diff options
author | Bastien Montagne <bastien@blender.org> | 2022-05-25 16:11:06 +0300 |
---|---|---|
committer | Bastien Montagne <bastien@blender.org> | 2022-05-25 16:11:06 +0300 |
commit | e8eb67bb0400c674727d2c7b122f7fb08308dbdf (patch) | |
tree | 50cf92063ea3f5217c658e31b3bcfd41c6933a0c | |
parent | b0d2a435a17540641c6f2fb7453db8fc560ca7f8 (diff) | |
parent | 841a354412c42f68e73793c43fc6db888cf58ce8 (diff) |
Merge branch 'blender-v3.2-release'
11 files changed, 155 insertions, 55 deletions
diff --git a/source/blender/blenkernel/intern/blendfile_link_append.c b/source/blender/blenkernel/intern/blendfile_link_append.c index e4b0f7bafa8..ebf48acde0f 100644 --- a/source/blender/blenkernel/intern/blendfile_link_append.c +++ b/source/blender/blenkernel/intern/blendfile_link_append.c @@ -1195,26 +1195,6 @@ void BKE_blendfile_append(BlendfileLinkAppendContext *lapp_context, ReportList * .active_collection = NULL}; loose_data_instantiate(&instantiate_context); - /* Attempt to deal with object proxies. - * - * NOTE: Copied from `BKE_library_make_local`, but this is not really working (as in, not - * producing any useful result in any known use case), neither here nor in - * `BKE_library_make_local` currently. - * Proxies are end of life anyway, so not worth spending time on this. */ - for (itemlink = lapp_context->items.list; itemlink; itemlink = itemlink->next) { - BlendfileLinkAppendContextItem *item = itemlink->link; - - if (item->action != LINK_APPEND_ACT_COPY_LOCAL) { - continue; - } - - ID *id = item->new_id; - if (id == NULL) { - continue; - } - BLI_assert(!ID_IS_LINKED(id)); - } - BKE_main_id_newptr_and_tag_clear(bmain); blendfile_link_append_proxies_convert(bmain, reports); diff --git a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl index 3e3c0e4e89f..472a589f441 100644 --- a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl @@ -36,7 +36,7 @@ bvec4 gather_edges(vec2 uv, uint ref) #ifdef GPU_ARB_texture_gather ids = textureGather(outlineId, uv); #else - vec3 ofs = vec3(0.5, 0.5, -0.5) * drw_view.viewport_size_inversey; + vec3 ofs = vec3(0.5, 0.5, -0.5) * drw_view.viewport_size_inverse.xyy; ids.x = textureLod(outlineId, uv - ofs.xz, 0.0).r; ids.y = textureLod(outlineId, uv + ofs.xy, 0.0).r; ids.z = textureLod(outlineId, uv + ofs.xz, 0.0).r; diff --git a/source/blender/draw/intern/draw_cache_impl_subdivision.cc b/source/blender/draw/intern/draw_cache_impl_subdivision.cc index dc40e15a450..5275bc51e8d 100644 --- a/source/blender/draw/intern/draw_cache_impl_subdivision.cc +++ b/source/blender/draw/intern/draw_cache_impl_subdivision.cc @@ -600,8 +600,9 @@ void draw_subdiv_cache_free(DRWSubdivCache *cache) #define SUBDIV_COARSE_FACE_FLAG_SMOOTH 1u #define SUBDIV_COARSE_FACE_FLAG_SELECT 2u #define SUBDIV_COARSE_FACE_FLAG_ACTIVE 4u +#define SUBDIV_COARSE_FACE_FLAG_HIDDEN 8u -#define SUBDIV_COARSE_FACE_FLAG_OFFSET 29u +#define SUBDIV_COARSE_FACE_FLAG_OFFSET 28u #define SUBDIV_COARSE_FACE_FLAG_SMOOTH_MASK \ (SUBDIV_COARSE_FACE_FLAG_SMOOTH << SUBDIV_COARSE_FACE_FLAG_OFFSET) @@ -609,10 +610,12 @@ void draw_subdiv_cache_free(DRWSubdivCache *cache) (SUBDIV_COARSE_FACE_FLAG_SELECT << SUBDIV_COARSE_FACE_FLAG_OFFSET) #define SUBDIV_COARSE_FACE_FLAG_ACTIVE_MASK \ (SUBDIV_COARSE_FACE_FLAG_ACTIVE << SUBDIV_COARSE_FACE_FLAG_OFFSET) +#define SUBDIV_COARSE_FACE_FLAG_HIDDEN_MASK \ + (SUBDIV_COARSE_FACE_FLAG_HIDDEN << SUBDIV_COARSE_FACE_FLAG_OFFSET) #define SUBDIV_COARSE_FACE_LOOP_START_MASK \ ~((SUBDIV_COARSE_FACE_FLAG_SMOOTH | SUBDIV_COARSE_FACE_FLAG_SELECT | \ - SUBDIV_COARSE_FACE_FLAG_ACTIVE) \ + SUBDIV_COARSE_FACE_FLAG_ACTIVE | SUBDIV_COARSE_FACE_FLAG_HIDDEN) \ << SUBDIV_COARSE_FACE_FLAG_OFFSET) static uint32_t compute_coarse_face_flag(BMFace *f, BMFace *efa_act) @@ -629,6 +632,9 @@ static uint32_t compute_coarse_face_flag(BMFace *f, BMFace *efa_act) if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { