/* * Copyright 2016, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Blender Institute * */ /** \file blender/draw/modes/edit_mesh_mode.c * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" #include "GPU_shader.h" #include "GPU_viewport.h" #include "DNA_view3d_types.h" #include "draw_mode_pass.h" #include "edit_mesh_mode.h" /* keep it under MAX_PASSES */ typedef struct EDIT_MESH_PassList { struct DRWPass *non_meshes_pass; struct DRWPass *ob_center_pass; struct DRWPass *wire_outline_pass; struct DRWPass *depth_pass_hidden_wire; struct DRWPass *edit_face_overlay_pass; struct DRWPass *edit_face_occluded_pass; struct DRWPass *mix_occlude_pass; struct DRWPass *facefill_occlude_pass; } EDIT_MESH_PassList; /* keep it under MAX_BUFFERS */ typedef struct EDIT_MESH_FramebufferList { struct GPUFrameBuffer *occlude_wire_fb; } EDIT_MESH_FramebufferList; /* keep it under MAX_TEXTURES */ typedef struct EDIT_MESH_TextureList { struct GPUTexture *occlude_wire_depth_tx; struct GPUTexture *occlude_wire_color_tx; } EDIT_MESH_TextureList; static DRWShadingGroup *depth_shgrp_hidden_wire; static DRWShadingGroup *face_overlay_shgrp; static DRWShadingGroup *ledges_overlay_shgrp; static DRWShadingGroup *lverts_overlay_shgrp; static DRWShadingGroup *facedot_overlay_shgrp; static DRWShadingGroup *face_occluded_shgrp; static DRWShadingGroup *ledges_occluded_shgrp; static DRWShadingGroup *lverts_occluded_shgrp; static DRWShadingGroup *facedot_occluded_shgrp; static DRWShadingGroup *facefill_occluded_shgrp; extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */ static struct GPUShader *overlay_tri_sh = NULL; static struct GPUShader *overlay_tri_fast_sh = NULL; static struct GPUShader *overlay_tri_vcol_sh = NULL; static struct GPUShader *overlay_tri_vcol_fast_sh = NULL; static struct GPUShader *overlay_edge_sh = NULL; static struct GPUShader *overlay_edge_vcol_sh = NULL; static struct GPUShader *overlay_vert_sh = NULL; static struct GPUShader *overlay_facedot_sh = NULL; static struct GPUShader *overlay_mix_sh = NULL; static struct GPUShader *overlay_facefill_sh = NULL; extern char datatoc_edit_overlay_frag_glsl[]; extern char datatoc_edit_overlay_vert_glsl[]; extern char datatoc_edit_overlay_geom_tri_glsl[]; extern char datatoc_edit_overlay_geom_edge_glsl[]; extern char datatoc_edit_overlay_loosevert_vert_glsl[]; extern char datatoc_edit_overlay_facedot_frag_glsl[]; extern char datatoc_edit_overlay_facedot_vert_glsl[]; extern char datatoc_edit_overlay_mix_vert_glsl[]; extern char datatoc_edit_overlay_mix_frag_glsl[]; extern char datatoc_edit_overlay_facefill_vert_glsl[]; extern char datatoc_edit_overlay_facefill_frag_glsl[]; void EDIT_MESH_init(void) { EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get(); EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get(); float *viewport_size = DRW_viewport_size_get(); DRWFboTexture tex[2] = {{&txl->occlude_wire_depth_tx, DRW_BUF_DEPTH_24}, {&txl->occlude_wire_color_tx, DRW_BUF_RGBA_8}}; DRW_framebuffer_init(&fbl->occlude_wire_fb, (int)viewport_size[0], (int)viewport_size[1], tex, 2); if (!overlay_tri_sh) { overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, datatoc_edit_overlay_geom_tri_glsl, datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n"); } if (!overlay_tri_fast_sh) { overlay_tri_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, datatoc_edit_overlay_geom_tri_glsl, datatoc_edit_overlay_frag_glsl, NULL); } if (!overlay_tri_vcol_sh) { overlay_tri_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, datatoc_edit_overlay_geom_tri_glsl, datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n" "#define VERTEX_SELECTION\n"); } if (!overlay_tri_vcol_fast_sh) { overlay_tri_vcol_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, datatoc_edit_overlay_geom_tri_glsl, datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n"); } if (!overlay_edge_sh) { overlay_edge_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, datatoc_edit_overlay_geom_edge_glsl, datatoc_edit_overlay_frag_glsl, NULL); } if (!overlay_edge_vcol_sh) { overlay_edge_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, datatoc_edit_overlay_geom_edge_glsl, datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n"); } if (!overlay_vert_sh) { overlay_vert_sh = DRW_shader_create(datatoc_edit_overlay_loosevert_vert_glsl, NULL, datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n"); } if (!overlay_facedot_sh) { overlay_facedot_sh = DRW_shader_create(datatoc_edit_overlay_facedot_vert_glsl, NULL, datatoc_edit_overlay_facedot_frag_glsl, NULL); } if (!overlay_mix_sh) { overlay_mix_sh = DRW_shader_create(datatoc_edit_overlay_mix_vert_glsl, NULL, datatoc_edit_overlay_mix_frag_glsl, NULL); } if (!overlay_facefill_sh) { overlay_facefill_sh = DRW_shader_create(datatoc_edit_overlay_facefill_vert_glsl, NULL, datatoc_edit_overlay_facefill_frag_glsl, NULL); } } static DRWPass *edit_mesh_create_overlay_pass(DRWShadingGroup **face_shgrp, DRWShadingGroup **ledges_shgrp, DRWShadingGroup **lverts_shgrp, DRWShadingGroup **facedot_shgrp, float *faceAlpha, DRWState statemod) { static struct GPUShader *tri_sh, *ledge_sh; const struct bContext *C = DRW_get_context(); RegionView3D *rv3d = CTX_wm_region_view3d(C); Scene *scene = CTX_data_scene(C); ToolSettings *ts = scene->toolsettings; if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) { ledge_sh = overlay_edge_vcol_sh; if ((rv3d->rflag & RV3D_NAVIGATING) != 0) tri_sh = overlay_tri_vcol_fast_sh; else tri_sh = overlay_tri_vcol_sh; } else { ledge_sh = overlay_edge_sh; if ((rv3d->rflag & RV3D_NAVIGATING) != 0) tri_sh = overlay_tri_fast_sh; else tri_sh = overlay_tri_sh; } DRWPass *pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod); *face_shgrp = DRW_shgroup_create(tri_sh, pass); DRW_shgroup_uniform_block(*face_shgrp, "globalsBlock", globals_ubo, 0); DRW_shgroup_uniform_vec2(*face_shgrp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_float(*face_shgrp, "faceAlphaMod", faceAlpha, 1); *ledges_shgrp = DRW_shgroup_create(ledge_sh, pass); DRW_shgroup_uniform_vec2(*ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1); if ((ts->selectmode & (SCE_SELECT_VERTEX)) != 0) { *lverts_shgrp = DRW_shgroup_create(overlay_vert_sh, pass); DRW_shgroup_uniform_vec2(*lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1); } if ((ts->selectmode & (SCE_SELECT_FACE)) != 0) { *facedot_shgrp = DRW_shgroup_create(overlay_facedot_sh, pass); } return pass; } static float backwire_opacity; static float face_mod; void EDIT_MESH_cache_init(void) { EDIT_MESH_PassList *psl = DRW_mode_pass_list_get(); const struct bContext *C = DRW_get_context(); View3D *v3d = CTX_wm_view3d(C); bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0); static float zero = 0.0f; static struct GPUShader *depth_sh; if (!depth_sh) depth_sh = DRW_shader_create_3D_depth_only(); psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire); if (!do_zbufclip) { psl->edit_face_overlay_pass = edit_mesh_create_overlay_pass(&face_overlay_shgrp, &ledges_overlay_shgrp, &lverts_overlay_shgrp, &facedot_overlay_shgrp, &face_mod, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND); } else { /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */ psl->edit_face_occluded_pass = edit_mesh_create_overlay_pass(&face_occluded_shgrp, &ledges_occluded_shgrp, &lverts_occluded_shgrp, &facedot_occluded_shgrp, &zero, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH); /* however we loose the front faces value (because we need the depth of occluded wires and * faces are alpha blended ) so we recover them in a new pass. */ psl->facefill_occlude_pass = DRW_pass_create("Front Face Color", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND); facefill_occluded_shgrp = DRW_shgroup_create(overlay_facefill_sh, psl->facefill_occlude_pass); DRW_shgroup_uniform_block(facefill_occluded_shgrp, "globalsBlock", globals_ubo, 0); /* we need a full screen pass to combine the result */ EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get(); DefaultTextureList *dtxl = DRW_engine_texture_list_get(); struct Batch *quad = DRW_cache_fullscreen_quad_get(); static float mat[4][4]; /* not even used but avoid crash */ psl->mix_occlude_pass = DRW_pass_create("Mix Occluded Wires", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND); DRWShadingGroup *mix_shgrp = DRW_shgroup_create(overlay_mix_sh, psl->mix_occlude_pass); DRW_shgroup_call_add(mix_shgrp, quad, mat); DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1); DRW_shgroup_uniform_buffer(mix_shgrp, "wireColor", &txl->occlude_wire_color_tx, 0); DRW_shgroup_uniform_buffer(mix_shgrp, "wireDepth", &txl->occlude_wire_depth_tx, 