756 lines
27 KiB
C
756 lines
27 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_mesh_types.h"
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#include "DNA_view3d_types.h"
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#include "draw_common.h"
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#include "draw_cache_impl.h"
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#include "draw_mode_engines.h"
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#include "edit_mesh_mode_intern.h" /* own include */
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#include "BKE_object.h"
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#include "BLI_dynstr.h"
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
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extern char datatoc_edit_mesh_overlay_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
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extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
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extern char datatoc_edit_mesh_overlay_loosevert_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_ghost_clear_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
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extern char datatoc_edit_normals_vert_glsl[];
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extern char datatoc_edit_normals_geom_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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/* *********** LISTS *********** */
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typedef struct EDIT_MESH_PassList {
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struct DRWPass *vcolor_faces;
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struct DRWPass *depth_hidden_wire;
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struct DRWPass *ghost_clear_depth;
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struct DRWPass *edit_face_overlay;
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struct DRWPass *edit_face_occluded;
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struct DRWPass *mix_occlude;
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struct DRWPass *facefill_occlude;
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struct DRWPass *normals;
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} EDIT_MESH_PassList;
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typedef struct EDIT_MESH_FramebufferList {
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struct GPUFrameBuffer *occlude_wire_fb;
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struct GPUFrameBuffer *ghost_wire_fb;
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} EDIT_MESH_FramebufferList;
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typedef struct EDIT_MESH_StorageList {
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struct EDIT_MESH_PrivateData *g_data;
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} EDIT_MESH_StorageList;
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typedef struct EDIT_MESH_Data {
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void *engine_type;
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EDIT_MESH_FramebufferList *fbl;
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DRWViewportEmptyList *txl;
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EDIT_MESH_PassList *psl;
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EDIT_MESH_StorageList *stl;
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} EDIT_MESH_Data;
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/* *********** STATIC *********** */
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#define MAX_SHADERS 16
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static struct {
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/* weight/vert-color */
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GPUShader *vcolor_face_shader;
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/* Geometry */
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GPUShader *overlay_tri_sh_cache[MAX_SHADERS];
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GPUShader *overlay_loose_edge_sh_cache[MAX_SHADERS];
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GPUShader *overlay_vert_sh;
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GPUShader *overlay_facedot_sh;
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GPUShader *overlay_mix_sh;
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GPUShader *overlay_facefill_sh;
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GPUShader *normals_face_sh;
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GPUShader *normals_loop_sh;
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GPUShader *normals_sh;
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GPUShader *depth_sh;
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GPUShader *ghost_clear_depth_sh;
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/* temp buffer texture */
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struct GPUTexture *occlude_wire_depth_tx;
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struct GPUTexture *occlude_wire_color_tx;
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} e_data = {NULL}; /* Engine data */
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typedef struct EDIT_MESH_PrivateData {
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/* weight/vert-color */
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DRWShadingGroup *fvcolor_shgrp;
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DRWShadingGroup *depth_shgrp_hidden_wire;
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DRWShadingGroup *fnormals_shgrp;
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DRWShadingGroup *vnormals_shgrp;
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DRWShadingGroup *lnormals_shgrp;
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DRWShadingGroup *face_overlay_shgrp;
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DRWShadingGroup *ledges_overlay_shgrp;
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DRWShadingGroup *lverts_overlay_shgrp;
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DRWShadingGroup *facedot_overlay_shgrp;
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DRWShadingGroup *face_occluded_shgrp;
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DRWShadingGroup *ledges_occluded_shgrp;
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DRWShadingGroup *lverts_occluded_shgrp;
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DRWShadingGroup *facedot_occluded_shgrp;
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DRWShadingGroup *facefill_occluded_shgrp;
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int data_mask[4];
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int ghost_ob;
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int edit_ob;
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bool do_zbufclip;
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bool do_faces;
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bool do_edges;
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float edge_width_scale;
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} EDIT_MESH_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static int EDIT_MESH_sh_index(ToolSettings *tsettings, RegionView3D *rv3d, bool supports_fast_mode)
