This makes the Edit Mesh display settings common to all objects. They can also be set differently per viewport. Modifying extra data (seams, sharp edges etc...) will no longer set them automaticaly visible. Bumping version because we need to force set all extra draw options for older files.
752 lines
27 KiB
C
752 lines
27 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/modes/edit_mesh_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "DNA_mesh_types.h"
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#include "DNA_view3d_types.h"
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#include "draw_common.h"
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#include "draw_cache_impl.h"
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#include "draw_mode_engines.h"
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#include "edit_mesh_mode_intern.h" /* own include */
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#include "BKE_object.h"
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#include "BLI_dynstr.h"
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
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extern char datatoc_edit_mesh_overlay_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
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extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
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extern char datatoc_edit_mesh_overlay_loosevert_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_ghost_clear_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
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extern char datatoc_edit_normals_vert_glsl[];
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extern char datatoc_edit_normals_geom_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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/* *********** LISTS *********** */
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typedef struct EDIT_MESH_PassList {
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struct DRWPass *vcolor_faces;
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struct DRWPass *depth_hidden_wire;
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struct DRWPass *ghost_clear_depth;
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struct DRWPass *edit_face_overlay;
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struct DRWPass *edit_face_occluded;
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struct DRWPass *mix_occlude;
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struct DRWPass *facefill_occlude;
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struct DRWPass *normals;
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} EDIT_MESH_PassList;
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typedef struct EDIT_MESH_FramebufferList {
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struct GPUFrameBuffer *occlude_wire_fb;
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struct GPUFrameBuffer *ghost_wire_fb;
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} EDIT_MESH_FramebufferList;
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typedef struct EDIT_MESH_StorageList {
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struct EDIT_MESH_PrivateData *g_data;
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} EDIT_MESH_StorageList;
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typedef struct EDIT_MESH_Data {
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void *engine_type;
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EDIT_MESH_FramebufferList *fbl;
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DRWViewportEmptyList *txl;
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EDIT_MESH_PassList *psl;
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EDIT_MESH_StorageList *stl;
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} EDIT_MESH_Data;
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/* *********** STATIC *********** */
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#define MAX_SHADERS 16
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static struct {
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/* weight/vert-color */
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GPUShader *vcolor_face_shader;
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/* Geometry */
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GPUShader *overlay_tri_sh_cache[MAX_SHADERS];
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GPUShader *overlay_loose_edge_sh_cache[MAX_SHADERS];
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GPUShader *overlay_vert_sh;
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GPUShader *overlay_facedot_sh;
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GPUShader *overlay_mix_sh;
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GPUShader *overlay_facefill_sh;
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GPUShader *normals_face_sh;
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GPUShader *normals_loop_sh;
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GPUShader *normals_sh;
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GPUShader *depth_sh;
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GPUShader *ghost_clear_depth_sh;
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/* temp buffer texture */
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struct GPUTexture *occlude_wire_depth_tx;
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struct GPUTexture *occlude_wire_color_tx;
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} e_data = {NULL}; /* Engine data */
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typedef struct EDIT_MESH_PrivateData {
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/* weight/vert-color */
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DRWShadingGroup *fvcolor_shgrp;
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DRWShadingGroup *depth_shgrp_hidden_wire;
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DRWShadingGroup *fnormals_shgrp;
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DRWShadingGroup *vnormals_shgrp;
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DRWShadingGroup *lnormals_shgrp;
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DRWShadingGroup *face_overlay_shgrp;
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DRWShadingGroup *ledges_overlay_shgrp;
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DRWShadingGroup *lverts_overlay_shgrp;
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DRWShadingGroup *facedot_overlay_shgrp;
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DRWShadingGroup *face_occluded_shgrp;
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DRWShadingGroup *ledges_occluded_shgrp;
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DRWShadingGroup *lverts_occluded_shgrp;
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DRWShadingGroup *facedot_occluded_shgrp;
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DRWShadingGroup *facefill_occluded_shgrp;
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int data_mask[4];
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int ghost_ob;
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int edit_ob;
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bool do_zbufclip;
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bool do_faces;
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bool do_edges;
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float edge_width_scale;
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} EDIT_MESH_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static int EDIT_MESH_sh_index(ToolSettings *tsettings, RegionView3D *rv3d, bool supports_fast_mode)
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{
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int result = tsettings->selectmode << 1;
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if (supports_fast_mode) {
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SET_FLAG_FROM_TEST(result, (rv3d->rflag & RV3D_NAVIGATING), 1 << 0);
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}
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return result;
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}
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static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, bool anti_alias, bool looseedge)
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{
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const int selectmode = tsettings->selectmode;
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const int fast_mode = rv3d->rflag & RV3D_NAVIGATING;
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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if (selectmode & SCE_SELECT_VERTEX) {
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BLI_dynstr_append(ds, "#define VERTEX_SELECTION\n");
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}
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if (selectmode & SCE_SELECT_EDGE) {
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BLI_dynstr_append(ds, "#define EDGE_SELECTION\n");
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}
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if (selectmode & SCE_SELECT_FACE) {
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BLI_dynstr_append(ds, "#define FACE_SELECTION\n");
