateData {
/* weight */
DRWShadingGroup *fweights_shgrp;
DRWShadingGroup *depth_shgrp_hidden_wire;
DRWShadingGroup *fnormals_shgrp;
DRWShadingGroup *vnormals_shgrp;
DRWShadingGroup *lnormals_shgrp;
DRWShadingGroup *vert_shgrp;
DRWShadingGroup *edge_shgrp;
DRWShadingGroup *face_shgrp;
DRWShadingGroup *face_cage_shgrp;
DRWShadingGroup *facedot_shgrp;
DRWShadingGroup *facefill_occluded_shgrp;
int data_mask[4];
int ghost_ob;
int edit_ob;
bool do_zbufclip;
bool do_faces;
bool do_edges;
} EDIT_MESH_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
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static void EDIT_MESH_engine_init(void *vedata)
{
EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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const float *viewport_size = DRW_viewport_size_get();
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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&draw_engine_edit_mesh_type);
e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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&draw_engine_edit_mesh_type);
GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
});
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
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}
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
if (!sh_data->weight_face) {
sh_data->weight_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
.frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
char *lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
/* Use geometry shader to draw edge wireframe. This ensure us
* the same result accross platforms and more flexibility. But
* we pay the cost of running a geometry shader.
* In the future we might consider using only the vertex shader
* and loading data manually with buffer textures. */
const bool use_geom_shader = true;
const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
if (!use_geom_shader) {
geom_sh_code[0] = NULL;
}
const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
sh_data->overlay_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACE\n", NULL},
});
sh_data->overlay_edge = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, use_geom_def, "#define EDGE\n", NULL},
.geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
.geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_vert = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define VERT\n", NULL},
});
sh_data->overlay_facedot = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACEDOT\n", NULL},
});
sh_data->overlay_facefill = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
MEM_freeN(lib);
sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
sh_data->normals_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
});
sh_data->normals_loop = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
});
sh_data->normals = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->sh_cfg);
sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL);
}
}
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static DRWPass *edit_mesh_create_overlay_pass(
float *face_alpha, int *data_mask, bool do_edges, bool UNUSED(xray),
DRWState statemod,
DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
Scene *scene = draw_ctx->scene;
ToolSettings *tsettings = scene->toolsettings;
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0;
float winmat[4][4];
float viewdist = rv3d->dist;
DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
}
const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
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DRWPass *pass = DRW_pass_create(
"Edit Mesh Face Overlay Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
DRWShadingGroup *grp;
GPUShader *vert_sh = sh_data->overlay_vert;
GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
GPUShader *face_sh = sh_data->overlay_face;
GPUShader *facedot_sh = sh_data->overlay_facedot;
/* Faces */
if (select_face) {
grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
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if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
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}
}
grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f);
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if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
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}
/* Cage geom needs to be offseted to avoid Z-fighting. */
grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
/* Edges */
grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
DRW_shgroup_uniform_float_copy(grp, "edgeScale", select_edge ? 1.75f : 1.0f);
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
/* To match blender loop structure. */
DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
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if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
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}
/* Verts */
if (select_vert) {
grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f);
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH);
DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
}
}
return pass;
}
static float backwire_opacity;
static float face_mod;
static float size_normal;
static void EDIT_MESH_cache_init(void *vedata)
{
EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
Scene *scene = draw_ctx->scene;
ToolSettings *tsettings = scene->toolsettings;
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
static float zero = 0.0f;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
stl->g_data->ghost_ob = 0;
stl->g_data->edit_ob = 0;
stl->g_data->do_faces = true;
stl->g_data->do_edges = true;
stl->g_data->do_zbufclip = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0;
stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
stl->g_data->data_mask[2] = 0xFF; /* Crease */
stl->g_data->data_mask[3] = 0xFF; /* BWeight */
if (draw_ctx->object_edit->type == OB_MESH) {
if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) {
stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
stl->g_data->do_faces = false;
}
if ((tsettings->selectmode & SCE_SELECT_FACE) == 0) {
stl->g_data->data_mask[0] &= ~VFLAG_FACE_ACTIVE;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) {
if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
stl->g_data->do_edges = false;
}
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
stl->g_data->data_mask[2] = 0x0;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
stl->g_data->data_mask[3] = 0x0;
}
}
}
{
psl->weight_faces = DRW_pass_create(
"Weight Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
static float alpha = 1.0f;
DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1);
DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
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}
}
{
/* Complementary Depth Pass */
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psl->depth_hidden_wire = DRW_pass_create(
"Depth Pass Hidden Wire",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
}
}
{
/* Depth clearing for ghosting. */
psl->ghost_clear_depth = DRW_pass_create(
"Ghost Depth Clear",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL);
DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->ghost_clear_depth, psl->ghost_clear_depth);
DRW_shgroup_stencil_mask(shgrp, 0x00);
DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL);
}
{
/* Normals */
