diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-02-04 22:06:30 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2019-02-05 17:02:15 +0300 |
commit | a131514d0f79f7b82be526438c125e35beab9f8f (patch) | |
tree | 16fb27a321d52435ba4f3e3e1f2cbaf4c36572ac | |
parent | 112cf6eadff5642af21235aa1cd4eaecd575755d (diff) |
Edit Mesh: Fix some problem with new implementation
- Add manual depth offset to vertices and edges.
- Revert to plain edge decoration.
- Fix active edge coloring.
- Remove active face display if not in face selection mode.
- Add wide line support.
-rw-r--r-- | source/blender/draw/intern/DRW_render.h | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_cache_impl.h | 1 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_exec.c | 14 | ||||
-rw-r--r-- | source/blender/draw/modes/edit_mesh_mode.c | 48 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl | 4 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl | 15 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl | 22 | ||||
-rw-r--r-- | source/blender/editors/include/BIF_glutil.h | 1 | ||||
-rw-r--r-- | source/blender/editors/screen/glutil.c | 55 |
9 files changed, 101 insertions, 61 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 4740879928c..87a1add4e81 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -289,7 +289,7 @@ typedef enum { DRW_STATE_OFFSET_POSITIVE = (1 << 12), /** Polygon offset. Does not work with lines and points. */ DRW_STATE_OFFSET_NEGATIVE = (1 << 13), - /* DRW_STATE_STIPPLE_4 = (1 << 14), */ /* Not used */ + DRW_STATE_WIRE_WIDE = (1 << 14), DRW_STATE_BLEND = (1 << 15), DRW_STATE_ADDITIVE = (1 << 16), DRW_STATE_MULTIPLY = (1 << 17), diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h index ee91245fb1a..6481643a58e 100644 --- a/source/blender/draw/intern/draw_cache_impl.h +++ b/source/blender/draw/intern/draw_cache_impl.h @@ -120,7 +120,6 @@ struct GPUBatch *DRW_mesh_batch_cache_get_edit_lnors(struct Mesh *me); struct GPUBatch *DRW_mesh_batch_cache_get_edit_facedots(struct Mesh *me); /* edit-mesh selection */ struct GPUBatch *DRW_mesh_batch_cache_get_triangles_with_select_id(struct Mesh *me); -struct GPUBatch *DRW_mesh_batch_cache_get_triangles_with_select_mask(struct Mesh *me); struct GPUBatch *DRW_mesh_batch_cache_get_facedots_with_select_id(struct Mesh *me); struct GPUBatch *DRW_mesh_batch_cache_get_edges_with_select_id(struct Mesh *me); struct GPUBatch *DRW_mesh_batch_cache_get_verts_with_select_id(struct Mesh *me); diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 8147da90899..9bdd5d2ae93 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -183,15 +183,23 @@ void drw_state_set(DRWState state) /* Wire Width */ { - if (CHANGED_ANY(DRW_STATE_WIRE | DRW_STATE_WIRE_SMOOTH)) { - if ((state & DRW_STATE_WIRE_SMOOTH) != 0) { + int test; + if (CHANGED_ANY_STORE_VAR( + DRW_STATE_WIRE | DRW_STATE_WIRE_WIDE | DRW_STATE_WIRE_SMOOTH, + test)) + { + if (test & DRW_STATE_WIRE_WIDE) { + GPU_line_width(3.0f); + } + else if (test & DRW_STATE_WIRE_SMOOTH) { GPU_line_width(2.0f); GPU_line_smooth(true); } - else if ((state & DRW_STATE_WIRE) != 0) { + else if (test & DRW_STATE_WIRE) { GPU_line_width(1.0f); } else { + GPU_line_width(1.0f); GPU_line_smooth(false); } } diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index 01797e9e20c..d9c60115e14 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -38,6 +38,8 @@ #include "BKE_editmesh.h" #include "BKE_object.h" +#include "BIF_glutil.h" + #include "BLI_dynstr.h" #include "BLI_string_utils.h" @@ -102,6 +104,7 @@ typedef struct EDIT_MESH_Shaders { GPUShader *overlay_vert; GPUShader *overlay_edge; GPUShader *overlay_edge_flat; + GPUShader *overlay_edge_deco; GPUShader *overlay_face; GPUShader *overlay_facedot; @@ -134,6 +137,7 @@ typedef struct EDIT_MESH_PrivateData { DRWShadingGroup *vert_shgrp; DRWShadingGroup *edge_shgrp; + DRWShadingGroup *edge_deco_shgrp; DRWShadingGroup *face_shgrp; DRWShadingGroup *face_cage_shgrp; DRWShadingGroup *facedot_shgrp; @@ -200,9 +204,14 @@ static void EDIT_MESH_engine_init(void *vedata) }); sh_data->overlay_edge_flat = DRW_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_edit_mesh_overlay_frag_glsl, NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, "#define EDGE\n", "#define FLAT\n", NULL}, }); + sh_data->overlay_edge_deco = DRW_shader_create_from_arrays({ + .