#70267 Retopology Overlay #104599

Merged
Clément Foucault merged 30 commits from bonj/blender:retopology-overlay into main 2023-03-03 00:35:56 +01:00
12 changed files with 49 additions and 36 deletions
Showing only changes of commit 2762fd7b8d - Show all commits

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@ -6554,7 +6554,7 @@ class VIEW3D_PT_overlay_edit_mesh_shading(Panel):
row.prop(overlay, "show_retopology", text="")
sub = row.row()
sub.active = overlay.show_retopology
sub.prop(overlay, "retopology_bias", text="Retopology")
sub.prop(overlay, "retopology_offset", text="Retopology")
col.prop(overlay, "show_weight", text="Vertex Group Weights")
if overlay.show_weight:

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@ -4014,13 +4014,13 @@ void blo_do_versions_300(FileData *fd, Library * /*lib*/, Main *bmain)
*/
{
/* Z bias for retopology overlay. */
if (!DNA_struct_elem_find(fd->filesdna, "View3DOverlay", "float", "retopology_bias")) {
if (!DNA_struct_elem_find(fd->filesdna, "View3DOverlay", "float", "retopology_offset")) {
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->overlay.retopology_bias = 0.2f;
v3d->overlay.retopology_offset = 0.2f;
}
}
}

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@ -64,7 +64,8 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
RegionView3D *rv3d = draw_ctx->rv3d;
bool show_retopology = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_RETOPOLOGY) != 0;
/* Add epsilon to ensure the value is never zero when the effect is enabled. */
float retopology_bias = (show_retopology) ? (v3d->overlay.retopology_bias + FLT_EPSILON) : 0.0f;
float retopology_offset = (show_retopology) ? (v3d->overlay.retopology_offset + FLT_EPSILON) :
bonj marked this conversation as resolved
Review

Just a small tweak.
Use max_ff(v3d->overlay.retopology_offset, FLT_EPSILON) and remove comment as this is then cleaner in the code.

Just a small tweak. Use `max_ff(v3d->overlay.retopology_offset, FLT_EPSILON)` and remove comment as this is then cleaner in the code.
Review

Makes sense, I'll do that.

Makes sense, I'll do that.
0.0f;
pd->edit_mesh.do_faces = true;
pd->edit_mesh.do_edges = true;
@ -104,13 +105,18 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
/* Run Twice for in-front passes. */
for (int i = 0; i < 2; i++) {
/* Complementary Depth Pass */
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
((show_retopology) ? DRWState(0) : DRW_STATE_CULL_BACK);
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
bonj marked this conversation as resolved

Style: Prefer:

if (show_retopology) {
  /* Do not cull backfaces for retopology. This is because [insert explanation here] */
  state &= ~DRW_STATE_CULL_BACK;
}
Style: Prefer: ``` if (show_retopology) { /* Do not cull backfaces for retopology. This is because [insert explanation here] */ state &= ~DRW_STATE_CULL_BACK; }
Review

Added an if block and explanation, as discussed in DMs.

