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blender-archive/source/blender/draw/modes/edit_mesh_mode.c
Clément Foucault b463cd2ab8 Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.
We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
2017-03-02 01:08:32 +01:00

264 lines
9.3 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file blender/draw/modes/edit_mesh_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "GPU_shader.h"
#include "DNA_view3d_types.h"
#include "draw_mode_pass.h"
#include "edit_mesh_mode.h"
/* keep it under MAX_PASSES */
typedef struct EDIT_MESH_PassList {
struct DRWPass *non_meshes_pass;
struct DRWPass *ob_center_pass;
struct DRWPass *wire_outline_pass;
struct DRWPass *depth_pass_hidden_wire;
struct DRWPass *edit_face_overlay_pass;
} EDIT_MESH_PassList;
static DRWShadingGroup *depth_shgrp_hidden_wire;
static DRWShadingGroup *face_overlay_shgrp;
static DRWShadingGroup *ledges_overlay_shgrp;
static DRWShadingGroup *lverts_overlay_shgrp;
static DRWShadingGroup *facedot_overlay_shgrp;
extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */
static struct GPUShader *overlay_tri_sh = NULL;
static struct GPUShader *overlay_tri_fast_sh = NULL;
static struct GPUShader *overlay_tri_vcol_sh = NULL;
static struct GPUShader *overlay_tri_vcol_fast_sh = NULL;
static struct GPUShader *overlay_edge_sh = NULL;
static struct GPUShader *overlay_edge_vcol_sh = NULL;
static struct GPUShader *overlay_vert_sh = NULL;
static struct GPUShader *overlay_facedot_sh = NULL;
extern char datatoc_edit_overlay_frag_glsl[];
extern char datatoc_edit_overlay_vert_glsl[];
extern char datatoc_edit_overlay_geom_tri_glsl[];
extern char datatoc_edit_overlay_geom_edge_glsl[];
extern char datatoc_edit_overlay_loosevert_vert_glsl[];
extern char datatoc_edit_overlay_facedot_frag_glsl[];
extern char datatoc_edit_overlay_facedot_vert_glsl[];
void EDIT_MESH_cache_init(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
static struct GPUShader *depth_sh, *tri_sh, *ledge_sh;
const struct bContext *C = DRW_get_context();
struct RegionView3D *rv3d = CTX_wm_region_view3d(C);
Scene *scene = CTX_data_scene(C);
ToolSettings *ts = scene->toolsettings;
if (!depth_sh)
depth_sh = DRW_shader_create_3D_depth_only();
if (!overlay_tri_sh) {
overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
datatoc_edit_overlay_geom_tri_glsl,
datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n");
}
if (!overlay_tri_fast_sh) {
overlay_tri_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
datatoc_edit_overlay_geom_tri_glsl,
datatoc_edit_overlay_frag_glsl, NULL);
}
if (!overlay_tri_vcol_sh) {
overlay_tri_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
datatoc_edit_overlay_geom_tri_glsl,
datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n"
"#define VERTEX_SELECTION\n");
}
if (!overlay_tri_vcol_fast_sh) {
overlay_tri_vcol_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
datatoc_edit_overlay_geom_tri_glsl,
datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
}
if (!overlay_edge_sh) {
overlay_edge_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
datatoc_edit_overlay_geom_edge_glsl,
datatoc_edit_overlay_frag_glsl, NULL);
}
if (!overlay_edge_vcol_sh) {
overlay_edge_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
datatoc_edit_overlay_geom_edge_glsl,
datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
}
if (!overlay_vert_sh) {
overlay_vert_sh = DRW_shader_create(datatoc_edit_overlay_loosevert_vert_glsl, NULL,
datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
}
if (!overlay_facedot_sh) {
overlay_facedot_sh = DRW_shader_create(datatoc_edit_overlay_facedot_vert_glsl, NULL,
