Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/engines/basic/basic_engine.c
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff)
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/engines/basic/basic_engine.c')
-rw-r--r--source/blender/draw/engines/basic/basic_engine.c50
1 files changed, 26 insertions, 24 deletions
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
index 0dd1a4fd686..fcbe227ca1b 100644
--- a/source/blender/draw/engines/basic/basic_engine.c
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -46,8 +46,8 @@ typedef struct BASIC_StorageList {
} BASIC_StorageList;
typedef struct BASIC_PassList {
- struct DRWPass *depth_pass;
- struct DRWPass *depth_pass_cull;
+ struct DRWPass *depth_pass[2];
+ struct DRWPass *depth_pass_cull[2];
} BASIC_PassList;
typedef struct BASIC_Data {
@@ -70,8 +70,8 @@ static struct {
} e_data = {{{NULL}}}; /* Engine data */
typedef struct BASIC_PrivateData {
- DRWShadingGroup *depth_shgrp;
- DRWShadingGroup *depth_shgrp_cull;
+ DRWShadingGroup *depth_shgrp[2];
+ DRWShadingGroup *depth_shgrp_cull[2];
} BASIC_PrivateData; /* Transient data */
/* Functions */
@@ -97,24 +97,21 @@ static void basic_cache_init(void *vedata)
if (!stl->g_data) {
/* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
- {
- psl->depth_pass = DRW_pass_create("Depth Pass",
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
- stl->g_data->depth_shgrp = DRW_shgroup_create(sh_data->depth, psl->depth_pass);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(stl->g_data->depth_shgrp, DRW_STATE_CLIP_PLANES);
- }
+ /* Twice for normal and infront objects. */
+ for (int i = 0; i < 2; i++) {
+ DRWState clip_state = (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? DRW_STATE_CLIP_PLANES : 0;
+ DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull",
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_CULL_BACK);
- stl->g_data->depth_shgrp_cull = DRW_shgroup_create(sh_data->depth, psl->depth_pass_cull);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(stl->g_data->depth_shgrp_cull, DRW_STATE_CLIP_PLANES);
- }
+ DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state);
+ stl->g_data->depth_shgrp[i] = DRW_shgroup_create(sh_data->depth, psl->depth_pass[i]);
+
+ state |= DRW_STATE_CULL_BACK;
+ DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
+ stl->g_data->depth_shgrp_cull[i] = DRW_shgroup_create(sh_data->depth, psl->depth_pass_cull[i]);
}
}
@@ -128,6 +125,8 @@ static void basic_cache_populate(void *vedata, Object *ob)
return;
}
+ bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob != draw_ctx->object_edit) {
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
@@ -138,7 +137,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
- DRW_shgroup_call(stl->g_data->depth_shgrp, hairs, NULL);
+ DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], hairs, NULL);
}
}
}
@@ -155,7 +154,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
/* Avoid losing flat objects when in ortho views (see T56549) */
struct GPUBatch *geom = DRW_cache_object_all_edges_get(ob);
if (geom) {
- DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob);
+ DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], geom, ob);
}
return;
}
@@ -165,7 +164,8 @@ static void basic_cache_populate(void *vedata, Object *ob)
!DRW_state_is_image_render();
const bool do_cull = (draw_ctx->v3d &&
(draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
- DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
+ DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] :
+ stl->g_data->depth_shgrp[do_in_front];
if (use_sculpt_pbvh) {
DRW_shgroup_call_sculpt(shgrp, ob, false, false, false);
@@ -189,8 +189,10 @@ static void basic_draw_scene(void *vedata)
{
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
- DRW_draw_pass(psl->depth_pass);
- DRW_draw_pass(psl->depth_pass_cull);
+ DRW_draw_pass(psl->depth_pass[0]);
+ DRW_draw_pass(psl->depth_pass_cull[0]);
+ DRW_draw_pass(psl->depth_pass[1]);
+ DRW_draw_pass(psl->depth_pass_cull[1]);
}
static void basic_engine_free(void)