356 lines
12 KiB
C
356 lines
12 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 overlay_mode.c
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* \ingroup draw_engine
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*/
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#include "DNA_view3d_types.h"
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#include "BKE_object.h"
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#include "GPU_shader.h"
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#include "GPU_extensions.h"
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#include "DRW_render.h"
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#include "draw_mode_engines.h"
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/* Structures */
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typedef struct OVERLAY_StorageList {
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struct OVERLAY_PrivateData *g_data;
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} OVERLAY_StorageList;
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typedef struct OVERLAY_PassList {
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struct DRWPass *face_orientation_pass;
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struct DRWPass *face_wireframe_pass;
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struct DRWPass *face_wireframe_full_pass;
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} OVERLAY_PassList;
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typedef struct OVERLAY_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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OVERLAY_PassList *psl;
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OVERLAY_StorageList *stl;
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} OVERLAY_Data;
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typedef struct OVERLAY_PrivateData {
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DRWShadingGroup *face_orientation_shgrp;
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DRWShadingGroup *sculpt_wires_full;
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DRWShadingGroup *sculpt_wires;
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View3DOverlay overlay;
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float wire_step_param[2];
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bool ghost_stencil_test;
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bool show_overlays;
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} OVERLAY_PrivateData; /* Transient data */
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/* *********** STATIC *********** */
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static struct {
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/* Face orientation shader */
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struct GPUShader *face_orientation_sh;
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/* Wireframe shader */
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struct GPUShader *select_wireframe_sh;
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struct GPUShader *face_wireframe_sh;
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struct GPUShader *face_wireframe_pretty_sh;
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struct GPUShader *face_wireframe_sculpt_sh;
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struct GPUShader *face_wireframe_sculpt_pretty_sh;
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} e_data = {NULL};
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/* Shaders */
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extern char datatoc_overlay_face_orientation_frag_glsl[];
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extern char datatoc_overlay_face_orientation_vert_glsl[];
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extern char datatoc_overlay_face_wireframe_vert_glsl[];
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extern char datatoc_overlay_face_wireframe_geom_glsl[];
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extern char datatoc_overlay_face_wireframe_frag_glsl[];
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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/* Functions */
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static void overlay_engine_init(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_StorageList *stl = data->stl;
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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_stencil_test = false;
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if (!e_data.face_orientation_sh) {
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/* Face orientation */
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e_data.face_orientation_sh = DRW_shader_create(
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datatoc_overlay_face_orientation_vert_glsl, NULL,
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datatoc_overlay_face_orientation_frag_glsl, NULL);
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}
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if (!e_data.face_wireframe_sh) {
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bool use_geom = GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY);
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e_data.select_wireframe_sh = DRW_shader_create(
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datatoc_overlay_face_wireframe_vert_glsl,
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datatoc_overlay_face_wireframe_geom_glsl,
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datatoc_overlay_face_wireframe_frag_glsl,
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"#define SELECT_EDGES\n"
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"#define LIGHT_EDGES\n"
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"#define USE_GEOM_SHADER\n");
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e_data.face_wireframe_sh = DRW_shader_create(
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datatoc_overlay_face_wireframe_vert_glsl,
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use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
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datatoc_overlay_face_wireframe_frag_glsl,
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use_geom ? "#define USE_GEOM_SHADER\n"
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: NULL);
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e_data.face_wireframe_pretty_sh = DRW_shader_create(
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datatoc_overlay_face_wireframe_vert_glsl,
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use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
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datatoc_overlay_face_wireframe_frag_glsl,
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use_geom ? "#define USE_GEOM_SHADER\n"
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"#define LIGHT_EDGES\n"
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: "#define LIGHT_EDGES\n");
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e_data.face_wireframe_sculpt_sh = DRW_shader_create(
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datatoc_overlay_face_wireframe_vert_glsl,
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datatoc_overlay_face_wireframe_geom_glsl,
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datatoc_overlay_face_wireframe_frag_glsl,
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"#define USE_SCULPT\n"
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"#define USE_GEOM_SHADER\n");
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e_data.face_wireframe_sculpt_pretty_sh = DRW_shader_create(
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datatoc_overlay_face_wireframe_vert_glsl,
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datatoc_overlay_face_wireframe_geom_glsl,
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datatoc_overlay_face_wireframe_frag_glsl,
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"#define USE_SCULPT\n"
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"#define USE_GEOM_SHADER\n"
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"#define LIGHT_EDGES\n");
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}
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}
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static void overlay_cache_init(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_PassList *psl = data->psl;
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OVERLAY_StorageList *stl = data->stl;
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const DRWContextState *DCS = DRW_context_state_get();
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View3D *v3d = DCS->v3d;
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if (v3d) {
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stl->g_data->overlay = v3d->overlay;
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stl->g_data->show_overlays = (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
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}
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else {
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memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
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stl->g_data->show_overlays = false;
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}
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{
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/* Face Orientation Pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
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psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
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stl->g_data->face_orientation_shgrp = DRW_shgroup_create(
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e_data.face_orientation_sh, psl->face_orientation_pass);
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}
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{
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/* Wireframe */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
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psl->face_wireframe_full_pass = DRW_pass_create("All Face Wires", state);
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stl->g_data->sculpt_wires_full = DRW_shgroup_create(e_data.face_wireframe_sculpt_sh, psl->face_wireframe_full_pass);
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DRW_shgroup_uniform_vec2(stl->g_data->sculpt_wires_full, "viewportSize", DRW_viewport_size_get(), 1);
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.face_wireframe_sh, psl->face_wireframe_full_pass);
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DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
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stl->g_data->sculpt_wires = DRW_shgroup_create(e_data.face_wireframe_sculpt_pretty_sh, psl->face_wireframe_pass);
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DRW_shgroup_uniform_vec2(stl->g_data->sculpt_wires, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(stl->g_data->sculpt_wires, "wireStepParam", stl->g_data->wire_step_param, 1);
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shgrp = DRW_shgroup_create(e_data.face_wireframe_pretty_sh, psl->face_wireframe_pass);
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DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1);
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/**
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* The wireframe threshold ranges from 0.0 to 1.0
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* When 1.0 we show all the edges, when 0.5 we show as many as 2.7.
