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Overlay-Next: Add support for empties

Also added a shape cache and move the color selection to `Resources`.
This commit is contained in:
2023-02-10 18:46:05 +01:00
parent aff61bf5b4
commit cdb9b6a041
12 changed files with 619 additions and 17 deletions

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@@ -0,0 +1,147 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup overlay
*/
#pragma once
#include "DNA_object_types.h"
#include "draw_pass.hh"
#include "draw_shader_shared.h"
#include "overlay_private.hh"
#include "overlay_shape.hh"
namespace blender::draw::overlay {
class Empties {
private:
PassSimple empty_ps_ = {"Empties"};
PassSimple empty_in_front_ps_ = {"Empties_In_front"};
using EmptyInstanceBuf = StorageVectorBuffer<ExtraInstanceData>;
struct CallBuffers {
EmptyInstanceBuf plain_axes_buf = {"plain_axes_buf"};
EmptyInstanceBuf single_arrow_buf = {"single_arrow_buf"};
EmptyInstanceBuf cube_buf = {"cube_buf"};
EmptyInstanceBuf circle_buf = {"circle_buf"};
EmptyInstanceBuf sphere_buf = {"sphere_buf"};
EmptyInstanceBuf cone_buf = {"cone_buf"};
EmptyInstanceBuf arrows_buf = {"arrows_buf"};
EmptyInstanceBuf image_buf = {"image_buf"};
} call_buffers_[2];
public:
void begin_sync()
{
for (int i = 0; i < 2; i++) {
call_buffers_[i].plain_axes_buf.clear();
call_buffers_[i].single_arrow_buf.clear();
call_buffers_[i].cube_buf.clear();
call_buffers_[i].circle_buf.clear();
call_buffers_[i].sphere_buf.clear();
call_buffers_[i].cone_buf.clear();
call_buffers_[i].arrows_buf.clear();
call_buffers_[i].image_buf.clear();
}
}
void object_sync(const ObjectRef &ob_ref, const Resources &res, const State &state)
{
CallBuffers &call_bufs = call_buffers_[int((ob_ref.object->dtx & OB_DRAW_IN_FRONT) != 0)];
float4 color = res.object_wire_color(ob_ref, state);
ExtraInstanceData data(
float4x4(ob_ref.object->object_to_world), color, ob_ref.object->empty_drawsize);
switch (ob_ref.object->empty_drawtype) {
case OB_PLAINAXES:
call_bufs.plain_axes_buf.append(data);
break;
case OB_SINGLE_ARROW:
call_bufs.single_arrow_buf.append(data);
break;
case OB_CUBE:
call_bufs.cube_buf.append(data);
break;
case OB_CIRCLE:
call_bufs.circle_buf.append(data);
break;
case OB_EMPTY_SPHERE:
call_bufs.sphere_buf.append(data);
break;
case OB_EMPTY_CONE:
call_bufs.cone_buf.append(data);
break;
case OB_ARROWS:
call_bufs.arrows_buf.append(data);
break;
case OB_EMPTY_IMAGE:
/* This only show the frame. See OVERLAY_image_empty_cache_populate() for the image. */
call_bufs.image_buf.append(data);
break;
}
}
void end_sync(Resources &res, ShapeCache &shapes, const State &state)
{
auto init_pass = [&](PassSimple &pass, CallBuffers &call_bufs) {
pass.init();
pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
state.clipping_state);
pass.shader_set(OVERLAY_shader_extra(false));
pass.bind_ubo("globalsBlock", &res.globals_buf);
call_bufs.plain_axes_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.plain_axes_buf);
pass.draw(shapes.plain_axes, call_bufs.plain_axes_buf.size());
call_bufs.single_arrow_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.single_arrow_buf);
pass.draw(shapes.single_arrow, call_bufs.single_arrow_buf.size());
call_bufs.cube_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.cube_buf);
pass.draw(shapes.cube, call_bufs.cube_buf.size());
call_bufs.circle_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.circle_buf);
pass.draw(shapes.circle, call_bufs.circle_buf.size());
call_bufs.sphere_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.sphere_buf);
pass.draw(shapes.empty_sphere, call_bufs.sphere_buf.size());
call_bufs.cone_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.cone_buf);
pass.draw(shapes.empty_cone, call_bufs.cone_buf.size());
call_bufs.arrows_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.arrows_buf);
pass.draw(shapes.arrows, call_bufs.arrows_buf.size());
call_bufs.image_buf.push_update();
pass.bind_ssbo("data_buf", &call_bufs.image_buf);
pass.draw(shapes.quad_wire, call_bufs.image_buf.size());
};
init_pass(empty_ps_, call_buffers_[0]);
init_pass(empty_in_front_ps_, call_buffers_[1]);
}
void draw(Resources &res, Manager &manager, View &view)
{
GPU_framebuffer_bind(res.overlay_line_fb);
manager.submit(empty_ps_, view);
}
void draw_in_front(Resources &res, Manager &manager, View &view)
{
GPU_framebuffer_bind(res.overlay_line_in_front_fb);
manager.submit(empty_in_front_ps_, view);
}
};
} // namespace blender::draw::overlay