Added an if block and explanation, as discussed in DMs.
if (show_retopology) {
/* Do not cull backfaces for retopology depth pass.
* This prevents edit overlays from appearing behind any faces.
* Doing so reduces visual clutter. */
state &= ~DRW_STATE_CULL_BACK;
}
DRW_PASS_CREATE(psl->edit_mesh_depth_ps[i], state | pd->clipping_state);
sh = OVERLAY_shader_edit_mesh_depth();
grp = pd->edit_mesh_depth_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_depth_ps[i]);
DRW_shgroup_uniform_float_copy(grp, "retopologyBias", retopology_bias);
DRW_shgroup_uniform_float_copy(grp, "retopologyOffset", retopology_offset);
}
{
/* Normals */
@ -129,7 +135,7 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
(flag & V3D_OVERLAY_EDIT_CONSTANT_SCREEN_SIZE_NORMALS) != 0);
DRW_shgroup_uniform_float_copy(
grp, "normalScreenSize", v3d->overlay.normals_constant_screen_size);
DRW_shgroup_uniform_float_copy(grp, "retopologyBias", retopology_bias);
DRW_shgroup_uniform_float_copy(grp, "retopologyOffset", retopology_offset);
}
{
/* Mesh Analysis Pass */
@ -155,7 +161,13 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
&psl->edit_mesh_faces_cage_ps[i];
DRWShadingGroup **shgrp = (j == 0) ? &pd->edit_mesh_faces_grp[i] :
&pd->edit_mesh_faces_cage_grp[i];
state = state_common | ((show_retopology) ? DRW_STATE_CULL_BACK : DRWState(0));
state = state_common;
if (show_retopology) {
/* Cull backfaces for retopology face pass.
* This makes it so backfaces are not drawn.
* Doing so lets us distinguish backfaces from frontfaces. */
state |= DRW_STATE_CULL_BACK;
}
DRW_PASS_CREATE(*edit_face_ps, state | pd->clipping_state);
grp = *shgrp = DRW_shgroup_create(face_sh, *edit_face_ps);
@ -163,7 +175,7 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_ivec4(grp, "dataMask", mask, 1);
DRW_shgroup_uniform_float_copy(grp, "alpha", face_alpha);
DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face);
DRW_shgroup_uniform_float_copy(grp, "retopologyBias", retopology_bias);
DRW_shgroup_uniform_float_copy(grp, "retopologyOffset", retopology_offset);
}
if (do_zbufclip) {
@ -183,7 +195,7 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
DRW_shgroup_uniform_bool_copy(grp, "selectEdges", pd->edit_mesh.do_edges || select_edge);
DRW_shgroup_uniform_bool_copy(grp, "do_smooth_wire", do_smooth_wire);
DRW_shgroup_uniform_float_copy(grp, "retopologyBias", retopology_bias);
DRW_shgroup_uniform_float_copy(grp, "retopologyOffset", retopology_offset);
/* Verts */
state |= DRW_STATE_WRITE_DEPTH;
@ -197,12 +209,12 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
DRW_shgroup_uniform_ivec4_copy(grp, "dataMask", vert_mask);
DRW_shgroup_uniform_float_copy(grp, "retopologyBias", retopology_bias);
DRW_shgroup_uniform_float_copy(grp, "retopologyOffset", retopology_offset);
sh = OVERLAY_shader_edit_mesh_skin_root();
grp = pd->edit_mesh_skin_roots_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_verts_ps[i]);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "retopologyBias", retopology_bias);
DRW_shgroup_uniform_float_copy(grp, "retopologyOffset", retopology_offset);
}
/* Face-dots */
if (select_face && show_face_dots) {
@ -212,7 +224,7 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
DRW_shgroup_uniform_ivec4_copy(grp, "dataMask", vert_mask);
DRW_shgroup_uniform_float_copy(grp, "retopologyBias", retopology_bias);
DRW_shgroup_uniform_float_copy(grp, "retopologyOffset", retopology_offset);
DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
}
else {

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@ -18,7 +18,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common)
.push_constant(Type::BOOL, "selectFaces")
.push_constant(Type::BOOL, "selectEdges")
.push_constant(Type::FLOAT, "alpha")
.push_constant(Type::FLOAT, "retopologyBias")
.push_constant(Type::FLOAT, "retopologyOffset")
.push_constant(Type::IVEC4, "dataMask")
.vertex_source("overlay_edit_mesh_vert.glsl")
.additional_info("draw_modelmat", "draw_globals");
@ -32,7 +32,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common_no_geom)
.push_constant(Type::BOOL, "selectFaces")
.push_constant(Type::BOOL, "selectEdges")
.push_constant(Type::FLOAT, "alpha")
.push_constant(Type::FLOAT, "retopologyBias")
.push_constant(Type::FLOAT, "retopologyOffset")
.push_constant(Type::IVEC4, "dataMask")
.vertex_source("overlay_edit_mesh_vert_no_geom.glsl")
.additional_info("draw_modelmat", "draw_globals");
@ -41,7 +41,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common_no_geom)
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_depth)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::FLOAT, "retopologyBias")
.push_constant(Type::FLOAT, "retopologyOffset")
.vertex_source("overlay_edit_mesh_depth_vert.glsl")
.fragment_source("overlay_depth_only_frag.glsl")
.additional_info("draw_mesh");

