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blender-archive/source/blender/draw/modes/overlay_mode.c
Brecht Van Lommel 3009429c90 Fix T69809, T69810: sculpt gone or crashing after render
Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
2019-09-17 19:20:08 +02:00

535 lines
18 KiB
C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
#include "BKE_editmesh.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BLI_hash.h"
#include "GPU_shader.h"
#include "DRW_render.h"
#include "ED_view3d.h"
#include "draw_mode_engines.h"
#ifdef __APPLE__
# define USE_GEOM_SHADER_WORKAROUND 1
#else
# define USE_GEOM_SHADER_WORKAROUND 0
#endif
/* Structures */
typedef struct OVERLAY_DupliData {
DRWShadingGroup *shgrp;
struct GPUBatch *geom;
short base_flag;
} OVERLAY_DupliData;
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;
struct DRWPass *face_wireframe_only_pass;
struct DRWPass *face_wireframe_xray_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 *face_wires_shgrp;
DRWShadingGroup *face_wires_xray_shgrp;
DRWView *view_wires;
View3DOverlay overlay;
float wire_step_param;
bool clear_stencil;
bool show_overlays;
} OVERLAY_PrivateData; /* Transient data */
typedef struct OVERLAY_Shaders {
/* Face orientation shader */
struct GPUShader *face_orientation;
/* Wireframe shader */
struct GPUShader *select_wireframe;
struct GPUShader *face_wireframe;
} OVERLAY_Shaders;
/* *********** STATIC *********** */
static struct {
OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN];
} 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 char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_common_view_lib_glsl[];
/* Functions */
static void overlay_engine_init(void *vedata)
{
OVERLAY_Data *data = vedata;
OVERLAY_StorageList *stl = data->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
stl->g_data->clear_stencil = (draw_ctx->v3d->shading.type > OB_SOLID);
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
if (!sh_data->face_orientation) {
/* Face orientation */
sh_data->face_orientation = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_overlay_face_orientation_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_overlay_face_orientation_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
if (!sh_data->face_wireframe) {
sh_data->select_wireframe = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_overlay_face_wireframe_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define SELECT_EDGES\n", NULL},
});
#if USE_GEOM_SHADER_WORKAROUND
/* Apple drivers does not support wide wires. Use geometry shader as a workaround. */
sh_data->face_wireframe = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_overlay_face_wireframe_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL},
.frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL},
});
#else
sh_data->face_wireframe = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_overlay_face_wireframe_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
#endif
}
stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 0.5f);
}
static void geometry_shader_uniforms(DRWShadingGroup *shgrp)
{
DRW_shgroup_uniform_float_copy(shgrp, "wireSize", U.pixelsize * 0.5f);
DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(shgrp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
}
static void overlay_cache_init(void *vedata)
{
OVERLAY_Data *data = vedata;
OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
View3D *v3d = draw_ctx->v3d;
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (v3d) {
g_data->overlay = v3d->overlay;
g_data->show_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
}
else {
memset(&g_data->overlay, 0, sizeof(g_data->overlay));
g_data->show_overlays = false;
}
if (g_data->show_overlays == false) {
g_data->overlay.flag = 0;
}
if (v3d->shading.type == OB_WIRE) {
g_data->overlay.flag |= V3D_OVERLAY_WIREFRAMES;
}
{
/* Face Orientation Pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
g_data->face_orientation_shgrp = DRW_shgroup_create(sh_data->face_orientation,
psl->face_orientation_pass);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->face_orientation_shgrp, DRW_STATE_CLIP_PLANES);
}
}
{
/* Wireframe */
