diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-17 23:24:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-12-18 04:19:52 +0300 |
commit | 6a1315d6e72689907207a1202b6372402ace59af (patch) | |
tree | 8938905d8d8d8e43cbb6ff0f7341873183d46e58 /source/blender/draw/modes | |
parent | 4fceaf3848b6ff926a8f0ffdb8f5a7b1537da57b (diff) |
Weight Paint Overlay: Refactor wire drawing
This reduce the number of batch/data needed. Stores a select/visiblee
flag inside the vert/loop normals.
Diffstat (limited to 'source/blender/draw/modes')
5 files changed, 36 insertions, 33 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c index 8fb854efd0d..985ab5455e3 100644 --- a/source/blender/draw/modes/paint_texture_mode.c +++ b/source/blender/draw/modes/paint_texture_mode.c @@ -351,6 +351,7 @@ static void PAINT_TEXTURE_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.image_sh); DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader); + DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader); } static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_TEXTURE_Data); diff --git a/source/blender/draw/modes/paint_weight_mode.c b/source/blender/draw/modes/paint_weight_mode.c index c050df43e24..ac04af728dd 100644 --- a/source/blender/draw/modes/paint_weight_mode.c +++ b/source/blender/draw/modes/paint_weight_mode.c @@ -45,6 +45,7 @@ extern struct GlobalsUboStorage ts; /* draw_common.c */ extern struct GPUTexture *globals_weight_ramp; /* draw_common.c */ +extern char datatoc_paint_face_vert_glsl[]; extern char datatoc_paint_weight_vert_glsl[]; extern char datatoc_paint_weight_frag_glsl[]; extern char datatoc_paint_wire_vert_glsl[]; @@ -52,6 +53,8 @@ extern char datatoc_paint_wire_frag_glsl[]; extern char datatoc_paint_vert_frag_glsl[]; extern char datatoc_common_globals_lib_glsl[]; +extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; + /* *********** LISTS *********** */ typedef struct PAINT_WEIGHT_PassList { @@ -109,7 +112,9 @@ static void PAINT_WEIGHT_engine_init(void *UNUSED(vedata)) } if (!e_data.face_overlay_shader) { - e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + e_data.face_overlay_shader = DRW_shader_create( + datatoc_paint_face_vert_glsl, NULL, + datatoc_gpu_shader_uniform_color_frag_glsl, NULL); } if (!e_data.vert_overlay_shader) { @@ -150,7 +155,7 @@ static void PAINT_WEIGHT_cache_init(void *vedata) { psl->wire_overlay = DRW_pass_create( "Wire Pass", - DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE); stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay); DRW_shgroup_uniform_block(stl->g_data->lwire_shgrp, "globalsBlock", globals_ubo); @@ -170,7 +175,7 @@ static void PAINT_WEIGHT_cache_init(void *vedata) { psl->vert_overlay = DRW_pass_create( "Vert Mask Pass", - DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE); stl->g_data->vert_shgrp = DRW_shgroup_create(e_data.vert_overlay_shader, psl->vert_overlay); DRW_shgroup_uniform_block(stl->g_data->vert_shgrp, "globalsBlock", globals_ubo); @@ -202,12 +207,12 @@ static void PAINT_WEIGHT_cache_populate(void *vedata, Object *ob) } if (use_face_sel) { - geom = DRW_cache_mesh_faces_weight_overlay_get(ob); + geom = DRW_cache_mesh_surface_get(ob); DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat); } if (use_vert_sel) { - geom = DRW_cache_mesh_verts_weight_overlay_get(ob); + geom = DRW_cache_mesh_verts_get(ob); DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat); } } @@ -228,6 +233,7 @@ static void PAINT_WEIGHT_engine_free(void) DRW_SHADER_FREE_SAFE(e_data.weight_face_shader); DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader); DRW_SHADER_FREE_SAFE(e_data.vert_overlay_shader); + DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader); } static const DrawEngineDataSize PAINT_WEIGHT_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_WEIGHT_Data); diff --git a/source/blender/draw/modes/shaders/paint_vert_frag.glsl b/source/blender/draw/modes/shaders/paint_vert_frag.glsl index 5ea8c11ff9a..d7f604d5c2c 100644 --- a/source/blender/draw/modes/shaders/paint_vert_frag.glsl +++ b/source/blender/draw/modes/shaders/paint_vert_frag.glsl @@ -1,5 +1,5 @@ -flat in int finalFlag; +flat in vec4 finalColor; out vec4 fragColor; #define VERTEX_SELECTED (1 << 0) @@ -7,10 +7,6 @@ out vec4 fragColor; void main() { - if (bool(finalFlag & VERTEX_HIDE)) { - discard; - } - vec2 centered = gl_PointCoord - vec2(0.5); float dist_squared = dot(centered, centered); const float rad_squared = 0.25; @@ -22,5 +18,5 @@ void main() discard; } - fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colUnsel; + fragColor = finalColor; } diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl index c5d6198fc21..d738ed5ddb2 100644 --- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl +++ b/source/blender/draw/modes/shaders/paint_wire_frag.glsl @@ -1,25 +1,8 @@ -flat in int finalFlag; +flat in vec4 finalColor; out vec4 fragColor; -#define VERTEX_SELECTED (1 << 0) -#define VERTEX_HIDE (1 << 4) - void main() { - if (bool(finalFlag & VERTEX_HIDE)) { - discard; - } - - /* Apply depth offset by taking slope and distance into account. */ - gl_FragDepth = gl_FragCoord.z - mix(exp2(-10), exp2(-23), gl_FragCoord.z) - 2.0 * fwidth(gl_FragCoord.z); - -#ifdef VERTEX_MODE - vec4 colSel = colorEdgeSelect; - colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0); -#else - const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0); -#endif - - fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colorWire; + fragColor = finalColor; } diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/modes/shaders/paint_wire_vert.glsl index 253c21745e2..a92591b957d 100644 --- a/source/blender/draw/modes/shaders/paint_wire_vert.glsl +++ b/source/blender/draw/modes/shaders/paint_wire_vert.glsl @@ -2,13 +2,30 @@ uniform mat4 ModelViewProjectionMatrix; in vec3 pos; -in int data; +in vec4 nor; /* flag stored in w */ -flat out int finalFlag; +flat out vec4 finalColor; void main() { + bool is_select = (nor.w > 0.0); + bool is_hidden = (nor.w < 0.0); gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + /* Add offset in Z to avoid zfighting and render selected wires on top. */ + /* TODO scale this bias using znear and zfar range. */ + gl_Position.zw -= exp2(-20) * (is_select ? 2.0 : 1.0); - finalFlag = data; + if (is_hidden) { + gl_Position = vec4(-2.0, -2.0, -2.0, 1.0); + } + +#ifdef VERTEX_MODE + vec4 colSel = colorEdgeSelect; + colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0); +#else + const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0); +#endif + + finalColor = (is_select) ? colSel : colorWire; + finalColor.a = nor.w; } |