Overlay: Add support for per object wirefram options
This patch has a known bug on AMD + mesa because of the drivers. I will send a bug report to mesa.
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@@ -1220,11 +1220,9 @@ static void drw_engines_enable_from_mode(int mode)
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use_drw_engine(&draw_engine_gpencil_type);
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}
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static void drw_engines_enable_from_overlays(int overlay_flag)
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static void drw_engines_enable_from_overlays(int UNUSED(overlay_flag))
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{
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if (overlay_flag) {
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use_drw_engine(&draw_engine_overlay_type);
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}
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use_drw_engine(&draw_engine_overlay_type);
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}
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/**
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* Use for select and depth-drawing.
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@@ -41,6 +41,7 @@ typedef struct OVERLAY_StorageList {
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typedef struct OVERLAY_PassList {
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struct DRWPass *face_orientation_pass;
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struct DRWPass *face_wireframe_pass;
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struct DRWPass *face_wireframe_full_pass;
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} OVERLAY_PassList;
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typedef struct OVERLAY_Data {
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@@ -52,11 +53,11 @@ typedef struct OVERLAY_Data {
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} OVERLAY_Data;
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typedef struct OVERLAY_PrivateData {
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GPUShader *wire_sh; /* reference */
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DRWShadingGroup *face_orientation_shgrp;
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View3DOverlay overlay;
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float wire_step_param[2];
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bool ghost_stencil_test;
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bool show_overlays;
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} OVERLAY_PrivateData; /* Transient data */
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/* *********** STATIC *********** */
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@@ -128,42 +129,45 @@ static void overlay_cache_init(void *vedata)
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View3D *v3d = DCS->v3d;
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if (v3d) {
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stl->g_data->overlay = v3d->overlay;
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stl->g_data->show_overlays = (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
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}
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else {
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memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
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stl->g_data->show_overlays = false;
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}
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/* Face Orientation Pass */
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if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
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{
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/* Face Orientation Pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
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psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
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stl->g_data->face_orientation_shgrp = DRW_shgroup_create(
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e_data.face_orientation_sh, psl->face_orientation_pass);
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}
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if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
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psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
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/* Sticky uniforms (don't need to respecify each time since shader does not change). */
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stl->g_data->wire_sh = (stl->g_data->overlay.wireframe_threshold == 1.0f) ? e_data.face_wireframe_sh
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: e_data.face_wireframe_pretty_sh;
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DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
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DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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if (stl->g_data->overlay.wireframe_threshold < 1.0f) {
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/**
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* The wireframe threshold ranges from 0.0 to 1.0
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* When 1.0 we show all the edges, when 0.5 we show as many as 2.7.
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*
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* If we wanted 0.0 to match 2.7, factor would need to be 0.003f.
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* The range controls the falloff effect. If range was 0.0f we would get a hard cut (as in 2.7).
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* That said we are using a different algorithm so the results will always differ.
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*/
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const float factor = 0.0045f;
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const float range = 0.00125f;
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stl->g_data->wire_step_param[1] = (1.0f - factor) + stl->g_data->overlay.wireframe_threshold * factor;
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stl->g_data->wire_step_param[0] = stl->g_data->wire_step_param[1] + range;
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DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1);
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}
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{
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/* Wireframe */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
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psl->face_wireframe_full_pass = DRW_pass_create("All Face Wires", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.face_wireframe_sh, psl->face_wireframe_full_pass);
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DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
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shgrp = DRW_shgroup_create(e_data.face_wireframe_pretty_sh, psl->face_wireframe_pass);
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DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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/**
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* The wireframe threshold ranges from 0.0 to 1.0
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* When 1.0 we show all the edges, when 0.5 we show as many as 2.7.
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*
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* If we wanted 0.0 to match 2.7, factor would need to be 0.003f.
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* The range controls the falloff effect. If range was 0.0f we would get a hard cut (as in 2.7).
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* That said we are using a different algorithm so the results will always differ.
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*/
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const float factor = 0.0045f;
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const float range = 0.00125f;
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stl->g_data->wire_step_param[1] = (1.0f - factor) + stl->g_data->overlay.wireframe_threshold * factor;
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stl->g_data->wire_step_param[0] = stl->g_data->wire_step_param[1] + range;
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DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1);
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}
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}
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@@ -175,6 +179,9 @@ static void overlay_cache_populate(void *vedata, Object *ob)
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OVERLAY_PassList *psl = data->psl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (!stl->g_data->show_overlays)
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return;
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if (!DRW_object_is_renderable(ob))
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return;
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@@ -185,7 +192,7 @@ static void overlay_cache_populate(void *vedata, Object *ob)
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}
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}
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if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
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if ((stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (ob->dtx & OB_DRAWWIRE)) {
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/* Don't do that in edit mode. */
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if ((ob != draw_ctx->object_edit) && !BKE_object_is_in_editmode(ob)) {
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int tri_count;
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@@ -196,7 +203,12 @@ static void overlay_cache_populate(void *vedata, Object *ob)
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if ((ob->base_flag & BASE_SELECTED) != 0) {
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rim_col = (ob == draw_ctx->obact) ? ts.colorActive : ts.colorSelect;
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}
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DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
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const bool all_wires = (stl->g_data->overlay.wireframe_threshold == 1.0f) ||
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(ob->dtx & OB_DRAW_ALL_EDGES);
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DRWPass *pass = (all_wires) ? psl->face_wireframe_full_pass : psl->face_wireframe_pass;
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GPUShader *sh = (all_wires) ? e_data.face_wireframe_sh : e_data.face_wireframe_pretty_sh;
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
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DRW_shgroup_uniform_texture(shgrp, "vertData", verts);
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DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids);
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@@ -223,8 +235,9 @@ static void overlay_cache_finish(void *vedata)
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/* only in solid mode */
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if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & V3D_SHADING_XRAY) == 0) {
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if (stl->g_data->ghost_stencil_test && (psl->face_wireframe_pass != NULL)) {
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if (stl->g_data->ghost_stencil_test) {
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DRW_pass_state_add(psl->face_wireframe_pass, DRW_STATE_STENCIL_EQUAL);
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DRW_pass_state_add(psl->face_wireframe_full_pass, DRW_STATE_STENCIL_EQUAL);
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}
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}
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}
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@@ -233,15 +246,10 @@ static void overlay_draw_scene(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_PassList *psl = data->psl;
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OVERLAY_StorageList *stl = data->stl;
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OVERLAY_PrivateData *pd = stl->g_data;
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if (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
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DRW_draw_pass(psl->face_orientation_pass);
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}
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if (pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
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DRW_draw_pass(psl->face_wireframe_pass);
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}
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DRW_draw_pass(psl->face_orientation_pass);
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DRW_draw_pass(psl->face_wireframe_pass);
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DRW_draw_pass(psl->face_wireframe_full_pass);
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}
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static void overlay_engine_free(void)
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