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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/overlay/overlay_metaball.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/overlay/overlay_metaball.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_metaball.c143
1 files changed, 143 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_metaball.c b/source/blender/draw/engines/overlay/overlay_metaball.c
new file mode 100644
index 00000000000..a634aed812c
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_metaball.c
@@ -0,0 +1,143 @@
+/*
+ * 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 "DNA_meta_types.h"
+
+#include "BKE_object.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "ED_mball.h"
+
+#include "overlay_private.h"
+
+void OVERLAY_metaball_cache_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+
+ OVERLAY_InstanceFormats *formats = OVERLAY_shader_instance_formats_get();
+
+#define BUF_INSTANCE DRW_shgroup_call_buffer_instance
+
+ for (int i = 0; i < 2; i++) {
+ DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ DRW_PASS_CREATE(psl->metaball_ps[i], state | pd->clipping_state | infront_state);
+
+ /* Reuse armature shader as it's perfect to outline ellipsoids. */
+ struct GPUVertFormat *format = formats->instance_bone;
+ struct GPUShader *sh = OVERLAY_shader_armature_sphere(true);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->metaball_ps[i]);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ pd->mball.handle[i] = BUF_INSTANCE(grp, format, DRW_cache_bone_point_wire_outline_get());
+ }
+}
+
+static void metaball_instance_data_set(
+ BoneInstanceData *data, Object *ob, const float *pos, const float radius, const float color[4])
+{
+ /* Bone point radius is 0.05. Compensate for that. */
+ mul_v3_v3fl(data->mat[0], ob->obmat[0], radius / 0.05f);
+ mul_v3_v3fl(data->mat[1], ob->obmat[1], radius / 0.05f);
+ mul_v3_v3fl(data->mat[2], ob->obmat[2], radius / 0.05f);
+ mul_v3_m4v3(data->mat[3], ob->obmat, pos);
+ /* WATCH: Reminder, alpha is wiresize. */
+ OVERLAY_bone_instance_data_set_color(data, color);
+}
+
+void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ const bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool is_select = DRW_state_is_select();
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ MetaBall *mb = ob->data;
+
+ const float *color;
+ const float col_radius[4] = {0.63f, 0.19f, 0.19f, 1.0f}; /* 0x3030A0 */
+ const float col_radius_select[4] = {0.94f, 0.63f, 0.63f, 1.0f}; /* 0xA0A0F0 */
+ const float col_stiffness[4] = {0.19f, 0.63f, 0.19f, 1.0f}; /* 0x30A030 */
+ const float col_stiffness_select[4] = {0.63f, 0.94f, 0.63f, 1.0f}; /* 0xA0F0A0 */
+
+ int select_id = 0;
+ if (is_select) {
+ const Object *orig_object = DEG_get_original_object(ob);
+ select_id = orig_object->runtime.select_id;
+ }
+
+ LISTBASE_FOREACH (MetaElem *, ml, mb->editelems) {
+ const bool is_selected = (ml->flag & SELECT) != 0;
+ const bool is_scale_radius = (ml->flag & MB_SCALE_RAD) != 0;
+ float stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2;
+ BoneInstanceData instdata;
+
+ if (is_select) {
+ DRW_select_load_id(select_id | MBALLSEL_RADIUS);
+ }
+ color = (is_selected && is_scale_radius) ? col_radius_select : col_radius;
+ metaball_instance_data_set(&instdata, ob, &ml->x, ml->rad, color);
+ DRW_buffer_add_entry_struct(pd->mball.handle[do_in_front], &instdata);
+
+ if (is_select) {
+ DRW_select_load_id(select_id | MBALLSEL_STIFF);
+ }
+ color = (is_selected && !is_scale_radius) ? col_stiffness_select : col_stiffness;
+ metaball_instance_data_set(&instdata, ob, &ml->x, stiffness_radius, color);
+ DRW_buffer_add_entry_struct(pd->mball.handle[do_in_front], &instdata);
+
+ select_id += 0x10000;
+ }
+}
+
+void OVERLAY_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ const bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ MetaBall *mb = ob->data;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ float *color;
+ DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color);
+
+ LISTBASE_FOREACH (MetaElem *, ml, &mb->elems) {
+ /* Draw radius only. */
+ BoneInstanceData instdata;
+ metaball_instance_data_set(&instdata, ob, &ml->x, ml->rad, color);
+ DRW_buffer_add_entry_struct(pd->mball.handle[do_in_front], &instdata);
+ }
+}
+
+void OVERLAY_metaball_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+
+ DRW_draw_pass(psl->metaball_ps[0]);
+}
+
+void OVERLAY_metaball_in_front_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+
+ DRW_draw_pass(psl->metaball_ps[1]);
+}