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*
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* If we wanted 0.0 to match 2.7, factor would need to be 0.003f.
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* The range controls the falloff effect. If range was 0.0f we would get a hard cut (as in 2.7).
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* That said we are using a different algorithm so the results will always differ.
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*/
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const float factor = 0.0045f;
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const float range = 0.00125f;
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stl->g_data->wire_step_param[1] = (1.0f - factor) + stl->g_data->overlay.wireframe_threshold * factor;
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stl->g_data->wire_step_param[0] = stl->g_data->wire_step_param[1] + range;
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}
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}
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static void overlay_cache_populate(void *vedata, Object *ob)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_StorageList *stl = data->stl;
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OVERLAY_PrivateData *pd = stl->g_data;
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OVERLAY_PassList *psl = data->psl;
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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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if (!stl->g_data->show_overlays)
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return;
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if (!DRW_object_is_renderable(ob) && (ob->dt != OB_WIRE))
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return;
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if (DRW_object_is_renderable(ob) && stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat);
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}
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}
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if ((stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
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(ob->dtx & OB_DRAWWIRE) ||
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(ob->dt == OB_WIRE))
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{
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/* Don't do that in edit mode. */
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if ((ob != draw_ctx->object_edit) && !BKE_object_is_in_editmode(ob)) {
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const bool is_active = (ob == draw_ctx->obact);
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const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
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const bool all_wires = (stl->g_data->overlay.wireframe_threshold == 1.0f) ||
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(ob->dtx & OB_DRAW_ALL_EDGES);
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if (is_sculpt_mode) {
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DRWShadingGroup *shgrp = (all_wires || DRW_object_is_flat_normal(ob))
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? stl->g_data->sculpt_wires_full
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: stl->g_data->sculpt_wires;
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DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat);
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}
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else {
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int tri_count;
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GPUTexture *verts = NULL, *faceids;
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DRW_cache_object_face_wireframe_get(ob, &verts, &faceids, &tri_count);
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if (verts) {
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float *rim_col = ts.colorWire;
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if ((ob->base_flag & BASE_SELECTED) != 0) {
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rim_col = (ob == draw_ctx->obact) ? ts.colorActive : ts.colorSelect;
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}
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DRWPass *pass = (all_wires) ? psl->face_wireframe_full_pass : psl->face_wireframe_pass;
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GPUShader *sh = (all_wires) ? e_data.face_wireframe_sh : e_data.face_wireframe_pretty_sh;
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if ((DRW_state_is_select() || DRW_state_is_depth()) &&
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(v3d->shading.flag & V3D_SHADING_XRAY) != 0)
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{
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static float params[2] = {1.2f, 1.0f}; /* Parameters for all wires */
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sh = e_data.select_wireframe_sh;
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", (all_wires)
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? params
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: stl->g_data->wire_step_param, 1);
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DRW_shgroup_uniform_texture(shgrp, "vertData", verts);
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DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids);
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DRW_shgroup_call_object_procedural_triangles_culled_add(shgrp, tri_count, ob);
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}
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else {
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
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DRW_shgroup_uniform_texture(shgrp, "vertData", verts);
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DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids);
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DRW_shgroup_uniform_vec3(shgrp, "wireColor", ts.colorWire, 1);
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DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
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DRW_shgroup_call_object_procedural_triangles_culled_add(shgrp, tri_count, ob);
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}
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}
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}
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}
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}
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if (ob->dtx & OB_DRAWXRAY) {
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stl->g_data->ghost_stencil_test = true;
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}
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}
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static void overlay_cache_finish(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_PassList *psl = data->psl;
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OVERLAY_StorageList *stl = data->stl;
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const DRWContextState *ctx = DRW_context_state_get();
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View3D *v3d = ctx->v3d;
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/* only in solid mode */
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if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & V3D_SHADING_XRAY) == 0) {
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if (stl->g_data->ghost_stencil_test) {
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DRW_pass_state_add(psl->face_wireframe_pass, DRW_STATE_STENCIL_EQUAL);
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DRW_pass_state_add(psl->face_wireframe_full_pass, DRW_STATE_STENCIL_EQUAL);
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}
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}
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}
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static void overlay_draw_scene(void *vedata)
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{
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OVERLAY_Data * data = (OVERLAY_Data *)vedata;
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OVERLAY_PassList *psl = data->psl;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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if (DRW_state_is_fbo()) {
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GPU_framebuffer_bind(dfbl->default_fb);
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}
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DRW_draw_pass(psl->face_orientation_pass);
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DRW_draw_pass(psl->face_wireframe_pass);
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DRW_draw_pass(psl->face_wireframe_full_pass);
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}
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static void overlay_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh);
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DRW_SHADER_FREE_SAFE(e_data.select_wireframe_sh);
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DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sh);
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DRW_SHADER_FREE_SAFE(e_data.face_wireframe_pretty_sh);
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DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sculpt_sh);
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DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sculpt_pretty_sh);
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}
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static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
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DrawEngineType draw_engine_overlay_type = {
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NULL, NULL,
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N_("OverlayEngine"),
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&overlay_data_size,
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&overlay_engine_init,
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&overlay_engine_free,
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&overlay_cache_init,
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&overlay_cache_populate,
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&overlay_cache_finish,
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NULL,
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&overlay_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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