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:
authorJeroen Bakker <j.bakker@atmind.nl>2018-05-23 13:30:12 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-23 13:30:42 +0300
commit858e8f453d48fe8f2285ef2dd1d11cdc099de6d4 (patch)
tree7187a2971f6482d35d6db0268ca2275062a0eef5 /source/blender/draw/engines/workbench/workbench_forward.c
parent909d548d56f13a7b86d2859ce985f88e9b14921d (diff)
Workbench: When in see through mode, only render depth of active object
in EDIT MODE
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c51
1 files changed, 35 insertions, 16 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 72e01213fb9..f7fabb1e46b 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -50,8 +50,10 @@
static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
+ struct GPUShader *object_outline_sh;
struct GPUShader *depth_sh;
+ struct GPUTexture *depth_tx; /* ref only, not alloced */
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
@@ -166,7 +168,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
material->shgrp = grp;
/* Depth */
- material->shgrp_depth = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
+ material->shgrp_depth = DRW_shgroup_create(e_data.object_outline_sh, psl->object_outline_pass);
material->object_id = engine_object_data->object_id;
DRW_shgroup_uniform_int(material->shgrp_depth, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
@@ -213,7 +215,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp;
if (!stl->g_data) {
@@ -231,7 +232,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
/* XXX: forward depth does not use any defines ATM. */
char *defines = workbench_material_build_defines(wpd, OB_SOLID);
char *forward_depth_frag = workbench_build_forward_depth_frag();
- e_data.depth_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
+ e_data.object_outline_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
MEM_freeN(forward_depth_frag);
MEM_freeN(defines);
}
@@ -240,11 +242,12 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+ e_data.depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_transparent);
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
e_data.transparent_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
- GPU_framebuffer_ensure_config(&fbl->depth_fb, {
- GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
+ GPU_ATTACHMENT_TEXTURE(e_data.depth_tx),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
@@ -259,8 +262,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
DRW_stats_group_start("Clear Buffers");
GPU_framebuffer_bind(fbl->transparent_accum_fb);
GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
- GPU_framebuffer_bind(fbl->depth_fb);
- GPU_framebuffer_clear_color(fbl->depth_fb, clear_color);
+ GPU_framebuffer_bind(fbl->object_outline_fb);
+ GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
DRW_stats_group_end();
/* Treansparecy Accum */
@@ -271,7 +274,13 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
/* Depth */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
- psl->depth_pass = DRW_pass_create("Depth", state);
+ psl->object_outline_pass = DRW_pass_create("Object Outline Pass", state);
+ }
+ /* Depth Active */
+ {
+ int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ psl->depth_pass = DRW_pass_create("Depth Active", state);
+ wpd->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Composite */
{
@@ -293,7 +302,7 @@ void workbench_forward_engine_free()
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
- DRW_SHADER_FREE_SAFE(e_data.depth_sh);
+ DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
}
void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
@@ -342,6 +351,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ const bool is_edit_mode = is_active && (draw_ctx->object_mode & OB_MODE_EDIT) != 0;
bool is_drawn = false;
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
@@ -404,6 +414,15 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
}
}
+
+ /* Is edit mode and active the update the Depth buffer */
+ if (is_edit_mode) {
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ DRW_shgroup_call_object_add(wpd->depth_shgrp, geom, ob);
+ }
+ }
+
}
}
@@ -414,14 +433,10 @@ void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata))
void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
{
const float clear_depth = 1.0f;
- uint clear_stencil = 0xFF;
-
- const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_stats_group_start("Clear Background");
GPU_framebuffer_bind(dfbl->default_fb);
- int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
- GPU_framebuffer_clear(dfbl->default_fb, clear_bits, clear_color, clear_depth, clear_stencil);
+ GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth);
DRW_stats_group_end();
}
@@ -434,8 +449,8 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Write Depth + Object ID */
- GPU_framebuffer_bind(fbl->depth_fb);
- DRW_draw_pass(psl->depth_pass);
+ GPU_framebuffer_bind(fbl->object_outline_fb);
+ DRW_draw_pass(psl->object_outline_pass);
/* Shade */
GPU_framebuffer_bind(fbl->transparent_accum_fb);
@@ -449,5 +464,9 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_transform_to_display(e_data.composite_buffer_tx);
+ /* Active Object Depth */
+ GPU_framebuffer_bind(dfbl->depth_only_fb);
+ DRW_draw_pass(psl->depth_pass);
+
workbench_private_data_free(wpd);
}