View File

@@ -42,8 +42,8 @@ class Grid {
/* Default, nothing is drawn. */
grid_flag_ = zneg_flag_ = zpos_flag_ = OVERLAY_GridBits(0);
View3D *v3d = state.v3d;
RegionView3D *rv3d = state.rv3d;
const View3D *v3d = state.v3d;
const RegionView3D *rv3d = state.rv3d;
const bool show_axis_x = (state.v3d_gridflag & V3D_SHOW_X) != 0;
const bool show_axis_y = (state.v3d_gridflag & V3D_SHOW_Y) != 0;

View File

@@ -4,9 +4,10 @@
* \ingroup overlay
*/
#include "overlay_instance.hh"
#include "draw_debug.hh"
#include "overlay_instance.hh"
namespace blender::draw::overlay {
void Instance::init()
@@ -18,12 +19,16 @@ void Instance::init()
/* TODO(fclem): Remove DRW global usage. */
const DRWContextState *ctx = DRW_context_state_get();
/* Was needed by `object_wire_theme_id()` when doing the port. Not sure if needed nowadays. */
BKE_view_layer_synced_ensure(ctx->scene, ctx->view_layer);
state.depsgraph = ctx->depsgraph;
state.view_layer = ctx->view_layer;
state.scene = ctx->scene;
state.v3d = ctx->v3d;
state.rv3d = ctx->rv3d;
state.active_base = BKE_view_layer_active_base_get(ctx->view_layer);
state.object_mode = ctx->object_mode;
state.pixelsize = U.pixelsize;
state.ctx_mode = CTX_data_mode_enum_ex(ctx->object_edit, ctx->obact, ctx->object_mode);
@@ -66,6 +71,7 @@ void Instance::begin_sync()
View view("OverlayView", view_legacy);
background.begin_sync(resources, state);
empties.begin_sync();
metaballs.begin_sync();
grid.begin_sync(resources, state, view);
}
@@ -98,6 +104,9 @@ void Instance::object_sync(ObjectRef &ob_ref)
if (!state.hide_overlays) {
switch (ob_ref.object->type) {
case OB_EMPTY:
empties.object_sync(ob_ref, resources, state);
break;
case OB_ARMATURE:
break;
case OB_MBALL:
@@ -114,6 +123,7 @@ void Instance::object_sync(ObjectRef &ob_ref)
void Instance::end_sync()
{
metaballs.end_sync(resources, state);
empties.end_sync(resources, shapes, state);
}
void Instance::draw(Manager &manager)
@@ -158,10 +168,12 @@ void Instance::draw(Manager &manager)
background.draw(resources, manager);
empties.draw(resources, manager, view);
metaballs.draw(resources, manager, view);
grid.draw(resources, manager, view);
empties.draw_in_front(resources, manager, view);
metaballs.draw_in_front(resources, manager, view);
// anti_aliasing.draw(resources, manager, view);