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){world_clip_def_or_empty, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL}, + }); sh_data->overlay_vert = DRW_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, @@ -253,7 +262,7 @@ static DRWPass *edit_mesh_create_overlay_pass( float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool UNUSED(xray), DRWState statemod, DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp, - DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp) + DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_edge_deco_shgrp, DRWShadingGroup **r_vert_shgrp) { const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; @@ -262,6 +271,14 @@ static DRWPass *edit_mesh_create_overlay_pass( EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_slot]; const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0; const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0; + float winmat[4][4]; + float viewdist = rv3d->dist; + DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); + /* special exception for ortho camera (viewdist isnt used for perspective cameras) */ + if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) { + viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1])); + } + const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f); DRWPass *pass = DRW_pass_create( "Edit Mesh Face Overlay Pass", @@ -274,6 +291,7 @@ static DRWPass *edit_mesh_create_overlay_pass( GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat; GPUShader *face_sh = sh_data->overlay_face; GPUShader *facedot_sh = sh_data->overlay_facedot; + GPUShader *edge_deco_sh = sh_data->overlay_edge_deco; /* Faces */ if (select_face) { grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass); @@ -292,6 +310,7 @@ static DRWPass *edit_mesh_create_overlay_pass( DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); + DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); } @@ -301,12 +320,27 @@ static DRWPass *edit_mesh_create_overlay_pass( DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE); /* Edges */ + grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); + DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); + DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs); + DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND); + DRW_shgroup_state_enable(grp, DRW_STATE_WIRE_WIDE); + /* To match blender loop structure. */ + DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION); + if (rv3d->rflag & RV3D_CLIPPING) { + DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); + } + grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); + DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs); + DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH); DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE); /* To match blender loop structure. */ DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION); @@ -320,6 +354,7 @@ static DRWPass *edit_mesh_create_overlay_pass( DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); + DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs); DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH); DRW_shgroup_state_disable(grp, DRW_STATE_BLEND); if (rv3d->rflag & RV3D_CLIPPING) { @@ -375,6 +410,9 @@ static void EDIT_MESH_cache_init(void *vedata) stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE); stl->g_data->do_faces = false; } + if ((tsettings->selectmode & SCE_SELECT_FACE) == 0) { + stl->g_data->data_mask[0] &= ~VFLAG_FACE_ACTIVE; + } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) { stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM; } @@ -473,6 +511,7 @@ static void EDIT_MESH_cache_init(void *vedata) &stl->g_data->face_cage_shgrp, &stl->g_data->facedot_shgrp, &stl->g_data->edge_shgrp, + &stl->g_data->edge_deco_shgrp, &stl->g_data->vert_shgrp); } else { @@ -484,6 +523,7 @@ static void EDIT_MESH_cache_init(void *vedata) &stl->g_data->face_cage_shgrp, &stl->g_data->facedot_shgrp, &stl->g_data->edge_shgrp, + &stl->g_data->edge_deco_shgrp, &stl->g_data->vert_shgrp); /* however we loose the front faces value (because we need the depth of occluded wires and @@ -533,11 +573,13 @@ static void edit_mesh_add_ob_to_pass( DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp; DRWShadingGroup *vert_shgrp = g_data->vert_shgrp; DRWShadingGroup *edge_shgrp = g_data->edge_shgrp; + DRWShadingGroup *edge_deco_shgrp = g_data->edge_deco_shgrp; geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data); geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data); DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat); DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat); + DRW_shgroup_call_add(edge_deco_shgrp, geom_edges, ob->obmat); if (facefill_shgrp) { DRW_shgroup_call_add(facefill_shgrp, geom_tris, ob->obmat); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl index 59dcf602d43..682e77c347f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl @@ -19,12 +19,8 @@ vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, floa vec4 EDIT_MESH_edge_color_inner(int edge_flag) { vec4 color = colorWireEdit; -#ifdef EDGE_SELECTION color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color; color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color; -#else - color = (doEdges && (edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color; -#endif return color; } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 248d9de7aee..bf41a0a43ae 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -1,11 +1,4 @@ -uniform float edgeScale; -uniform bool isXray = false; - -flat in vec4 finalColorStipple; -in float dist; -flat in float base_dist; - #ifdef FLAT flat in vec4 finalColor; #else @@ -19,12 +12,6 @@ out vec4 