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}
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if (!fast_mode) {
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BLI_dynstr_append(ds, "#define EDGE_FIX\n");
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}
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if (anti_alias) {
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BLI_dynstr_append(ds, "#define ANTI_ALIASING\n");
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}
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if (!looseedge) {
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BLI_dynstr_append(ds, "#define VERTEX_FACING\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static char *EDIT_MESH_sh_lib(void)
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{
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, datatoc_common_globals_lib_glsl);
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BLI_dynstr_append(ds, datatoc_edit_mesh_overlay_common_lib_glsl);
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D *rv3d, bool fast_mode, bool looseedge)
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{
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const int index = EDIT_MESH_sh_index(tsettings, rv3d, fast_mode);
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if (looseedge) {
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if (!e_data.overlay_loose_edge_sh_cache[index]) {
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, true);
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_loose_edge_sh_cache[index] = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_vert_glsl,
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datatoc_edit_mesh_overlay_geom_edge_glsl,
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datatoc_edit_mesh_overlay_frag_glsl,
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lib,
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defines);
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MEM_freeN(lib);
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MEM_freeN(defines);
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}
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return e_data.overlay_loose_edge_sh_cache[index];
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}
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else {
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if (!e_data.overlay_tri_sh_cache[index]) {
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, false);
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_tri_sh_cache[index] = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_vert_glsl,
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datatoc_edit_mesh_overlay_geom_tri_glsl,
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datatoc_edit_mesh_overlay_frag_glsl,
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lib,
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defines);
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MEM_freeN(lib);
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MEM_freeN(defines);
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}
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return e_data.overlay_tri_sh_cache[index];
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}
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}
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static void EDIT_MESH_engine_init(void *vedata)
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{
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EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
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const float *viewport_size = DRW_viewport_size_get();
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const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
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&draw_engine_edit_mesh_type);
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e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
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&draw_engine_edit_mesh_type);
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GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
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GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
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GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
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});
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if (!e_data.vcolor_face_shader) {
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e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
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}
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if (!e_data.overlay_vert_sh) {
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_vert_sh = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
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datatoc_edit_mesh_overlay_frag_glsl,
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lib,
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"#define VERTEX_SELECTION\n");
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MEM_freeN(lib);
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}
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if (!e_data.overlay_facedot_sh) {
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e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
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datatoc_edit_mesh_overlay_facedot_frag_glsl,
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datatoc_common_globals_lib_glsl,
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"#define VERTEX_FACING\n");
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}
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if (!e_data.overlay_mix_sh) {
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e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
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}
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if (!e_data.overlay_facefill_sh) {
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e_data.overlay_facefill_sh = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL,
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datatoc_edit_mesh_overlay_facefill_frag_glsl,
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datatoc_common_globals_lib_glsl, NULL);
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}
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if (!e_data.normals_face_sh) {
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e_data.normals_face_sh = DRW_shader_create(
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datatoc_edit_normals_vert_glsl,
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datatoc_edit_normals_geom_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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"#define FACE_NORMALS\n");
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}
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if (!e_data.normals_loop_sh) {
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e_data.normals_loop_sh = DRW_shader_create(
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datatoc_edit_normals_vert_glsl,
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datatoc_edit_normals_geom_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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"#define LOOP_NORMALS\n");
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}
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if (!e_data.normals_sh) {
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e_data.normals_sh = DRW_shader_create(
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datatoc_edit_normals_vert_glsl,
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datatoc_edit_normals_geom_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
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}
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if (!e_data.depth_sh) {
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e_data.depth_sh = DRW_shader_create_3D_depth_only();
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}
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if (!e_data.ghost_clear_depth_sh) {
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e_data.ghost_clear_depth_sh = DRW_shader_create(datatoc_edit_mesh_overlay_ghost_clear_vert_glsl,
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NULL, NULL, NULL);
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}
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}
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static DRWPass *edit_mesh_create_overlay_pass(
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float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges,
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DRWState statemod,
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DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
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DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
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{
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GPUShader *tri_sh, *ledge_sh;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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Scene *scene = draw_ctx->scene;