flag |= SUBDIV_COARSE_FACE_FLAG_SELECT; } + if (BM_elem_flag_test(f, BM_ELEM_HIDDEN)) { + flag |= SUBDIV_COARSE_FACE_FLAG_HIDDEN; + } if (f == efa_act) { flag |= SUBDIV_COARSE_FACE_FLAG_ACTIVE; } @@ -659,6 +665,9 @@ static void draw_subdiv_cache_extra_coarse_face_data_mesh(Mesh *mesh, uint32_t * if ((mesh->mpoly[i].flag & ME_FACE_SEL) != 0) { flag |= SUBDIV_COARSE_FACE_FLAG_SELECT; } + if ((mesh->mpoly[i].flag & ME_HIDE) != 0) { + flag |= SUBDIV_COARSE_FACE_FLAG_HIDDEN; + } flags_data[i] = (uint)(mesh->mpoly[i].loopstart) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET); } } @@ -1148,12 +1157,17 @@ struct DRWSubdivUboStorage { uint coarse_face_select_mask; uint coarse_face_smooth_mask; uint coarse_face_active_mask; + uint coarse_face_hidden_mask; uint coarse_face_loopstart_mask; /* Number of elements to process in the compute shader (can be the coarse quad count, or the * final vertex count, depending on which compute pass we do). This is used to early out in case * of out of bond accesses as compute dispatch are of fixed size. */ uint total_dispatch_size; + + int _pad0; + int _pad2; + int _pad3; }; static_assert((sizeof(DRWSubdivUboStorage) % 16) == 0, @@ -1180,6 +1194,7 @@ static void draw_subdiv_init_ubo_storage(const DRWSubdivCache *cache, ubo->coarse_face_smooth_mask = SUBDIV_COARSE_FACE_FLAG_SMOOTH_MASK; ubo->coarse_face_select_mask = SUBDIV_COARSE_FACE_FLAG_SELECT_MASK; ubo->coarse_face_active_mask = SUBDIV_COARSE_FACE_FLAG_ACTIVE_MASK; + ubo->coarse_face_hidden_mask = SUBDIV_COARSE_FACE_FLAG_HIDDEN_MASK; ubo->coarse_face_loopstart_mask = SUBDIV_COARSE_FACE_LOOP_START_MASK; ubo->total_dispatch_size = total_dispatch_size; } @@ -1597,12 +1612,11 @@ void draw_subdiv_build_tris_buffer(const DRWSubdivCache *cache, do_single_material ? SHADER_BUFFER_TRIS : SHADER_BUFFER_TRIS_MULTIPLE_MATERIALS, defines); GPU_shader_bind(shader); - if (!do_single_material) { - /* subdiv_polygon_offset is always at binding point 0 for each shader using it. */ - GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, 0); - } + int binding_point = 0; - int binding_point = 1; + /* subdiv_polygon_offset is always at binding point 0 for each shader using it. */ + GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, binding_point++); + GPU_vertbuf_bind_as_ssbo(cache->extra_coarse_face_data, binding_point++); /* Outputs */ GPU_indexbuf_bind_as_ssbo(subdiv_tris, binding_point++); @@ -1691,11 +1705,13 @@ void draw_subdiv_build_fdots_buffers(const DRWSubdivCache *cache, void draw_subdiv_build_lines_buffer(const DRWSubdivCache *cache, GPUIndexBuf *lines_indices) { - GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_LINES, nullptr); + GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_LINES, "#define SUBDIV_POLYGON_OFFSET\n"); GPU_shader_bind(shader); int binding_point = 0; + GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, binding_point++); GPU_vertbuf_bind_as_ssbo(cache->edges_orig_index, binding_point++); + GPU_vertbuf_bind_as_ssbo(cache->extra_coarse_face_data, binding_point++); GPU_indexbuf_bind_as_ssbo(lines_indices, binding_point++); BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS); @@ -1710,12 +1726,14 @@ void draw_subdiv_build_lines_buffer(const DRWSubdivCache *cache, GPUIndexBuf *li void draw_subdiv_build_lines_loose_buffer(const DRWSubdivCache *cache, GPUIndexBuf *lines_indices, + GPUVertBuf *lines_flags, uint num_loose_edges) { GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_LINES_LOOSE, "#define LINES_LOOSE\n"); GPU_shader_bind(shader); - GPU_indexbuf_bind_as_ssbo(lines_indices, 1); + GPU_indexbuf_bind_as_ssbo(lines_indices, 3); + GPU_vertbuf_bind_as_ssbo(lines_flags, 4); drw_subdiv_compute_dispatch(cache, shader, 0, 0, num_loose_edges); @@ -1950,7 +1968,7 @@ static bool draw_subdiv_create_requested_buffers(const Scene *scene, const bool do_final, const