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blender-archive/source/blender/draw/engines/overlay/overlay_grid.cc
Jason Fielder d90a2b0ab7 Metal: GLSL compatibility.
Additional mat3 constructors added, global variable namespace collisions
for uniform and object color avoided via re-name.

Metal vertex format compatibility added for shaders wherein vertex data
goes through a double-conversion and cannot be implicitly converted during
Metal vertex assembly e.g. bitmasks passed directly as unsigned type in
shader interface for certain shader interfaces.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16433
2022-12-08 21:30:13 +01:00

315 lines
11 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DEG_depsgraph_query.h"
#include "ED_image.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "overlay_private.hh"
BLI_STATIC_ASSERT(SI_GRID_STEPS_LEN == OVERLAY_GRID_STEPS_LEN, "")
void OVERLAY_grid_init(OVERLAY_Data *vedata)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
OVERLAY_GridData *grid = &pd->grid_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
float *grid_axes = pd->grid.grid_axes;
float *zplane_axes = pd->grid.zplane_axes;
float grid_steps[SI_GRID_STEPS_LEN] = {
0.001f, 0.01f, 0.1f, 1.0f, 10.0f, 100.0f, 1000.0f, 10000.0f};
float grid_steps_y[SI_GRID_STEPS_LEN] = {0.0f}; /* When zero, use value from grid_steps. */
OVERLAY_GridBits grid_flag = OVERLAY_GridBits(0), zneg_flag = OVERLAY_GridBits(0),
zpos_flag = OVERLAY_GridBits(0);
grid->line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
/* Default, nothing is drawn. */
pd->grid.grid_flag = pd->grid.zneg_flag = pd->grid.zpos_flag = OVERLAY_GridBits(0);
if (pd->space_type == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
View2D *v2d = &draw_ctx->region->v2d;
/* Only UV Edit mode has the various Overlay options for now. */
const bool is_uv_edit = sima->mode == SI_MODE_UV;
const bool background_enabled = is_uv_edit ? (!pd->hide_overlays &&
(sima->overlay.flag &
SI_OVERLAY_SHOW_GRID_BACKGROUND) != 0) :
true;
if (background_enabled) {
grid_flag = GRID_BACK | PLANE_IMAGE;
if (sima->flag & SI_GRID_OVER_IMAGE) {
grid_flag = PLANE_IMAGE;
}
}
const bool draw_grid = is_uv_edit || !ED_space_image_has_buffer(sima);
if (background_enabled && draw_grid) {
grid_flag |= SHOW_GRID;
if (is_uv_edit) {
if (sima->grid_shape_source != SI_GRID_SHAPE_DYNAMIC) {
grid_flag |= CUSTOM_GRID;
}
}
}
grid->distance = 1.0f;
copy_v3_fl3(grid->size, 1.0f, 1.0f, 1.0f);
if (is_uv_edit) {
grid->size[0] = float(sima->tile_grid_shape[0]);
grid->size[1] = float(sima->tile_grid_shape[1]);
}
grid->zoom_factor = ED_space_image_zoom_level(v2d, SI_GRID_STEPS_LEN);
ED_space_image_grid_steps(sima, grid_steps, grid_steps_y, SI_GRID_STEPS_LEN);
}
else {
/* SPACE_VIEW3D */
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
const bool show_axis_x = (pd->v3d_gridflag & V3D_SHOW_X) != 0;
const bool show_axis_y = (pd->v3d_gridflag & V3D_SHOW_Y) != 0;
const bool show_axis_z = (pd->v3d_gridflag & V3D_SHOW_Z) != 0;
const bool show_floor = (pd->v3d_gridflag & V3D_SHOW_FLOOR) != 0;
const bool show_ortho_grid = (pd->v3d_gridflag & V3D_SHOW_ORTHO_GRID) != 0;
if (pd->hide_overlays || !(pd->v3d_gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z |
V3D_SHOW_FLOOR | V3D_SHOW_ORTHO_GRID))) {
return;
}
float viewinv[4][4], wininv[4][4];
float viewmat[4][4], winmat[4][4];
DRW_view_winmat_get(nullptr, winmat, false);
DRW_view_winmat_get(nullptr, wininv, true);
DRW_view_viewmat_get(nullptr, viewmat, false);
DRW_view_viewmat_get(nullptr, viewinv, true);
/* If perspective view or non-axis aligned view. */
if (winmat[3][3] == 0.0f || rv3d->view == RV3D_VIEW_USER) {
if (show_axis_x) {
grid_flag |= PLANE_XY | SHOW_AXIS_X;
}
if (show_axis_y) {
grid_flag |= PLANE_XY | SHOW_AXIS_Y;
}
if (show_floor) {
grid_flag |= PLANE_XY | SHOW_GRID;
}
}
else {
if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
}
else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
}
grid_axes[0] = float((grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
grid_axes[1] = float((grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
grid_axes[2] = float((grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
/* Z axis if needed */
if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
zpos_flag = SHOW_AXIS_Z;
float zvec[3], campos[3];
negate_v3_v3(zvec, viewinv[2]);
copy_v3_v3(campos, viewinv[3]);
/* z axis : chose the most facing plane */
if (fabsf(zvec[0]) < fabsf(zvec[1])) {
zpos_flag |= PLANE_XZ;
}
else {
zpos_flag |= PLANE_YZ;
}
zneg_flag = zpos_flag;
/* Perspective: If camera is below floor plane, we switch clipping.
