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blender-archive/source/blender/draw/modes/edit_mesh_mode.c
Campbell Barton 8b24f45e6b Object Modes: only use selection for mode switch
Selection is no longer needed for an object to be considered in a mode.

Part of T55246 design task, fixes T55187
2018-05-29 14:21:18 +02:00

588 lines
21 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 blender/draw/modes/edit_mesh_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "GPU_shader.h"
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
#include "edit_mesh_mode_intern.h" /* own include */
#include "BKE_object.h"
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
extern char datatoc_edit_mesh_overlay_frag_glsl[];
extern char datatoc_edit_mesh_overlay_vert_glsl[];
extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
extern char datatoc_edit_mesh_overlay_loosevert_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
extern char datatoc_edit_mesh_overlay_mix_vert_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_normals_vert_glsl[];
extern char datatoc_edit_normals_geom_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
/* *********** LISTS *********** */
typedef struct EDIT_MESH_PassList {
struct DRWPass *vcolor_faces;
struct DRWPass *depth_hidden_wire;
struct DRWPass *edit_face_overlay;
struct DRWPass *edit_face_occluded;
struct DRWPass *mix_occlude;
struct DRWPass *facefill_occlude;
struct DRWPass *normals;
} EDIT_MESH_PassList;
typedef struct EDIT_MESH_FramebufferList {
struct GPUFrameBuffer *occlude_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;
/* *********** STATIC *********** */
static struct {
/* weight/vert-color */
GPUShader *vcolor_face_shader;
GPUShader *overlay_tri_sh;
GPUShader *overlay_tri_fast_sh;
GPUShader *overlay_tri_vcol_sh;
GPUShader *overlay_tri_vcol_fast_sh;
GPUShader *overlay_edge_sh;
GPUShader *overlay_edge_vcol_sh;
GPUShader *overlay_vert_sh;
GPUShader *overlay_facedot_sh;
GPUShader *overlay_mix_sh;
GPUShader *overlay_facefill_sh;
GPUShader *normals_face_sh;
GPUShader *normals_loop_sh;
GPUShader *normals_sh;
GPUShader *depth_sh;
/* temp buffer texture */
struct GPUTexture *occlude_wire_depth_tx;
struct GPUTexture *occlude_wire_color_tx;
} e_data = {NULL}; /* Engine data */
typedef struct EDIT_MESH_PrivateData {
/* weight/vert-color */
DRWShadingGroup *fvcolor_shgrp;
DRWShadingGroup *depth_shgrp_hidden_wire;
DRWShadingGroup *fnormals_shgrp;
DRWShadingGroup *vnormals_shgrp;
DRWShadingGroup *lnormals_shgrp;
DRWShadingGroup *face_overlay_shgrp;
DRWShadingGroup *ledges_overlay_shgrp;
DRWShadingGroup *lverts_overlay_shgrp;
DRWShadingGroup *facedot_overlay_shgrp;
DRWShadingGroup *face_occluded_shgrp;
DRWShadingGroup *ledges_occluded_shgrp;
DRWShadingGroup *lverts_occluded_shgrp;
DRWShadingGroup *facedot_occluded_shgrp;
DRWShadingGroup *facefill_occluded_shgrp;
} EDIT_MESH_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void EDIT_MESH_engine_init(void *vedata)
{
EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
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)
});
if (!e_data.vcolor_face_shader) {
e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
}
if (!e_data.overlay_tri_sh) {
e_data.overlay_tri_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define EDGE_FIX\n"
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING");
}
if (!e_data.overlay_tri_fast_sh) {
e_data.overlay_tri_fast_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_tri_vcol_sh) {
e_data.overlay_tri_vcol_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define EDGE_FIX\n"
"#define VERTEX_SELECTION\n"
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_tri_vcol_fast_sh) {
e_data.overlay_tri_vcol_fast_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_SELECTION\n"
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_edge_sh) {
e_data.overlay_edge_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_edge_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_edge_vcol_sh) {
e_data.overlay_edge_vcol_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_edge_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_SELECTION\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_vert_sh) {
e_data.overlay_vert_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_SELECTION\n");
}
if (!e_data.overlay_facedot_sh) {
e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
datatoc_edit_mesh_overlay_facedot_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_mix_sh) {
e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
}
if (!e_data.overlay_facefill_sh) {
e_data.overlay_facefill_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL,
datatoc_edit_mesh_overlay_facefill_frag_glsl,
datatoc_common_globals_lib_glsl, NULL);
}
if (!e_data.normals_face_sh) {
e_data.normals_face_sh = DRW_shader_create(
datatoc_edit_normals_vert_glsl,
datatoc_edit_normals_geom_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
"#define FACE_NORMALS\n");
}
if (!e_data.normals_loop_sh) {
e_data.normals_loop_sh = DRW_shader_create(
datatoc_edit_normals_vert_glsl,
datatoc_edit_normals_geom_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
"#define LOOP_NORMALS\n");
}
if (!e_data.normals_sh) {
e_data.normals_sh = DRW_shader_create(
datatoc_edit_normals_vert_glsl,
datatoc_edit_normals_geom_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
}
if (!e_data.depth_sh) {
e_data.depth_sh = DRW_shader_create_3D_depth_only();
}
}
static DRWPass *edit_mesh_create_overlay_pass(
float *faceAlpha, DRWState statemod,
DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
{
GPUShader *tri_sh, *ledge_sh;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
Scene *scene = draw_ctx->scene;
ToolSettings *tsettings = scene->toolsettings;
if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
ledge_sh = e_data.overlay_edge_vcol_sh;
if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
tri_sh = e_data.overlay_tri_vcol_fast_sh;
else
tri_sh = e_data.overlay_tri_vcol_sh;
}
else {
ledge_sh = e_data.overlay_edge_sh;
if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
