Wireframe: Add workaround for osx wide wires

This commit is contained in:
2019-02-13 18:09:16 +01:00
parent 0c4334d0bb
commit 2cccffd20b
3 changed files with 74 additions and 95 deletions

View File

@@ -32,6 +32,9 @@
#include "GPU_shader.h"
#include "DRW_render.h"
#ifdef __APPLE__
#define USE_GEOM_SHADER_WORKAROUND
#endif
/* Structures */
typedef struct OVERLAY_StorageList {
@@ -54,7 +57,6 @@ typedef struct OVERLAY_Data {
typedef struct OVERLAY_PrivateData {
DRWShadingGroup *face_orientation_shgrp;
DRWShadingGroup *face_wires_shgrp;
DRWShadingGroup *sculpt_wires_shgrp;
View3DOverlay overlay;
float wire_step_param;
bool ghost_stencil_test;
@@ -67,7 +69,6 @@ typedef struct OVERLAY_Shaders {
/* Wireframe shader */
struct GPUShader *select_wireframe;
struct GPUShader *face_wireframe;
struct GPUShader *face_wireframe_sculpt;
} OVERLAY_Shaders;
/* *********** STATIC *********** */
@@ -121,16 +122,21 @@ static void overlay_engine_init(void *vedata)
.frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define SELECT_EDGES\n", NULL},
});
#ifdef USE_GEOM_SHADER_WORKAROUND
/* Apple drivers does not support wide wires. Use geometry shader as a workaround. */
sh_data->face_wireframe = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL},
.frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL},
});
#else
sh_data->face_wireframe = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_vert_glsl, NULL},
.frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
sh_data->face_wireframe_sculpt = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_vert_glsl, NULL},
.frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
#endif
}
}
@@ -179,8 +185,9 @@ static void overlay_cache_init(void *vedata)
{
/* Wireframe */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_FIRST_VERTEX_CONVENTION | DRW_STATE_OFFSET_NEGATIVE;
float wire_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
DRW_STATE_FIRST_VERTEX_CONVENTION | DRW_STATE_OFFSET_NEGATIVE;
float wire_size = U.pixelsize * 0.5f;
float winmat[4][4];
float viewdist = rv3d->dist;
@@ -192,28 +199,26 @@ static void overlay_cache_init(void *vedata)
const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
const bool use_select = (DRW_state_is_select() || DRW_state_is_depth());
GPUShader *sculpt_wire_sh = use_select ? sh_data->select_wireframe : sh_data->face_wireframe_sculpt;
GPUShader *face_wires_sh = use_select ? sh_data->select_wireframe : sh_data->face_wireframe;
psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
g_data->sculpt_wires_shgrp = DRW_shgroup_create(sculpt_wire_sh, psl->face_wireframe_pass);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(g_data->sculpt_wires_shgrp, rv3d);
}
g_data->face_wires_shgrp = DRW_shgroup_create(face_wires_sh, psl->face_wireframe_pass);
DRW_shgroup_uniform_float(g_data->face_wires_shgrp, "wireStepParam", &g_data->wire_step_param, 1);
DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "ofs", depth_ofs);
#ifdef USE_GEOM_SHADER_WORKAROUND
DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "wireSize", wire_size);
DRW_shgroup_uniform_vec2(g_data->face_wires_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(g_data->face_wires_shgrp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
#else
if (!use_select) {
DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "wireSize", wire_size);
}
#endif
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(g_data->face_wires_shgrp, rv3d);
}
if (!use_select) {
DRW_shgroup_uniform_float_copy(g_data->sculpt_wires_shgrp, "wireSize", wire_size);
DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "wireSize", wire_size);
}
g_data->wire_step_param = stl->g_data->overlay.wireframe_threshold - 254.0f / 255.0f;
}
}
@@ -312,13 +317,13 @@ static void overlay_cache_populate(void *vedata, Object *ob)
geom = DRW_cache_object_face_wireframe_get(ob);
if (geom || is_sculpt_mode) {
shgrp = (is_sculpt_mode) ? pd->sculpt_wires_shgrp : pd->face_wires_shgrp;
shgrp = DRW_shgroup_create_sub(shgrp);
shgrp = DRW_shgroup_create_sub(pd->face_wires_shgrp);
static float all_wires_param = 10.0f;
DRW_shgroup_uniform_vec2(
shgrp, "wireStepParam", (all_wires) ?
&all_wires_param : &pd->wire_step_param, 1);
DRW_shgroup_uniform_float(
shgrp, "wireStepParam",
(all_wires || is_sculpt_mode) ? &all_wires_param : &pd->wire_step_param,
1);
if (!(DRW_state_is_select() || DRW_state_is_depth())) {
DRW_shgroup_stencil_mask(shgrp, stencil_mask);

