diff options
author | mano-wii <germano.costa@ig.com.br> | 2019-04-19 17:49:17 +0300 |
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committer | mano-wii <germano.costa@ig.com.br> | 2019-04-19 17:49:17 +0300 |
commit | 8f4ba1c0467d9e6169451e03be5efffbd1f7a896 (patch) | |
tree | b07091db6d074739eefcc7023103e553264453ef /source/blender/draw/intern | |
parent | b6a9e88aff5b9be3fa8351c6578554400fcb32ab (diff) |
Fix T63669: Particle editing bypassing occlusion.
The problem occurs because status changes between BackBuffer and Offscreen.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4703
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 117 |
1 files changed, 66 insertions, 51 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index b3546092667..394cb6a144f 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -2332,42 +2332,6 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, #endif /* USE_GPU_SELECT */ } -static void draw_depth_texture_to_screen(GPUTexture *texture) -{ - const float w = (float)GPU_texture_width(texture); - const float h = (float)GPU_texture_height(texture); - - GPUVertFormat *format = immVertexFormat(); - uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY); - - GPU_texture_bind(texture, 0); - - immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ - - immBegin(GPU_PRIM_TRI_STRIP, 4); - - immAttr2f(texcoord, 0.0f, 0.0f); - immVertex2f(pos, 0.0f, 0.0f); - - immAttr2f(texcoord, 1.0f, 0.0f); - immVertex2f(pos, w, 0.0f); - - immAttr2f(texcoord, 0.0f, 1.0f); - immVertex2f(pos, 0.0f, h); - - immAttr2f(texcoord, 1.0f, 1.0f); - immVertex2f(pos, w, h); - - immEnd(); - - GPU_texture_unbind(texture); - - immUnbindProgram(); -} - /** * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing). */ @@ -2484,21 +2448,6 @@ void DRW_draw_depth_loop(struct Depsgraph *depsgraph, drw_engines_disable(); - /* XXX Drawing the resulting buffer to the BACK_BUFFER */ - GPU_matrix_push(); - GPU_matrix_push_projection(); - wmOrtho2_region_pixelspace(DST.draw_ctx.ar); - GPU_matrix_identity_set(); - - glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */ - glDepthFunc(GL_ALWAYS); - DefaultTextureList *dtxl = (DefaultTextureList *)GPU_viewport_texture_list_get(DST.viewport); - draw_depth_texture_to_screen(dtxl->depth); - glDepthFunc(GL_LEQUAL); - - GPU_matrix_pop(); - GPU_matrix_pop_projection(); - #ifdef DEBUG /* Avoid accidental reuse. */ drw_state_ensure_not_reused(&DST); @@ -2544,6 +2493,72 @@ void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph, #endif } +/** + * Clears the Depth Buffer and draws only the specified object. + */ +void DRW_draw_depth_object(ARegion *ar, + View3D *v3d, + GPUViewport *viewport, + Object *object) +{ + RegionView3D *rv3d = ar->regiondata; + + DRW_opengl_context_enable(); + + /* Setup framebuffer */ + DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport); + + GPU_framebuffer_bind(fbl->depth_only_fb); + GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f); + GPU_depth_test(true); + GPU_matrix_mul(object->obmat); + + const float(*world_clip_planes)[4] = NULL; + if (rv3d->rflag & RV3D_CLIPPING) { + ED_view3d_clipping_set(rv3d); + ED_view3d_clipping_local(rv3d, object->obmat); + world_clip_planes = rv3d->clip_local; + } + + switch (object->type) { + case OB_MESH: { + GPUBatch *batch; + + Mesh *me = object->data; + + if (object->mode & OB_MODE_EDIT) { + batch = DRW_mesh_batch_cache_get_edit_triangles(me); + } + else { + batch = DRW_mesh_batch_cache_get_surface(me); + } + + DRW_mesh_batch_cache_create_requested(object, me, NULL, false, true); + + const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : + GPU_SHADER_CFG_DEFAULT; + GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg); + if (world_clip_planes != NULL) { + GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes[0]); + } + + GPU_batch_draw(batch); + } break; + case OB_CURVE: + case OB_SURF: + break; + } + + if (rv3d->rflag & RV3D_CLIPPING) { + ED_view3d_clipping_disable(); + } + + GPU_matrix_set(rv3d->viewmat); + GPU_depth_test(false); + GPU_framebuffer_restore(); + DRW_opengl_context_disable(); +} + /* Set an opengl context to be used with shaders that draw on U32 colors. */ void DRW_framebuffer_select_id_setup(ARegion *ar, const bool clear) { |