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@ -54,7 +54,7 @@ vec4 EDIT_MESH_face_color(uint face_flag)
{
vec4 color = colorFace;
vec4 color_active = mix(colorFaceSelect, colorEditMeshActive, 0.5);
color = (retopologyBias > 0.0) ? colorFaceRetopology : color;
color = (retopologyOffset > 0.0) ? colorFaceRetopology : color;
color = ((face_flag & FACE_FREESTYLE) != 0u) ? colorFaceFreestyle : color;
color = ((face_flag & FACE_SELECTED) != 0u) ? colorFaceSelect : color;
color = ((face_flag & FACE_ACTIVE) != 0u) ? color_active : color;

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@ -11,7 +11,7 @@ void main()
gl_Position = point_view_to_ndc(view_pos);
/* Offset Z position for retopology overlay. */
gl_Position.z -= get_homogenous_z_offset(view_pos.z, gl_Position.w, retopologyBias);
gl_Position.z += get_homogenous_z_offset(view_pos.z, gl_Position.w, retopologyOffset);
view_clipping_distances(world_pos);
}

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@ -33,7 +33,7 @@ void main()
gl_Position = point_view_to_ndc(view_pos);
/* Offset Z position for retopology overlay. */
gl_Position.z -= get_homogenous_z_offset(view_pos.z, gl_Position.w, retopologyBias);
gl_Position.z += get_homogenous_z_offset(view_pos.z, gl_Position.w, retopologyOffset);
uvec4 m_data = data & uvec4(dataMask);

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@ -88,8 +88,8 @@ void main()
vec4 out_pos1 = point_view_to_ndc(view_pos1);
/* Offset Z position for retopology overlay. */
out_pos0.z -= get_homogenous_z_offset(view_pos0.z, out_pos0.w, retopologyBias);
out_pos1.z -= get_homogenous_z_offset(view_pos1.z, out_pos1.w, retopologyBias);
out_pos0.z += get_homogenous_z_offset(view_pos0.z, out_pos0.w, retopologyOffset);
out_pos1.z += get_homogenous_z_offset(view_pos1.z, out_pos1.w, retopologyOffset);
uvec4 m_data0 = uvec4(in_data0) & uvec4(dataMask);
uvec4 m_data1 = uvec4(in_data1) & uvec4(dataMask);

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@ -257,18 +257,18 @@ vec3 point_world_to_view(vec3 p)
return (ViewMatrix * vec4(p, 1.0)).xyz;
}
/* From "Projection Matrix Tricks" by Eric Lengyel:
* http://www.terathon.com/gdc07_lengyel.pdf (p. 18 Depth Modification)
*
* View Z is used to adjust for perspective projection.
* Homogenous W is used to convert from NDC to homogenous space. */
/* View Z is used to adjust for perspective projection.
* Homogenous W is used to convert from NDC to homogenous space.
bonj marked this conversation as resolved

My bad. The equation is actually comming from page 24.

My bad. The equation is actually comming from page 24.
Review

I thought you picked 18 because it's the start of the section about depth modification. I think it makes sense to point to the whole range of pages (18-26).

I thought you picked 18 because it's the start of the section about depth modification. I think it makes sense to point to the whole range of pages (18-26).

Yes, but here it is the reference to a specific formula. I also think this reference should be inside the function. Comment on top of function is only for documentation of the function usage.

Yes, but here it is the reference to a specific formula. I also think this reference should be inside the function. Comment on top of function is only for documentation of the function usage.
Review

Done.

Done.
* Offset is in viewspace, so positive values are closer to the camera. */
float get_homogenous_z_offset(float vs_z, float hs_w, float offset)
{
if (ProjectionMatrix[3][3] == 0.0) {
bonj marked this conversation as resolved

Maybe also add a note that offset is in viewspace. So positive values are closer to camera.

Maybe also add a note that offset is in viewspace. So positive values are closer to camera.
Review

Done, now each parameter has an explanation.

Done, now each parameter has an explanation.
return -ProjectionMatrix[3][2] * (offset / (vs_z * (vs_z + offset))) * hs_w;
/* From "Projection Matrix Tricks" by Eric Lengyel:
* http://www.terathon.com/gdc07_lengyel.pdf (p. 24 Depth Modification) */
return ProjectionMatrix[3][2] * (offset / (vs_z * (vs_z + offset))) * hs_w;
bonj marked this conversation as resolved

Remove the negative sign here and everywhere get_homogenous_z_offset is called.
The negative sign in the equation from the slide is inside ProjectionMatrix[3][2].