tri_sh = e_data.overlay_tri_fast_sh;
else
tri_sh = e_data.overlay_tri_sh;
}
DRWPass *pass = DRW_pass_create(
"Edit Mesh Face Overlay Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
*r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1);
*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) {
*r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
}
if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) {
*r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
}
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;
bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0);
static float zero = 0.0f;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
psl->vcolor_faces = DRW_pass_create(
"Vert Color Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
static float light[3] = {-0.3f, 0.5f, 1.0f};
static float alpha = 1.0f;
static float world_light = 1.0f; /* XXX, see: paint_vertex_mode.c */
DRW_shgroup_uniform_vec3(stl->g_data->fvcolor_shgrp, "light", light, 1);
DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &alpha, 1);
DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "global", &world_light, 1);
}
{
/* 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(e_data.depth_sh, psl->depth_hidden_wire);
}
{
/* 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(e_data.normals_face_sh, 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", ts.colorNormal, 1);
stl->g_data->vnormals_shgrp = DRW_shgroup_create(e_data.normals_sh, 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", ts.colorVNormal, 1);
stl->g_data->lnormals_shgrp = DRW_shgroup_create(e_data.normals_loop_sh, 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", ts.colorLNormal, 1);
}
if (!do_zbufclip) {
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
&face_mod, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND,
&stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp,
&stl->g_data->lverts_overlay_shgrp, &stl->g_data->facedot_overlay_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, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
&stl->g_data->face_occluded_shgrp, &stl->g_data->ledges_occluded_shgrp,
&stl->g_data->lverts_occluded_shgrp, &stl->g_data->facedot_occluded_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(e_data.overlay_facefill_sh, psl->facefill_occlude);
DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", globals_ubo);
/* we need a full screen pass to combine the result */
struct Gwn_Batch *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(e_data.overlay_mix_sh, 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, DRWShadingGroup *face_shgrp, DRWShadingGroup *ledges_shgrp,
DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp)
{
struct Gwn_Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
ToolSettings *tsettings = scene->toolsettings;
DRW_cache_mesh_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat);
DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat);
if (facefill_shgrp) {
DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat);
}
if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat);
}
if ((tsettings->selectmode & SCE_SELECT_FACE) != 0) {
geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
DRW_shgroup_call_add(facedot_shgrp, geo_ovl_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;
struct Gwn_Batch *geom;
if (ob->type == OB_MESH) {
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
const Mesh *me = ob->data;
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;
/* Updating uniform */
backwire_opacity = v3d->overlay.backwire_opacity;
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;
/* Updating uniform */
size_normal = v3d->overlay.normals_length;
face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
if (do_show_weight) {
geom = DRW_cache_mesh_surface_weights_get(ob);
DRW_shgroup_call_add(stl->g_data->fvcolor_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 (fnormals_do) {
geom = DRW_cache_face_centers_get(ob);
DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
}
if (vnormals_do || lnormals_do) {
struct Gwn_Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts;
DRW_cache_mesh_normals_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
if (vnormals_do) {
DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_tris, ob->obmat);
DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_ledges, ob->obmat);
DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_lverts, ob->obmat);
}
if (lnormals_do) {
DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geo_ovl_tris, ob->obmat);
}
}
if ((v3d->flag & V3D_ZBUF_SELECT) == 0) {
edit_mesh_add_ob_to_pass(
scene, ob, stl->g_data->face_occluded_shgrp, stl->g_data->ledges_occluded_shgrp,
stl->g_data->lverts_occluded_shgrp, stl->g_data->facedot_occluded_shgrp,
stl->g_data->facefill_occluded_shgrp);
}
else {
edit_mesh_add_ob_to_pass(
scene, ob, stl->g_data->face_overlay_shgrp, stl->g_data->ledges_overlay_shgrp,
stl->g_data->lverts_overlay_shgrp, stl->g_data->facedot_overlay_shgrp, NULL);
}
/* 3D text overlay */
if (me->drawflag & (ME_DRAWEXTRA_EDGELEN |
ME_DRAWEXTRA_FACEAREA |
ME_DRAWEXTRA_FACEANG |
ME_DRAWEXTRA_EDGEANG))
{
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_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_draw_pass(psl->vcolor_faces);
DRW_draw_pass(psl->depth_hidden_wire);
if (psl->edit_face_occluded) {
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);
DRW_draw_pass(psl->edit_face_overlay);
}
}
static void EDIT_MESH_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_fast_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_fast_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_edge_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_edge_vcol_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_facedot_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_mix_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_facefill_sh);
DRW_SHADER_FREE_SAFE(e_data.normals_loop_sh);
DRW_SHADER_FREE_SAFE(e_data.normals_face_sh);
DRW_SHADER_FREE_SAFE(e_data.normals_sh);
}
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,
};