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{
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int result = tsettings->selectmode << 1;
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if (supports_fast_mode) {
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SET_FLAG_FROM_TEST(result, (rv3d->rflag & RV3D_NAVIGATING), 1 << 0);
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}
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return result;
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}
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static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, bool anti_alias, bool looseedge)
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{
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const int selectmode = tsettings->selectmode;
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const int fast_mode = rv3d->rflag & RV3D_NAVIGATING;
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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if (selectmode & SCE_SELECT_VERTEX) {
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BLI_dynstr_append(ds, "#define VERTEX_SELECTION\n");
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}
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if (selectmode & SCE_SELECT_EDGE) {
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BLI_dynstr_append(ds, "#define EDGE_SELECTION\n");
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}
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if (selectmode & SCE_SELECT_FACE) {
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BLI_dynstr_append(ds, "#define FACE_SELECTION\n");
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}
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if (!fast_mode) {
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BLI_dynstr_append(ds, "#define EDGE_FIX\n");
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}
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if (anti_alias) {
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BLI_dynstr_append(ds, "#define ANTI_ALIASING\n");
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}
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if (!looseedge) {
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BLI_dynstr_append(ds, "#define VERTEX_FACING\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static char *EDIT_MESH_sh_lib(void)
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{
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, datatoc_common_globals_lib_glsl);
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BLI_dynstr_append(ds, datatoc_edit_mesh_overlay_common_lib_glsl);
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D *rv3d, bool fast_mode, bool looseedge)
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{
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const int index = EDIT_MESH_sh_index(tsettings, rv3d, fast_mode);
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if (looseedge) {
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if (!e_data.overlay_loose_edge_sh_cache[index]) {
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, true);
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_loose_edge_sh_cache[index] = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_vert_glsl,
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datatoc_edit_mesh_overlay_geom_edge_glsl,
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datatoc_edit_mesh_overlay_frag_glsl,
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lib,
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defines);
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MEM_freeN(lib);
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MEM_freeN(defines);
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}
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return e_data.overlay_loose_edge_sh_cache[index];
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}
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else {
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if (!e_data.overlay_tri_sh_cache[index]) {
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, false);
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_tri_sh_cache[index] = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_vert_glsl,
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datatoc_edit_mesh_overlay_geom_tri_glsl,
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datatoc_edit_mesh_overlay_frag_glsl,
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lib,
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defines);
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MEM_freeN(lib);
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MEM_freeN(defines);
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}
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return e_data.overlay_tri_sh_cache[index];
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}
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}
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static void EDIT_MESH_engine_init(void *vedata)
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{
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EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
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const float *viewport_size = DRW_viewport_size_get();
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const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
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&draw_engine_edit_mesh_type);
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e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
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&draw_engine_edit_mesh_type);
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GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
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GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
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GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
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});
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if (!e_data.vcolor_face_shader) {
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e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
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}
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if (!e_data.overlay_vert_sh) {
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_vert_sh = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
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datatoc_edit_mesh_overlay_frag_glsl,
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lib,
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"#define VERTEX_SELECTION\n");
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MEM_freeN(lib);
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}
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if (!e_data.overlay_facedot_sh) {
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e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
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datatoc_edit_mesh_overlay_facedot_frag_glsl,
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datatoc_common_globals_lib_glsl,
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"#define VERTEX_FACING\n");
