Needed to fix T61196, supporting clipped back-buffer in the 3D view which is done outside the draw module. It was also inconvenient having DRW_shader_* versions of GPU_shader_* API calls. - Clipping distances are now supported as a shader configuration for builtin shaders. - Add shader config argument when accessing builtin shaders. - Move GPU_shader_create_from_arrays() from DRW to GPU.
792 lines
31 KiB
C
792 lines
31 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file blender/draw/modes/edit_mesh_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "GPU_extensions.h"
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#include "DNA_mesh_types.h"
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#include "DNA_view3d_types.h"
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#include "draw_common.h"
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#include "draw_cache_impl.h"
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#include "draw_mode_engines.h"
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#include "edit_mesh_mode_intern.h" /* own include */
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#include "BKE_editmesh.h"
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#include "BKE_object.h"
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#include "BIF_glutil.h"
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#include "BLI_dynstr.h"
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#include "BLI_string_utils.h"
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extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
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extern char datatoc_paint_weight_vert_glsl[];
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extern char datatoc_paint_weight_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
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extern char datatoc_edit_mesh_overlay_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_geom_glsl[];
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extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
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extern char datatoc_edit_normals_vert_glsl[];
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extern char datatoc_edit_normals_geom_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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/* *********** LISTS *********** */
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typedef struct EDIT_MESH_PassList {
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struct DRWPass *weight_faces;
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struct DRWPass *depth_hidden_wire;
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struct DRWPass *ghost_clear_depth;
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struct DRWPass *edit_face_overlay;
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struct DRWPass *edit_face_occluded;
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struct DRWPass *mix_occlude;
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struct DRWPass *facefill_occlude;
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struct DRWPass *normals;
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} EDIT_MESH_PassList;
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typedef struct EDIT_MESH_FramebufferList {
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struct GPUFrameBuffer *occlude_wire_fb;
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struct GPUFrameBuffer *ghost_wire_fb;
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} EDIT_MESH_FramebufferList;
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typedef struct EDIT_MESH_StorageList {
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struct EDIT_MESH_PrivateData *g_data;
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} EDIT_MESH_StorageList;
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typedef struct EDIT_MESH_Data {
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void *engine_type;
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EDIT_MESH_FramebufferList *fbl;
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DRWViewportEmptyList *txl;
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EDIT_MESH_PassList *psl;
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EDIT_MESH_StorageList *stl;
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} EDIT_MESH_Data;
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#define MAX_SHADERS 16
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/** Can only contain shaders (freed as array). */
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typedef struct EDIT_MESH_Shaders {
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/* weight */
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GPUShader *weight_face;
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/* Geometry */
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GPUShader *overlay_vert;
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GPUShader *overlay_edge;
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GPUShader *overlay_edge_flat;
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GPUShader *overlay_edge_deco;
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GPUShader *overlay_face;
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GPUShader *overlay_facedot;
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GPUShader *overlay_mix;
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GPUShader *overlay_facefill;
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GPUShader *normals_face;
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GPUShader *normals_loop;
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GPUShader *normals;
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GPUShader *depth;
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GPUShader *ghost_clear_depth;
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} EDIT_MESH_Shaders;
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/* *********** STATIC *********** */
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static struct {
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EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
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/* temp buffer texture */
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struct GPUTexture *occlude_wire_depth_tx;
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struct GPUTexture *occlude_wire_color_tx;
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} e_data = {NULL}; /* Engine data */
