Fix for T72309. The crash was caused by a missing check of the draw state, which resulted in dereferencing of a null pointer. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6380
413 lines
16 KiB
C
413 lines
16 KiB
C
/*
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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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* Copyright 2019, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "ED_view3d.h"
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#include "DNA_mesh_types.h"
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#include "BKE_editmesh.h"
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#include "draw_cache_impl.h"
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#include "draw_manager_text.h"
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#include "overlay_private.h"
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#define OVERLAY_EDIT_TEXT \
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(V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_FACE_AREA | V3D_OVERLAY_EDIT_FACE_ANG | \
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V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES)
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void OVERLAY_edit_mesh_init(OVERLAY_Data *vedata)
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{
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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pd->edit_mesh.do_zbufclip = XRAY_FLAG_ENABLED(draw_ctx->v3d);
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/* Create view with depth offset */
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DRWView *default_view = (DRWView *)DRW_view_default_get();
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pd->view_edit_faces = default_view;
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pd->view_edit_faces_cage = DRW_view_create_with_zoffset(default_view, draw_ctx->rv3d, 0.5f);
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pd->view_edit_edges = DRW_view_create_with_zoffset(default_view, draw_ctx->rv3d, 1.0f);
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pd->view_edit_verts = DRW_view_create_with_zoffset(default_view, draw_ctx->rv3d, 1.5f);
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}
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void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
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{
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OVERLAY_TextureList *txl = vedata->txl;
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OVERLAY_PassList *psl = vedata->psl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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OVERLAY_ShadingData *shdata = &pd->shdata;
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DRWShadingGroup *grp = NULL;
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GPUShader *sh = NULL;
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DRWState state = 0;
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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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ToolSettings *tsettings = draw_ctx->scene->toolsettings;
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View3D *v3d = draw_ctx->v3d;
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bool select_vert = pd->edit_mesh.select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
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bool select_face = pd->edit_mesh.select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
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bool select_edge = pd->edit_mesh.select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0;
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bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
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bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0 ||
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pd->edit_mesh.do_zbufclip;
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pd->edit_mesh.ghost_ob = 0;
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pd->edit_mesh.edit_ob = 0;
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pd->edit_mesh.do_faces = true;
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pd->edit_mesh.do_edges = true;
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int *mask = shdata->data_mask;
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mask[0] = 0xFF; /* Face Flag */
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mask[1] = 0xFF; /* Edge Flag */
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const int flag = pd->edit_mesh.flag = v3d->overlay.edit_flag;
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SET_FLAG_FROM_TEST(mask[0], flag & V3D_OVERLAY_EDIT_FACES, VFLAG_FACE_SELECTED);
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SET_FLAG_FROM_TEST(mask[0], flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE, VFLAG_FACE_FREESTYLE);
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SET_FLAG_FROM_TEST(mask[1], flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE, VFLAG_EDGE_FREESTYLE);
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SET_FLAG_FROM_TEST(mask[1], flag & V3D_OVERLAY_EDIT_SEAMS, VFLAG_EDGE_SEAM);
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SET_FLAG_FROM_TEST(mask[1], flag & V3D_OVERLAY_EDIT_SHARP, VFLAG_EDGE_SHARP);
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SET_FLAG_FROM_TEST(mask[2], flag & V3D_OVERLAY_EDIT_CREASES, 0xFF);
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SET_FLAG_FROM_TEST(mask[3], flag & V3D_OVERLAY_EDIT_BWEIGHTS, 0xFF);
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if ((flag & V3D_OVERLAY_EDIT_FACES) == 0) {
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pd->edit_mesh.do_faces = false;
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pd->edit_mesh.do_zbufclip = false;
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}
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if ((flag & V3D_OVERLAY_EDIT_EDGES) == 0) {
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if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
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if ((v3d->shading.type < OB_SOLID) || (v3d->shading.flag & V3D_SHADING_XRAY)) {
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/* Special case, when drawing wire, draw edges, see: T67637. */
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}
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else {
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pd->edit_mesh.do_edges = false;
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}
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}
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}
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float backwire_opacity = (pd->edit_mesh.do_zbufclip) ? v3d->overlay.backwire_opacity : 1.0f;
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float face_alpha = (do_occlude_wire || !pd->edit_mesh.do_faces) ? 0.0f : 1.0f;
