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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:15:52 +0300 |
commit | 9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch) | |
tree | da007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/engines/overlay/overlay_facing.c | |
parent | 1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (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/overlay/overlay_facing.c')
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_facing.c | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_facing.c b/source/blender/draw/engines/overlay/overlay_facing.c new file mode 100644 index 00000000000..a69d7537637 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_facing.c @@ -0,0 +1,64 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Copyright 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "overlay_private.h" + +void OVERLAY_facing_init(OVERLAY_Data *UNUSED(vedata)) +{ +} + +void OVERLAY_facing_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->facing_ps, state | pd->clipping_state); + + GPUShader *sh = OVERLAY_shader_facing(); + pd->facing_grp = DRW_shgroup_create(sh, psl->facing_ps); +} + +void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + + struct GPUBatch *geom = DRW_cache_object_surface_get(ob); + if (geom) { + DRW_shgroup_call(pd->facing_grp, geom, ob); + } +} + +void OVERLAY_facing_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + /* We need to match underlying geometry pass, at the cost of bypassing TAA. */ + DRW_view_set_active(NULL); + + DRW_draw_pass(psl->facing_ps); + + DRW_view_set_active(pd->view_default); +} |