This repository has been archived on 2023-10-09.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/edit_mesh_mode.c

887 lines
35 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
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "GPU_extensions.h"
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
#include "draw_common.h"
#include "draw_cache_impl.h"
#include "draw_mode_engines.h"
#include "edit_mesh_mode_intern.h" /* own include */
#include "BKE_editmesh.h"
#include "BKE_object.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
#include "ED_view3d.h"
extern char datatoc_paint_weight_vert_glsl[];
extern char datatoc_paint_weight_frag_glsl[];
extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
extern char datatoc_edit_mesh_overlay_frag_glsl[];
extern char datatoc_edit_mesh_overlay_vert_glsl[];
extern char datatoc_edit_mesh_overlay_geom_glsl[];
extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
extern char datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl[];
extern char datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl[];
extern char datatoc_edit_normals_vert_glsl[];
extern char datatoc_edit_normals_geom_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
/* *********** LISTS *********** */
typedef struct EDIT_MESH_ComponentPassList {
struct DRWPass *faces;
struct DRWPass *faces_cage;
struct DRWPass *edges;
struct DRWPass *verts;
} EDIT_MESH_ComponentPassList;
typedef struct EDIT_MESH_PassList {
struct DRWPass *weight_faces;
struct DRWPass *depth_hidden_wire;
struct DRWPass *depth_hidden_wire_in_front;
EDIT_MESH_ComponentPassList edit_passes;
EDIT_MESH_ComponentPassList edit_passes_in_front;
struct DRWPass *mix_occlude;
struct DRWPass *facefill_occlude;
struct DRWPass *facefill_occlude_cage;
struct DRWPass *mesh_analysis_pass;
struct DRWPass *normals;
} EDIT_MESH_PassList;
typedef struct EDIT_MESH_FramebufferList {
struct GPUFrameBuffer *occlude_wire_fb;
struct GPUFrameBuffer *ghost_wire_fb;
} EDIT_MESH_FramebufferList;
typedef struct EDIT_MESH_StorageList {
struct EDIT_MESH_PrivateData *g_data;
} EDIT_MESH_StorageList;
typedef struct EDIT_MESH_Data {
void *engine_type;
EDIT_MESH_FramebufferList *fbl;
DRWViewportEmptyList *txl;
EDIT_MESH_PassList *psl;
EDIT_MESH_StorageList *stl;
} EDIT_MESH_Data;
#define MAX_SHADERS 16
/** Can only contain shaders (freed as array). */
typedef struct EDIT_MESH_Shaders {
/* weight */
GPUShader *weight_face;
/* Geometry */
GPUShader *overlay_vert;
GPUShader *overlay_edge;
GPUShader *overlay_edge_flat;
GPUShader *overlay_face;
GPUShader *overlay_facedot;
GPUShader *overlay_mix;
GPUShader *overlay_facefill;
GPUShader *normals_face;
GPUShader *normals_loop;
GPUShader *normals;
GPUShader *depth;
/* Mesh analysis shader */
GPUShader *mesh_analysis_face;
GPUShader *mesh_analysis_vertex;
} EDIT_MESH_Shaders;
/* *********** STATIC *********** */
static struct {
EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
/* temp buffer texture */
struct GPUTexture *occlude_wire_depth_tx;
struct GPUTexture *occlude_wire_color_tx;
} e_data = {{{NULL}}}; /* Engine data */
typedef struct EDIT_MESH_ComponentShadingGroupList {
DRWShadingGroup *verts;
DRWShadingGroup *edges;
DRWShadingGroup *faces;
DRWShadingGroup *faces_cage;
DRWShadingGroup *facedots;
} EDIT_MESH_ComponentShadingGroupList;
typedef struct EDIT_MESH_PrivateData {
/* weight */
DRWShadingGroup *fweights_shgrp;
DRWShadingGroup *depth_shgrp_hidden_wire;
DRWShadingGroup *depth_shgrp_hidden_wire_in_front;
DRWShadingGroup *fnormals_shgrp;
DRWShadingGroup *vnormals_shgrp;
DRWShadingGroup *lnormals_shgrp;
EDIT_MESH_ComponentShadingGroupList edit_shgrps;
EDIT_MESH_ComponentShadingGroupList edit_in_front_shgrps;
DRWShadingGroup *vert_shgrp_in_front;
DRWShadingGroup *edge_shgrp_in_front;
DRWShadingGroup *face_shgrp_in_front;
DRWShadingGroup *face_cage_shgrp_in_front;
DRWShadingGroup *facedot_shgrp_in_front;
DRWShadingGroup *facefill_occluded_shgrp;
DRWShadingGroup *facefill_occluded_cage_shgrp;
DRWShadingGroup *mesh_analysis_shgrp;
DRWView *view_faces;
DRWView *view_faces_cage;