const bool use_select = (DRW_state_is_select() || DRW_state_is_depth());
GPUShader *face_wires_sh = use_select ? sh_data->select_wireframe : sh_data->face_wireframe;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_STENCIL_EQUAL | DRW_STATE_FIRST_VERTEX_CONVENTION;
psl->face_wireframe_pass = DRW_pass_create("Wires", state);
g_data->face_wires_shgrp = DRW_shgroup_create(face_wires_sh, psl->face_wireframe_pass);
DRWState state_xray = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_STENCIL |
DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_STENCIL_NEQUAL |
DRW_STATE_FIRST_VERTEX_CONVENTION;
psl->face_wireframe_xray_pass = DRW_pass_create("Wires Only Xray", state_xray);
g_data->face_wires_xray_shgrp = DRW_shgroup_create(face_wires_sh,
psl->face_wireframe_xray_pass);
if (use_select || USE_GEOM_SHADER_WORKAROUND) {
geometry_shader_uniforms(g_data->face_wires_shgrp);
geometry_shader_uniforms(g_data->face_wires_xray_shgrp);
}
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->face_wires_shgrp, DRW_STATE_CLIP_PLANES);
DRW_shgroup_state_enable(g_data->face_wires_xray_shgrp, DRW_STATE_CLIP_PLANES);
}
g_data->wire_step_param = stl->g_data->overlay.wireframe_threshold - 254.0f / 255.0f;
}
}
static void overlay_wire_color_get(const View3D *v3d,
const Object *ob,
const bool use_coloring,
float **rim_col,
float **wire_col)
{
#ifndef NDEBUG
*rim_col = NULL;
*wire_col = NULL;
#endif
const DRWContextState *draw_ctx = DRW_context_state_get();
if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
*rim_col = G_draw.block.colorDupli;
*wire_col = G_draw.block.colorDupli;
}
else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
if (ob->base_flag & BASE_SELECTED) {
if (G.moving & G_TRANSFORM_OBJ) {
*rim_col = G_draw.block.colorTransform;
}
else {
*rim_col = G_draw.block.colorDupliSelect;
}
}
else {
*rim_col = G_draw.block.colorDupli;
}
*wire_col = G_draw.block.colorDupli;
}
else if ((ob->base_flag & BASE_SELECTED) && use_coloring) {
if (G.moving & G_TRANSFORM_OBJ) {
*rim_col = G_draw.block.colorTransform;
}
else if (ob == draw_ctx->obact) {
*rim_col = G_draw.block.colorActive;
}
else {
*rim_col = G_draw.block.colorSelect;
}
*wire_col = G_draw.block.colorWire;
}
else {
*rim_col = G_draw.block.colorWire;
*wire_col = G_draw.block.colorBackground;
}
if (v3d->shading.type == OB_WIRE) {
if (ELEM(v3d->shading.wire_color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) {
/* Theses stays valid until next call. So we need to copy them when using them as uniform. */
static float wire_col_val[3], rim_col_val[3];
*wire_col = wire_col_val;
*rim_col = rim_col_val;
if (v3d->shading.wire_color_type == V3D_SHADING_OBJECT_COLOR) {
linearrgb_to_srgb_v3_v3(*wire_col, ob->color);
mul_v3_fl(*wire_col, 0.5f);
copy_v3_v3(*rim_col, *wire_col);
}
else {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
if (ob->id.lib) {
hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
}
float hue = BLI_hash_int_01(hash);
float hsv[3] = {hue, 0.75f, 0.8f};
hsv_to_rgb_v(hsv, *wire_col);
copy_v3_v3(*rim_col, *wire_col);
}
if ((ob->base_flag & BASE_SELECTED) && use_coloring) {
/* "Normalize" color. */
add_v3_fl(*wire_col, 1e-4f);
float brightness = max_fff((*wire_col)[0], (*wire_col)[1], (*wire_col)[2]);
mul_v3_fl(*wire_col, (0.5f / brightness));
add_v3_fl(*rim_col, 0.75f);
}
else {
mul_v3_fl(*rim_col, 0.5f);
add_v3_fl(*wire_col, 0.5f);
}
}
}
BLI_assert(*rim_col && *wire_col);
}
static void overlay_cache_populate(void *vedata, Object *ob)
{
OVERLAY_Data *data = vedata;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if ((ob->dt < OB_WIRE) || (!DRW_object_is_renderable(ob) && (ob->dt != OB_WIRE))) {
return;
}
if (DRW_object_is_renderable(ob) && pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call(pd->face_orientation_shgrp, geom, ob);
}
}
if ((pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (v3d->shading.type == OB_WIRE) ||
(ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) {
/* Fast path for duplis. */
OVERLAY_DupliData **dupli_data = (OVERLAY_DupliData **)DRW_duplidata_get(vedata);
if (dupli_data) {
if (*dupli_data == NULL) {
*dupli_data = MEM_callocN(sizeof(OVERLAY_DupliData), "OVERLAY_DupliData");
}
else {
if ((*dupli_data)->shgrp && (*dupli_data)->geom) {
