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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/modes
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff)
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/draw_mode_engines.h42
-rw-r--r--source/blender/draw/modes/edit_armature_mode.c203
-rw-r--r--source/blender/draw/modes/edit_curve_mode.c375
-rw-r--r--source/blender/draw/modes/edit_lattice_mode.c297
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c903
-rw-r--r--source/blender/draw/modes/edit_mesh_mode_intern.h35
-rw-r--r--source/blender/draw/modes/edit_mesh_mode_text.c379
-rw-r--r--source/blender/draw/modes/edit_metaball_mode.c231
-rw-r--r--source/blender/draw/modes/edit_text_mode.c419
-rw-r--r--source/blender/draw/modes/object_mode.c3930
-rw-r--r--source/blender/draw/modes/overlay_mode.c533
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c353
-rw-r--r--source/blender/draw/modes/paint_vertex_mode.c408
-rw-r--r--source/blender/draw/modes/particle_mode.c243
-rw-r--r--source/blender/draw/modes/pose_mode.c355
-rw-r--r--source/blender/draw/modes/sculpt_mode.c197
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl42
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl95
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl52
-rw-r--r--source/blender/draw/modes/shaders/armature_axes_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/armature_dof_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl15
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl171
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl18
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl59
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl117
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl47
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl11
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl107
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl80
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl88
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_frag.glsl13
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_vert.glsl97
-rw-r--r--source/blender/draw/modes/shaders/common_colormanagement_lib.glsl30
-rw-r--r--source/blender/draw/modes/shaders/common_fullscreen_vert.glsl11
-rw-r--r--source/blender/draw/modes/shaders/common_fxaa_lib.glsl884
-rw-r--r--source/blender/draw/modes/shaders/common_globals_lib.glsl98
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl206
-rw-r--r--source/blender/draw/modes/shaders/common_hair_refine_vert.glsl71
-rw-r--r--source/blender/draw/modes/shaders/common_view_lib.glsl137
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl115
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl19
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl32
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl28
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl19
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl44
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl76
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl7
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl23
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl36
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl91
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl7
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl8
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl22
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl79
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_geom.glsl18
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_camera_image_frag.glsl25
-rw-r--r--source/blender/draw/modes/shaders/object_camera_image_vert.glsl18
-rw-r--r--source/blender/draw/modes/shaders/object_color_axes_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/object_empty_axes_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl53
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl249
-rw-r--r--source/blender/draw/modes/shaders/object_grid_vert.glsl52
-rw-r--r--source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl31
-rw-r--r--source/blender/draw/modes/shaders/object_loose_points_frag.glsl19
-rw-r--r--source/blender/draw/modes/shaders/object_mball_handles_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_outline_detect_frag.glsl87
-rw-r--r--source/blender/draw/modes/shaders/object_outline_expand_frag.glsl51
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl18
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl54
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl29
-rw-r--r--source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl21
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_frag.glsl53
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl60
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl9
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl12
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl23
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl60
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl42
-rw-r--r--source/blender/draw/modes/shaders/paint_face_selection_vert.glsl19
-rw-r--r--source/blender/draw/modes/shaders/paint_face_vert.glsl11
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl25
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_vert.glsl17
-rw-r--r--source/blender/draw/modes/shaders/paint_vert_frag.glsl17
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_frag.glsl24
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_vert.glsl25
-rw-r--r--source/blender/draw/modes/shaders/paint_weight_frag.glsl105
