We don't want to clutter gpu_shader.c with engine specific code Added face's center dot Simplified loose vert shader
264 lines
9.3 KiB
C
264 lines
9.3 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_view3d_types.h"
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#include "draw_mode_pass.h"
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#include "edit_mesh_mode.h"
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/* keep it under MAX_PASSES */
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typedef struct EDIT_MESH_PassList {
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struct DRWPass *non_meshes_pass;
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struct DRWPass *ob_center_pass;
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struct DRWPass *wire_outline_pass;
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struct DRWPass *depth_pass_hidden_wire;
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struct DRWPass *edit_face_overlay_pass;
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} EDIT_MESH_PassList;
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static DRWShadingGroup *depth_shgrp_hidden_wire;
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static DRWShadingGroup *face_overlay_shgrp;
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static DRWShadingGroup *ledges_overlay_shgrp;
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static DRWShadingGroup *lverts_overlay_shgrp;
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static DRWShadingGroup *facedot_overlay_shgrp;
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extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */
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static struct GPUShader *overlay_tri_sh = NULL;
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static struct GPUShader *overlay_tri_fast_sh = NULL;
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static struct GPUShader *overlay_tri_vcol_sh = NULL;
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static struct GPUShader *overlay_tri_vcol_fast_sh = NULL;
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static struct GPUShader *overlay_edge_sh = NULL;
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static struct GPUShader *overlay_edge_vcol_sh = NULL;
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static struct GPUShader *overlay_vert_sh = NULL;
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static struct GPUShader *overlay_facedot_sh = NULL;
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extern char datatoc_edit_overlay_frag_glsl[];
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extern char datatoc_edit_overlay_vert_glsl[];
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extern char datatoc_edit_overlay_geom_tri_glsl[];
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extern char datatoc_edit_overlay_geom_edge_glsl[];
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extern char datatoc_edit_overlay_loosevert_vert_glsl[];
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extern char datatoc_edit_overlay_facedot_frag_glsl[];
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extern char datatoc_edit_overlay_facedot_vert_glsl[];
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void EDIT_MESH_cache_init(void)
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{
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EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
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static struct GPUShader *depth_sh, *tri_sh, *ledge_sh;
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const struct bContext *C = DRW_get_context();
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struct RegionView3D *rv3d = CTX_wm_region_view3d(C);
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Scene *scene = CTX_data_scene(C);
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ToolSettings *ts = scene->toolsettings;
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if (!depth_sh)
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depth_sh = DRW_shader_create_3D_depth_only();
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if (!overlay_tri_sh) {
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overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n");
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}
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if (!overlay_tri_fast_sh) {
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overlay_tri_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, NULL);
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}
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if (!overlay_tri_vcol_sh) {
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overlay_tri_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n"
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"#define VERTEX_SELECTION\n");
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}
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if (!overlay_tri_vcol_fast_sh) {
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overlay_tri_vcol_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
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}
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if (!overlay_edge_sh) {
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overlay_edge_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_edge_glsl,
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datatoc_edit_overlay_frag_glsl, NULL);
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}
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if (!overlay_edge_vcol_sh) {
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overlay_edge_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_edge_glsl,
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datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
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}
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if (!overlay_vert_sh) {
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overlay_vert_sh = DRW_shader_create(datatoc_edit_overlay_loosevert_vert_glsl, NULL,
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datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
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}
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if (!overlay_facedot_sh) {
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overlay_facedot_sh = DRW_shader_create(datatoc_edit_overlay_facedot_vert_glsl, NULL,
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datatoc_edit_overlay_facedot_frag_glsl, NULL);
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}
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if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) {
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ledge_sh = overlay_edge_vcol_sh;
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if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
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tri_sh = overlay_tri_vcol_fast_sh;
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else
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tri_sh = overlay_tri_vcol_sh;
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}
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else {
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ledge_sh = overlay_edge_sh;
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if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
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tri_sh = overlay_tri_fast_sh;
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else
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tri_sh = overlay_tri_sh;
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}
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psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
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depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
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psl->edit_face_overlay_pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT);
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face_overlay_shgrp = DRW_shgroup_create(tri_sh, psl->edit_face_overlay_pass);
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DRW_shgroup_uniform_block(face_overlay_shgrp, "globalsBlock", globals_ubo, 0);