* Orthographic: If eye vector is looking up, we switch clipping. */
if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) ||
((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) {
zpos_flag |= CLIP_ZPOS;
zneg_flag |= CLIP_ZNEG;
}
else {
zpos_flag |= CLIP_ZNEG;
zneg_flag |= CLIP_ZPOS;
}
zplane_axes[0] = float((zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
zplane_axes[1] = float((zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
zplane_axes[2] = float((zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
}
else {
zneg_flag = zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
}
float dist;
if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
dist = ((Camera *)(camera_object->data))->clip_end;
grid_flag |= GRID_CAMERA;
zneg_flag |= GRID_CAMERA;
zpos_flag |= GRID_CAMERA;
}
else {
dist = v3d->clip_end;
}
if (winmat[3][3] == 0.0f) {
copy_v3_fl(grid->size, dist);
}
else {
float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
copy_v3_fl(grid->size, viewdist * dist);
}
grid->distance = dist / 2.0f;
ED_view3d_grid_steps(scene, v3d, rv3d, grid_steps);
if ((v3d->flag & (V3D_XR_SESSION_SURFACE | V3D_XR_SESSION_MIRROR)) != 0) {
/* The calculations for the grid parameters assume that the view matrix has no scale
* component, which may not be correct if the user is "shrunk" or "enlarged" by zooming in or
* out. Therefore, we need to compensate the values here. */
/* Assumption is uniform scaling (all column vectors are of same length). */
float viewinvscale = len_v3(viewinv[0]);
grid->distance *= viewinvscale;
}
}
/* Convert to UBO alignment. */
for (int i = 0; i < SI_GRID_STEPS_LEN; i++) {
grid->steps[i][0] = grid_steps[i];
grid->steps[i][1] = (grid_steps_y[i] != 0.0f) ? grid_steps_y[i] : grid_steps[i];
}
pd->grid.grid_flag = grid_flag;
pd->grid.zneg_flag = zneg_flag;
pd->grid.zpos_flag = zpos_flag;
}
void OVERLAY_grid_cache_init(OVERLAY_Data *ved)
{
OVERLAY_StorageList *stl = ved->stl;
OVERLAY_PrivateData *pd = stl->pd;
OVERLAY_GridData *grid = &pd->grid_data;
OVERLAY_PassList *psl = ved->psl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
psl->grid_ps = nullptr;
if ((pd->grid.grid_flag == 0 && pd->grid.zpos_flag == 0) || !DRW_state_is_fbo()) {
return;
}
if (ved->instance->grid_ubo == nullptr) {
ved->instance->grid_ubo = GPU_uniformbuf_create(sizeof(OVERLAY_GridData));
}
GPU_uniformbuf_update(ved->instance->grid_ubo, &pd->grid_data);
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->grid_ps, state);
if (pd->space_type == SPACE_IMAGE) {
float mat[4][4];
/* Add quad background. */
GPUShader *sh = OVERLAY_shader_grid_background();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps);
float color_back[4];
interp_v4_v4v4(color_back, G_draw.block.color_background, G_draw.block.color_grid, 0.5);
DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color_back);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
unit_m4(mat);
mat[0][0] = grid->size[0];
mat[1][1] = grid->size[1];
mat[2][2] = grid->size[2];
DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat);
}
{
DRWShadingGroup *grp;
struct GPUBatch *geom = DRW_cache_grid_get();
GPUShader *sh = OVERLAY_shader_grid();
/* Create 3 quads to render ordered transparency Z axis */
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_block(grp, "grid_buf", ved->instance->grid_ubo);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &dtxl->depth);
DRW_shgroup_uniform_int_copy(grp, "grid_flag", pd->grid.zneg_flag);
DRW_shgroup_uniform_vec3_copy(grp, "plane_axes", pd->grid.zplane_axes);
if (pd->grid.zneg_flag & SHOW_AXIS_Z) {
DRW_shgroup_call(grp, geom, nullptr);
}
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_int_copy(grp, "grid_flag", pd->grid.grid_flag);
DRW_shgroup_uniform_vec3_copy(grp, "plane_axes", pd->grid.grid_axes);
if (pd->grid.grid_flag) {
DRW_shgroup_call(grp, geom, nullptr);
}
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_int_copy(grp, "grid_flag", pd->grid.zpos_flag);
DRW_shgroup_uniform_vec3_copy(grp, "plane_axes", pd->grid.zplane_axes);
if (pd->grid.zpos_flag & SHOW_AXIS_Z) {
DRW_shgroup_call(grp, geom, nullptr);
}
}
if (pd->space_type == SPACE_IMAGE) {
float theme_color[4];
UI_GetThemeColorShade4fv(TH_BACK, 60, theme_color);
srgb_to_linearrgb_v4(theme_color, theme_color);
float mat[4][4];
/* add wire border */
GPUShader *sh = OVERLAY_shader_grid_image();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_vec4_copy(grp, "ucolor", theme_color);
unit_m4(mat);
for (int x = 0; x < grid->size[0]; x++) {
mat[3][0] = x;
for (int y = 0; y < grid->size[1]; y++) {
mat[3][1] = y;
DRW_shgroup_call_obmat(grp, DRW_cache_quad_wires_get(), mat);
}
}
}
}
void OVERLAY_grid_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
if (psl->grid_ps) {
DRW_draw_pass(psl->grid_ps);
}
}