View File

@@ -1,85 +1,60 @@
/* This shader is only used for edge selection & sculpt mode wires (because of indexed drawing). */
/* This shader is only used for edge selection and OSX workaround for large wires. */
layout(triangles) in;
#ifdef SELECT_EDGES
layout(line_strip, max_vertices = 6) out;
#else
layout(triangle_strip, max_vertices = 3) out;
#endif
uniform float wireSize;
uniform vec2 viewportSize;
uniform vec2 viewportSizeInv;
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
in float facing_g[];
in float edgeSharpness_g[];
#ifndef SELECT_EDGES
out float facing;
out vec3 barycentric;
flat out vec3 edgeSharpness;
flat out float edgeSharpness;
#endif
void vert_from_gl_in(int v)
void do_vertex(const int i, float coord, vec2 offset)
{
gl_Position = gl_in[v].gl_Position;
#ifndef SELECT_EDGES
edgeSharpness = edgeSharpness_g[i];
facing = facing_g[i];
#endif
gl_Position = gl_in[i].gl_Position;
/* Multiply offset by 2 because gl_Position range is [-1..1]. */
gl_Position.xy += offset * 2.0 * gl_Position.w;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
#endif
EmitVertex();
}
void main(void)
void main()
{
#ifdef SELECT_EDGES
const float edge_select_threshold = 0.3;
if (edgeSharpness_g[0] > edge_select_threshold) {
vert_from_gl_in(0);
EmitVertex();
vert_from_gl_in(1);
EmitVertex();
vec2 ss_pos[2];
ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
EndPrimitive();
vec2 line = ss_pos[0] - ss_pos[1];
line = abs(line) * viewportSize;
float half_size = wireSize;
vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
bool horizontal = line.x > line.y;
edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
if (edgeSharpness_g[0] < 0.0) {
return;
}
if (edgeSharpness_g[1] > edge_select_threshold) {
vert_from_gl_in(1);
EmitVertex();
vert_from_gl_in(2);
EmitVertex();
do_vertex(0, half_size, edge_ofs.xy);
do_vertex(0, -half_size, -edge_ofs.xy);
do_vertex(1, half_size, edge_ofs.xy);
do_vertex(1, -half_size, -edge_ofs.xy);
EndPrimitive();
}
if (edgeSharpness_g[2] > edge_select_threshold) {
vert_from_gl_in(2);
EmitVertex();
vert_from_gl_in(0);
EmitVertex();
EndPrimitive();
}
#else
/* Originally was:
* edgeSharpness = vec3(edgeSharpness_g[0], edgeSharpness_g[1], edgeSharpness_g[2]);
*
* But that strangely does not work for some AMD GPUs.
* However since this code is currently only used for sculpt mode
* and in this mode the `edgeSharpness_g` is not calculated,
* let's simply set all to 1.0.
*/
edgeSharpness = vec3(1.0);
barycentric = vec3(1.0, 0.0, 0.0);
vert_from_gl_in(0);
facing = facing_g[0];
EmitVertex();
barycentric = vec3(0.0, 1.0, 0.0);
vert_from_gl_in(1);
facing = facing_g[1];
EmitVertex();
barycentric = vec3(0.0, 0.0, 1.0);
vert_from_gl_in(2);
facing = facing_g[2];
EmitVertex();
EndPrimitive();
#endif /* SELECT_EDGES */
}

View File

@@ -7,13 +7,17 @@ uniform mat3 NormalMatrix;
uniform float wireStepParam;
uniform float ofs;
#ifndef USE_SCULPT
float get_edge_sharpness(float wd)
{
return (wd == 1.0) ? 1.0 : ((wd == 0.0) ? -1.0 : (wd + wireStepParam));
}
#else
float get_edge_sharpness(float wd) { return 1.0; }
#endif
/* Geometry shader version */
#if defined(SELECT_EDGES) || defined(USE_SCULPT)
#if defined(SELECT_EDGES) || defined(USE_GEOM)
in vec3 pos;
in vec3 nor;
@@ -24,12 +28,7 @@ out float edgeSharpness_g;
void main()
{
# ifndef USE_SCULPT
edgeSharpness_g = get_edge_sharpness(wd);
# else
/* TODO approximation using normals. */
edgeSharpness_g = 1.0;
# endif
mat4 projmat = ProjectionMatrix;
projmat[3][2] -= ofs;
@@ -43,7 +42,7 @@ void main()
#endif
}
#else /* SELECT_EDGES */
#else /* USE_GEOM */
in vec3 pos;
in vec3 nor;