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GPUTexture **depth_tex = (pd->edit_mesh.do_zbufclip) ? &dtxl->depth : &txl->dummy_depth_tx;
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if (select_face && !pd->edit_mesh.do_faces && pd->edit_mesh.do_edges) {
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/* Force display of face centers in this case because that's
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* the only way to see if a face is selected. */
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show_face_dots = true;
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}
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{
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/* TODO(fclem) Shouldn't this be going into the paint overlay? */
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state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
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DRW_PASS_CREATE(psl->edit_mesh_weight_ps, state | pd->clipping_state);
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sh = OVERLAY_shader_paint_weight();
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pd->edit_mesh_weight_grp = grp = DRW_shgroup_create(sh, psl->edit_mesh_weight_ps);
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DRW_shgroup_uniform_float_copy(grp, "opacity", 1.0);
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DRW_shgroup_uniform_bool_copy(grp, "drawContours", false);
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DRW_shgroup_uniform_texture(grp, "colorramp", G_draw.weight_ramp);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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}
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/* Run Twice for in-front passes. */
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for (int i = 0; i < 2; i++) {
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/* Complementary Depth Pass */
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state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
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DRW_PASS_CREATE(psl->edit_mesh_depth_ps[i], state | pd->clipping_state);
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sh = OVERLAY_shader_depth_only();
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pd->edit_mesh_depth_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_depth_ps[i]);
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}
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{
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/* Normals */
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state = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
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(pd->edit_mesh.do_zbufclip ? DRW_STATE_BLEND_ALPHA : 0);
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DRW_PASS_CREATE(psl->edit_mesh_normals_ps, state | pd->clipping_state);
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sh = OVERLAY_shader_edit_mesh_normal();
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pd->edit_mesh_normals_grp = grp = DRW_shgroup_create(sh, psl->edit_mesh_normals_ps);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length);
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DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
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DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
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}
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{
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/* Mesh Analysis Pass */
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state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
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DRW_PASS_CREATE(psl->edit_mesh_analysis_ps, state | pd->clipping_state);
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sh = OVERLAY_shader_edit_mesh_analysis();
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pd->edit_mesh_analysis_grp = grp = DRW_shgroup_create(sh, psl->edit_mesh_analysis_ps);
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DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.weight_ramp);
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}
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/* Run Twice for in-front passes. */
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for (int i = 0; i < 2; i++) {
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GPUShader *edge_sh = OVERLAY_shader_edit_mesh_edge(!select_vert);
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GPUShader *face_sh = OVERLAY_shader_edit_mesh_face();
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const bool do_zbufclip = (i == 0 && pd->edit_mesh.do_zbufclip);
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DRWState state_common = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
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DRW_STATE_BLEND_ALPHA;
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/* Faces */
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/* Cage geom needs to be offsetted to avoid Z-fighting. */
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for (int j = 0; j < 2; j++) {
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DRWPass **edit_face_ps = (j == 0) ? &psl->edit_mesh_faces_ps[i] :
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&psl->edit_mesh_faces_cage_ps[i];
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DRWShadingGroup **shgrp = (j == 0) ? &pd->edit_mesh_faces_grp[i] :
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&pd->edit_mesh_faces_cage_grp[i];
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state = state_common;
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DRW_PASS_CREATE(*edit_face_ps, state | pd->clipping_state);
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grp = *shgrp = DRW_shgroup_create(face_sh, *edit_face_ps);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_ivec4(grp, "dataMask", mask, 1);
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DRW_shgroup_uniform_float_copy(grp, "alpha", face_alpha);
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DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face);
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}
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if (do_zbufclip) {
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state_common |= DRW_STATE_WRITE_DEPTH;
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// state_common &= ~DRW_STATE_BLEND_ALPHA;
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}
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/* Edges */
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/* Change first vertex convention to match blender loop structure. */
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state = state_common | DRW_STATE_FIRST_VERTEX_CONVENTION;
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DRW_PASS_CREATE(psl->edit_mesh_edges_ps[i], state | pd->clipping_state);