Remove the negative sign here and everywhere `get_homogenous_z_offset` is called. The negative sign in the equation from the slide is inside `ProjectionMatrix[3][2]`.
Review

Done and done.
I negated it because then you can subtract from the Z, which is what other offsets in the shader do, but yeah it was unnecessary so now they just use += for this.

Done and done. I negated it because then you can subtract from the Z, which is what other offsets in the shader do, but yeah it was unnecessary so now they just use += for this.
}
else {
return -ProjectionMatrix[2][2] * offset * hs_w;
return ProjectionMatrix[2][2] * offset * hs_w;
}
}

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@ -39,7 +39,7 @@
.flag = V3D_OVERLAY_VIEWER_ATTRIBUTE | V3D_OVERLAY_SCULPT_SHOW_MASK | V3D_OVERLAY_SCULPT_SHOW_FACE_SETS, \
.wireframe_threshold = 1.0f, \
.wireframe_opacity = 1.0f, \
.retopology_bias = 0.2f, \
.retopology_offset = 0.2f, \
.viewer_attribute_opacity = 1.0f, \
.xray_alpha_bone = 0.5f, \
.bone_wire_alpha = 1.0f, \

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@ -221,7 +221,7 @@ typedef struct View3DOverlay {
/** Other settings. */
float wireframe_threshold;
float wireframe_opacity;
float retopology_bias;
float retopology_offset;
/** Grease pencil settings. */
float gpencil_paper_opacity;

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@ -4532,11 +4532,12 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Retopology", "Use retopology display");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D | NS_VIEW3D_SHADING, NULL);
prop = RNA_def_property(srna, "retopology_bias", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "overlay.retopology_bias");
RNA_def_property_ui_text(prop, "Retopology Bias", "Z Bias used to draw edit mesh in front");
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 1.0f, 0.1f, 3);
prop = RNA_def_property(srna, "retopology_offset", PROP_FLOAT, PROP_DISTANCE);
bonj marked this conversation as resolved

Now that we fixed the bias equation, the property types should be PROP_DISTANCE.

You will loose the ability to see the blue fill bar but it will be much explicit that this value is in distance unit.

You might have to adjust the sensitivity to have kind of the same drag feeling as when it was a factor.
And bump the soft max to 2 or 10 (seems nicer to discover that this isn't clamped).
This is what control those RNA_def_property_ui_range(prop, 0.0f, 1.0f, 0.1f, 3);.

Now that we fixed the bias equation, the property types should be `PROP_DISTANCE`. You will loose the ability to see the blue fill bar but it will be much explicit that this value is in distance unit. You might have to adjust the sensitivity to have kind of the same drag feeling as when it was a factor. And bump the soft max to 2 or 10 (seems nicer to discover that this isn't clamped). This is what control those `RNA_def_property_ui_range(prop, 0.0f, 1.0f, 0.1f, 3);`.
Review

Made it PROP_DISTANCE and upped the soft max to 10.
I think 0.1 step and 3 digits still feels good so I'll leave those the same.

Made it PROP_DISTANCE and upped the soft max to 10. I think 0.1 step and 3 digits still feels good so I'll leave those the same.
RNA_def_property_float_sdna(prop, NULL, "overlay.retopology_offset");
RNA_def_property_ui_text(
bonj marked this conversation as resolved

Replace description by Offset used to draw the edit mesh in front of other geometry.

Maybe @JulienKaspar can agree this is clearer? Z Bias is too technical in my opinion.

Replace description by `Offset used to draw the edit mesh in front of other geometry`. Maybe @JulienKaspar can agree this is clearer? `Z Bias` is too technical in my opinion.
Review

I agree. I'll rename it to retopology offset everywhere.

I agree. I'll rename it to retopology offset everywhere.
prop, "Retopology Offset", "Offset used to draw edit mesh in front of other geometry");
bonj marked this conversation as resolved

Max should be FLT_MAX. Arbitrary limits like these are not good.

Max should be FLT_MAX. Arbitrary limits like these are not good.
Review

Done.

Done.
RNA_def_property_range(prop, 0.0f, FLT_MAX);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 0.1f, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);