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typedef struct EDIT_MESH_PrivateData {
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/* weight */
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DRWShadingGroup *fweights_shgrp;
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DRWShadingGroup *depth_shgrp_hidden_wire;
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DRWShadingGroup *fnormals_shgrp;
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DRWShadingGroup *vnormals_shgrp;
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DRWShadingGroup *lnormals_shgrp;
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DRWShadingGroup *vert_shgrp;
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DRWShadingGroup *edge_shgrp;
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DRWShadingGroup *edge_deco_shgrp;
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DRWShadingGroup *face_shgrp;
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DRWShadingGroup *face_cage_shgrp;
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DRWShadingGroup *facedot_shgrp;
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DRWShadingGroup *facefill_occluded_shgrp;
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int data_mask[4];
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int ghost_ob;
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int edit_ob;
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bool do_zbufclip;
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bool do_faces;
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bool do_edges;
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float edge_width_scale;
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} EDIT_MESH_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static void EDIT_MESH_engine_init(void *vedata)
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{
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EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
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const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0;
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const float *viewport_size = DRW_viewport_size_get();
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const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
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&draw_engine_edit_mesh_type);
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e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
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&draw_engine_edit_mesh_type);
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GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
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GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
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GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
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});
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if (is_clip) {
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DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
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}
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const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
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const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
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if (!sh_data->weight_face) {
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sh_data->weight_face = GPU_shader_create_from_arrays({
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.vert = (const char *[]){world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, NULL},
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});
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char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
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const bool use_geom_shader = GPU_max_line_width() <= 2.0f;
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const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
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if (!use_geom_shader) {
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geom_sh_code[0] = NULL;
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}
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const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
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sh_data->overlay_face = GPU_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define FACE\n", NULL},
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});
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sh_data->overlay_edge = GPU_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", NULL},
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.geom = (use_geom_shader) ? geom_sh_code : NULL,
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});
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sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
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.geom = (use_geom_shader) ? geom_sh_code : NULL,
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});
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sh_data->overlay_edge_deco = GPU_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
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.geom = (use_geom_shader) ? geom_sh_code : NULL,
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});
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sh_data->overlay_vert = GPU_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define VERT\n", NULL},
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});
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sh_data->overlay_facedot = GPU_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define FACEDOT\n", NULL},
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});
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sh_data->overlay_facefill = GPU_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
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.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, NULL},
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});
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MEM_freeN(lib);
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sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
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sh_data->normals_face = GPU_shader_create_from_arrays({
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.vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