View File

@@ -9,8 +9,10 @@
#include "draw_manager.hh"
#include "overlay_background.hh"
#include "overlay_empty.hh"
#include "overlay_grid.hh"
#include "overlay_metaball.hh"
#include "overlay_shape.hh"
namespace blender::draw::overlay {
@@ -49,6 +51,7 @@ class SceneResources {
class Instance {
public:
ShaderCache shaders;
ShapeCache shapes;
/* WORKAROUND: Legacy. Move to grid pass. */
GPUUniformBuf *grid_ubo = nullptr;
@@ -60,6 +63,7 @@ class Instance {
/** Overlay types. */
Background background;
Metaballs metaballs;
Empties empties;
Grid grid;
~Instance()

View File

@@ -86,10 +86,7 @@ class Metaballs {
data_buf_;
MetaBall *mb = static_cast<MetaBall *>(ob_ref.object->data);
float *color;
/* TODO(fclem): Remove DRW global usage. */
UNUSED_VARS(res);
DRW_object_wire_theme_get(ob_ref.object, state.view_layer, &color);
const float4 &color = res.object_wire_color(ob_ref, state);
LISTBASE_FOREACH (MetaElem *, ml, &mb->elems) {
/* Draw radius only. */

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@@ -7,9 +7,15 @@
#pragma once
#include "BKE_global.h"
#include "DRW_gpu_wrapper.hh"
#include "DRW_render.h"
#include "UI_resources.h"
#include "draw_handle.hh"
#include "overlay_shader_shared.h"
#ifdef __cplusplus
@@ -33,13 +39,15 @@ class Instance;
struct State {
Depsgraph *depsgraph;
ViewLayer *view_layer;
Scene *scene;
View3D *v3d;
RegionView3D *rv3d;
const ViewLayer *view_layer;
const Scene *scene;
const View3D *v3d;
const RegionView3D *rv3d;
const Base *active_base;
View3DOverlay overlay;
float pixelsize;
enum eContextObjectMode ctx_mode;
enum eObjectMode object_mode;
bool clear_in_front;
bool use_in_front;
bool is_wireframe_mode;
@@ -79,6 +87,80 @@ struct Resources {
TextureRef depth_in_front_tx;
TextureRef color_overlay_tx;
TextureRef color_render_tx;
[[nodiscard]] ThemeColorID object_wire_theme_id(const ObjectRef &ob_ref,
const State &state) const
{
const bool is_edit = (state.object_mode & OB_MODE_EDIT) &&
(ob_ref.object->mode & OB_MODE_EDIT);
const bool active = (state.active_base != nullptr) &&
((ob_ref.dupli_parent != nullptr) ?
(state.active_base->object == ob_ref.dupli_parent) :
(state.active_base->object == ob_ref.object));
const bool is_selected = ((ob_ref.object->base_flag & BASE_SELECTED) != 0);
/* Object in edit mode. */
if (is_edit) {
return TH_WIRE_EDIT;
}
/* Transformed object during operators. */
if (((G.moving & G_TRANSFORM_OBJ) != 0) && is_selected) {
return TH_TRANSFORM;
}
/* Sets the 'theme_id' or fallback to wire */
if ((ob_ref.object->base_flag & BASE_SELECTED) != 0) {
return (active) ? TH_ACTIVE : TH_SELECT;
}
switch (ob_ref.object->type) {
case OB_LAMP:
return TH_LIGHT;
case OB_SPEAKER:
return TH_SPEAKER;
case OB_CAMERA:
return TH_CAMERA;
case OB_LIGHTPROBE:
/* TODO: add light-probe color. Use empty color for now. */
case OB_EMPTY:
return TH_EMPTY;
default:
return (is_edit) ? TH_WIRE_EDIT : TH_WIRE;
}
}
[[nodiscard]] const float4 &object_wire_color(const ObjectRef &ob_ref,
ThemeColorID theme_id) const
{
if (UNLIKELY(ob_ref.object->base_flag & BASE_FROM_SET)) {
return theme_settings.color_wire;
}
switch (theme_id) {
case TH_WIRE_EDIT:
return theme_settings.color_wire_edit;
case TH_ACTIVE:
return theme_settings.color_active;
case TH_SELECT:
return theme_settings.color_select;
case TH_TRANSFORM:
return theme_settings.color_transform;
case TH_SPEAKER:
return theme_settings.color_speaker;
case TH_CAMERA:
return theme_settings.color_camera;
case TH_EMPTY:
return theme_settings.color_empty;
case TH_LIGHT:
return theme_settings.color_light;
default:
return theme_settings.color_wire;
}
}
[[nodiscard]] const float4 &object_wire_color(const ObjectRef &ob_ref, const State &state) const
{
ThemeColorID theme_id = object_wire_theme_id(ob_ref, state);
return object_wire_color(ob_ref, theme_id);
}
};
} // namespace blender::draw::overlay