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DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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ledges_overlay_shgrp = DRW_shgroup_create(ledge_sh, psl->edit_face_overlay_pass);
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DRW_shgroup_uniform_vec2(ledges_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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if ((ts->selectmode & (SCE_SELECT_VERTEX)) != 0) {
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lverts_overlay_shgrp = DRW_shgroup_create(overlay_vert_sh, psl->edit_face_overlay_pass);
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DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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}
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if ((ts->selectmode & (SCE_SELECT_FACE)) != 0) {
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facedot_overlay_shgrp = DRW_shgroup_create(overlay_facedot_sh, psl->edit_face_overlay_pass);
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}
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DRW_mode_passes_setup(NULL,
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NULL,
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&psl->wire_outline_pass,
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&psl->non_meshes_pass,
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&psl->ob_center_pass,
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NULL,
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NULL);
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}
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void EDIT_MESH_cache_populate(Object *ob)
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{
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struct Batch *geom;
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struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
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const struct bContext *C = DRW_get_context();
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Scene *scene = CTX_data_scene(C);
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Object *obedit = scene->obedit;
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ToolSettings *ts = scene->toolsettings;
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CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
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bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
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switch (ob->type) {
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case OB_MESH:
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if (ob == obedit) {
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DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
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DRW_shgroup_call_add(face_overlay_shgrp, geo_ovl_tris, ob->obmat);
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DRW_shgroup_call_add(ledges_overlay_shgrp, geo_ovl_ledges, ob->obmat);
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if ((ts->selectmode & SCE_SELECT_VERTEX) != 0)
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DRW_shgroup_call_add(lverts_overlay_shgrp, geo_ovl_lverts, ob->obmat);
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if ((ts->selectmode & SCE_SELECT_FACE) != 0) {
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geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
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DRW_shgroup_call_add(facedot_overlay_shgrp, geo_ovl_fcenter, ob->obmat);
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}
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if (do_occlude_wire) {
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geom = DRW_cache_surface_get(ob);
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DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
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}
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}
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break;
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case OB_LAMP:
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DRW_shgroup_lamp(ob);
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break;
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case OB_CAMERA:
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case OB_EMPTY:
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DRW_shgroup_empty(ob);
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break;
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case OB_SPEAKER:
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DRW_shgroup_speaker(ob);
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break;
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case OB_ARMATURE:
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DRW_shgroup_armature_object(ob);
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break;
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default:
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break;
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}
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DRW_shgroup_object_center(ob);
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DRW_shgroup_relationship_lines(ob);
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}
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void EDIT_MESH_cache_finish(void)
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{
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/* Do nothing */
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}
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void EDIT_MESH_draw(void)
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{
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EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
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DRW_draw_pass(psl->depth_pass_hidden_wire);
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DRW_draw_pass(psl->edit_face_overlay_pass);
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DRW_draw_pass(psl->wire_outline_pass);
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DRW_draw_pass(psl->non_meshes_pass);
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DRW_draw_pass(psl->ob_center_pass);
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}
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void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces)
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{
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BLI_assert(ces);
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BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
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}
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void EDIT_MESH_engine_free(void)
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{
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if (overlay_tri_sh)
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DRW_shader_free(overlay_tri_sh);
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if (overlay_tri_fast_sh)
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DRW_shader_free(overlay_tri_fast_sh);
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if (overlay_tri_vcol_sh)
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DRW_shader_free(overlay_tri_vcol_sh);
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if (overlay_tri_vcol_fast_sh)
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DRW_shader_free(overlay_tri_vcol_fast_sh);
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if (overlay_edge_sh)
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DRW_shader_free(overlay_edge_sh);
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if (overlay_edge_vcol_sh)
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DRW_shader_free(overlay_edge_vcol_sh);
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if (overlay_vert_sh)
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DRW_shader_free(overlay_vert_sh);
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if (overlay_facedot_sh)
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DRW_shader_free(overlay_facedot_sh);
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} |