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authorClément Foucault <foucault.clem@gmail.com>2018-09-05 18:02:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-05 20:00:13 +0300
commit457df4fa9ba4bebff69caff62c98586d62337f8d (patch)
tree4bc359a12e035b847521a9ce949a9bd3a655e30b /source/blender/draw/modes/edit_mesh_mode.c
parentc05b9bbcc09f15912c741809646902458ea27958 (diff)
Edit Mesh: Add support for draw option parameters
The visuals was already implemented but we could not toggle them off.
Diffstat (limited to 'source/blender/draw/modes/edit_mesh_mode.c')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c66
1 files changed, 52 insertions, 14 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index a79c0e2dc31..c68af6803e6 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -33,6 +33,7 @@
#include "draw_common.h"
+#include "draw_cache_impl.h"
#include "draw_mode_engines.h"
#include "edit_mesh_mode_intern.h" /* own include */
@@ -137,9 +138,11 @@ typedef struct EDIT_MESH_PrivateData {
DRWShadingGroup *facedot_occluded_shgrp;
DRWShadingGroup *facefill_occluded_shgrp;
+ int data_mask[4];
int ghost_ob;
int edit_ob;
bool do_zbufclip;
+ float edge_width_scale;
} EDIT_MESH_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -309,15 +312,15 @@ static void EDIT_MESH_engine_init(void *vedata)
e_data.ghost_clear_depth_sh = DRW_shader_create(datatoc_edit_mesh_overlay_ghost_clear_vert_glsl,
NULL, NULL, NULL);
}
+
}
static DRWPass *edit_mesh_create_overlay_pass(
- float *faceAlpha, DRWState statemod,
+ float *face_alpha, float *edge_width_scale, int *data_mask,
+ DRWState statemod,
DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
{
- static float edge_width_scale;
-
GPUShader *tri_sh, *ledge_sh;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
@@ -331,32 +334,30 @@ static DRWPass *edit_mesh_create_overlay_pass(
"Edit Mesh Face Overlay Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
-
- /* Applies on top of the theme edge width, so edge-mode can have thick edges. */
- edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
-
*r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1);
- DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", face_alpha, 1);
+ DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", edge_width_scale, 1);
+ DRW_shgroup_uniform_ivec4(*r_face_shgrp, "dataMask", data_mask, 1);
*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", edge_width_scale, 1);
+ DRW_shgroup_uniform_ivec4(*r_ledges_shgrp, "dataMask", data_mask, 1);
if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) {
*r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", edge_width_scale, 1);
}
if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) {
*r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
- DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", edge_width_scale, 1);
}
return pass;
@@ -374,6 +375,8 @@ static void EDIT_MESH_cache_init(void *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ ToolSettings *tsettings = scene->toolsettings;
static float zero = 0.0f;
@@ -388,6 +391,38 @@ static void EDIT_MESH_cache_init(void *vedata)
(draw_ctx->v3d->shading.type < OB_MATERIAL);
stl->g_data->do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0) || xray_enabled;
+ /* Applies on top of the theme edge width, so edge-mode can have thick edges. */
+ stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
+
+ stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
+ stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
+ stl->g_data->data_mask[2] = 0xFF; /* Crease */
+ stl->g_data->data_mask[3] = 0xFF; /* BWeight */
+
+ if (draw_ctx->object_edit->type == OB_MESH) {
+ if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
+ const Mesh *me = draw_ctx->object_edit->data;
+ if ((me->drawflag & ME_DRAW_FREESTYLE_FACE) == 0) {
+ stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
+ }
+ if ((me->drawflag & ME_DRAWSEAMS) == 0) {
+ stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
+ }
+ if ((me->drawflag & ME_DRAWSHARP) == 0) {
+ stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
+ }
+ if ((me->drawflag & ME_DRAW_FREESTYLE_EDGE) == 0) {
+ stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
+ }
+ if ((me->drawflag & ME_DRAWCREASES) == 0) {
+ stl->g_data->data_mask[2] = 0x0;
+ }
+ if ((me->drawflag & ME_DRAWBWEIGHTS) == 0) {
+ stl->g_data->data_mask[3] = 0x0;
+ }
+ }
+ }
+
{
psl->vcolor_faces = DRW_pass_create(
"Vert Color Pass",
@@ -443,14 +478,16 @@ static void EDIT_MESH_cache_init(void *vedata)
if (!stl->g_data->do_zbufclip) {
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
- &face_mod, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
+ &face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask,
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
&stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp,
&stl->g_data->lverts_overlay_shgrp, &stl->g_data->facedot_overlay_shgrp);
}
else {
/* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
psl->edit_face_occluded = edit_mesh_create_overlay_pass(
- &zero, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
+ &zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask,
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
&stl->g_data->face_occluded_shgrp, &stl->g_data->ledges_occluded_shgrp,
&stl->g_data->lverts_occluded_shgrp, &stl->g_data->facedot_occluded_shgrp);
@@ -461,6 +498,7 @@ static void EDIT_MESH_cache_init(void *vedata)
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(e_data.overlay_facefill_sh, psl->facefill_occlude);
DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
/* we need a full screen pass to combine the result */
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();