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@@ -490,6 +490,18 @@ GPUShader *OVERLAY_shader_extra(bool is_select)
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
GPUShader **sh = (is_select) ? &sh_data->extra_select : &sh_data->extra;
if (!*sh) {
using namespace blender::gpu::shader;
ShaderCreateInfo &info = const_cast<ShaderCreateInfo &>(
*reinterpret_cast<const ShaderCreateInfo *>(GPU_shader_create_info_get("overlay_extra")));
if (U.experimental.enable_overlay_next) {
info.storage_buf(0, Qualifier::READ, "ExtraInstanceData", "data_buf[]");
info.define("color", "data_buf[gl_InstanceID].color_");
info.define("inst_obmat", "data_buf[gl_InstanceID].object_to_world_");
info.vertex_inputs_.pop_last();
info.vertex_inputs_.pop_last();
}
*sh = GPU_shader_create_from_info_name(
(draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ?
(is_select ? "overlay_extra_select_clipped" : "overlay_extra_clipped") :

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@@ -15,6 +15,7 @@ typedef enum OVERLAY_GridBits OVERLAY_GridBits;
# endif
typedef struct OVERLAY_GridData OVERLAY_GridData;
typedef struct ThemeColorData ThemeColorData;
typedef struct ExtraInstanceData ExtraInstanceData;
#endif
/* TODO(fclem): Should eventually become OVERLAY_BackgroundType.
@@ -191,6 +192,22 @@ struct ThemeColorData {
};
BLI_STATIC_ASSERT_ALIGN(ThemeColorData, 16)
/* TODO Move to overlay engine. */
struct ExtraInstanceData {
float4 color_;
float4x4 object_to_world_;
#if !defined(GPU_SHADER) && defined(__cplusplus)
ExtraInstanceData(const float4x4 &object_to_world, float4 &color, float draw_size)
{
this->color_ = color;
this->object_to_world_ = object_to_world;
this->object_to_world_[3][3] = draw_size;
};
#endif
};
BLI_STATIC_ASSERT_ALIGN(ExtraInstanceData, 16)
#ifndef GPU_SHADER
# ifdef __cplusplus
}