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.geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define FACE_NORMALS\n", NULL},
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});
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sh_data->normals_loop = GPU_shader_create_from_arrays({
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.vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
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.geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define LOOP_NORMALS\n", NULL},
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});
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sh_data->normals = GPU_shader_create_from_arrays({
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.vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
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.geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, NULL},
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});
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sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->shader_cfg);
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sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL);
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}
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}
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static DRWPass *edit_mesh_create_overlay_pass(
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float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool UNUSED(xray),
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DRWState statemod,
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DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
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DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_edge_deco_shgrp, DRWShadingGroup **r_vert_shgrp)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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Scene *scene = draw_ctx->scene;
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ToolSettings *tsettings = scene->toolsettings;
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EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
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const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
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const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
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float winmat[4][4];
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float viewdist = rv3d->dist;
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DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
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/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
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if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
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viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
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}
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const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
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DRWPass *pass = DRW_pass_create(
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"Edit Mesh Face Overlay Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
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DRWShadingGroup *grp;
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/* TEST */
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GPUShader *vert_sh = sh_data->overlay_vert;
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GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
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GPUShader *face_sh = sh_data->overlay_face;
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GPUShader *facedot_sh = sh_data->overlay_facedot;
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GPUShader *edge_deco_sh = sh_data->overlay_edge_deco;
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/* Faces */
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if (select_face) {
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grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
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}
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}
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grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
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DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
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DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
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}
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/* Cage geom needs to be offseted to avoid Z-fighting. */
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grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
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DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
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/* Verts */
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if (select_vert) {
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grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f);
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DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH);
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DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
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}
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}
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/* Edges */
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grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
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DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
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DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
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DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
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DRW_shgroup_state_enable(grp, DRW_STATE_BLEND);
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DRW_shgroup_state_enable(grp, DRW_STATE_WIRE_WIDE);
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/* To match blender loop structure. */
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DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
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}
