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blender-archive/source/blender/draw/modes/overlay_mode.c
Clément Foucault f9ca750bdf Wireframe: Change / Optimize the limited wireframe visibility option.
This make the limited wireframe not a performance problem anymore.

However, this does change the number of edges displayed as the threshold
is now computed per vertex instead of per edges.

For this reason we extended (internaly) the range of the slider so that the
users can hide more edge.
2018-06-07 18:01:36 +02:00

250 lines
8.1 KiB
C

/*
* 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 overlay_mode.c
* \ingroup draw_engine
*/
#include "DNA_view3d_types.h"
#include "BKE_object.h"
#include "GPU_shader.h"
#include "GPU_extensions.h"
#include "DRW_render.h"
#include "draw_mode_engines.h"
/* Structures */
typedef struct OVERLAY_StorageList {
struct OVERLAY_PrivateData *g_data;
} OVERLAY_StorageList;
typedef struct OVERLAY_PassList {
struct DRWPass *face_orientation_pass;
struct DRWPass *face_wireframe_pass;
} OVERLAY_PassList;
typedef struct OVERLAY_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
OVERLAY_PassList *psl;
OVERLAY_StorageList *stl;
} OVERLAY_Data;
typedef struct OVERLAY_PrivateData {
GPUShader *wire_sh; /* reference */
DRWShadingGroup *face_orientation_shgrp;
View3DOverlay overlay;
float wire_step_param[2];
} OVERLAY_PrivateData; /* Transient data */
/* *********** STATIC *********** */
static struct {
/* Face orientation shader */
struct GPUShader *face_orientation_sh;
/* Wireframe shader */
struct GPUShader *face_wireframe_sh;
struct GPUShader *face_wireframe_pretty_sh;
} e_data = {NULL};
/* Shaders */
extern char datatoc_overlay_face_orientation_frag_glsl[];
extern char datatoc_overlay_face_orientation_vert_glsl[];
extern char datatoc_overlay_face_wireframe_vert_glsl[];
extern char datatoc_overlay_face_wireframe_geom_glsl[];
extern char datatoc_overlay_face_wireframe_frag_glsl[];
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* Functions */
static void overlay_engine_init(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_StorageList *stl = data->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
if (!e_data.face_orientation_sh) {
/* Face orientation */
e_data.face_orientation_sh = DRW_shader_create(
datatoc_overlay_face_orientation_vert_glsl, NULL,
datatoc_overlay_face_orientation_frag_glsl, NULL);
}
if (!e_data.face_wireframe_sh) {
bool use_geom = GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY);
e_data.face_wireframe_sh = DRW_shader_create(
datatoc_overlay_face_wireframe_vert_glsl,
use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
datatoc_overlay_face_wireframe_frag_glsl,
use_geom ? "#define USE_GEOM_SHADER\n"
: NULL);
e_data.face_wireframe_pretty_sh = DRW_shader_create(
datatoc_overlay_face_wireframe_vert_glsl,
use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
datatoc_overlay_face_wireframe_frag_glsl,
use_geom ? "#define USE_GEOM_SHADER\n"
"#define LIGHT_EDGES\n"
: "#define LIGHT_EDGES\n");
}
}
static void overlay_cache_init(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
const DRWContextState *DCS = DRW_context_state_get();
View3D *v3d = DCS->v3d;
if (v3d) {
stl->g_data->overlay = v3d->overlay;
}
else {
memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
}
/* Face Orientation Pass */
if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
stl->g_data->face_orientation_shgrp = DRW_shgroup_create(
e_data.face_orientation_sh, psl->face_orientation_pass);
}
if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
/* Sticky uniforms (don't need to respecify each time since shader does not change). */
stl->g_data->wire_sh = (stl->g_data->overlay.wireframe_threshold == 1.0f) ? e_data.face_wireframe_sh
: e_data.face_wireframe_pretty_sh;
DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1);
/**
* The wireframe threshold ranges from 0.0 to 1.0
* When 1.0 we show all the edges, when 0.5 we show as many as 2.7.
*
* If we wanted 0.0 to match 2.7, factor would need to be 0.003f.
* The range controls the falloff effect. If range was 0.0f we would get a hard cut (as in 2.7).
* That said we are using a different algorithm so the results will always differ.
*/
const float factor = 0.0045f;
const float range = 0.00125f;
stl->g_data->wire_step_param[1] = (1.0f - factor) + stl->g_data->overlay.wireframe_threshold * factor;
stl->g_data->wire_step_param[0] = stl->g_data->wire_step_param[1] + range;
}
}
static void overlay_cache_populate(void *vedata, Object *ob)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->g_data;
OVERLAY_PassList *psl = data->psl;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (!DRW_object_is_renderable(ob))
return;
if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat);
}
}
if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
/* Don't do that in edit mode. */
if ((ob != draw_ctx->object_edit) && !BKE_object_is_in_editmode(ob)) {
int tri_count;
GPUTexture *verts = NULL, *faceids;
DRW_cache_object_face_wireframe_get(ob, &verts, &faceids, &tri_count);
if (verts) {
float *rim_col = ts.colorWire;
if ((ob->base_flag & BASE_SELECTED) != 0) {
rim_col = (ob == draw_ctx->obact) ? ts.colorActive : ts.colorSelect;
}
DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
DRW_shgroup_uniform_texture(shgrp, "vertData", verts);
DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids);
DRW_shgroup_uniform_vec3(shgrp, "wireColor", ts.colorWire, 1);
DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
DRW_shgroup_call_object_procedural_triangles_culled_add(shgrp, tri_count, ob);
}
}
}
}
static void overlay_cache_finish(void *UNUSED(vedata))
{
}
static void overlay_draw_scene(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->g_data;
if (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
DRW_draw_pass(psl->face_orientation_pass);
}
if (pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
DRW_draw_pass(psl->face_wireframe_pass);
}
}
static void overlay_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_pretty_sh);
}
static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
DrawEngineType draw_engine_overlay_type = {
NULL, NULL,
N_("OverlayEngine"),
&overlay_data_size,
&overlay_engine_init,
&overlay_engine_free,
&overlay_cache_init,
&overlay_cache_populate,
&overlay_cache_finish,
NULL,
&overlay_draw_scene,
NULL,
NULL,
NULL,
};