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@@ -0,0 +1,330 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup overlay
*/
#pragma once
#include "BLI_vector.hh"
#include "GPU_batch.h"
namespace blender::draw::overlay {
/**
* Contains all overlay generic geometry batches.
*/
class ShapeCache {
private:
/* Needs to be first for other lambdas to access. */
GPUVertFormat format = []() {
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "vclass", GPU_COMP_I32, 1, GPU_FETCH_INT);
return format;
}();
/* Matches Vertex Format. */
struct Vertex {
float3 pos;
int vclass;
};
struct AutoFreeGPUBatch {
GPUBatch *batch;
AutoFreeGPUBatch(GPUBatch *_batch) : batch(_batch){};
~AutoFreeGPUBatch()
{
GPU_BATCH_DISCARD_SAFE(batch);
}
operator GPUBatch *()
{
return batch;
}
};
/* Caller gets ownership of the #GPUVertBuf. */
GPUVertBuf *vbo_from_vector(Vector<Vertex> &vector)
{
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, vector.size());
Vertex *vbo_data = (Vertex *)GPU_vertbuf_get_data(vbo);
/* Copy data to VBO using a wrapper span. Could use memcpy if that's too slow. */
MutableSpan<Vertex> span(vbo_data, vector.size());
span.copy_from(vector);
return vbo;
}
enum VertexClass {
VCLASS_LIGHT_AREA_SHAPE = 1 << 0,
VCLASS_LIGHT_SPOT_SHAPE = 1 << 1,
VCLASS_LIGHT_SPOT_BLEND = 1 << 2,
VCLASS_LIGHT_SPOT_CONE = 1 << 3,
VCLASS_LIGHT_DIST = 1 << 4,
VCLASS_CAMERA_FRAME = 1 << 5,
VCLASS_CAMERA_DIST = 1 << 6,
VCLASS_CAMERA_VOLUME = 1 << 7,
VCLASS_SCREENSPACE = 1 << 8,
VCLASS_SCREENALIGNED = 1 << 9,
VCLASS_EMPTY_SCALED = 1 << 10,
VCLASS_EMPTY_AXES = 1 << 11,
VCLASS_EMPTY_AXES_NAME = 1 << 12,
VCLASS_EMPTY_AXES_SHADOW = 1 << 13,
VCLASS_EMPTY_SIZE = 1 << 14,
};
static constexpr float bone_box_verts[8][3] = {
{1.0f, 0.0f, 1.0f},
{1.0f, 0.0f, -1.0f},
{-1.0f, 0.0f, -1.0f},
{-1.0f, 0.0f, 1.0f},
{1.0f, 1.0f, 1.0f},
{1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, 1.0f},
};
static constexpr std::array<uint, 24> bone_box_wire = {
0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7,
};
/* A single ring of vertices. */
static Vector<float2> ring_vertices(const float radius, const int segments)
{
Vector<float2> verts;
for (int i : IndexRange(segments)) {
float angle = (2 * M_PI * i) / segments;
verts.append(radius * float2(math::cos(angle), math::sin(angle)));
}
return verts;
}
/* Returns lines segment geometry forming 3 circles, one on each axis. */
static Vector<Vertex> sphere_axes_circles(const float radius,
const VertexClass vclass,
const int segments)
{
Vector<float2> ring = ring_vertices(radius, segments);
Vector<Vertex> verts;
for (int axis : IndexRange(3)) {
for (int i : IndexRange(segments)) {
for (int j : IndexRange(2)) {
float2 cv = ring[(i + j) % segments];
if (axis == 0) {
verts.append({{cv[0], cv[1], 0.0f}, vclass});
}
else if (axis == 1) {
verts.append({{cv[0], 0.0f, cv[1]}, vclass});
}
else {
verts.append({{0.0f, cv[0], cv[1]}, vclass});
}
}
}
}
return verts;
}
public:
AutoFreeGPUBatch quad_wire = [this]() {
Vector<Vertex> verts;
verts.append({{-1.0f, -1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{-1.0f, +1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{-1.0f, +1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{+1.0f, +1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{+1.0f, +1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{+1.0f, -1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{+1.0f, -1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{-1.0f, -1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
return GPU_batch_create_ex(
GPU_PRIM_LINES, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
AutoFreeGPUBatch plain_axes = [this]() {
Vector<Vertex> verts;
verts.append({{0.0f, -1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{0.0f, +1.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{-1.0f, 0.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{+1.0f, 0.0f, 0.0f}, VCLASS_EMPTY_SCALED});
verts.append({{0.0f, 0.0f, -1.0f}, VCLASS_EMPTY_SCALED});
verts.append({{0.0f, 0.0f, +1.0f}, VCLASS_EMPTY_SCALED});
return GPU_batch_create_ex(
GPU_PRIM_LINES, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
AutoFreeGPUBatch single_arrow = [this]() {
Vector<Vertex> verts;
float p[3][3] = {{0}};
p[0][2] = 1.0f;
p[1][0] = 0.035f;
p[1][1] = 0.035f;
p[2][0] = -0.035f;
p[2][1] = 0.035f;
p[1][2] = p[2][2] = 0.75f;
for (int sides : IndexRange(4)) {
if (sides % 2 == 1) {
p[1][0] = -p[1][0];
p[2][1] = -p[2][1];
}
else {
p[1][1] = -p[1][1];
p[2][0] = -p[2][0];
}
for (int i = 0, a = 1; i < 2; i++, a++) {
verts.append({{p[i][0], p[i][1], p[i][2]}, VCLASS_EMPTY_SCALED});
verts.append({{p[a][0], p[a][1], p[a][2]}, VCLASS_EMPTY_SCALED});
}
}
verts.append({{0.0f, 0.0f, 0.0}, VCLASS_EMPTY_SCALED});
