Workbench: When in see through mode, only render depth of active object

in EDIT MODE
This commit is contained in:
2018-05-23 12:30:12 +02:00
parent 909d548d56
commit 858e8f453d
2 changed files with 38 additions and 17 deletions

View File

@@ -50,8 +50,10 @@
static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
struct GPUShader *object_outline_sh;
struct GPUShader *depth_sh;
struct GPUTexture *depth_tx; /* ref only, not alloced */
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
@@ -166,7 +168,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
material->shgrp = grp;
/* Depth */
material->shgrp_depth = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
material->shgrp_depth = DRW_shgroup_create(e_data.object_outline_sh, psl->object_outline_pass);
material->object_id = engine_object_data->object_id;
DRW_shgroup_uniform_int(material->shgrp_depth, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
@@ -213,7 +215,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp;
if (!stl->g_data) {
@@ -231,7 +232,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
/* XXX: forward depth does not use any defines ATM. */
char *defines = workbench_material_build_defines(wpd, OB_SOLID);
char *forward_depth_frag = workbench_build_forward_depth_frag();
e_data.depth_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
e_data.object_outline_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
e_data.depth_sh = DRW_shader_create_3D_depth_only();
MEM_freeN(forward_depth_frag);
MEM_freeN(defines);
}
@@ -240,11 +242,12 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_transparent);
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
e_data.transparent_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
GPU_framebuffer_ensure_config(&fbl->depth_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
GPU_ATTACHMENT_TEXTURE(e_data.depth_tx),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
@@ -259,8 +262,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
DRW_stats_group_start("Clear Buffers");
GPU_framebuffer_bind(fbl->transparent_accum_fb);
GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
GPU_framebuffer_bind(fbl->depth_fb);
GPU_framebuffer_clear_color(fbl->depth_fb, clear_color);
GPU_framebuffer_bind(fbl->object_outline_fb);
GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
DRW_stats_group_end();
/* Treansparecy Accum */
@@ -271,7 +274,13 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
/* Depth */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth", state);
psl->object_outline_pass = DRW_pass_create("Object Outline Pass", state);
}
/* Depth Active */
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth Active", state);
wpd->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Composite */
{
@@ -293,7 +302,7 @@ void workbench_forward_engine_free()
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.depth_sh);
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
}
void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
@@ -342,6 +351,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
const bool is_edit_mode = is_active && (draw_ctx->object_mode & OB_MODE_EDIT) != 0;
bool is_drawn = false;
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
@@ -404,6 +414,15 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
}
}
/* Is edit mode and active the update the Depth buffer */
if (is_edit_mode) {
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call_object_add(wpd->depth_shgrp, geom, ob);
}
}
}
}
@@ -414,14 +433,10 @@ void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata))
void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
{
const float clear_depth = 1.0f;
uint clear_stencil = 0xFF;
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_stats_group_start("Clear Background");
GPU_framebuffer_bind(dfbl->default_fb);
int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
GPU_framebuffer_clear(dfbl->default_fb, clear_bits, clear_color, clear_depth, clear_stencil);
GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth);
DRW_stats_group_end();
}
@@ -434,8 +449,8 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Write Depth + Object ID */
GPU_framebuffer_bind(fbl->depth_fb);
DRW_draw_pass(psl->depth_pass);
GPU_framebuffer_bind(fbl->object_outline_fb);
DRW_draw_pass(psl->object_outline_pass);
/* Shade */
GPU_framebuffer_bind(fbl->transparent_accum_fb);
@@ -449,5 +464,9 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_transform_to_display(e_data.composite_buffer_tx);
/* Active Object Depth */
GPU_framebuffer_bind(dfbl->depth_only_fb);
DRW_draw_pass(psl->depth_pass);
workbench_private_data_free(wpd);
}

View File

@@ -53,7 +53,7 @@ typedef struct WORKBENCH_FramebufferList {
struct GPUFrameBuffer *composite_fb;
/* Forward render buffers */
struct GPUFrameBuffer *depth_fb;
struct GPUFrameBuffer *object_outline_fb;
struct GPUFrameBuffer *transparent_accum_fb;
} WORKBENCH_FramebufferList;
@@ -72,6 +72,7 @@ typedef struct WORKBENCH_PassList {
/* forward rendering */
struct DRWPass *transparent_accum_pass;
struct DRWPass *object_outline_pass;
struct DRWPass *depth_pass;
} WORKBENCH_PassList;
@@ -108,6 +109,7 @@ typedef struct WORKBENCH_PrivateData {
int drawtype;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
WORKBENCH_UBO_World world_data;
float shadow_multiplier;
} WORKBENCH_PrivateData; /* Transient data */