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blender-archive/source/blender/draw/modes/edit_mesh_mode.c
Brecht Van Lommel b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00

588 lines
21 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_mesh_types.h"
#include "DNA_view3d_types.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
#include "edit_mesh_mode_intern.h" /* own include */
#include "BKE_object.h"
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
extern char datatoc_edit_mesh_overlay_frag_glsl[];
extern char datatoc_edit_mesh_overlay_vert_glsl[];
extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
extern char datatoc_edit_mesh_overlay_loosevert_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
extern char datatoc_edit_mesh_overlay_mix_vert_glsl[];
extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
extern char datatoc_edit_normals_vert_glsl[];
extern char datatoc_edit_normals_geom_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
/* *********** LISTS *********** */
typedef struct EDIT_MESH_PassList {
struct DRWPass *vcolor_faces;
struct DRWPass *depth_hidden_wire;
struct DRWPass *edit_face_overlay;
struct DRWPass *edit_face_occluded;
struct DRWPass *mix_occlude;
struct DRWPass *facefill_occlude;
struct DRWPass *normals;
} EDIT_MESH_PassList;
typedef struct EDIT_MESH_FramebufferList {
struct GPUFrameBuffer *occlude_wire_fb;
} EDIT_MESH_FramebufferList;
typedef struct EDIT_MESH_StorageList {
struct EDIT_MESH_PrivateData *g_data;
} EDIT_MESH_StorageList;
typedef struct EDIT_MESH_Data {
void *engine_type;
EDIT_MESH_FramebufferList *fbl;
DRWViewportEmptyList *txl;
EDIT_MESH_PassList *psl;
EDIT_MESH_StorageList *stl;
} EDIT_MESH_Data;
/* *********** STATIC *********** */
static struct {
/* weight/vert-color */
GPUShader *vcolor_face_shader;
GPUShader *overlay_tri_sh;
GPUShader *overlay_tri_fast_sh;
GPUShader *overlay_tri_vcol_sh;
GPUShader *overlay_tri_vcol_fast_sh;
GPUShader *overlay_edge_sh;
GPUShader *overlay_edge_vcol_sh;
GPUShader *overlay_vert_sh;
GPUShader *overlay_facedot_sh;
GPUShader *overlay_mix_sh;
GPUShader *overlay_facefill_sh;
GPUShader *normals_face_sh;
GPUShader *normals_loop_sh;
GPUShader *normals_sh;
GPUShader *depth_sh;
/* temp buffer texture */
struct GPUTexture *occlude_wire_depth_tx;
struct GPUTexture *occlude_wire_color_tx;
} e_data = {NULL}; /* Engine data */
typedef struct EDIT_MESH_PrivateData {
/* weight/vert-color */
DRWShadingGroup *fvcolor_shgrp;
DRWShadingGroup *depth_shgrp_hidden_wire;
DRWShadingGroup *fnormals_shgrp;
DRWShadingGroup *vnormals_shgrp;
DRWShadingGroup *lnormals_shgrp;
DRWShadingGroup *face_overlay_shgrp;
DRWShadingGroup *ledges_overlay_shgrp;
DRWShadingGroup *lverts_overlay_shgrp;
DRWShadingGroup *facedot_overlay_shgrp;
DRWShadingGroup *face_occluded_shgrp;
DRWShadingGroup *ledges_occluded_shgrp;
DRWShadingGroup *lverts_occluded_shgrp;
DRWShadingGroup *facedot_occluded_shgrp;
DRWShadingGroup *facefill_occluded_shgrp;
} EDIT_MESH_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void EDIT_MESH_engine_init(void *vedata)
{
EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
&draw_engine_edit_mesh_type);
e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
&draw_engine_edit_mesh_type);
GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
});
if (!e_data.vcolor_face_shader) {
e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
}
if (!e_data.overlay_tri_sh) {
e_data.overlay_tri_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define EDGE_FIX\n"
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING");
}
if (!e_data.overlay_tri_fast_sh) {
e_data.overlay_tri_fast_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_tri_vcol_sh) {
e_data.overlay_tri_vcol_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define EDGE_FIX\n"
"#define VERTEX_SELECTION\n"
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_tri_vcol_fast_sh) {
e_data.overlay_tri_vcol_fast_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_SELECTION\n"
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_edge_sh) {
e_data.overlay_edge_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_edge_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define ANTI_ALIASING\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_edge_vcol_sh) {
e_data.overlay_edge_vcol_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_edge_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_SELECTION\n"
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_vert_sh) {
e_data.overlay_vert_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_SELECTION\n");
}
if (!e_data.overlay_facedot_sh) {
e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
datatoc_edit_mesh_overlay_facedot_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define VERTEX_FACING\n");
}
if (!e_data.overlay_mix_sh) {
e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
}
if (!e_data.overlay_facefill_sh) {