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ToolSettings *tsettings = scene->toolsettings;
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ledge_sh = EDIT_MESH_ensure_shader(tsettings, rv3d, false, true);
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tri_sh = EDIT_MESH_ensure_shader(tsettings, rv3d, true, false);
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DRWPass *pass = DRW_pass_create(
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"Edit Mesh Face Overlay Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
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*r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
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DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", face_alpha, 1);
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DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_ivec4(*r_face_shgrp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(*r_face_shgrp, "doEdges", do_edges);
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*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
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DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_ivec4(*r_ledges_shgrp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(*r_ledges_shgrp, "doEdges", do_edges);
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if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
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*r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
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DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", edge_width_scale, 1);
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}
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if ((tsettings->selectmode & SCE_SELECT_FACE) != 0) {
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*r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
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DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", edge_width_scale, 1);
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}
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return pass;
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}
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static float backwire_opacity;
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static float face_mod;
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static float size_normal;
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static void EDIT_MESH_cache_init(void *vedata)
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{
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EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
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EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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Scene *scene = draw_ctx->scene;
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ToolSettings *tsettings = scene->toolsettings;
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static float zero = 0.0f;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->ghost_ob = 0;
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stl->g_data->edit_ob = 0;
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stl->g_data->do_faces = true;
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stl->g_data->do_edges = true;
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stl->g_data->do_zbufclip = ((v3d)->shading.flag & V3D_SHADING_XRAY) != 0;
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/* Applies on top of the theme edge width, so edge-mode can have thick edges. */
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stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
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stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
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stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
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stl->g_data->data_mask[2] = 0xFF; /* Crease */
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stl->g_data->data_mask[3] = 0xFF; /* BWeight */
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if (draw_ctx->object_edit->type == OB_MESH) {
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if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
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if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
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stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
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}
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if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
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stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
|
|
stl->g_data->do_faces = false;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) {
|
|
stl->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) {
|
|
stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
|
|
stl->g_data->do_edges = false;
|
|
}
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
|
|
stl->g_data->data_mask[2] = 0x0;
|
|
}
|
|
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
|
|
stl->g_data->data_mask[3] = 0x0;
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
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);
|
|
}
|
|
|
|
{
|
|
/* Depth clearing for ghosting. */
|
|
psl->ghost_clear_depth = DRW_pass_create(
|
|
"Ghost Depth Clear",
|
|
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL);
|
|
|
|
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.ghost_clear_depth_sh, psl->ghost_clear_depth);
|
|
DRW_shgroup_stencil_mask(shgrp, 0x00);
|
|
DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
|
|
{
|
|
/* 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 (!stl->g_data->do_zbufclip) {
|
|
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
|
|
&face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges,
|
|
DRW_STATE_DEPTH_LESS_EQUAL | 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, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges,
|
|
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);
|
|
DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
|
|
|
|
/* 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);
|
|
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 GPUBatch *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 (facedot_shgrp && (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;
|
|
ToolSettings *tsettings = scene->toolsettings;
|
|
struct GPUBatch *geom;
|
|
|
|
if (ob->type == OB_MESH) {
|
|
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
|
|
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 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;
|
|
|
|
bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
|
|
|
|
if (stl->g_data->do_faces == false &&
|
|
stl->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;
|
|
}
|
|
|
|
/* Updating uniform */
|
|
backwire_opacity = v3d->overlay.backwire_opacity;
|
|
size_normal = v3d->overlay.normals_length;
|
|
|
|
face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
|
|
|
|
if (!stl->g_data->do_faces) {
|
|
face_mod = 0.0f;
|
|
}
|
|
|
|
if (do_show_weight) {
|
|
geom = DRW_cache_mesh_surface_weights_get(ob, tsettings, false);
|
|
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 GPUBatch *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 (stl->g_data->do_zbufclip) {
|
|
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->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
|
|
}
|
|
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,
|
|
(show_face_dots) ? stl->g_data->facedot_overlay_shgrp : NULL,
|
|
NULL);
|
|
}
|
|
|
|
stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
|
|
stl->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_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();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
DRW_draw_pass(psl->vcolor_faces);
|
|
|
|
DRW_draw_pass(psl->depth_hidden_wire);
|
|
|
|
if (stl->g_data->do_zbufclip) {
|
|
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);
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
|
|
if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & V3D_SHADING_XRAY) == 0) {
|
|
if (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 duplicate the depht+stencil buffer and clear all depth to 1.0f where
|
|
* the stencil buffer is no 0x00. */
|
|
const float *viewport_size = DRW_viewport_size_get();
|
|
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
|
|
struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
|
|
GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
|
|
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(dtxl->color),
|
|
});
|
|
|
|
GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
|
|
GPU_framebuffer_bind(fbl->ghost_wire_fb);
|
|
|
|
DRW_draw_pass(psl->ghost_clear_depth);
|
|
}
|
|
}
|
|
|
|
DRW_draw_pass(psl->edit_face_overlay);
|
|
}
|
|
}
|
|
|
|
static void EDIT_MESH_engine_free(void)
|
|
{
|
|
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);
|
|
DRW_SHADER_FREE_SAFE(e_data.ghost_clear_depth_sh);
|
|
|
|
for (int i = 0; i < MAX_SHADERS; i++) {
|
|
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_sh_cache[i]);
|
|
DRW_SHADER_FREE_SAFE(e_data.overlay_loose_edge_sh_cache[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,
|
|
};
|