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authorPablo Dobarro <pablodp606>2020-09-18 20:20:22 +0300
committerPablo Dobarro <pablodp606@gmail.com>2020-09-18 20:24:58 +0300
commitea6cd1c8f05b27a81e835251e779f047a3488203 (patch)
treef474690da2ddba60ca0feb2664141f65cde38a5d /source/blender/draw/engines/overlay/overlay_engine.c
parent5855f317a7070d69dbb94761c5a2c2f53b058a6e (diff)
Overlay: Fade Inactive Geometry
This implements a new overlay that blends the bakground color over the objects that are not in the same mode as the active object, making them fade with the background. This is especially needed for sculpt mode as there is no other overlay or indication in the viewport to display which object is active. This is intended to be used with D7510 in order to have a faster workflow when sculpting models with multiple objects. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8679
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_engine.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c29
1 files changed, 29 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index 9cdd371ec4e..e93b505e8b7 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -196,6 +196,7 @@ static void OVERLAY_cache_init(void *vedata)
OVERLAY_antialiasing_cache_init(vedata);
OVERLAY_armature_cache_init(vedata);
OVERLAY_background_cache_init(vedata);
+ OVERLAY_fade_cache_init(vedata);
OVERLAY_extra_cache_init(vedata);
OVERLAY_facing_cache_init(vedata);
OVERLAY_gpencil_cache_init(vedata);
@@ -259,6 +260,27 @@ static bool overlay_object_is_edit_mode(const OVERLAY_PrivateData *pd, const Obj
return false;
}
+static bool overlay_should_fade_object(Object *ob, Object *active_object)
+{
+ if (!active_object || !ob) {
+ return false;
+ }
+
+ if (ELEM(active_object->mode, OB_MODE_OBJECT, OB_MODE_POSE)) {
+ return false;
+ }
+
+ if ((active_object->mode & ob->mode) != 0) {
+ return false;
+ }
+
+ if (ob->base_flag & BASE_FROM_DUPLI) {
+ return false;
+ }
+
+ return true;
+}
+
static void OVERLAY_cache_populate(void *vedata, Object *ob)
{
OVERLAY_Data *data = vedata;
@@ -295,6 +317,8 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
const bool draw_surface = (ob->dt >= OB_WIRE) && (renderable || (ob->dt == OB_WIRE));
const bool draw_facing = draw_surface && (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) &&
!is_select;
+ const bool draw_fade = draw_surface && (pd->overlay.flag & V3D_OVERLAY_FADE_INACTIVE) &&
+ overlay_should_fade_object(ob, draw_ctx->obact);
const bool draw_bones = (pd->overlay.flag & V3D_OVERLAY_HIDE_BONES) == 0;
const bool draw_wires = draw_surface && has_surface &&
(pd->wireframe_mode || !pd->hide_overlays);
@@ -315,6 +339,9 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
bool do_init;
OVERLAY_DupliData *dupli = OVERLAY_duplidata_get(ob, vedata, &do_init);
+ if (draw_fade) {
+ OVERLAY_fade_cache_populate(vedata, ob);
+ }
if (draw_facing) {
OVERLAY_facing_cache_populate(vedata, ob);
}
@@ -511,6 +538,7 @@ static void OVERLAY_draw_scene(void *vedata)
}
OVERLAY_image_draw(vedata);
+ OVERLAY_fade_draw(vedata);
OVERLAY_facing_draw(vedata);
OVERLAY_extra_blend_draw(vedata);
@@ -538,6 +566,7 @@ static void OVERLAY_draw_scene(void *vedata)
GPU_framebuffer_bind(fbl->overlay_in_front_fb);
}
+ OVERLAY_fade_infront_draw(vedata);
OVERLAY_facing_infront_draw(vedata);
if (DRW_state_is_fbo()) {