diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-03-03 04:48:34 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2017-03-03 04:53:16 +0300 |
commit | 85945849a9d10f5daa72d1adca1f8e2b10407bea (patch) | |
tree | 6a76f8133490248669bd827ba721a3558950a251 /source/blender/draw/modes/edit_mesh_mode.c | |
parent | bb8a172dfbe1c4ea405f78bd54b07501ff59b98f (diff) |
Edit Mode overlay: backwire "ghost wireframe" with variable intensity
Diffstat (limited to 'source/blender/draw/modes/edit_mesh_mode.c')
-rw-r--r-- | source/blender/draw/modes/edit_mesh_mode.c | 236 |
1 files changed, 198 insertions, 38 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index 4177e7b843f..c9a998df9a2 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -27,6 +27,7 @@ #include "DRW_render.h" #include "GPU_shader.h" +#include "GPU_viewport.h" #include "DNA_view3d_types.h" #include "draw_mode_pass.h" @@ -40,14 +41,37 @@ typedef struct EDIT_MESH_PassList { struct DRWPass *wire_outline_pass; struct DRWPass *depth_pass_hidden_wire; struct DRWPass *edit_face_overlay_pass; + struct DRWPass *edit_face_occluded_pass; + struct DRWPass *mix_occlude_pass; + struct DRWPass *facefill_occlude_pass; } EDIT_MESH_PassList; +/* keep it under MAX_BUFFERS */ +typedef struct EDIT_MESH_FramebufferList { + struct GPUFrameBuffer *occlude_wire_fb; + struct GPUFrameBuffer *occlude_face_fb; +} EDIT_MESH_FramebufferList; + +/* keep it under MAX_TEXTURES */ +typedef struct EDIT_MESH_TextureList { + struct GPUTexture *occlude_wire_depth_tx; + struct GPUTexture *occlude_wire_color_tx; + struct GPUTexture *occlude_face_color_tx; +} EDIT_MESH_TextureList; + static DRWShadingGroup *depth_shgrp_hidden_wire; + static DRWShadingGroup *face_overlay_shgrp; static DRWShadingGroup *ledges_overlay_shgrp; static DRWShadingGroup *lverts_overlay_shgrp; static DRWShadingGroup *facedot_overlay_shgrp; +static DRWShadingGroup *face_occluded_shgrp; +static DRWShadingGroup *ledges_occluded_shgrp; +static DRWShadingGroup *lverts_occluded_shgrp; +static DRWShadingGroup *facedot_occluded_shgrp; +static DRWShadingGroup *facefill_occluded_shgrp; + extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */ static struct GPUShader *overlay_tri_sh = NULL; @@ -58,6 +82,8 @@ static struct GPUShader *overlay_edge_sh = NULL; static struct GPUShader *overlay_edge_vcol_sh = NULL; static struct GPUShader *overlay_vert_sh = NULL; static struct GPUShader *overlay_facedot_sh = NULL; +static struct GPUShader *overlay_mix_sh = NULL; +static struct GPUShader *overlay_facefill_sh = NULL; extern char datatoc_edit_overlay_frag_glsl[]; extern char datatoc_edit_overlay_vert_glsl[]; @@ -66,19 +92,28 @@ extern char datatoc_edit_overlay_geom_edge_glsl[]; extern char datatoc_edit_overlay_loosevert_vert_glsl[]; extern char datatoc_edit_overlay_facedot_frag_glsl[]; extern char datatoc_edit_overlay_facedot_vert_glsl[]; +extern char datatoc_edit_overlay_mix_vert_glsl[]; +extern char datatoc_edit_overlay_mix_frag_glsl[]; +extern char datatoc_edit_overlay_facefill_vert_glsl[]; +extern char datatoc_edit_overlay_facefill_frag_glsl[]; -void EDIT_MESH_cache_init(void) +void EDIT_MESH_init(void) { - EDIT_MESH_PassList *psl = DRW_mode_pass_list_get(); - static struct GPUShader *depth_sh, *tri_sh, *ledge_sh; + EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get(); + EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get(); - const struct bContext *C = DRW_get_context(); - struct RegionView3D *rv3d = CTX_wm_region_view3d(C); - Scene *scene = CTX_data_scene(C); - ToolSettings *ts = scene->toolsettings; + float *viewport_size = DRW_viewport_size_get(); - if (!depth_sh) - depth_sh = DRW_shader_create_3D_depth_only(); + DRWFboTexture tex[2] = {{&txl->occlude_wire_depth_tx, DRW_BUF_DEPTH_24}, + {&txl->occlude_wire_color_tx, DRW_BUF_RGBA_8}}; + DRW_framebuffer_init(&fbl->occlude_wire_fb, + (int)viewport_size[0], (int)viewport_size[1], + tex, 2); + + DRWFboTexture tex2 = {&txl->occlude_face_color_tx, DRW_BUF_RGBA_8}; + DRW_framebuffer_init(&fbl->occlude_face_fb, + (int)viewport_size[0], (int)viewport_size[1], + &tex2, 1); if (!overlay_tri_sh) { overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, @@ -119,6 +154,25 @@ void EDIT_MESH_cache_init(void) overlay_facedot_sh = DRW_shader_create(datatoc_edit_overlay_facedot_vert_glsl, NULL, datatoc_edit_overlay_facedot_frag_glsl, NULL); } + if (!overlay_mix_sh) { + overlay_mix_sh = DRW_shader_create(datatoc_edit_overlay_mix_vert_glsl, NULL, + datatoc_edit_overlay_mix_frag_glsl, NULL); + } + if (!overlay_facefill_sh) { + overlay_facefill_sh = DRW_shader_create(datatoc_edit_overlay_facefill_vert_glsl, NULL, + datatoc_edit_overlay_facefill_frag_glsl, NULL); + } +} + +static DRWPass *edit_mesh_create_overlay_pass(DRWShadingGroup **face_shgrp, DRWShadingGroup **ledges_shgrp, + DRWShadingGroup **lverts_shgrp, DRWShadingGroup **facedot_shgrp, + float *faceAlpha, DRWState statemod) +{ + static struct GPUShader *tri_sh, *ledge_sh; + const struct bContext *C = DRW_get_context(); + RegionView3D *rv3d = CTX_wm_region_view3d(C); + Scene *scene = CTX_data_scene(C); + ToolSettings *ts = scene->toolsettings; if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) { ledge_sh = overlay_edge_vcol_sh; @@ -137,25 +191,78 @@ void EDIT_MESH_cache_init(void) tri_sh = overlay_tri_sh; } - psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); - depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire); - - psl->edit_face_overlay_pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT); + DRWPass *pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod); - face_overlay_shgrp = DRW_shgroup_create(tri_sh, psl->edit_face_overlay_pass); - DRW_shgroup_uniform_block(face_overlay_shgrp, "globalsBlock", globals_ubo, 0); - DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1); + *face_shgrp = DRW_shgroup_create(tri_sh, pass); + DRW_shgroup_uniform_block(*face_shgrp, "globalsBlock", globals_ubo, 0); + DRW_shgroup_uniform_vec2(*face_shgrp, "viewportSize", DRW_viewport_size_get(), 1); + DRW_shgroup_uniform_float(*face_shgrp, "faceAlphaMod", faceAlpha, 1); - ledges_overlay_shgrp = DRW_shgroup_create(ledge_sh, psl->edit_face_overlay_pass); - DRW_shgroup_uniform_vec2(ledges_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1); + *ledges_shgrp = DRW_shgroup_create(ledge_sh, pass); + DRW_shgroup_uniform_vec2(*ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1); if ((ts->selectmode & (SCE_SELECT_VERTEX)) != 0) { - lverts_overlay_shgrp = DRW_shgroup_create(overlay_vert_sh, psl->edit_face_overlay_pass); - DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1); + *lverts_shgrp = DRW_shgroup_create(overlay_vert_sh, pass); + DRW_shgroup_uniform_vec2(*lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1); } if ((ts->selectmode & (SCE_SELECT_FACE)) != 0) { - facedot_overlay_shgrp = DRW_shgroup_create(overlay_facedot_sh, psl->edit_face_overlay_pass); + *facedot_shgrp = DRW_shgroup_create(overlay_facedot_sh, pass); + } + + return pass; +} + +static float backwire_opacity; +static float face_mod; + +void