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grp = pd->edit_mesh_edges_grp[i] = DRW_shgroup_create(edge_sh, psl->edit_mesh_edges_ps[i]);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_ivec4(grp, "dataMask", mask, 1);
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DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
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DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
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DRW_shgroup_uniform_bool_copy(grp, "selectEdges", pd->edit_mesh.do_edges || select_edge);
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/* Verts */
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DRW_PASS_CREATE(psl->edit_mesh_verts_ps[i], state | pd->clipping_state);
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if (select_vert) {
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sh = OVERLAY_shader_edit_mesh_vert();
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grp = pd->edit_mesh_verts_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_verts_ps[i]);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
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DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
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sh = OVERLAY_shader_edit_mesh_skin_root();
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grp = pd->edit_mesh_skin_roots_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_verts_ps[i]);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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}
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/* Facedots */
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if (select_face && show_face_dots) {
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sh = OVERLAY_shader_edit_mesh_facedot();
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grp = pd->edit_mesh_facedots_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_verts_ps[i]);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
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DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
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DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
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}
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else {
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pd->edit_mesh_facedots_grp[i] = NULL;
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}
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}
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}
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static void overlay_edit_mesh_add_ob_to_pass(OVERLAY_PrivateData *pd, Object *ob, bool in_front)
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{
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struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter, *skin_roots, *circle;
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DRWShadingGroup *vert_shgrp, *edge_shgrp, *fdot_shgrp, *face_shgrp, *skin_roots_shgrp;
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bool has_edit_mesh_cage = false;
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bool has_skin_roots = false;
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/* TODO: Should be its own function. */
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Mesh *me = (Mesh *)ob->data;
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BMEditMesh *embm = me->edit_mesh;
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if (embm) {
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has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
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has_skin_roots = CustomData_get_offset(&embm->bm->vdata, CD_MVERT_SKIN) != -1;
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}
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vert_shgrp = pd->edit_mesh_verts_grp[in_front];
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edge_shgrp = pd->edit_mesh_edges_grp[in_front];
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fdot_shgrp = pd->edit_mesh_facedots_grp[in_front];
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face_shgrp = (has_edit_mesh_cage) ? pd->edit_mesh_faces_cage_grp[in_front] :
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pd->edit_mesh_faces_grp[in_front];
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skin_roots_shgrp = pd->edit_mesh_skin_roots_grp[in_front];
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geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
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geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
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DRW_shgroup_call_no_cull(edge_shgrp, geom_edges, ob);
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DRW_shgroup_call_no_cull(face_shgrp, geom_tris, ob);
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if (pd->edit_mesh.select_vert) {
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geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
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DRW_shgroup_call_no_cull(vert_shgrp, geom_verts, ob);
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if (has_skin_roots) {
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circle = DRW_cache_circle_get();
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skin_roots = DRW_mesh_batch_cache_get_edit_skin_roots(ob->data);
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DRW_shgroup_call_instances_with_attribs(skin_roots_shgrp, ob, circle, skin_roots);
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}
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}
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if (fdot_shgrp) {
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geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
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DRW_shgroup_call_no_cull(fdot_shgrp, geom_fcenter, ob);
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}
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}
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void OVERLAY_edit_mesh_cache_populate(OVERLAY_Data *vedata, Object *ob)
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{
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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struct GPUBatch *geom = NULL;
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bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
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bool do_occlude_wire = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
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bool do_show_weight = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
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bool do_show_mesh_analysis = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_STATVIS) != 0;
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bool fnormals_do = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