if ((*dupli_data)->base_flag == ob->base_flag) {
DRW_shgroup_call((*dupli_data)->shgrp, (*dupli_data)->geom, ob);
}
else {
/* Continue and create a new Shgroup. */
}
}
else {
return;
}
}
}
const bool is_edit_mode = BKE_object_is_in_editmode(ob);
bool has_edit_mesh_cage = false;
if (ob->type == OB_MESH) {
/* TODO: Should be its own function. */
Mesh *me = (Mesh *)ob->data;
BMEditMesh *embm = me->edit_mesh;
if (embm) {
has_edit_mesh_cage = embm->mesh_eval_cage &&
(embm->mesh_eval_cage != embm->mesh_eval_final);
}
}
/* Don't do that in edit Mesh mode, unless there is a modifier preview. */
if ((!pd->show_overlays) ||
(((ob != draw_ctx->object_edit) && !is_edit_mode) || has_edit_mesh_cage) ||
ob->type != OB_MESH) {
const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES);
const bool is_wire = (ob->dt < OB_SOLID);
const bool is_xray = (ob->dtx & OB_DRAWXRAY);
const bool use_coloring = (pd->show_overlays && !is_edit_mode && !use_sculpt_pbvh &&
!has_edit_mesh_cage);
DRWShadingGroup *shgrp = NULL;
struct GPUBatch *geom;
geom = DRW_cache_object_face_wireframe_get(ob);
if (geom || use_sculpt_pbvh) {
if (is_wire && is_xray) {
shgrp = DRW_shgroup_create_sub(pd->face_wires_xray_shgrp);
}
else {
shgrp = DRW_shgroup_create_sub(pd->face_wires_shgrp);
}
float wire_step_param = 10.0f;
if (!use_sculpt_pbvh) {
wire_step_param = (all_wires) ? 1.0f : pd->wire_step_param;
}
DRW_shgroup_uniform_float_copy(shgrp, "wireStepParam", wire_step_param);
if (!(DRW_state_is_select() || DRW_state_is_depth())) {
float *rim_col, *wire_col;
overlay_wire_color_get(v3d, ob, use_coloring, &rim_col, &wire_col);
DRW_shgroup_uniform_vec3_copy(shgrp, "wireColor", wire_col);
DRW_shgroup_uniform_vec3_copy(shgrp, "rimColor", rim_col);
DRW_shgroup_stencil_mask(shgrp,
(is_xray && (is_wire || !pd->clear_stencil)) ? 0x00 : 0xFF);
}
if (use_sculpt_pbvh) {
DRW_shgroup_call_sculpt(shgrp, ob, true, false, false);
}
else {
DRW_shgroup_call(shgrp, geom, ob);
}
}
if (dupli_data) {
(*dupli_data)->shgrp = shgrp;
(*dupli_data)->geom = geom;
(*dupli_data)->base_flag = ob->base_flag;
}
}
}
}
static void overlay_draw_scene(void *vedata)
{
OVERLAY_Data *data = vedata;
OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(dfbl->default_fb);
/* In material/rendered mode, Stencil has not be rendered correctly.
* Clear it to avoid problems.*/
if (stl->g_data->clear_stencil) {
GPU_framebuffer_clear_stencil(dfbl->default_fb, 0xFF);
}
}
DRW_draw_pass(psl->face_orientation_pass);
/* Do a depth prepass to lower the depth where the xray wire objects can pass through */
DRW_draw_pass(psl->face_wireframe_xray_pass);
/* This is replaced by the next code block */
// MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
if (dfbl->multisample_fb != NULL && DRW_state_is_fbo()) {
DRW_stats_query_start("Multisample Blit");
GPU_framebuffer_bind(dfbl->multisample_fb);
GPU_framebuffer_clear_color(dfbl->multisample_fb, (const float[4]){0.0f});
/* Special blit: we need the original depth and stencil
* in the Multisample buffer. */
GPU_framebuffer_blit(
dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
DRW_stats_query_end();
/* Redo the prepass so we ge nice AA lines. */
DRW_draw_pass(psl->face_wireframe_xray_pass);
}
DRW_view_set_active(stl->g_data->view_wires);
DRW_pass_state_remove(psl->face_wireframe_xray_pass,
DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_STENCIL_NEQUAL);
DRW_pass_state_add(psl->face_wireframe_xray_pass,
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_STENCIL_ALWAYS);
DRW_draw_pass(psl->face_wireframe_xray_pass);
DRW_draw_pass(psl->face_wireframe_pass);
DRW_view_set_active(NULL);
/* TODO(fclem): find a way to unify the multisample pass together
* (non meshes + armature + wireframe) */
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
}
static void overlay_engine_free(void)
{
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_data_index];
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
for (int i = 0; i < (sizeof(OVERLAY_Shaders) / sizeof(GPUShader *)); i++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
}
}
}
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,
NULL,
NULL,
&overlay_draw_scene,
NULL,
NULL,
NULL,
};