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authorCampbell Barton <ideasman42@gmail.com>2019-02-10 03:06:22 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-10 03:16:31 +0300
commit0b6dbbc306b0a7e60abe36968d154241bb90c1df (patch)
treed22a40e3e73f80bc1150cffe1fde866f1f602865 /source/blender/draw/modes/edit_mesh_mode.c
parent16d7967c2b404cbe6719192e073c7685376f6ab1 (diff)
Cleanup: move clipping shader lib & define into struct
Also compare clipping with the draw context instead of accessing the RegionView3D, currently they're matching but this might not always be the case.
Diffstat (limited to 'source/blender/draw/modes/edit_mesh_mode.c')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c44
1 files changed, 20 insertions, 24 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index c304e610548..420c099ee09 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -42,8 +42,6 @@
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
-extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
-
extern char datatoc_paint_weight_vert_glsl[];
extern char datatoc_paint_weight_frag_glsl[];
@@ -159,7 +157,6 @@ static void EDIT_MESH_engine_init(void *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0;
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
@@ -174,21 +171,20 @@ static void EDIT_MESH_engine_init(void *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
});
- if (is_clip) {
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
}
- const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
- const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
+ const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
if (!sh_data->weight_face) {
sh_data->weight_face = GPU_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
.frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
});
- char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
+ char *lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
/* Use geometry shader to draw edge wireframe. This ensure us
* the same result accross platforms and more flexibility. But
* we pay the cost of running a geometry shader.
@@ -203,58 +199,58 @@ static void EDIT_MESH_engine_init(void *vedata)
sh_data->overlay_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define FACE\n", NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define FACE\n", NULL},
});
sh_data->overlay_edge = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", NULL},
+ .defs = (const char *[]){sh_cfg_data->def, use_geom_def, "#define EDGE\n", NULL},
.geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
+ .defs = (const char *[]){sh_cfg_data->def, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
.geom = (use_geom_shader) ? geom_sh_code : NULL,
});
sh_data->overlay_vert = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define VERT\n", NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define VERT\n", NULL},
});
sh_data->overlay_facedot = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define FACEDOT\n", NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define FACEDOT\n", NULL},
});
sh_data->overlay_facefill = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
});
MEM_freeN(lib);
sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
sh_data->normals_face = GPU_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define FACE_NORMALS\n", NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
});
sh_data->normals_loop = GPU_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, "#define LOOP_NORMALS\n", NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
});
sh_data->normals = GPU_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
});
sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->sh_cfg);