EDIT_MESH_cache_init(void) +{ + EDIT_MESH_PassList *psl = DRW_mode_pass_list_get(); + const struct bContext *C = DRW_get_context(); + View3D *v3d = CTX_wm_view3d(C); + + bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0); + + static float zero = 0.0f; + static struct GPUShader *depth_sh; + + if (!depth_sh) + depth_sh = DRW_shader_create_3D_depth_only(); + + psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); + depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire); + + if (!do_zbufclip) { + psl->edit_face_overlay_pass = edit_mesh_create_overlay_pass(&face_overlay_shgrp, &ledges_overlay_shgrp, &lverts_overlay_shgrp, + &facedot_overlay_shgrp, &face_mod, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND); + } + 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_pass = edit_mesh_create_overlay_pass(&face_occluded_shgrp, &ledges_occluded_shgrp, &lverts_occluded_shgrp, + &facedot_occluded_shgrp, &zero, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH); + + /* however we loose the front faces value (because we need the depth of occluded wires and + * faces are alpha blended ) so we recover them in a new pass. */ + psl->facefill_occlude_pass = DRW_pass_create("Front Face Color", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS); + facefill_occluded_shgrp = DRW_shgroup_create(overlay_facefill_sh, psl->facefill_occlude_pass); + DRW_shgroup_uniform_block(facefill_occluded_shgrp, "globalsBlock", globals_ubo, 0); + + /* we need a full screen pass to combine the result */ + EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get(); + DefaultTextureList *dtxl = DRW_engine_texture_list_get(); + struct Batch *quad = DRW_cache_fullscreen_quad_get(); + static float mat[4][4]; /* not even used but avoid crash */ + + + psl->mix_occlude_pass = DRW_pass_create("Mix Occluded Wires", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND); + DRWShadingGroup *mix_shgrp = DRW_shgroup_create(overlay_mix_sh, psl->mix_occlude_pass); + DRW_shgroup_call_add(mix_shgrp, quad, mat); + DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1); + DRW_shgroup_uniform_buffer(mix_shgrp, "wireColor", &txl->occlude_wire_color_tx, 0); + DRW_shgroup_uniform_buffer(mix_shgrp, "faceColor", &txl->occlude_face_color_tx, 1); + DRW_shgroup_uniform_buffer(mix_shgrp, "wireDepth", &txl->occlude_wire_depth_tx, 2); + DRW_shgroup_uniform_buffer(mix_shgrp, "sceneDepth", &dtxl->depth, 3); } DRW_mode_passes_setup(NULL, @@ -167,37 +274,58 @@ void EDIT_MESH_cache_init(void) NULL); } -void EDIT_MESH_cache_populate(Object *ob) +static void edit_mesh_add_ob_to_pass(Scene *scene, Object *ob, DRWShadingGroup *face_shgrp, DRWShadingGroup *ledges_shgrp, + DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp) { - struct Batch *geom; struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter; + ToolSettings *ts = scene->toolsettings; + + DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts); + DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat); + DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat); + + if (facefill_shgrp) + DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat); + + if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) + DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat); + + if ((ts->selectmode & SCE_SELECT_FACE) != 0) { + geo_ovl_fcenter = DRW_cache_face_centers_get(ob); + DRW_shgroup_call_add(facedot_shgrp, geo_ovl_fcenter, ob->obmat); + } +} + +void EDIT_MESH_cache_populate(Object *ob) +{ const struct bContext *C = DRW_get_context(); + View3D *v3d = CTX_wm_view3d(C); Scene *scene = CTX_data_scene(C); Object *obedit = scene->obedit; - ToolSettings *ts = scene->toolsettings; + struct Batch *geom; CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, ""); bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire"); + backwire_opacity = BKE_collection_engine_property_value_get_float(ces_mode_ed, "backwire_opacity"); /* should be done only once */ + + face_mod = (do_occlude_wire) ? 