DRWView *view_edges;
DRWView *view_wires;
int data_mask[4];
int ghost_ob;
int edit_ob;
bool do_zbufclip;
bool do_faces;
bool do_edges;
} EDIT_MESH_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void EDIT_MESH_engine_init(void *vedata)
{
EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_edit_mesh_type);
e_data.occlude_wire_color_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_RGBA8, &draw_engine_edit_mesh_type);
GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb,
{GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)});
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
if (!sh_data->weight_face) {
sh_data->weight_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_paint_weight_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_globals_lib_glsl,
datatoc_paint_weight_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
char *lib = BLI_string_joinN(sh_cfg_data->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_mesh_overlay_common_lib_glsl);
/* Use geometry shader to draw edge wireframe. This ensure us
* the same result accross platforms and more flexibility. But
* we pay the cost of running a geometry shader.
* In the future we might consider using only the vertex shader
* and loading data manually with buffer textures. */
const bool use_geom_shader = true;
const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
if (!use_geom_shader) {
geom_sh_code[0] = NULL;
}
const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
const char *use_smooth_def = (U.gpu_flag & USER_GPU_FLAG_NO_EDIT_MODE_SMOOTH_WIRE) ?
"" :
"#define USE_SMOOTH_WIRE\n";
sh_data->overlay_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACE\n", NULL},
});
sh_data->overlay_edge = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
.defs = (const char
*[]){sh_cfg_data->def, use_geom_def, use_smooth_def, "#define EDGE\n", NULL},
.geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def,
use_geom_def,
use_smooth_def,
"#define EDGE\n",
"#define FLAT\n",
NULL},
.geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_vert = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define VERT\n", NULL},
});
sh_data->overlay_facedot = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACEDOT\n", NULL},
});
sh_data->overlay_facefill = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
MEM_freeN(lib);
sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl,
NULL);
lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_view_lib_glsl);
sh_data->normals_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
});
sh_data->normals_loop = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
});
sh_data->normals = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
/* Mesh Analysis */
sh_data->mesh_analysis_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl, NULL},
.frag = (const char *[]){datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACE_COLOR\n", NULL},
});
sh_data->mesh_analysis_vertex = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl, NULL},
.frag = (const char *[]){datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define VERTEX_COLOR\n", NULL},
});
MEM_freeN(lib);
sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg);
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* Create view with depth offset */
stl->g_data->view_faces = (DRWView *)DRW_view_default_get();
stl->g_data->view_faces_cage = DRW_view_create_with_zoffset(draw_ctx->rv3d, 0.5f);
stl->g_data->view_edges = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.5f);
}
}
static void edit_mesh_create_overlay_passes(float face_alpha,
int *data_mask,
bool do_edges,
DRWState statemod,
EDIT_MESH_ComponentPassList *passes,
EDIT_MESH_ComponentShadingGroupList *shgrps)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
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->sh_cfg];
const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0;
DRWShadingGroup *grp;
GPUShader *vert_sh = sh_data->overlay_vert;
GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
GPUShader *face_sh = sh_data->overlay_face;
