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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/intern/draw_cache_impl_lattice.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/intern/draw_cache_impl_lattice.c')
-rw-r--r--source/blender/draw/intern/draw_cache_impl_lattice.c75
1 files changed, 7 insertions, 68 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c
index 01cd2b52ae3..8e5e22a4bcd 100644
--- a/source/blender/draw/intern/draw_cache_impl_lattice.c
+++ b/source/blender/draw/intern/draw_cache_impl_lattice.c
@@ -212,62 +212,6 @@ static const BPoint *lattice_render_data_vert_bpoint(const LatticeRenderData *rd
return &rdata->bp[vert_idx];
}
-/* TODO, move into shader? */
-static void rgb_from_weight(float r_rgb[3], const float weight)
-{
- const float blend = ((weight / 2.0f) + 0.5f);
-
- if (weight <= 0.25f) { /* blue->cyan */
- r_rgb[0] = 0.0f;
- r_rgb[1] = blend * weight * 4.0f;
- r_rgb[2] = blend;
- }
- else if (weight <= 0.50f) { /* cyan->green */
- r_rgb[0] = 0.0f;
- r_rgb[1] = blend;
- r_rgb[2] = blend * (1.0f - ((weight - 0.25f) * 4.0f));
- }
- else if (weight <= 0.75f) { /* green->yellow */
- r_rgb[0] = blend * ((weight - 0.50f) * 4.0f);
- r_rgb[1] = blend;
- r_rgb[2] = 0.0f;
- }
- else if (weight <= 1.0f) { /* yellow->red */
- r_rgb[0] = blend;
- r_rgb[1] = blend * (1.0f - ((weight - 0.75f) * 4.0f));
- r_rgb[2] = 0.0f;
- }
- else {
- /* exceptional value, unclamped or nan,
- * avoid uninitialized memory use */
- r_rgb[0] = 1.0f;
- r_rgb[1] = 0.0f;
- r_rgb[2] = 1.0f;
- }
-}
-
-static void lattice_render_data_weight_col_get(const LatticeRenderData *rdata,
- const int vert_idx,
- const int actdef,
- float r_col[4])
-{
- if (actdef > -1) {
- float weight = defvert_find_weight(rdata->dvert + vert_idx, actdef);
-
- if (U.flag & USER_CUSTOM_RANGE) {
- BKE_colorband_evaluate(&U.coba_weight, weight, r_col);
- }
- else {
- rgb_from_weight(r_col, weight);
- }
-
- r_col[3] = 1.0f;
- }
- else {
- zero_v4(r_col);
- }
-}
-
/* ---------------------------------------------------------------------- */
/* Lattice GPUBatch Cache */
@@ -402,18 +346,14 @@ static GPUVertBuf *lattice_batch_cache_get_pos(LatticeRenderData *rdata,
BLI_assert(rdata->types & LR_DATATYPE_VERT);
if (cache->pos == NULL) {
- static GPUVertFormat format = {0};
- static struct {
+ GPUVertFormat format = {0};
+ struct {
uint pos, col;
} attr_id;
- GPU_vertformat_clear(&format);
-
- /* initialize vertex format */
attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
-
if (use_weight) {
- attr_id.col = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ attr_id.col = GPU_vertformat_attr_add(&format, "weight", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
}
const int vert_len = lattice_render_data_verts_len_get(rdata);
@@ -425,11 +365,10 @@ static GPUVertBuf *lattice_batch_cache_get_pos(LatticeRenderData *rdata,
GPU_vertbuf_attr_set(cache->pos, attr_id.pos, i, bp->vec);
if (use_weight) {
- float w_col[4];
- lattice_render_data_weight_col_get(rdata, i, actdef, w_col);
- w_col[3] = 1.0f;
-
- GPU_vertbuf_attr_set(cache->pos, attr_id.col, i, w_col);
+ const float no_active_weight = 666.0f;
+ float weight = (actdef > -1) ? defvert_find_weight(rdata->dvert + i, actdef) :
+ no_active_weight;
+ GPU_vertbuf_attr_set(cache->pos, attr_id.col, i, &weight);
}
}
}