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grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
|
|
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
|
|
DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
|
|
DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
|
|
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
|
|
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
|
|
DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
|
|
DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
|
|
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
|
|
/* To match blender loop structure. */
|
|
DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
|
|
}
|
|
|
|
return pass;
|
|
}
|
|
|
|
static float backwire_opacity;
|
|
static float face_mod;
|
|
static float size_normal;
|
|
|
|
static void EDIT_MESH_cache_init(void *vedata)
|
|
{
|
|
EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
|
|
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
RegionView3D *rv3d = draw_ctx->rv3d;
|
|
Scene *scene = draw_ctx->scene;
|
|
ToolSettings *tsettings = scene->toolsettings;
|
|
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
|
|
static float zero = 0.0f;
|
|
|
|
if (!stl->g_data) {
|
|
/* Alloc transient pointers */
|
|
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
|
|
}
|
|
stl->g_data->ghost_ob = 0;
|
|
stl->g_data->edit_ob = 0;
|
|
stl->g_data->do_faces = true;
|
|
stl->g_data->do_edges = true;
|
|
|
|
stl->g_data->do_zbufclip = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0;
|
|
|
|
/* Applies on top of the theme edge width, so edge-mode can have thick edges. */
|
|
stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
|
|
|
|
stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
|
|
stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
|
|
stl->g_data->data_mask[2] = 0xFF; /* Crease */
|
|
stl->g_data->data_mask[3] = 0xFF; /* BWeight */
|
|
|
|
if (draw_ctx->object_edit->type == OB_MESH) {
|
|
if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) {
|
|
stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
|
|
stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
|
|
stl->g_data->do_faces = false;
|
|
}
|
|
if ((tsettings->selectmode & SCE_SELECT_FACE) == 0) {
|
|
stl->g_data->data_mask[0] &= ~VFLAG_FACE_ACTIVE;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) {
|
|
if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
|
|
stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
|
|
stl->g_data->do_edges = false;
|
|
}
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
|
|
stl->g_data->data_mask[2] = 0x0;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
|
|
stl->g_data->data_mask[3] = 0x0;
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
psl->weight_faces = DRW_pass_create(
|
|
"Weight Pass",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
|
|
|
|
stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
|
|
|
|
static float alpha = 1.0f;
|
|
DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1);
|
|
DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
|
|
DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
|
|
}
|
|
}
|
|
|
|
{
|
|
/* Complementary Depth Pass */
|
|
psl->depth_hidden_wire = DRW_pass_create(
|
|
"Depth Pass Hidden Wire",
|
|
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
|
|
stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
|
|
}
|
|
}
|
|
|
|
{
|
|
/* Depth clearing for ghosting. */
|
|
psl->ghost_clear_depth = DRW_pass_create(
|
|
"Ghost Depth Clear",
|
|
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL);
|
|
|
|
DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->ghost_clear_depth, psl->ghost_clear_depth);
|
|
DRW_shgroup_stencil_mask(shgrp, 0x00);
|
|
DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
|
|
{
|
|
/* Normals */
|
|
psl->normals = DRW_pass_create(
|
|
"Edit Mesh Normals Pass",
|
|
DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
|
|
|
|
stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
|
|
DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
|
|
DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d);
|
|
}
|
|
|
|
stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
|
|
DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
|
|
DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d);
|
|
}
|
|
|
|
stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
|
|
DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
|
|
DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d);
|
|
}
|
|
}
|
|
|
|
if (!stl->g_data->do_zbufclip) {
|
|
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
|
|
&face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, false,
|
|
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
|
|
&stl->g_data->face_shgrp,
|
|
&stl->g_data->face_cage_shgrp,
|
|
&stl->g_data->facedot_shgrp,
|
|
&stl->g_data->edge_shgrp,
|
|
&stl->g_data->edge_deco_shgrp,
|
|
&stl->g_data->vert_shgrp);
|
|
}
|
|
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 = edit_mesh_create_overlay_pass(
|
|
&zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, true,
|
|
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
|
|
&stl->g_data->face_shgrp,
|
|
&stl->g_data->face_cage_shgrp,
|
|
&stl->g_data->facedot_shgrp,
|
|
&stl->g_data->edge_shgrp,
|
|
&stl->g_data->edge_deco_shgrp,
|
|
&stl->g_data->vert_shgrp);
|
|
|
|
/* 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 = DRW_pass_create(
|
|
"Front Face Color",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
|
|
stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, psl->facefill_occlude);
|
|
DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo);
|
|
DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
|
|
if (rv3d->rflag & RV3D_CLIPPING) {
|
|
DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d);
|
|
}
|
|
|
|
/* we need a full screen pass to combine the result */
|
|
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
|
|
|
|
psl->mix_occlude = DRW_pass_create(
|
|
"Mix Occluded Wires",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
|
|
DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
|
|
DRW_shgroup_call_add(mix_shgrp, quad, NULL);
|
|
DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
|
|
DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
|
|
DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
|
|
DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth);
|
|
}
|
|
}
|
|
|
|
static void edit_mesh_add_ob_to_pass(
|
|
Scene *scene, Object *ob,
|
|
EDIT_MESH_PrivateData *g_data,
|
|
DRWShadingGroup *facedot_shgrp,
|
|
DRWShadingGroup *facefill_shgrp)
|
|
{
|
|
struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
|
|