verts.append({{0.0f, 0.0f, 0.75f}, VCLASS_EMPTY_SCALED});
return GPU_batch_create_ex(
GPU_PRIM_LINES, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
AutoFreeGPUBatch cube = [this]() {
Vector<Vertex> verts;
for (auto index : bone_box_wire) {
float x = bone_box_verts[index][0];
float y = bone_box_verts[index][1] * 2.0 - 1.0f;
float z = bone_box_verts[index][2];
verts.append({{x, y, z}, VCLASS_EMPTY_SCALED});
}
return GPU_batch_create_ex(
GPU_PRIM_LINES, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
AutoFreeGPUBatch circle = [this]() {
constexpr int resolution = 64;
Vector<float2> ring = ring_vertices(1.0f, resolution);
Vector<Vertex> verts;
for (int a : IndexRange(resolution + 1)) {
float2 cv = ring[a % resolution];
verts.append({{cv.x, 0.0f, cv.y}, VCLASS_EMPTY_SCALED});
}
return GPU_batch_create_ex(
GPU_PRIM_LINE_STRIP, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
AutoFreeGPUBatch empty_sphere = [this]() {
Vector<Vertex> verts = sphere_axes_circles(1.0f, VCLASS_EMPTY_SCALED, 32);
return GPU_batch_create_ex(
GPU_PRIM_LINES, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
AutoFreeGPUBatch empty_cone = [this]() {
/* A single ring of vertices. */
constexpr int resolution = 8;
Vector<float2> ring = ring_vertices(1.0f, resolution);
Vector<Vertex> verts;
for (int i : IndexRange(resolution)) {
float2 cv = ring[i % resolution];
/* Cone sides. */
verts.append({{cv[0], 0.0f, cv[1]}, VCLASS_EMPTY_SCALED});
verts.append({{0.0f, 2.0f, 0.0f}, VCLASS_EMPTY_SCALED});
/* Base ring. */
for (int j : IndexRange(2)) {
float2 cv = ring[(i + j) % resolution];
verts.append({{cv[0], 0.0f, cv[1]}, VCLASS_EMPTY_SCALED});
}
}
return GPU_batch_create_ex(
GPU_PRIM_LINES, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
AutoFreeGPUBatch arrows = [this]() {
float2 x_axis_name_scale = {0.0215f, 0.025f};
Vector<float2> x_axis_name = {
float2(0.9f, 1.0f) * x_axis_name_scale,
float2(-1.0f, -1.0f) * x_axis_name_scale,
float2(-0.9f, 1.0f) * x_axis_name_scale,
float2(1.0f, -1.0f) * x_axis_name_scale,
};
float2 y_axis_name_scale = {0.0175f, 0.025f};
Vector<float2> y_axis_name = {
float2(-1.0f, 1.0f) * y_axis_name_scale,
float2(0.0f, -0.1f) * y_axis_name_scale,
float2(1.0f, 1.0f) * y_axis_name_scale,
float2(0.0f, -0.1f) * y_axis_name_scale,
float2(0.0f, -0.1f) * y_axis_name_scale,
float2(0.0f, -1.0f) * y_axis_name_scale,
};
float2 z_axis_name_scale = {0.02f, 0.025f};
Vector<float2> z_axis_name = {
float2(-0.95f, 1.00f) * z_axis_name_scale,
float2(0.95f, 1.00f) * z_axis_name_scale,
float2(0.95f, 1.00f) * z_axis_name_scale,
float2(0.95f, 0.90f) * z_axis_name_scale,
float2(0.95f, 0.90f) * z_axis_name_scale,
float2(-1.00f, -0.90f) * z_axis_name_scale,
float2(-1.00f, -0.90f) * z_axis_name_scale,
float2(-1.00f, -1.00f) * z_axis_name_scale,
float2(-1.00f, -1.00f) * z_axis_name_scale,
float2(1.00f, -1.00f) * z_axis_name_scale,
};
float2 axis_marker_scale = {0.007f, 0.007f};
Vector<float2> axis_marker = {
#if 0 /* square */
float2(-1.0f, 1.0f) * axis_marker_scale,
float2(1.0f, 1.0f) * axis_marker_scale,
float2(1.0f, 1.0f) * axis_marker_scale,
float2(1.0f, -1.0f) * axis_marker_scale,
float2(1.0f, -1.0f) * axis_marker_scale,
float2(-1.0f, -1.0f) * axis_marker_scale,
float2(-1.0f, -1.0f) * axis_marker_scale,
float2(-1.0f, 1.0f) * axis_marker_scale,
#else /* diamond */
float2(-1.0f, 0.0f) * axis_marker_scale,
float2(0.0f, 1.0f) * axis_marker_scale,
float2(0.0f, 1.0f) * axis_marker_scale,
float2(1.0f, 0.0f) * axis_marker_scale,
float2(1.0f, 0.0f) * axis_marker_scale,
float2(0.0f, -1.0f) * axis_marker_scale,
float2(0.0f, -1.0f) * axis_marker_scale,
float2(-1.0f, 0.0f) * axis_marker_scale,
#endif
};
Vector<Vertex> verts;
for (int axis : IndexRange(3)) {
/* Vertex layout is XY screen position and axis in Z.
* Fractional part of Z is a positive offset at axis unit position. */
int flag = VCLASS_EMPTY_AXES | VCLASS_SCREENALIGNED;
/* Center to axis line. */
verts.append({{0.0f, 0.0f, 0.0f}, 0});
verts.append({{0.0f, 0.0f, float(axis)}, flag});
/* Axis end marker. */
constexpr int marker_fill_layer = 6;
for (int j = 1; j < marker_fill_layer + 1; j++) {
for (float2 axis_marker_vert : axis_marker) {
verts.append({{axis_marker_vert * ((4.0f * j) / marker_fill_layer), float(axis)}, flag});
}
}
/* Axis name. */
Vector<float2> *axis_names[3] = {&x_axis_name, &y_axis_name, &z_axis_name};
for (float2 axis_name_vert : *(axis_names[axis])) {
int flag = VCLASS_EMPTY_AXES | VCLASS_EMPTY_AXES_NAME | VCLASS_SCREENALIGNED;
verts.append({{axis_name_vert * 4.0f, axis + 0.25f}, flag});
}
}
return GPU_batch_create_ex(
GPU_PRIM_LINES, vbo_from_vector(verts), nullptr, GPU_BATCH_OWNS_VBO);
}();
};
} // namespace blender::draw::overlay