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}
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if (!e_data.overlay_mix_sh) {
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e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
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}
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if (!e_data.overlay_facefill_sh) {
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e_data.overlay_facefill_sh = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL,
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datatoc_edit_mesh_overlay_facefill_frag_glsl,
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datatoc_common_globals_lib_glsl, NULL);
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}
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if (!e_data.normals_face_sh) {
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e_data.normals_face_sh = DRW_shader_create(
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datatoc_edit_normals_vert_glsl,
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datatoc_edit_normals_geom_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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"#define FACE_NORMALS\n");
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}
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if (!e_data.normals_loop_sh) {
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e_data.normals_loop_sh = DRW_shader_create(
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datatoc_edit_normals_vert_glsl,
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datatoc_edit_normals_geom_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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"#define LOOP_NORMALS\n");
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}
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if (!e_data.normals_sh) {
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e_data.normals_sh = DRW_shader_create(
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datatoc_edit_normals_vert_glsl,
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datatoc_edit_normals_geom_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
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}
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if (!e_data.depth_sh) {
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e_data.depth_sh = DRW_shader_create_3D_depth_only();
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}
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if (!e_data.ghost_clear_depth_sh) {
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e_data.ghost_clear_depth_sh = DRW_shader_create(datatoc_edit_mesh_overlay_ghost_clear_vert_glsl,
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NULL, NULL, NULL);
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}
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}
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static DRWPass *edit_mesh_create_overlay_pass(
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float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges,
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DRWState statemod,
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DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
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DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
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{
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GPUShader *tri_sh, *ledge_sh;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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Scene *scene = draw_ctx->scene;
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ToolSettings *tsettings = scene->toolsettings;
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ledge_sh = EDIT_MESH_ensure_shader(tsettings, rv3d, false, true);
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tri_sh = EDIT_MESH_ensure_shader(tsettings, rv3d, true, false);
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DRWPass *pass = DRW_pass_create(
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"Edit Mesh Face Overlay Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
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*r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
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DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", face_alpha, 1);
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DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_ivec4(*r_face_shgrp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(*r_face_shgrp, "doEdges", do_edges);
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*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
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DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_ivec4(*r_ledges_shgrp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(*r_ledges_shgrp, "doEdges", do_edges);
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if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
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*r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
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DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", edge_width_scale, 1);
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}
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if ((tsettings->selectmode & SCE_SELECT_FACE) != 0) {
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*r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
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DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
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DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", edge_width_scale, 1);
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}
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return pass;
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}
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static float backwire_opacity;
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static float face_mod;
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static float size_normal;
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static void EDIT_MESH_cache_init(void *vedata)
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{
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EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
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EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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Scene *scene = draw_ctx->scene;
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ToolSettings *tsettings = scene->toolsettings;
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static float zero = 0.0f;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->ghost_ob = 0;
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stl->g_data->edit_ob = 0;
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stl->g_data->do_faces = true;
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stl->g_data->do_edges = true;
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const bool xray_enabled = ((draw_ctx->v3d->shading.flag & V3D_SHADING_XRAY) != 0) &&
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(draw_ctx->v3d->shading.type < OB_MATERIAL);