FragColor; void main() { - float dist_px = dist - base_dist; - dist_px /= fwidth(dist_px); - float mix_fac = step(0.5, fract(abs(dist_px) * (1.0 / 20.0))); - if (finalColorStipple.a == 0.0) { - mix_fac = 1.0; - } #if defined(EDGE) && !defined(FLAT) vec4 prim_col = mix(colorEditMeshMiddle, colorEdgeSelect, finalColor.a); prim_col = (selectOveride != 0) ? prim_col : finalColor; @@ -32,5 +19,5 @@ void main() #else # define prim_col finalColor #endif - FragColor = mix(finalColorStipple, prim_col, mix_fac); + FragColor = prim_col; } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl index 2c906412ed2..e27e1d01750 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -6,6 +6,7 @@ uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelMatrix; uniform float faceAlphaMod; uniform ivec4 dataMask = ivec4(0xFF); +uniform float ofs; in ivec4 data; in vec3 pos; @@ -16,12 +17,6 @@ in vec4 norAndFlag; # define vnor norAndFlag.xyz #endif -#ifdef EDGE -flat out vec4 finalColorStipple; -flat out float base_dist; -out float dist; -#endif - #ifdef FLAT flat out vec4 finalColor; #else @@ -33,7 +28,15 @@ flat out int selectOveride; void main() { +#if !defined(FACE) + mat4 projmat = ProjectionMatrix; + projmat[3][2] -= ofs; + + gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0)); +#else + gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); +#endif ivec4 m_data = data & dataMask; @@ -57,10 +60,10 @@ void main() selectOveride = (m_data.y & EDGE_SELECTED); # endif +#elif defined(EDGE_DECORATION) float crease = float(m_data.z) / 255.0; float bweight = float(m_data.w) / 255.0; - finalColorStipple = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight); - base_dist = dist = float(gl_VertexID % 128); + finalColor = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight); #elif defined(FACE) finalColor = EDIT_MESH_face_color(m_data.x); @@ -74,7 +77,8 @@ void main() #endif -#ifndef FACE +#if !defined(FACE) && !defined(EDGE_DECORATION) + /* Facing based color blend */ vec4 vpos = ModelViewMatrix * vec4(pos, 1.0); vec3 view_normal = normalize(NormalMatrix * vnor); vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) diff --git a/source/blender/editors/include/BIF_glutil.h b/source/blender/editors/include/BIF_glutil.h index 1da8d19f800..e4111380bf1 100644 --- a/source/blender/editors/include/BIF_glutil.h +++ b/source/blender/editors/include/BIF_glutil.h @@ -106,6 +106,7 @@ void set_inverted_drawing(int enable); void setlinestyle(int nr); /* own working polygon offset */ +float bglPolygonOffsetCalc(const float winmat[16], float viewdist, float dist); void bglPolygonOffset(float viewdist, float dist); /* **** Color management helper functions for GLSL display/transform ***** */ diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index 498b2d5d036..512f1ba9bb5 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -341,6 +341,34 @@ void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state, /* *************** glPolygonOffset hack ************* */ +float bglPolygonOffsetCalc(const float winmat[16], float viewdist, float dist) +{ + if (winmat[15] > 0.5f) { +#if 1 + return 0.00001f * dist * viewdist; // ortho tweaking +#else + static float depth_fac = 0.0f; + if (depth_fac == 0.0f) { + int depthbits; + glGetIntegerv(GL_DEPTH_BITS, &depthbits); + depth_fac = 1.0f / (float)((1 << depthbits) - 1); + } + offs = (-1.0 / winmat[10]) * dist * depth_fac; + + UNUSED_VARS(viewdist); +#endif + } + else { + /* This adjustment effectively results in reducing the Z value by 0.25%. + * + * winmat[14] actually evaluates to `-2 * far * near / (far - near)`, + * is very close to -0.2 with default clip range, and is used as the coefficient multiplied by `w / z`, + * thus controlling the z dependent part of the depth value. + */ + return winmat[14] * -0.0025f * dist; + } +} + /** * \note \a viewdist is only for ortho at the moment. */ @@ -349,8 +377,6 @@ void bglPolygonOffset(float viewdist, float dist) static float winmat[16], offset = 0.0f; if (dist != 0.0f) { - float offs; - // glEnable(GL_POLYGON_OFFSET_FILL); // glPolygonOffset(-1.0, -1.0); @@ -359,30 +385,7 @@ void bglPolygonOffset(float viewdist, float dist) /* dist is from camera to center point */ - if (winmat[15] > 0.5f) { -#if 1 - offs = 0.00001f * dist * viewdist; // ortho tweaking -#else - static float depth_fac = 0.0f; - if (depth_fac == 0.0f) { - int depthbits; - glGetIntegerv(GL_DEPTH_BITS, &depthbits); - depth_fac = 1.0f / (float)((1 << depthbits) - 1); - } - offs = (-1.0 / winmat[10]) * dist * depth_fac; - - UNUSED_VARS(viewdist); -#endif - } - else { - /* This adjustment effectively results in reducing the Z value by 0.25%. - * - * winmat[14] actually evaluates to `-2 * far * near / (far - near)`, - * is very close to -0.2 with default clip range, and is used as the coefficient multiplied by `w / z`, - * thus controlling the z dependent part of the depth value. - */ - offs = winmat[14] * -0.0025f * dist; - } + float offs = bglPolygonOffsetCalc(winmat, viewdist, dist); winmat[14] -= offs; offset += offs; |