View File

@@ -13,6 +13,7 @@ GPU_SHADER_INTERFACE_INFO(overlay_extra_iface, "")
GPU_SHADER_CREATE_INFO(overlay_extra)
.do_static_compilation(true)
.typedef_source("overlay_shader_shared.h")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "vclass")
/* Instance attributes. */

View File

@@ -1270,11 +1270,11 @@ bool ED_view3d_distance_set_from_location(struct RegionView3D *rv3d,
*/
float ED_scene_grid_scale(const struct Scene *scene, const char **r_grid_unit);
float ED_view3d_grid_scale(const struct Scene *scene,
struct View3D *v3d,
const struct View3D *v3d,
const char **r_grid_unit);
void ED_view3d_grid_steps(const struct Scene *scene,
struct View3D *v3d,
struct RegionView3D *rv3d,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
float r_grid_steps[8]);
/**
* Simulates the grid scale that is actually viewed.

View File

@@ -850,15 +850,15 @@ float ED_scene_grid_scale(const Scene *scene, const char **r_grid_unit)
return 1.0f;
}
float ED_view3d_grid_scale(const Scene *scene, View3D *v3d, const char **r_grid_unit)
float ED_view3d_grid_scale(const Scene *scene, const View3D *v3d, const char **r_grid_unit)
{
return v3d->grid * ED_scene_grid_scale(scene, r_grid_unit);
}
#define STEPS_LEN 8
void ED_view3d_grid_steps(const Scene *scene,
View3D *v3d,
RegionView3D *rv3d,
const View3D *v3d,
const RegionView3D *rv3d,
float r_grid_steps[STEPS_LEN])
{
const void *usys;