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stl->g_data->do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0) || xray_enabled;
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/* Applies on top of the theme edge width, so edge-mode can have thick edges. */
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stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
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stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
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stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
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stl->g_data->data_mask[2] = 0xFF; /* Crease */
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stl->g_data->data_mask[3] = 0xFF; /* BWeight */
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if (draw_ctx->object_edit->type == OB_MESH) {
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if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
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const Mesh *me = draw_ctx->object_edit->data;
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if ((me->drawflag & ME_DRAW_FREESTYLE_FACE) == 0) {
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stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
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}
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if ((me->drawflag & ME_DRAWFACES) == 0) {
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stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
|
|
stl->g_data->do_faces = false;
|
|
}
|
|
if ((me->drawflag & ME_DRAWSEAMS) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
|
|
}
|
|
if ((me->drawflag & ME_DRAWSHARP) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
|
|
}
|
|
if ((me->drawflag & ME_DRAW_FREESTYLE_EDGE) == 0) {
|
|
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
|
|
}
|
|
if ((me->drawflag & ME_DRAWEDGES) == 0) {
|
|
if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
|
|
stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
|
|
stl->g_data->do_edges = false;
|
|
}
|
|
}
|
|
if ((me->drawflag & ME_DRAWCREASES) == 0) {
|
|
stl->g_data->data_mask[2] = 0x0;
|
|
}
|
|
if ((me->drawflag & ME_DRAWBWEIGHTS) == 0) {
|
|
stl->g_data->data_mask[3] = 0x0;
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
psl->vcolor_faces = DRW_pass_create(
|
|
"Vert Color Pass",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
|
|
|
|
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_EQUAL | DRW_STATE_CULL_BACK);
|
|
stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(e_data.depth_sh, psl->depth_hidden_wire);
|
|
}
|
|
|
|
{
|
|
/* Depth clearing for ghosting. */
|
|
psl->ghost_clear_depth = DRW_pass_create(
|
|
"Ghost Depth Clear",
|
|
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL);
|
|
|
|
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.ghost_clear_depth_sh, psl->ghost_clear_depth);
|
|
DRW_shgroup_stencil_mask(shgrp, 0x00);
|
|
DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
|
|
{
|
|
/* Normals */
|
|
psl->normals = DRW_pass_create(
|
|
"Edit Mesh Normals Pass",
|
|
DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
|
|
|
|
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 (!stl->g_data->do_zbufclip) {
|
|
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
|
|
&face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges,
|
|
DRW_STATE_DEPTH_LESS_EQUAL | 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, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges,
|
|
DRW_STATE_DEPTH_LESS_EQUAL | 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_EQUAL | 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);
|
|
DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
|
|
|
|
/* we need a full screen pass to combine the result */
|
|
struct GPUBatch *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 GPUBatch *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 (facedot_shgrp && (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;
|
|
ToolSettings *tsettings = scene->toolsettings;
|
|
struct GPUBatch *geom;
|
|
|
|
if (ob->type == OB_MESH) {
|
|
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(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;
|
|
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;
|
|
|
|
bool show_face_dots = ((Mesh *)draw_ctx->object_edit->data)->drawflag & ME_DRAW_FACE_DOT;
|
|
|
|
if (stl->g_data->do_faces == false &&
|
|
stl->g_data->do_edges == false &&
|
|
(tsettings->selectmode & SCE_SELECT_FACE))
|
|
{
|
|
/* Force display of face centers in this case because that's
|
|
* the only way to see if a face is selected. */
|
|
show_face_dots = true;
|
|
}
|
|
|
|
/* Updating uniform */
|
|
backwire_opacity = v3d->overlay.backwire_opacity;
|
|
size_normal = v3d->overlay.normals_length;
|
|
|
|
face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
|
|
|
|
if (!stl->g_data->do_faces) {
|
|
face_mod = 0.0f;
|
|
}
|
|
|
|
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 GPUBatch *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 (stl->g_data->do_zbufclip) {
|
|
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->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
|
|
}
|
|
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,
|
|
(show_face_dots) ? stl->g_data->facedot_overlay_shgrp : NULL,
|
|
NULL);
|
|
}
|
|
|
|
stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
|
|
stl->g_data->edit_ob += 1;
|
|
|
|
/* 3D text overlay */
|
|
if (me->drawflag & (ME_DRAWEXTRA_EDGELEN |
|
|
ME_DRAWEXTRA_FACEAREA |
|
|
ME_DRAWEXTRA_FACEANG |
|
|
ME_DRAWEXTRA_EDGEANG |
|
|
ME_DRAWEXTRA_INDICES))
|
|
{
|
|
if (DRW_state_show_text()) {
|
|
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_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
|
|
EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
DRW_draw_pass(psl->vcolor_faces);
|
|
|
|
DRW_draw_pass(psl->depth_hidden_wire);
|
|
|
|
if (stl->g_data->do_zbufclip) {
|
|
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);
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
|
|
if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & V3D_SHADING_XRAY) == 0) {
|
|
if (stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1) {
|
|
/* In the case of single ghost object edit (common case for retopology):
|
|
* we duplicate the depht+stencil buffer and clear all depth to 1.0f where
|
|
* the stencil buffer is no 0x00. */
|
|
const float *viewport_size = DRW_viewport_size_get();
|
|
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
|
|
struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
|
|
GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
|
|
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(dtxl->color),
|
|
});
|
|
|
|
GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
|
|
GPU_framebuffer_bind(fbl->ghost_wire_fb);
|
|
|
|
DRW_draw_pass(psl->ghost_clear_depth);
|
|
}
|
|
}
|
|
|
|
DRW_draw_pass(psl->edit_face_overlay);
|
|
}
|
|
}
|
|
|
|
static void EDIT_MESH_engine_free(void)
|
|
{
|
|
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);
|
|
DRW_SHADER_FREE_SAFE(e_data.ghost_clear_depth_sh);
|
|
|
|
for (int i = 0; i < MAX_SHADERS; i++) {
|
|
DRW_SHADER_FREE_SAFE(e_data.overlay_tri_sh_cache[i]);
|
|
DRW_SHADER_FREE_SAFE(e_data.overlay_loose_edge_sh_cache[i]);
|
|
}
|
|
}
|
|
|
|
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,
|
|
};
|