bool do_uvedit, const ToolSettings *ts, - const bool /*use_hide*/, + const bool use_hide, OpenSubdiv_EvaluatorCache *evaluator_cache) { SubsurfModifierData *smd = reinterpret_cast<SubsurfModifierData *>( @@ -2028,6 +2046,7 @@ static bool draw_subdiv_create_requested_buffers(const Scene *scene, MeshRenderData *mr = mesh_render_data_create( ob, mesh, is_editmode, is_paint_mode, is_mode_active, obmat, do_final, do_uvedit, ts); + mr->use_hide = use_hide; draw_subdiv_cache_update_extra_coarse_face_data(draw_cache, mesh_eval, mr); diff --git a/source/blender/draw/intern/draw_subdivision.h b/source/blender/draw/intern/draw_subdivision.h index 7bddd000ecb..15c770a51c4 100644 --- a/source/blender/draw/intern/draw_subdivision.h +++ b/source/blender/draw/intern/draw_subdivision.h @@ -265,6 +265,7 @@ void draw_subdiv_build_lines_buffer(const DRWSubdivCache *cache, void draw_subdiv_build_lines_loose_buffer(const DRWSubdivCache *cache, struct GPUIndexBuf *lines_indices, + GPUVertBuf *lines_flags, uint num_loose_edges); void draw_subdiv_build_fdots_buffers(const DRWSubdivCache *cache, diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc index ce3ca428469..3cecaf81b8a 100644 --- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc +++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc @@ -160,7 +160,7 @@ static void extract_lines_init_subdiv(const DRWSubdivCache *subdiv_cache, } static void extract_lines_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache, - const MeshRenderData *UNUSED(mr), + const MeshRenderData *mr, void *buffer, void *UNUSED(data)) { @@ -169,8 +169,31 @@ static void extract_lines_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache, return; } + /* Update flags for loose edges, points are already handled. */ + static GPUVertFormat format; + if (format.attr_len == 0) { + GPU_vertformat_attr_add(&format, "data", GPU_COMP_U32, 1, GPU_FETCH_INT); + } + + GPUVertBuf *flags = GPU_vertbuf_calloc(); + GPU_vertbuf_init_with_format(flags, &format); + + Span<DRWSubdivLooseEdge> loose_edges = draw_subdiv_cache_get_loose_edges(subdiv_cache); + GPU_vertbuf_data_alloc(flags, loose_edges.size()); + + uint *flags_data = static_cast<uint *>(GPU_vertbuf_get_data(flags)); + + const MEdge *medge = mr->medge; + + for (DRWSubdivLooseEdge edge : loose_edges) { + *flags_data++ = (medge[edge.coarse_edge_index].flag & ME_HIDE) != 0; + } + GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buffer); - draw_subdiv_build_lines_loose_buffer(subdiv_cache, ibo, static_cast<uint>(loose_geom.edge_len)); + draw_subdiv_build_lines_loose_buffer( + subdiv_cache, ibo, flags, static_cast<uint>(loose_geom.edge_len)); + + GPU_vertbuf_discard(flags); } constexpr MeshExtract create_extractor_lines() diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc index 272963f3fd5..503ce0e79e9 100644 --- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc +++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc @@ -156,7 +156,8 @@ static void extract_points_init_subdiv(const DRWSubdivCache *subdiv_cache, static void extract_points_iter_subdiv_common(GPUIndexBufBuilder *elb, const MeshRenderData *mr, const DRWSubdivCache *subdiv_cache, - uint subdiv_quad_index) + uint subdiv_quad_index, + bool for_bmesh) { int *subdiv_loop_vert_index = (int *)GPU_vertbuf_get_data(subdiv_cache->verts_orig_index); uint start_loop_idx = subdiv_quad_index * 4; @@ -172,6 +173,21 @@ static void extract_points_iter_subdiv_common(GPUIndexBufBuilder *elb, continue; } + if (for_bmesh) { + const BMVert *mv = BM_vert_at_index(mr->bm, coarse_vertex_index); + if (BM_elem_flag_test(mv, BM_ELEM_HIDDEN)) { + GPU_indexbuf_set_point_restart(elb, coarse_vertex_index); + continue; + } + } + else { + const MVert *mv = &mr->mvert[coarse_vertex_index]; + if (mr->use_hide && (mv->flag & ME_HIDE)) { + GPU_indexbuf_set_point_restart(elb, coarse_vertex_index); + continue; + } + } + GPU_indexbuf_set_point_vert(elb, coarse_vertex_index, i); } } @@ -183,7 +199,7 @@ static void extract_points_iter_subdiv_bm(const DRWSubdivCache *subdiv_cache, const BMFace *UNUSED(coarse_quad)) { GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data); - extract_points_iter_subdiv_common(elb, mr, subdiv_cache, subdiv_quad_index); + extract_points_iter_subdiv_common(elb, mr, subdiv_cache, subdiv_quad_index, true); } static void extract_points_iter_subdiv_mesh(const DRWSubdivCache *subdiv_cache, @@ -193,7 +209,7 @@ static void extract_points_iter_subdiv_mesh(const DRWSubdivCache *subdiv_cache, const MPoly *UNUSED(coarse_quad)) { GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data); - extract_points_iter_subdiv_common(elb, mr, subdiv_cache, subdiv_quad_index); + extract_points_iter_subdiv_common(elb, mr, subdiv_cache, subdiv_quad_index, false); } static void extract_points_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache, diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc index e08aa1da420..d595abc6dd3 100644 --- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc +++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc @@ -347,7 +347,7 @@ static void extract_attr_init_subdiv(const DRWSubdivCache *subdiv_cache, /* Prepare VBO for coarse data. The compute shader only expects floats. */ GPUVertBuf *src_data = GPU_vertbuf_calloc(); - static GPUVertFormat coarse_format = {0}; + GPUVertFormat coarse_format = {0}; GPU_vertformat_attr_add(&coarse_format, "data", GPU_COMP_F32, dimensions, GPU_FETCH_FLOAT); GPU_vertbuf_init_with_format_ex(src_data, &coarse_format, GPU_USAGE_STATIC); GPU_vertbuf_data_alloc(src_data, static_cast<uint32_t>(coarse_mesh->totloop)); diff --git a/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl index 3cbb9f980f3..5084dcc0746 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_ibo_lines_comp.glsl @@ -1,22 +1,41 @@ /* To be compiled with common_subdiv_lib.glsl */ -layout(std430, binding = 0) readonly buffer inputEdgeOrigIndex +layout(std430, binding = 1) readonly buffer inputEdgeOrigIndex { int input_origindex[]; }; -layout(std430, binding = 1) writeonly buffer outputLinesIndices +layout(std430, binding = 2) readonly restrict buffer extraCoarseFaceData +{ + uint extra_coarse_face_data[]; +}; + +layout(std430, binding = 3) writeonly buffer outputLinesIndices { uint output_lines[]; }; +layout(std430, binding = 4) readonly buffer LinesLooseFlags +{ + uint lines_loose_flags[]; +}; + #ifndef LINES_LOOSE -void emit_line(uint line_offset, uint start_loop_index, uint corner_index) + +bool is_face_hidden(uint coarse_quad_index) +{ + return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0; +} + +void emit_line(uint line_offset, uint quad_index, uint start_loop_index, uint corner_index) { uint vertex_index = start_loop_index + corner_index; - if (input_origindex[vertex_index] == ORIGINDEX_NONE && optimal_display) { + uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index, + coarse_poly_count); + + if (is_face_hidden(coarse_quad_index) || (input_origindex[vertex_index] == ORIGINDEX_NONE && optimal_display)) { output_lines[line_offset + 0] = 0xffffffff; output_lines[line_offset + 1] = 0xffffffff; } @@ -41,8 +60,17 @@ void main() /* In the loose lines case, we execute for each line, with two vertices per line. */ uint line_offset = edge_loose_offset + index * 2; uint loop_index = num_subdiv_loops + index * 2; - output_lines[line_offset] = loop_index; - output_lines[line_offset + 1] = loop_index + 1; + + if (lines_loose_flags[index] != 0) { + /* Line is hidden. */ + output_lines[line_offset] = 0xffffffff; + output_lines[line_offset + 1] = 0xffffffff; + } + else { + output_lines[line_offset] = loop_index; + output_lines[line_offset + 1] = loop_index + 1; + } + #else /* We execute for each quad, so the start index