ToolSettings *tsettings = scene->toolsettings;
|
|
|
|
bool has_edit_mesh_cage = false;
|
|
/* TODO: Should be its own function. */
|
|
Mesh *me = (Mesh *)ob->data;
|
|
BMEditMesh *embm = me->edit_btmesh;
|
|
if (embm) {
|
|
has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
|
|
}
|
|
|
|
DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
|
|
DRWShadingGroup *vert_shgrp = g_data->vert_shgrp;
|
|
DRWShadingGroup *edge_shgrp = g_data->edge_shgrp;
|
|
DRWShadingGroup *edge_deco_shgrp = g_data->edge_deco_shgrp;
|
|
|
|
face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp;
|
|
|
|
geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
|
|
geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
|
|
DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat);
|
|
DRW_shgroup_call_add(edge_deco_shgrp, geom_edges, ob->obmat);
|
|
DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
|
|
|
|
if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
|
|
geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
|
|
DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat);
|
|
}
|
|
|
|
if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
|
|
geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
|
|
DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat);
|
|
}
|
|
}
|
|
|
|
static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
|
|
{
|
|
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
Scene *scene = draw_ctx->scene;
|
|
ToolSettings *tsettings = scene->toolsettings;
|
|
struct GPUBatch *geom;
|
|
|
|
if (ob->type == OB_MESH) {
|
|
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
|
|
bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
|
|
bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
|
|
bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
|
|
bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
|
|
bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
|
|
|
|
bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
|
|
|
|
if (stl->g_data->do_faces == false &&
|
|
stl->g_data->do_edges == false &&
|
|
(tsettings->selectmode & SCE_SELECT_FACE))
|
|
{
|
|
/* Force display of face centers in this case because that's
|
|
* the only way to see if a face is selected. */
|
|
show_face_dots = true;
|
|
}
|
|
|
|
/* Updating uniform */
|
|
backwire_opacity = v3d->overlay.backwire_opacity;
|
|
size_normal = v3d->overlay.normals_length;
|
|
|
|
face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
|
|
|
|
if (!stl->g_data->do_faces) {
|
|
face_mod = 0.0f;
|
|
}
|
|
|
|
if (do_show_weight) {
|
|
geom = DRW_cache_mesh_surface_weights_get(ob);
|
|
DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat);
|
|
}
|
|
|
|
if (do_occlude_wire) {
|
|
geom = DRW_cache_mesh_surface_get(ob);
|
|
DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat);
|
|
}
|
|
|
|
if (vnormals_do) {
|
|
geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
|
|
DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat);
|
|
}
|
|
if (lnormals_do) {
|
|
geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
|
|
DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geom, ob->obmat);
|
|
}
|
|
if (fnormals_do) {
|
|
geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
|
|
DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
|
|
}
|
|
|
|
if (stl->g_data->do_zbufclip) {
|
|
edit_mesh_add_ob_to_pass(
|
|
scene, ob, stl->g_data,
|
|
stl->g_data->facedot_shgrp,
|
|
(stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
|
|
}
|
|
else {
|
|
edit_mesh_add_ob_to_pass(
|
|
scene, ob, stl->g_data,
|
|
(show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
|
|
NULL);
|
|
}
|
|
|
|
stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
|
|
stl->g_data->edit_ob += 1;
|
|
|
|
/* 3D text overlay */
|
|
if (v3d->overlay.edit_flag & (V3D_OVERLAY_EDIT_EDGE_LEN |
|
|
V3D_OVERLAY_EDIT_FACE_AREA |
|
|
V3D_OVERLAY_EDIT_FACE_ANG |
|
|
V3D_OVERLAY_EDIT_EDGE_ANG |
|
|
V3D_OVERLAY_EDIT_INDICES))
|
|
{
|
|
if (DRW_state_show_text()) {
|
|
DRW_edit_mesh_mode_text_measure_stats(
|
|
draw_ctx->ar, v3d, ob, &scene->unit);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void EDIT_MESH_draw_scene(void *vedata)
|
|
{
|
|
EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
|
|
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
|
|
EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
DRW_draw_pass(psl->weight_faces);
|
|
|
|
DRW_draw_pass(psl->depth_hidden_wire);
|
|
|
|
if (stl->g_data->do_zbufclip) {
|
|
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
/* render facefill */
|
|
DRW_draw_pass(psl->facefill_occlude);
|
|
|
|
/* Render wires on a separate framebuffer */
|
|
GPU_framebuffer_bind(fbl->occlude_wire_fb);
|
|
GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f);
|
|
DRW_draw_pass(psl->normals);
|
|
DRW_draw_pass(psl->edit_face_occluded);
|
|
|
|
/* Combine with scene buffer */
|
|
GPU_framebuffer_bind(dfbl->color_only_fb);
|
|
DRW_draw_pass(psl->mix_occlude);
|
|
}
|
|
else {
|
|
DRW_draw_pass(psl->normals);
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
|
|
if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0) {
|
|
if (stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1) {
|
|
/* In the case of single ghost object edit (common case for retopology):
|
|
* we duplicate the depht+stencil buffer and clear all depth to 1.0f where
|
|
* the stencil buffer is no 0x00. */
|
|
const float *viewport_size = DRW_viewport_size_get();
|
|
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
|
|
struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
|
|
GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
|
|
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(dtxl->color),
|
|
});
|
|
|
|
GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
|
|
GPU_framebuffer_bind(fbl->ghost_wire_fb);
|
|
|
|
DRW_draw_pass(psl->ghost_clear_depth);
|
|
}
|
|
}
|
|
|
|
DRW_draw_pass(psl->edit_face_overlay);
|
|
}
|
|
|
|
DRW_state_clip_planes_reset();
|
|
}
|
|
|
|
static void EDIT_MESH_engine_free(void)
|
|
{
|
|
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
|
|
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index];
|
|
/* Don't free builtins. */
|
|
sh_data->depth = NULL;
|
|
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
|
|
for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) {
|
|
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
|
|
|
|
DrawEngineType draw_engine_edit_mesh_type = {
|
|
NULL, NULL,
|
|
N_("EditMeshMode"),
|
|
&EDIT_MESH_data_size,
|
|
&EDIT_MESH_engine_init,
|
|
&EDIT_MESH_engine_free,
|
|
&EDIT_MESH_cache_init,
|
|
&EDIT_MESH_cache_populate,
|
|
NULL,
|
|
NULL,
|
|
&EDIT_MESH_draw_scene,
|
|
NULL,
|
|
NULL,
|
|
};
|