GPUShader *facedot_sh = sh_data->overlay_facedot;
/* Faces */
passes->faces = DRW_pass_create("Edit Mesh Faces", DRW_STATE_WRITE_COLOR | statemod);
grp = shgrps->faces = DRW_shgroup_create(face_sh, passes->faces);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "faceAlphaMod", face_alpha);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
/* Cage geom needs to be offseted to avoid Z-fighting. */
passes->faces_cage = DRW_pass_create("Edit Mesh Faces Cage", DRW_STATE_WRITE_COLOR | statemod);
grp = shgrps->faces_cage = DRW_shgroup_create(face_sh, passes->faces_cage);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "faceAlphaMod", face_alpha);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
/* Edges */
/* Change first vertex convention to match blender loop structure. */
passes->edges = DRW_pass_create(
"Edit Mesh Edges", DRW_STATE_WRITE_COLOR | DRW_STATE_FIRST_VERTEX_CONVENTION | statemod);
grp = shgrps->edges = DRW_shgroup_create(edge_sh, passes->edges);
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_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "selectEdges", do_edges || select_edge);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
/* Verts */
DRWState state = (DRW_STATE_WRITE_COLOR | statemod) & ~DRW_STATE_BLEND_ALPHA;
passes->verts = DRW_pass_create("Edit Mesh Verts", state);
if (select_vert) {
grp = shgrps->verts = DRW_shgroup_create(vert_sh, passes->verts);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
}
if (select_face) {
grp = shgrps->facedots = DRW_shgroup_create(facedot_sh, passes->verts);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
}
}
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;
EDIT_MESH_PrivateData *g_data = stl->g_data;
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->sh_cfg];
bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
g_data->ghost_ob = 0;
g_data->edit_ob = 0;
g_data->do_faces = true;
g_data->do_edges = true;
g_data->do_zbufclip = XRAY_FLAG_ENABLED(v3d);
g_data->data_mask[0] = 0xFF; /* Face Flag */
g_data->data_mask[1] = 0xFF; /* Edge Flag */
g_data->data_mask[2] = 0xFF; /* Crease */
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) {
g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
g_data->do_faces = false;
g_data->do_zbufclip = false;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
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) {
g_data->do_edges = false;
}
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
g_data->data_mask[2] = 0x0;
}
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
g_data->data_mask[3] = 0x0;
}
}
}
float backwire_opacity = v3d->overlay.backwire_opacity;
float size_normal = v3d->overlay.normals_length;
float face_mod = (do_occlude_wire || !g_data->do_faces) ? 0.0f : 1.0f;
{
psl->weight_faces = DRW_pass_create(
"Weight Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
DRW_shgroup_uniform_float_copy(g_data->fweights_shgrp, "opacity", 1.0);
DRW_shgroup_uniform_texture(g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
DRW_shgroup_uniform_block(g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->fweights_shgrp, DRW_STATE_CLIP_PLANES);
}
}
{
/* 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);
g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->depth_shgrp_hidden_wire, DRW_STATE_CLIP_PLANES);
}
psl->depth_hidden_wire_in_front = DRW_pass_create(
"Depth Pass Hidden Wire In Front",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
g_data->depth_shgrp_hidden_wire_in_front = DRW_shgroup_create(sh_data->depth,
psl->depth_hidden_wire_in_front);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->depth_shgrp_hidden_wire_in_front, DRW_STATE_CLIP_PLANES);
}
}
{
/* Normals */
psl->normals = DRW_pass_create("Edit Mesh Normals Pass",
DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR |
DRW_STATE_DEPTH_LESS_EQUAL);
g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
DRW_shgroup_uniform_float_copy(g_data->fnormals_shgrp, "normalSize", size_normal);
DRW_shgroup_uniform_vec4(g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->fnormals_shgrp, DRW_STATE_CLIP_PLANES);
