This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/modes/overlay_mode.c
Clément Foucault 5732d9e1dc Wireframe/Xray: Make Xray option local to wireframe mode
This commit make the Xray option for the wireframe different from the other
shading mode. This makes it possible to rapidly switch between wireframe +
Xray and Solid mode without Xray.

Xray alpha is also decoupled.

Both variables are duplicated and exposed separately through RNA.
2018-09-26 20:31:20 +02:00

385 lines
14 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 *flat_wireframe_pass;
struct DRWPass *face_wireframe_pass;
struct DRWPass *face_wireframe_full_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 {
DRWShadingGroup *face_orientation_shgrp;
DRWShadingGroup *sculpt_wires_full;
DRWShadingGroup *sculpt_wires;
View3DOverlay overlay;
float wire_step_param[2];
bool ghost_stencil_test;
bool show_overlays;
} OVERLAY_PrivateData; /* Transient data */
/* *********** STATIC *********** */
static struct {
/* Face orientation shader */
struct GPUShader *face_orientation_sh;
/* Wireframe shader */
struct GPUShader *select_wireframe_sh;
struct GPUShader *face_wireframe_sh;
struct GPUShader *face_wireframe_pretty_sh;
struct GPUShader *face_wireframe_sculpt_sh;
struct GPUShader *face_wireframe_sculpt_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__);
}
stl->g_data->ghost_stencil_test = false;
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.select_wireframe_sh = DRW_shader_create(
datatoc_overlay_face_wireframe_vert_glsl,
datatoc_overlay_face_wireframe_geom_glsl,
datatoc_overlay_face_wireframe_frag_glsl,
"#define SELECT_EDGES\n"
"#define LIGHT_EDGES\n"
"#define USE_GEOM_SHADER\n");
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");
e_data.face_wireframe_sculpt_sh = DRW_shader_create(
datatoc_overlay_face_wireframe_vert_glsl,
datatoc_overlay_face_wireframe_geom_glsl,
datatoc_overlay_face_wireframe_frag_glsl,
"#define USE_SCULPT\n"
"#define USE_GEOM_SHADER\n");
e_data.face_wireframe_sculpt_pretty_sh = DRW_shader_create(
datatoc_overlay_face_wireframe_vert_glsl,
datatoc_overlay_face_wireframe_geom_glsl,
datatoc_overlay_face_wireframe_frag_glsl,
"#define USE_SCULPT\n"
"#define USE_GEOM_SHADER\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;
stl->g_data->show_overlays = (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
}
else {
memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
stl->g_data->show_overlays = false;
}
if (stl->g_data->show_overlays == false) {
stl->g_data->overlay.flag = 0;
}
if (v3d->shading.type == OB_WIRE) {
stl->g_data->overlay.flag |= V3D_OVERLAY_WIREFRAMES;
stl->g_data->show_overlays = true;
}
{
/* Face Orientation Pass */
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);
}
{
/* Wireframe */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
psl->flat_wireframe_pass = DRW_pass_create("Flat Object Wires", state | DRW_STATE_WRITE_DEPTH);
psl->face_wireframe_full_pass = DRW_pass_create("All Face Wires", state);
stl->g_data->sculpt_wires_full = DRW_shgroup_create(e_data.face_wireframe_sculpt_sh, psl->face_wireframe_full_pass);
DRW_shgroup_uniform_vec2(stl->g_data->sculpt_wires_full, "viewportSize", DRW_viewport_size_get(), 1);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.face_wireframe_sh, psl->face_wireframe_full_pass);
DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
stl->g_data->sculpt_wires = DRW_shgroup_create(e_data.face_wireframe_sculpt_pretty_sh, psl->face_wireframe_pass);
DRW_shgroup_uniform_vec2(stl->g_data->sculpt_wires, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(stl->g_data->sculpt_wires, "wireStepParam", stl->g_data->wire_step_param, 1);
shgrp = DRW_shgroup_create(e_data.face_wireframe_pretty_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();