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psl->normals = DRW_pass_create(
"Edit Mesh Normals Pass",
DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d);
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}
stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d);
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}
stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d);
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}
}
if (!stl->g_data->do_zbufclip) {
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psl->edit_face_overlay = edit_mesh_create_overlay_pass(
&face_mod, stl->g_data->data_mask, stl->g_data->do_edges, false,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
&stl->g_data->face_shgrp,
&stl->g_data->face_cage_shgrp,
&stl->g_data->facedot_shgrp,
&stl->g_data->edge_shgrp,
&stl->g_data->vert_shgrp);
}
else {
/* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
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psl->edit_face_occluded = edit_mesh_create_overlay_pass(
&zero, stl->g_data->data_mask, stl->g_data->do_edges, true,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
&stl->g_data->face_shgrp,
&stl->g_data->face_cage_shgrp,
&stl->g_data->facedot_shgrp,
&stl->g_data->edge_shgrp,
&stl->g_data->vert_shgrp);
/* however we loose the front faces value (because we need the depth of occluded wires and
* faces are alpha blended ) so we recover them in a new pass. */
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psl->facefill_occlude = DRW_pass_create(
"Front Face Color",
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, psl->facefill_occlude);
DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d);
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}
/* we need a full screen pass to combine the result */
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
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psl->mix_occlude = DRW_pass_create(
"Mix Occluded Wires",
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
DRW_shgroup_call_add(mix_shgrp, quad, NULL);
DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth);
}
}
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static void edit_mesh_add_ob_to_pass(
Scene *scene, Object *ob,
EDIT_MESH_PrivateData *g_data,
DRWShadingGroup *facedot_shgrp,
DRWShadingGroup *facefill_shgrp)
{
struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
ToolSettings *tsettings = scene->toolsettings;
bool has_edit_mesh_cage = false;
/* TODO: Should be its own function. */
Mesh *me = (Mesh *)ob->data;
BMEditMesh *embm = me->edit_btmesh;
if (embm) {
has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
}
DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
DRWShadingGroup *vert_shgrp = g_data->vert_shgrp;
DRWShadingGroup *edge_shgrp = g_data->edge_shgrp;
face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp;
geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat);
DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
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if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat);
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}
if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat);
}
}
static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
{
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
ToolSettings *tsettings = scene->toolsettings;
struct GPUBatch *geom;
if (ob->type == OB_MESH) {
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
if (stl->g_data->do_faces == false &&
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stl->g_data->do_edges == false &&
(tsettings->selectmode & SCE_SELECT_FACE))
{
/* Force display of face centers in this case because that's
* the only way to see if a face is selected. */
show_face_dots = true;
}
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/* Updating uniform */
backwire_opacity = v3d->overlay.backwire_opacity;
size_normal = v3d->overlay.normals_length;
face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
if (!stl->g_data->do_faces) {
face_mod = 0.0f;
}
if (do_show_weight) {
geom = DRW_cache_mesh_surface_weights_get(ob);
DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat);
}
if (do_occlude_wire) {
geom = DRW_cache_mesh_surface_get(ob);
DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat);
}
if (vnormals_do) {
geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat);
}
if (lnormals_do) {
geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geom, ob->obmat);
}
if (fnormals_do) {
geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
}
if (stl->g_data->do_zbufclip) {
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edit_mesh_add_ob_to_pass(
scene, ob, stl->g_data,
stl->g_data->facedot_shgrp,
(stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
}
else {
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edit_mesh_add_ob_to_pass(
scene, ob, stl->g_data,
(show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
NULL);
}
stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
stl->g_data->edit_ob += 1;
/* 3D text overlay */
if (v3d->overlay.edit_flag & (V3D_OVERLAY_EDIT_EDGE_LEN |
V3D_OVERLAY_EDIT_FACE_AREA |
V3D_OVERLAY_EDIT_FACE_ANG |
V3D_OVERLAY_EDIT_EDGE_ANG |
V3D_OVERLAY_EDIT_INDICES))
{
if (DRW_state_show_text()) {
DRW_edit_mesh_mode_text_measure_stats(
draw_ctx->ar, v3d, ob, &scene->unit);
}
}
}
}
}
static void EDIT_MESH_draw_scene(void *vedata)
{
EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_draw_pass(psl->weight_faces);
DRW_draw_pass(psl->depth_hidden_wire);
if (stl->g_data->do_zbufclip) {
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* render facefill */
DRW_draw_pass(psl->facefill_occlude);
/* Render wires on a separate framebuffer */
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_bind(fbl->occlude_wire_fb);
GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f);
DRW_draw_pass(psl->normals);
DRW_draw_pass(psl->edit_face_occluded);
/* Combine with scene buffer */
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->mix_occlude);
}
else {
DRW_draw_pass(psl->normals);
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0 &&
stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1)
{
/* In the case of single ghost object edit (common case for retopology):
* we duplicate the depht+stencil buffer and clear all depth to 1.0f where
* the stencil buffer is no 0x00. */
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
GPU_framebuffer_bind(fbl->ghost_wire_fb);
DRW_draw_pass(psl->ghost_clear_depth);
DRW_draw_pass(psl->edit_face_overlay);
}
else {
// MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
DRW_draw_pass(psl->edit_face_overlay);
// MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
}
}
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DRW_state_clip_planes_reset();
}
static void EDIT_MESH_engine_free(void)
{
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for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index];
/* Don't free builtins. */
sh_data->depth = NULL;
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
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}
}
}
static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
DrawEngineType draw_engine_edit_mesh_type = {
NULL, NULL,
N_("EditMeshMode"),
&EDIT_MESH_data_size,
&EDIT_MESH_engine_init,
&EDIT_MESH_engine_free,
&EDIT_MESH_cache_init,
&EDIT_MESH_cache_populate,
NULL,
NULL,
&EDIT_MESH_draw_scene,
NULL,
NULL,
};