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blender-archive/source/blender/draw/engines/overlay/overlay_fade.c
Pablo Dobarro ea6cd1c8f0 Overlay: Fade Inactive Geometry
This implements a new overlay that blends the bakground color over the
objects that are not in the same mode as the active object, making
them fade with the background.
This is especially needed for sculpt mode as there is no other overlay
or indication in the viewport to display which object is active.

This is intended to be used with D7510 in order to have a faster
workflow when sculpting models with multiple objects.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D8679
2020-09-18 19:24:58 +02:00

100 lines
2.9 KiB
C

/*
* 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.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "BKE_paint.h"
#include "DRW_render.h"
#include "ED_view3d.h"
#include "overlay_private.h"
void OVERLAY_fade_init(OVERLAY_Data *UNUSED(vedata))
{
}
void OVERLAY_fade_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
for (int i = 0; i < 2; i++) {
/* Non Meshes Pass (Camera, empties, lights ...) */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->fade_ps[i], state | pd->clipping_state);
GPUShader *sh = OVERLAY_shader_uniform_color();
pd->fade_grp[i] = DRW_shgroup_create(sh, psl->fade_ps[i]);
DRW_shgroup_uniform_block(pd->fade_grp[i], "globalsBlock", G_draw.block_ubo);
const DRWContextState *draw_ctx = DRW_context_state_get();
float color[4];
ED_view3d_background_color_get(draw_ctx->scene, draw_ctx->v3d, color);
color[3] = pd->overlay.fade_alpha;
if (draw_ctx->v3d->shading.background_type == V3D_SHADING_BACKGROUND_THEME) {
srgb_to_linearrgb_v4(color, color);
}
DRW_shgroup_uniform_vec4_copy(pd->fade_grp[i], "color", color);
}
if (!pd->use_in_front) {
pd->fade_grp[IN_FRONT] = pd->fade_grp[NOT_IN_FRONT];
}
}
void OVERLAY_fade_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
if (pd->xray_enabled) {
return;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
if (use_sculpt_pbvh) {
DRW_shgroup_call_sculpt(pd->fade_grp[is_xray], ob, false, false);
}
else {
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call(pd->fade_grp[is_xray], geom, ob);
}
}
}
void OVERLAY_fade_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_draw_pass(psl->fade_ps[NOT_IN_FRONT]);
}
void OVERLAY_fade_infront_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_draw_pass(psl->fade_ps[IN_FRONT]);
}