diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 47c0afc6231..28703f9014c 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1220,11 +1220,9 @@ static void drw_engines_enable_from_mode(int mode) use_drw_engine(&draw_engine_gpencil_type); } -static void drw_engines_enable_from_overlays(int overlay_flag) +static void drw_engines_enable_from_overlays(int UNUSED(overlay_flag)) { - if (overlay_flag) { - use_drw_engine(&draw_engine_overlay_type); - } + use_drw_engine(&draw_engine_overlay_type); } /** * Use for select and depth-drawing. diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c index e893aaa4038..9b6b7f6922d 100644 --- a/source/blender/draw/modes/overlay_mode.c +++ b/source/blender/draw/modes/overlay_mode.c @@ -41,6 +41,7 @@ typedef struct OVERLAY_StorageList { typedef struct OVERLAY_PassList { struct DRWPass *face_orientation_pass; struct DRWPass *face_wireframe_pass; + struct DRWPass *face_wireframe_full_pass; } OVERLAY_PassList; typedef struct OVERLAY_Data { @@ -52,11 +53,11 @@ typedef struct OVERLAY_Data { } OVERLAY_Data; typedef struct OVERLAY_PrivateData { - GPUShader *wire_sh; /* reference */ DRWShadingGroup *face_orientation_shgrp; View3DOverlay overlay; float wire_step_param[2]; bool ghost_stencil_test; + bool show_overlays; } OVERLAY_PrivateData; /* Transient data */ /* *********** STATIC *********** */ @@ -128,42 +129,45 @@ static void overlay_cache_init(void *vedata) View3D *v3d = DCS->v3d; if (v3d) { stl->g_data->overlay = v3d->overlay; + stl->g_data->show_overlays = (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0; } else { memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay)); + stl->g_data->show_overlays = false; } - /* Face Orientation Pass */ - if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) { + { + /* Face Orientation Pass */ 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); - if (stl->g_data->overlay.wireframe_threshold < 1.0f) { - /** - * 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; - DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1); - } + { + /* Wireframe */ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND; + psl->face_wireframe_full_pass = DRW_pass_create("All Face Wires", state); + DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.face_wireframe_sh, psl->face_wireframe_full_pass); + DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1); + + psl->face_wireframe_pass = DRW_pass_create("Face Wires", state); + shgrp = DRW_shgroup_create(e_data.face_wireframe_pretty_sh, psl->face_wireframe_pass); + DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 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; + + DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1); } } @@ -175,6 +179,9 @@ static void overlay_cache_populate(void *vedata, Object *ob) OVERLAY_PassList *psl = data->psl; const DRWContextState *draw_ctx = DRW_context_state_get(); + if (!stl->g_data->show_overlays) + return; + if (!DRW_object_is_renderable(ob)) return; @@ -185,7 +192,7 @@ static void overlay_cache_populate(void *vedata, Object *ob) } } - if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) { + if ((stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (ob->dtx & OB_DRAWWIRE)) { /* Don't do that in edit mode. */ if ((ob != draw_ctx->object_edit) && !BKE_object_is_in_editmode(ob)) { int tri_count; @@ -196,7 +203,12 @@ static void overlay_cache_populate(void *vedata, Object *ob) 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); + const bool all_wires = (stl->g_data->overlay.wireframe_threshold == 1.0f) || + (ob->dtx & OB_DRAW_ALL_EDGES); + DRWPass *pass = (all_wires) ? psl->face_wireframe_full_pass : psl->face_wireframe_pass; + GPUShader *sh = (all_wires) ? e_data.face_wireframe_sh : e_data.face_wireframe_pretty_sh; + + DRWShadingGroup *shgrp = DRW_shgroup_create(sh, pass); DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); DRW_shgroup_uniform_texture(shgrp, "vertData", verts); DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids); @@ -223,8 +235,9 @@ static void overlay_cache_finish(void *vedata) /* only in solid mode */ if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & V3D_SHADING_XRAY) == 0) { - if (stl->g_data->ghost_stencil_test && (psl->face_wireframe_pass != NULL)) { + if (stl->g_data->ghost_stencil_test) { DRW_pass_state_add(psl->face_wireframe_pass, DRW_STATE_STENCIL_EQUAL); + DRW_pass_state_add(psl->face_wireframe_full_pass, DRW_STATE_STENCIL_EQUAL); } } } @@ -233,15 +246,10 @@ 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); - } + DRW_draw_pass(psl->face_orientation_pass); + DRW_draw_pass(psl->face_wireframe_pass); + DRW_draw_pass(psl->face_wireframe_full_pass); } static void overlay_engine_free(void)