e_data.overlay_facefill_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL,
datatoc_edit_mesh_overlay_facefill_frag_glsl,
datatoc_common_globals_lib_glsl, NULL);
}
if (!e_data.normals_face_sh) {
e_data.normals_face_sh = DRW_shader_create(
datatoc_edit_normals_vert_glsl,
datatoc_edit_normals_geom_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
"#define FACE_NORMALS\n");
}
if (!e_data.normals_loop_sh) {
e_data.normals_loop_sh = DRW_shader_create(
datatoc_edit_normals_vert_glsl,
datatoc_edit_normals_geom_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
"#define LOOP_NORMALS\n");
}
if (!e_data.normals_sh) {
e_data.normals_sh = DRW_shader_create(
datatoc_edit_normals_vert_glsl,
datatoc_edit_normals_geom_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
}
if (!e_data.depth_sh) {
e_data.depth_sh = DRW_shader_create_3D_depth_only();
}
}
static DRWPass *edit_mesh_create_overlay_pass(
float *faceAlpha, DRWState statemod,
DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
{
GPUShader *tri_sh, *ledge_sh;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
Scene *scene = draw_ctx->scene;
ToolSettings *tsettings = scene->toolsettings;
if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
ledge_sh = e_data.overlay_edge_vcol_sh;
if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
tri_sh = e_data.overlay_tri_vcol_fast_sh;
else
tri_sh = e_data.overlay_tri_vcol_sh;
}
else {
ledge_sh = e_data.overlay_edge_sh;
if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
tri_sh = e_data.overlay_tri_fast_sh;
else
tri_sh = e_data.overlay_tri_sh;
}
DRWPass *pass = DRW_pass_create(
"Edit Mesh Face Overlay Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
*r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1);
*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) {
*r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
}
if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) {
*r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
}
return pass;
}
static float backwire_opacity;
static float face_mod;
static float size_normal;
static void EDIT_MESH_cache_init(void *vedata)
{
EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0);
static float zero = 0.0f;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
psl->vcolor_faces = DRW_pass_create(
"Vert Color Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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 | DRW_STATE_CULL_BACK);
stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(e_data.depth_sh, psl->depth_hidden_wire);
}
{
/* Normals */
psl->normals = DRW_pass_create(
"Edit Mesh Normals Pass",
DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS);
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 (!do_zbufclip) {
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
&face_mod, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH | 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, DRW_STATE_DEPTH_LESS | 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 | 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);
/* we need a full screen pass to combine the result */
struct Gwn_Batch *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 Gwn_Batch *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 ((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;
struct Gwn_Batch *geom;
if (ob->type == OB_MESH) {
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode_and_selected(ob)) {
const Mesh *me = ob->data;
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;
/* Updating uniform */
backwire_opacity = v3d->overlay.backwire_opacity;
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;
/* Updating uniform */
size_normal = v3d->overlay.normals_length;
face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
if (do_show_weight) {
geom = DRW_cache_mesh_surface_weights_get(ob);
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 Gwn_Batch *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 ((v3d->flag & V3D_ZBUF_SELECT) == 0) {
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->facefill_occluded_shgrp);
}
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, stl->g_data->facedot_overlay_shgrp, NULL);
}
/* 3D text overlay */
if (me->drawflag & (ME_DRAWEXTRA_EDGELEN |
ME_DRAWEXTRA_FACEAREA |
ME_DRAWEXTRA_FACEANG |
ME_DRAWEXTRA_EDGEANG))
{
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_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_draw_pass(psl->vcolor_faces);
DRW_draw_pass(psl->depth_hidden_wire);
if (psl->edit_face_occluded) {
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);
DRW_draw_pass(psl->edit_face_overlay);
}
}
static void EDIT_MESH_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_fast_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_fast_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_edge_sh);
DRW_SHADER_FREE_SAFE(e_data.overlay_edge_vcol_sh);
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);
}
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,
};