datatoc_edit_overlay_facedot_frag_glsl, NULL);
}
if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) {
ledge_sh = overlay_edge_vcol_sh;
if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
tri_sh = overlay_tri_vcol_fast_sh;
else
tri_sh = overlay_tri_vcol_sh;
}
else {
ledge_sh = overlay_edge_sh;
if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
tri_sh = overlay_tri_fast_sh;
else
tri_sh = overlay_tri_sh;
}
psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
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);
face_overlay_shgrp = DRW_shgroup_create(tri_sh, psl->edit_face_overlay_pass);
DRW_shgroup_uniform_block(face_overlay_shgrp, "globalsBlock", globals_ubo, 0);
DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
ledges_overlay_shgrp = DRW_shgroup_create(ledge_sh, psl->edit_face_overlay_pass);
DRW_shgroup_uniform_vec2(ledges_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
if ((ts->selectmode & (SCE_SELECT_VERTEX)) != 0) {
lverts_overlay_shgrp = DRW_shgroup_create(overlay_vert_sh, psl->edit_face_overlay_pass);
DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
}
if ((ts->selectmode & (SCE_SELECT_FACE)) != 0) {
facedot_overlay_shgrp = DRW_shgroup_create(overlay_facedot_sh, psl->edit_face_overlay_pass);
}
DRW_mode_passes_setup(NULL,
NULL,
&psl->wire_outline_pass,
&psl->non_meshes_pass,
&psl->ob_center_pass,
NULL,
NULL);
}
void EDIT_MESH_cache_populate(Object *ob)
{
struct Batch *geom;
struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
const struct bContext *C = DRW_get_context();
Scene *scene = CTX_data_scene(C);
Object *obedit = scene->obedit;
ToolSettings *ts = scene->toolsettings;
CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
switch (ob->type) {
case OB_MESH:
if (ob == obedit) {
DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
DRW_shgroup_call_add(face_overlay_shgrp, geo_ovl_tris, ob->obmat);
DRW_shgroup_call_add(ledges_overlay_shgrp, geo_ovl_ledges, ob->obmat);
if ((ts->selectmode & SCE_SELECT_VERTEX) != 0)
DRW_shgroup_call_add(lverts_overlay_shgrp, geo_ovl_lverts, ob->obmat);
if ((ts->selectmode & SCE_SELECT_FACE) != 0) {
geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
DRW_shgroup_call_add(facedot_overlay_shgrp, geo_ovl_fcenter, ob->obmat);
}
if (do_occlude_wire) {
geom = DRW_cache_surface_get(ob);
DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
}
}
break;
case OB_LAMP:
DRW_shgroup_lamp(ob);
break;
case OB_CAMERA:
case OB_EMPTY:
DRW_shgroup_empty(ob);
break;
case OB_SPEAKER:
DRW_shgroup_speaker(ob);
break;
case OB_ARMATURE:
DRW_shgroup_armature_object(ob);
break;
default:
break;
}
DRW_shgroup_object_center(ob);
DRW_shgroup_relationship_lines(ob);
}
void EDIT_MESH_cache_finish(void)
{
/* Do nothing */
}
void EDIT_MESH_draw(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
DRW_draw_pass(psl->depth_pass_hidden_wire);
DRW_draw_pass(psl->edit_face_overlay_pass);
DRW_draw_pass(psl->wire_outline_pass);
DRW_draw_pass(psl->non_meshes_pass);
DRW_draw_pass(psl->ob_center_pass);
}
void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
}
void EDIT_MESH_engine_free(void)
{
if (overlay_tri_sh)
DRW_shader_free(overlay_tri_sh);
if (overlay_tri_fast_sh)
DRW_shader_free(overlay_tri_fast_sh);
if (overlay_tri_vcol_sh)
DRW_shader_free(overlay_tri_vcol_sh);
if (overlay_tri_vcol_fast_sh)
DRW_shader_free(overlay_tri_vcol_fast_sh);
if (overlay_edge_sh)
DRW_shader_free(overlay_edge_sh);
if (overlay_edge_vcol_sh)
DRW_shader_free(overlay_edge_vcol_sh);
if (overlay_vert_sh)
DRW_shader_free(overlay_vert_sh);
if (overlay_facedot_sh)
DRW_shader_free(overlay_facedot_sh);
}