}
g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
DRW_shgroup_uniform_float_copy(g_data->vnormals_shgrp, "normalSize", size_normal);
DRW_shgroup_uniform_vec4(g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->vnormals_shgrp, DRW_STATE_CLIP_PLANES);
}
g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
DRW_shgroup_uniform_float_copy(g_data->lnormals_shgrp, "normalSize", size_normal);
DRW_shgroup_uniform_vec4(g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->lnormals_shgrp, DRW_STATE_CLIP_PLANES);
}
}
{
/* Mesh Analysis Pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
psl->mesh_analysis_pass = DRW_pass_create("Mesh Analysis", state);
const bool is_vertex_color = scene->toolsettings->statvis.type == SCE_STATVIS_SHARP;
g_data->mesh_analysis_shgrp = DRW_shgroup_create(
is_vertex_color ? sh_data->mesh_analysis_vertex : sh_data->mesh_analysis_face,
psl->mesh_analysis_pass);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(g_data->mesh_analysis_shgrp, DRW_STATE_CLIP_PLANES);
}
}
/* For in front option */
edit_mesh_create_overlay_passes(face_mod,
g_data->data_mask,
g_data->do_edges,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA,
&psl->edit_passes_in_front,
&g_data->edit_in_front_shgrps);
if (!g_data->do_zbufclip) {
edit_mesh_create_overlay_passes(face_mod,
g_data->data_mask,
g_data->do_edges,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA,
&psl->edit_passes,
&g_data->edit_shgrps);
}
else {
/* We render all wires with depth and opaque to a new fbo and blend the result based on depth
* values */
edit_mesh_create_overlay_passes(0.0f,
g_data->data_mask,
g_data->do_edges,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
&psl->edit_passes,
&g_data->edit_shgrps);
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
psl->facefill_occlude = DRW_pass_create("Front Face Color", state);
psl->facefill_occlude_cage = DRW_pass_create("Front Face Cage Color", state);
if (g_data->do_faces) {
DRWShadingGroup *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. */
shgrp = g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill,
psl->facefill_occlude);
DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_ivec4(shgrp, "dataMask", g_data->data_mask, 1);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
}
shgrp = g_data->facefill_occluded_cage_shgrp = DRW_shgroup_create(
sh_data->overlay_facefill, psl->facefill_occlude_cage);
DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_ivec4(shgrp, "dataMask", g_data->data_mask, 1);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
}
}
else {
g_data->facefill_occluded_shgrp = NULL;
}
/* 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_ALPHA);
DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
DRW_shgroup_call(mix_shgrp, quad, NULL);
DRW_shgroup_uniform_float_copy(mix_shgrp, "alpha", backwire_opacity);
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);
}
bool show_face_dots = XRAY_FLAG_ENABLED(v3d) ||
(v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
if (g_data->do_faces == false && 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;
}
/* HACK: set pointers to NULL even if generated. */
if (!show_face_dots) {
g_data->edit_shgrps.facedots = NULL;
g_data->edit_in_front_shgrps.facedots = NULL;
}
}
static void edit_mesh_add_ob_to_pass(Scene *scene,
Object *ob,
DRWShadingGroup *vert_shgrp,
DRWShadingGroup *edge_shgrp,
DRWShadingGroup *face_shgrp,
DRWShadingGroup *face_cage_shgrp,
DRWShadingGroup *facedot_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_mesh;
if (embm) {
has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
}
face_shgrp = (has_edit_mesh_cage) ? face_cage_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(edge_shgrp, geom_edges, ob);
DRW_shgroup_call(face_shgrp, geom_tris, ob);
if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
DRW_shgroup_call(vert_shgrp, geom_verts, ob);
}
if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
DRW_shgroup_call(facedot_shgrp, geom_fcenter, ob);
}
}