of the loop is quad_index * 4. */ uint start_loop_index = index * 4; @@ -51,7 +79,7 @@ void main() uint start_line_index = index * 8; for (int i = 0; i < 4; i++) { - emit_line(start_line_index + i * 2, start_loop_index, i); + emit_line(start_line_index + i * 2, index, start_loop_index, i); } #endif } diff --git a/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl index 3dccc82541e..f1275b36c34 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_ibo_tris_comp.glsl @@ -3,18 +3,28 @@ /* Generate triangles from subdivision quads indices. */ -layout(std430, binding = 1) writeonly buffer outputTriangles +layout(std430, binding = 1) readonly restrict buffer extraCoarseFaceData +{ + uint extra_coarse_face_data[]; +}; + +layout(std430, binding = 2) writeonly buffer outputTriangles { uint output_tris[]; }; #ifndef SINGLE_MATERIAL -layout(std430, binding = 2) readonly buffer inputPolygonMatOffset +layout(std430, binding = 3) readonly buffer inputPolygonMatOffset { int polygon_mat_offset[]; }; #endif +bool is_face_hidden(uint coarse_quad_index) +{ + return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0; +} + void main() { uint quad_index = get_global_invocation_index(); @@ -24,20 +34,31 @@ void main() uint loop_index = quad_index * 4; + uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index, + coarse_poly_count); + #ifdef SINGLE_MATERIAL uint triangle_loop_index = quad_index * 6; #else - uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index, - coarse_poly_count); int mat_offset = polygon_mat_offset[coarse_quad_index]; int triangle_loop_index = (int(quad_index) + mat_offset) * 6; #endif - output_tris[triangle_loop_index + 0] = loop_index + 0; - output_tris[triangle_loop_index + 1] = loop_index + 1; - output_tris[triangle_loop_index + 2] = loop_index + 2; - output_tris[triangle_loop_index + 3] = loop_index + 0; - output_tris[triangle_loop_index + 4] = loop_index + 2; - output_tris[triangle_loop_index + 5] = loop_index + 3; + if (is_face_hidden(coarse_quad_index)) { + output_tris[triangle_loop_index + 0] = 0xffffffff; + output_tris[triangle_loop_index + 1] = 0xffffffff; + output_tris[triangle_loop_index + 2] = 0xffffffff; + output_tris[triangle_loop_index + 3] = 0xffffffff; + output_tris[triangle_loop_index + 4] = 0xffffffff; + output_tris[triangle_loop_index + 5] = 0xffffffff; + } + else { + output_tris[triangle_loop_index + 0] = loop_index + 0; + output_tris[triangle_loop_index + 1] = loop_index + 1; + output_tris[triangle_loop_index + 2] = loop_index + 2; + output_tris[triangle_loop_index + 3] = loop_index + 0; + output_tris[triangle_loop_index + 4] = loop_index + 2; + output_tris[triangle_loop_index + 5] = loop_index + 3; + } } diff --git a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl index ce324249446..55e4ac20271 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl @@ -31,6 +31,7 @@ layout(std140) uniform shader_data uint coarse_face_select_mask; uint coarse_face_smooth_mask; uint coarse_face_active_mask; + uint coarse_face_hidden_mask; uint coarse_face_loopstart_mask; /* Total number of elements to process. */ diff --git a/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl index bf1f0f95787..b2860e58b5c 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl @@ -387,6 +387,11 @@ float get_face_flag(uint coarse_quad_index) return 0.0; } +bool is_face_hidden(uint coarse_quad_index) +{ + return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0; +} + void main() { /* We execute for each coarse quad. */ @@ -417,7 +422,13 @@ void main() output_verts[coarse_quad_index] = vert; output_nors[coarse_quad_index] = fnor; - output_indices[coarse_quad_index] = coarse_quad_index; + + if (is_face_hidden(coarse_quad_index)) { + output_indices[coarse_quad_index] = 0xffffffff; + } + else { + output_indices[coarse_quad_index] = coarse_quad_index; + } } #else void main() |