RegionView3D *rv3d = draw_ctx->rv3d;
View3D *v3d = draw_ctx->v3d;
if (!stl->g_data->show_overlays)
return;
if (!DRW_object_is_renderable(ob) && (ob->dt != OB_WIRE))
return;
if (DRW_object_is_renderable(ob) && stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
struct GPUBatch *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) ||
(v3d->shading.type == OB_WIRE) ||
(ob->dtx & OB_DRAWWIRE) ||
(ob->dt == OB_WIRE))
{
/* Don't do that in edit mode. */
if ((ob != draw_ctx->object_edit) && !BKE_object_is_in_editmode(ob)) {
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
const bool all_wires = (stl->g_data->overlay.wireframe_threshold == 1.0f) ||
(ob->dtx & OB_DRAW_ALL_EDGES);
/* This fixes only the biggest case which is a plane in ortho view. */
int flat_axis = 0;
bool is_flat_object_viewed_from_side = (rv3d->persp == RV3D_ORTHO) &&
DRW_object_is_flat(ob, &flat_axis) &&
DRW_object_axis_orthogonal_to_view(ob, flat_axis);
if (is_sculpt_mode) {
DRWShadingGroup *shgrp = (all_wires || DRW_object_is_flat_normal(ob))
? stl->g_data->sculpt_wires_full
: stl->g_data->sculpt_wires;
DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat);
}
else if (is_flat_object_viewed_from_side) {
/* Avoid losing flat objects when in ortho views (see T56549) */
struct GPUBatch *geom = DRW_cache_object_wire_outline_get(ob);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
DRWShadingGroup *shgrp = DRW_shgroup_create(sh, psl->flat_wireframe_pass);
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_vec4(shgrp, "color", ts.colorWire, 1);
DRW_shgroup_call_object_add(shgrp, geom, ob);
}
else {
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;
}
DRWPass *pass = (all_wires) ? psl->face_wireframe_full_pass : psl->face_wireframe_pass;
GPUShader *sh = (all_wires) ? e_data.face_wireframe_sh : e_data.face_wireframe_pretty_sh;
if ((DRW_state_is_select() || DRW_state_is_depth()) &&
(v3d->shading.flag & XRAY_FLAG(v3d)) != 0)
{
static float params[2] = {1.2f, 1.0f}; /* Parameters for all wires */
sh = e_data.select_wireframe_sh;
DRWShadingGroup *shgrp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", (all_wires)
? params
: stl->g_data->wire_step_param, 1);
DRW_shgroup_uniform_texture(shgrp, "vertData", verts);
DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids);
DRW_shgroup_call_object_procedural_triangles_culled_add(shgrp, tri_count, ob);
}
else {
DRWShadingGroup *shgrp = DRW_shgroup_create(sh, pass);
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
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);
}
}
}
}
}
if (ob->dtx & OB_DRAWXRAY) {
stl->g_data->ghost_stencil_test = true;
}
}
static void overlay_cache_finish(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
const DRWContextState *ctx = DRW_context_state_get();
View3D *v3d = ctx->v3d;
/* only in solid mode */
if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0) {
if (stl->g_data->ghost_stencil_test) {
DRW_pass_state_add(psl->face_wireframe_pass, DRW_STATE_STENCIL_EQUAL);
DRW_pass_state_add(psl->face_wireframe_full_pass, DRW_STATE_STENCIL_EQUAL);
}
}
}
static void overlay_draw_scene(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_PassList *psl = data->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(dfbl->default_fb);
}
DRW_draw_pass(psl->face_orientation_pass);
DRW_draw_pass(psl->flat_wireframe_pass);
DRW_draw_pass(psl->face_wireframe_pass);
DRW_draw_pass(psl->face_wireframe_full_pass);
}
static void overlay_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh);
DRW_SHADER_FREE_SAFE(e_data.select_wireframe_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_pretty_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sculpt_sh);
DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sculpt_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,
};