2); DRW_shgroup_uniform_buffer(mix_shgrp, "sceneDepth", &dtxl->depth, 3); } DRW_mode_passes_setup(NULL, NULL, &psl->wire_outline_pass, &psl->non_meshes_pass, &psl->ob_center_pass, NULL, NULL); } static void edit_mesh_add_ob_to_pass(Scene *scene, Object *ob, DRWShadingGroup *face_shgrp, DRWShadingGroup *ledges_shgrp, DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp) { struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter; ToolSettings *ts = scene->toolsettings; DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts); DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat); DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat); if (facefill_shgrp) DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat); if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat); if ((ts->selectmode & SCE_SELECT_FACE) != 0) { geo_ovl_fcenter = DRW_cache_face_centers_get(ob); DRW_shgroup_call_add(facedot_shgrp, geo_ovl_fcenter, ob->obmat); } } void EDIT_MESH_cache_populate(Object *ob) { const struct bContext *C = DRW_get_context(); View3D *v3d = CTX_wm_view3d(C); Scene *scene = CTX_data_scene(C); Object *obedit = scene->obedit; struct Batch *geom; CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, ""); bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire"); backwire_opacity = BKE_collection_engine_property_value_get_float(ces_mode_ed, "backwire_opacity"); /* should be done only once */ face_mod = (do_occlude_wire) ? 0.0f : 1.0f; switch (ob->type) { case OB_MESH: if (ob == obedit) { if (do_occlude_wire) { geom = DRW_cache_surface_get(ob); DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat); } if ((v3d->flag & V3D_ZBUF_SELECT) == 0) { edit_mesh_add_ob_to_pass(scene, ob, face_occluded_shgrp, ledges_occluded_shgrp, lverts_occluded_shgrp, facedot_occluded_shgrp, facefill_occluded_shgrp); } else { edit_mesh_add_ob_to_pass(scene, ob, face_overlay_shgrp, ledges_overlay_shgrp, lverts_overlay_shgrp, facedot_overlay_shgrp, NULL); } } break; case OB_LAMP: DRW_shgroup_lamp(ob); break; case OB_CAMERA: DRW_shgroup_camera(ob); break; case OB_EMPTY: DRW_shgroup_empty(ob); break; case OB_SPEAKER: DRW_shgroup_speaker(ob); break; case OB_ARMATURE: DRW_shgroup_armature_object(ob); break; default: break; } DRW_shgroup_object_center(ob); DRW_shgroup_relationship_lines(ob); } void EDIT_MESH_cache_finish(void) { /* Do nothing */ } void EDIT_MESH_draw(void) { EDIT_MESH_PassList *psl = DRW_mode_pass_list_get(); EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get(); DefaultFramebufferList *dfbl = DRW_engine_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_engine_texture_list_get(); DRW_draw_pass(psl->depth_pass_hidden_wire); if (psl->edit_face_occluded_pass) { float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* render facefill */ DRW_draw_pass(psl->facefill_occlude_pass); /* Render wires on a separate framebuffer */ DRW_framebuffer_bind(fbl->occlude_wire_fb); DRW_framebuffer_clear(true, true, clearcol, 1.0f); DRW_draw_pass(psl->edit_face_occluded_pass); /* detach textures */ DRW_framebuffer_texture_detach(dtxl->depth); /* Combine with scene buffer */ DRW_framebuffer_bind(dfbl->default_fb); DRW_draw_pass(psl->mix_occlude_pass); /* reattach */ DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0); } else { DRW_draw_pass(psl->edit_face_overlay_pass); } DRW_draw_pass(psl->wire_outline_pass); DRW_draw_pass(psl->non_meshes_pass); DRW_draw_pass(psl->ob_center_pass); } void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces) { BLI_assert(ces); BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false); BKE_collection_engine_property_add_float(ces, "backwire_opacity", 0.5); } void EDIT_MESH_engine_free(void) { if (overlay_tri_sh) DRW_shader_free(overlay_tri_sh); if (overlay_tri_fast_sh) DRW_shader_free(overlay_tri_fast_sh); if (overlay_tri_vcol_sh) DRW_shader_free(overlay_tri_vcol_sh); if (overlay_tri_vcol_fast_sh) DRW_shader_free(overlay_tri_vcol_fast_sh); if (overlay_edge_sh) DRW_shader_free(overlay_edge_sh); if (overlay_edge_vcol_sh) DRW_shader_free(overlay_edge_vcol_sh); if (overlay_vert_sh) DRW_shader_free(overlay_vert_sh); if (overlay_facedot_sh) DRW_shader_free(overlay_facedot_sh); if (overlay_mix_sh) DRW_shader_free(overlay_mix_sh); if (overlay_facefill_sh) DRW_shader_free(overlay_facefill_sh); }