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bool vnormals_do = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
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bool lnormals_do = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
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if (do_show_weight) {
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geom = DRW_cache_mesh_surface_weights_get(ob);
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DRW_shgroup_call_no_cull(pd->edit_mesh_weight_grp, geom, ob);
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}
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else if (do_show_mesh_analysis && !pd->xray_enabled) {
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geom = DRW_cache_mesh_surface_mesh_analysis_get(ob);
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if (geom) {
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DRW_shgroup_call_no_cull(pd->edit_mesh_analysis_grp, geom, ob);
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}
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}
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if (do_occlude_wire || do_in_front) {
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geom = DRW_cache_mesh_surface_get(ob);
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DRW_shgroup_call_no_cull(pd->edit_mesh_depth_grp[do_in_front], geom, ob);
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}
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if (vnormals_do || lnormals_do || fnormals_do) {
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struct GPUBatch *normal_geom = DRW_cache_normal_arrow_get();
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if (vnormals_do) {
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geom = DRW_mesh_batch_cache_get_edit_vnors(ob->data);
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DRW_shgroup_call_instances_with_attribs(pd->edit_mesh_normals_grp, ob, normal_geom, geom);
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}
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if (lnormals_do) {
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geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
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DRW_shgroup_call_instances_with_attribs(pd->edit_mesh_normals_grp, ob, normal_geom, geom);
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}
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if (fnormals_do) {
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geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
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DRW_shgroup_call_instances_with_attribs(pd->edit_mesh_normals_grp, ob, normal_geom, geom);
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}
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}
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if (pd->edit_mesh.do_zbufclip) {
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overlay_edit_mesh_add_ob_to_pass(pd, ob, false);
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}
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else {
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overlay_edit_mesh_add_ob_to_pass(pd, ob, do_in_front);
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}
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pd->edit_mesh.ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
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pd->edit_mesh.edit_ob += 1;
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if (DRW_state_show_text() && (pd->edit_mesh.flag & OVERLAY_EDIT_TEXT)) {
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const DRWContextState *draw_ctx = DRW_context_state_get();
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DRW_text_edit_mesh_measure_stats(draw_ctx->ar, draw_ctx->v3d, ob, &draw_ctx->scene->unit);
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}
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}
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static void overlay_edit_mesh_draw_components(OVERLAY_PassList *psl,
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OVERLAY_PrivateData *pd,
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bool in_front)
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{
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DRW_view_set_active(pd->view_edit_faces);
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DRW_draw_pass(psl->edit_mesh_faces_ps[in_front]);
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DRW_view_set_active(pd->view_edit_faces_cage);
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DRW_draw_pass(psl->edit_mesh_faces_cage_ps[in_front]);
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DRW_view_set_active(pd->view_edit_edges);
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DRW_draw_pass(psl->edit_mesh_edges_ps[in_front]);
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DRW_view_set_active(pd->view_edit_verts);
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DRW_draw_pass(psl->edit_mesh_verts_ps[in_front]);
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}
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void OVERLAY_edit_mesh_draw(OVERLAY_Data *vedata)
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{
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OVERLAY_PassList *psl = vedata->psl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
|
|
OVERLAY_FramebufferList *fbl = vedata->fbl;
|
|
|
|
if (DRW_state_is_fbo()) {
|
|
GPU_framebuffer_bind(fbl->overlay_default_fb);
|
|
}
|
|
|
|
DRW_draw_pass(psl->edit_mesh_weight_ps);
|
|
DRW_draw_pass(psl->edit_mesh_analysis_ps);
|
|
|
|
DRW_draw_pass(psl->edit_mesh_depth_ps[NOT_IN_FRONT]);
|
|
|
|
if (pd->edit_mesh.do_zbufclip) {
|
|
DRW_draw_pass(psl->edit_mesh_depth_ps[IN_FRONT]);
|
|
|
|
/* render facefill */
|
|
DRW_view_set_active(pd->view_edit_faces);
|
|
DRW_draw_pass(psl->edit_mesh_faces_ps[NOT_IN_FRONT]);
|
|
|
|
DRW_view_set_active(pd->view_edit_faces_cage);
|
|
DRW_draw_pass(psl->edit_mesh_faces_cage_ps[NOT_IN_FRONT]);
|
|
|
|
DRW_view_set_active(NULL);
|
|
|
|
GPU_framebuffer_bind(fbl->overlay_in_front_fb);
|
|
GPU_framebuffer_clear_depth(fbl->overlay_in_front_fb, 1.0f);
|
|
DRW_draw_pass(psl->edit_mesh_normals_ps);
|
|
|
|
DRW_view_set_active(pd->view_edit_edges);
|
|
DRW_draw_pass(psl->edit_mesh_edges_ps[NOT_IN_FRONT]);
|
|
|
|
DRW_view_set_active(pd->view_edit_verts);
|
|
DRW_draw_pass(psl->edit_mesh_verts_ps[NOT_IN_FRONT]);
|
|
}
|
|
else {
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
|
|
DRW_draw_pass(psl->edit_mesh_normals_ps);
|
|
overlay_edit_mesh_draw_components(psl, pd, false);
|
|
|
|
if (v3d->shading.type == OB_SOLID && pd->edit_mesh.ghost_ob == 1 &&
|
|
pd->edit_mesh.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(fbl->overlay_default_fb, 1.0f);
|
|
}
|
|
|
|
DRW_draw_pass(psl->edit_mesh_depth_ps[IN_FRONT]);
|
|
overlay_edit_mesh_draw_components(psl, pd, true);
|
|
}
|
|
}
|