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authorCampbell Barton <ideasman42@gmail.com>2019-01-28 16:13:42 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-28 16:27:43 +0300
commit9bc43223c109c413601eded1309963f3f4ec2568 (patch)
treee43076e55a9a5e673c6830e447afdd47f32f5b8b /source/blender/draw/intern
parent20acf3ded27671c9f564cbfe00ad36a313a51f3e (diff)
DRW: support clipping for object & lamp centers
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_builtin_shader.c6
-rw-r--r--source/blender/draw/intern/draw_common.c27
-rw-r--r--source/blender/draw/intern/draw_common.h6
3 files changed, 26 insertions, 13 deletions
diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c
index 5606d31f73f..0b3fc45f5e7 100644
--- a/source/blender/draw/intern/draw_builtin_shader.c
+++ b/source/blender/draw/intern/draw_builtin_shader.c
@@ -46,7 +46,11 @@ extern char datatoc_common_world_clip_lib_glsl[];
GPU_SHADER_3D_DEPTH_ONLY, \
GPU_SHADER_CAMERA, \
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \
- GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE)
+ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \
+ GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \
+ GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \
+ GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED)
/* cache of built-in shaders (each is created on first use) */
static struct {
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 45cfca4e7d5..e54ad6cdffc 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -343,15 +343,18 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa
return grp;
}
-DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, const float color[4], const float *size)
+DRWShadingGroup *shgroup_dynpoints_uniform_color(
+ DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot)
{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+ GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_slot);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
-
+ if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
return grp;
}
@@ -376,9 +379,10 @@ DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float c
return grp;
}
-DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *geom, const float *size)
+DRWShadingGroup *shgroup_instance_screenspace(
+ DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot)
{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
+ GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_slot);
DRW_shgroup_instance_format(g_formats.instance_screenspace, {
{"world_pos", DRW_ATTRIB_FLOAT, 3},
@@ -389,7 +393,9 @@ DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch *ge
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
-
+ if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
return grp;
}
@@ -423,9 +429,10 @@ DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom)
return grp;
}
-DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch *geom)
+DRWShadingGroup *shgroup_instance_screen_aligned(
+ DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED);
+ GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_slot);
DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
{"color", DRW_ATTRIB_FLOAT, 3},
@@ -435,7 +442,9 @@ DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct GPUBatch
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
-
+ if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
return grp;
}
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 644e81e2f13..39a895632bd 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -142,13 +142,13 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, cons
struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
-struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size);
+struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4]);
struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4]);
-struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size);
+struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
-struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom);
+struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);