0.0f : 1.0f; switch (ob->type) { case OB_MESH: - if (ob == obedit) { - DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts); - DRW_shgroup_call_add(face_overlay_shgrp, geo_ovl_tris, ob->obmat); - DRW_shgroup_call_add(ledges_overlay_shgrp, geo_ovl_ledges, ob->obmat); - - if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) - DRW_shgroup_call_add(lverts_overlay_shgrp, geo_ovl_lverts, ob->obmat); - - if ((ts->selectmode & SCE_SELECT_FACE) != 0) { - geo_ovl_fcenter = DRW_cache_face_centers_get(ob); - DRW_shgroup_call_add(facedot_overlay_shgrp, geo_ovl_fcenter, ob->obmat); - } - + if (ob == obedit) { if (do_occlude_wire) { geom = DRW_cache_surface_get(ob); DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat); } + + if ((v3d->flag & V3D_ZBUF_SELECT) == 0) { + edit_mesh_add_ob_to_pass(scene, ob, face_occluded_shgrp, ledges_occluded_shgrp, + lverts_occluded_shgrp, facedot_occluded_shgrp, facefill_occluded_shgrp); + } + else { + edit_mesh_add_ob_to_pass(scene, ob, face_overlay_shgrp, ledges_overlay_shgrp, + lverts_overlay_shgrp, facedot_overlay_shgrp, NULL); + } } break; case OB_LAMP: @@ -229,9 +357,36 @@ void EDIT_MESH_cache_finish(void) void EDIT_MESH_draw(void) { EDIT_MESH_PassList *psl = DRW_mode_pass_list_get(); + EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get(); + DefaultFramebufferList *dfbl = DRW_engine_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_engine_texture_list_get(); DRW_draw_pass(psl->depth_pass_hidden_wire); - DRW_draw_pass(psl->edit_face_overlay_pass); + + if (psl->edit_face_occluded_pass) { + float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + /* render facefill */ + DRW_framebuffer_texture_detach(dtxl->depth); + DRW_framebuffer_texture_attach(fbl->occlude_face_fb, dtxl->depth, 0); + DRW_framebuffer_bind(fbl->occlude_face_fb); + DRW_framebuffer_clear(true, false, clearcol); + DRW_draw_pass(psl->facefill_occlude_pass); + DRW_framebuffer_texture_detach(dtxl->depth); + + /* Render wires on a separate framebuffer */ + DRW_framebuffer_bind(fbl->occlude_wire_fb); + DRW_framebuffer_clear(true, true, clearcol); + DRW_draw_pass(psl->edit_face_occluded_pass); + + /* Combine with scene buffer */ + DRW_framebuffer_bind(dfbl->default_fb); + DRW_draw_pass(psl->mix_occlude_pass); + DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0); + } + else { + DRW_draw_pass(psl->edit_face_overlay_pass); + } + DRW_draw_pass(psl->wire_outline_pass); DRW_draw_pass(psl->non_meshes_pass); DRW_draw_pass(psl->ob_center_pass); @@ -241,6 +396,7 @@ void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces) { BLI_assert(ces); BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false); + BKE_collection_engine_property_add_float(ces, "backwire_opacity", 0.5); } void EDIT_MESH_engine_free(void) @@ -261,4 +417,8 @@ void EDIT_MESH_engine_free(void) DRW_shader_free(overlay_vert_sh); if (overlay_facedot_sh) DRW_shader_free(overlay_facedot_sh); + if (overlay_mix_sh) + DRW_shader_free(overlay_mix_sh); + if (overlay_facefill_sh) + DRW_shader_free(overlay_facefill_sh); }
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