static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
{
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
EDIT_MESH_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
struct GPUBatch *geom;
if (ob->type == OB_MESH) {
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
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 do_show_mesh_analysis = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_STATVIS) != 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;
if (do_show_weight) {
geom = DRW_cache_mesh_surface_weights_get(ob);
DRW_shgroup_call(g_data->fweights_shgrp, geom, ob);
}
if (do_show_mesh_analysis && !XRAY_ACTIVE(v3d)) {
Mesh *me = (Mesh *)ob->data;
BMEditMesh *embm = me->edit_mesh;
const bool is_original = embm->mesh_eval_final &&
(embm->mesh_eval_final->runtime.is_original == true);
if (is_original) {
geom = DRW_cache_mesh_surface_mesh_analysis_get(ob);
if (geom) {
DRW_shgroup_call(g_data->mesh_analysis_shgrp, geom, ob);
}
}
}
if (do_occlude_wire || do_in_front) {
geom = DRW_cache_mesh_surface_get(ob);
DRW_shgroup_call(do_in_front ? g_data->depth_shgrp_hidden_wire_in_front :
g_data->depth_shgrp_hidden_wire,
geom,
ob);
}
if (vnormals_do) {
geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
DRW_shgroup_call(g_data->vnormals_shgrp, geom, ob);
}
if (lnormals_do) {
geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
DRW_shgroup_call(g_data->lnormals_shgrp, geom, ob);
}
if (fnormals_do) {
geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
DRW_shgroup_call(g_data->fnormals_shgrp, geom, ob);
}
if (g_data->do_zbufclip) {
edit_mesh_add_ob_to_pass(scene,
ob,
g_data->edit_shgrps.verts,
g_data->edit_shgrps.edges,
g_data->facefill_occluded_shgrp,
g_data->facefill_occluded_cage_shgrp,
g_data->edit_shgrps.facedots);
}
else if (do_in_front) {
edit_mesh_add_ob_to_pass(scene,
ob,
g_data->edit_in_front_shgrps.verts,
g_data->edit_in_front_shgrps.edges,
g_data->edit_in_front_shgrps.faces,
g_data->edit_in_front_shgrps.faces_cage,
g_data->edit_in_front_shgrps.facedots);
}
else {
edit_mesh_add_ob_to_pass(scene,
ob,
g_data->edit_shgrps.verts,
g_data->edit_shgrps.edges,
g_data->edit_shgrps.faces,
g_data->edit_shgrps.faces_cage,
g_data->edit_shgrps.facedots);
}
g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
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_components(EDIT_MESH_ComponentPassList *passes,
EDIT_MESH_PrivateData *g_data)
{
DRW_view_set_active(g_data->view_faces);
DRW_draw_pass(passes->faces);
DRW_view_set_active(g_data->view_faces_cage);
DRW_draw_pass(passes->faces_cage);
DRW_view_set_active(g_data->view_edges);
DRW_draw_pass(passes->edges);
DRW_view_set_active(g_data->view_wires);
DRW_draw_pass(passes->verts);
DRW_view_set_active(NULL);
}
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();
DRW_draw_pass(psl->weight_faces);
DRW_draw_pass(psl->mesh_analysis_pass);
DRW_draw_pass(psl->depth_hidden_wire);
if (stl->g_data->do_zbufclip) {
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DRW_draw_pass(psl->depth_hidden_wire_in_front);
/* render facefill */
DRW_view_set_active(stl->g_data->view_faces);
DRW_draw_pass(psl->facefill_occlude);
DRW_view_set_active(stl->g_data->view_faces_cage);
DRW_draw_pass(psl->facefill_occlude_cage);
DRW_view_set_active(NULL);
/* 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);
edit_mesh_draw_components(&psl->edit_passes, stl->g_data);
/* Combine with scene buffer */
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->mix_occlude);
}
else {
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
DRW_draw_pass(psl->normals);
edit_mesh_draw_components(&psl->edit_passes, stl->g_data);
if (v3d->shading.type == OB_SOLID && !XRAY_FLAG_ENABLED(v3d) && 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 clear the depth buffer so that only the depth of the retopo mesh
* is occluding the edit cage. */
GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
}
DRW_draw_pass(psl->depth_hidden_wire_in_front);
edit_mesh_draw_components(&psl->edit_passes_in_front, stl->g_data);
}
}
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,
};