-rw-r--r--source/blender/draw/modes/shaders/paint_weight_vert.glsl18
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_frag.glsl8
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_vert.glsl54
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_frag.glsl22
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_vert.glsl71
-rw-r--r--source/blender/draw/modes/shaders/pose_selection_vert.glsl12
-rw-r--r--source/blender/draw/modes/shaders/sculpt_mask_vert.glsl16
-rw-r--r--source/blender/draw/modes/shaders/volume_velocity_vert.glsl117
101 files changed, 0 insertions, 13883 deletions
diff --git a/source/blender/draw/modes/draw_mode_engines.h b/source/blender/draw/modes/draw_mode_engines.h
deleted file mode 100644
index 0d3d5cf7c59..00000000000
--- a/source/blender/draw/modes/draw_mode_engines.h
+++ /dev/null
@@ -1,42 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#ifndef __DRAW_MODE_ENGINES_H__
-#define __DRAW_MODE_ENGINES_H__
-
-extern DrawEngineType draw_engine_object_type;
-extern DrawEngineType draw_engine_edit_armature_type;
-extern DrawEngineType draw_engine_edit_curve_type;
-extern DrawEngineType draw_engine_edit_lattice_type;
-extern DrawEngineType draw_engine_edit_mesh_type;
-extern DrawEngineType draw_engine_edit_metaball_type;
-extern DrawEngineType draw_engine_edit_text_type;
-extern DrawEngineType draw_engine_motion_path_type;
-extern DrawEngineType draw_engine_paint_texture_type;
-extern DrawEngineType draw_engine_paint_vertex_type;
-extern DrawEngineType draw_engine_particle_type;
-extern DrawEngineType draw_engine_pose_type;
-extern DrawEngineType draw_engine_sculpt_type;
-extern DrawEngineType draw_engine_overlay_type;
-extern DrawEngineType draw_engine_gpencil_type;
-
-#endif /* __DRAW_MODE_ENGINES_H__ */
diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c
deleted file mode 100644
index 20195b7d9f9..00000000000
--- a/source/blender/draw/modes/edit_armature_mode.c
+++ /dev/null
@@ -1,203 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "DNA_armature_types.h"
-#include "DNA_view3d_types.h"
-
-#include "ED_view3d.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-/* *********** LISTS *********** */
-typedef struct EDIT_ARMATURE_PassList {
- struct DRWPass *bone_solid[2];
- struct DRWPass *bone_transp[2];
- struct DRWPass *bone_wire[2];
- struct DRWPass *bone_outline[2];
- struct DRWPass *bone_envelope[2];
- struct DRWPass *bone_axes;
- struct DRWPass *relationship[2];
-} EDIT_ARMATURE_PassList;
-
-typedef struct EDIT_ARMATURE_StorageList {
- struct EDIT_ARMATURE_PrivateData *g_data;
-} EDIT_ARMATURE_StorageList;
-
-typedef struct EDIT_ARMATURE_Data {
- void *engine_type;
- DRWViewportEmptyList *fbl;
- DRWViewportEmptyList *txl;
- EDIT_ARMATURE_PassList *psl;
- EDIT_ARMATURE_StorageList *stl;
-} EDIT_ARMATURE_Data;
-
-/* *********** STATIC *********** */
-
-typedef struct EDIT_ARMATURE_PrivateData {
- bool transparent_bones;
-} EDIT_ARMATURE_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-static void EDIT_ARMATURE_cache_init(void *vedata)
-{
- EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
- EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
- }
- stl->g_data->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE);
-
- for (int i = 0; i < 2; i++) {
- /* Solid bones */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
- psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH);
- psl->bone_transp[i] = DRW_pass_create("Bone Transp Pass", state | DRW_STATE_BLEND_ALPHA);
-
- /* Bones Outline */
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
-
- /* Wire bones */
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
-
- /* distance outline around envelope bones */
- state = DRW_STATE_BLEND_ADD | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_CULL_FRONT;
- psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass", state);
-
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND_ALPHA;
- psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
- }
-}
-
-static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
-{
- bArmature *arm = ob->data;
-
- if (ob->type == OB_ARMATURE) {
- if (arm->edbo) {
- EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
- EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
- bool transp = (stl->g_data->transparent_bones || (ob->dt <= OB_WIRE)) ||
- XRAY_FLAG_ENABLED(draw_ctx->v3d);
-
- DRWArmaturePasses passes = {
- .bone_solid = (transp) ? psl->bone_transp[ghost] : psl->bone_solid[ghost],
- .bone_outline = psl->bone_outline[ghost],
- .bone_wire = psl->bone_wire[ghost],
- .bone_envelope = psl->bone_envelope[ghost],
- .bone_axes = psl->bone_axes,
- .relationship_lines = psl->relationship[ghost],
- .custom_shapes = NULL, /* Not needed in edit mode. */
- };
- DRW_shgroup_armature_edit(ob, passes, transp);
- }
- }
-}
-
-static void EDIT_ARMATURE_draw_scene(void *vedata)
-{
- EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- if (DRW_state_is_select()) {
- DRW_draw_pass(psl->bone_outline[0]);
- DRW_draw_pass(psl->bone_solid[0]);
- DRW_draw_pass(psl->bone_wire[0]);
- DRW_draw_pass(psl->bone_outline[1]);
- DRW_draw_pass(psl->bone_solid[1]);
- DRW_draw_pass(psl->bone_wire[1]);
- return;
- }
-
- DRW_draw_pass(psl->bone_envelope[0]);
-
- /* For performance reason, avoid blending on MS target. */
- DRW_draw_pass(psl->bone_transp[0]);
-
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- DRW_draw_pass(psl->bone_solid[0]);
- DRW_draw_pass(psl->bone_outline[0]);
- DRW_draw_pass(psl->bone_wire[0]);
- DRW_draw_pass(psl->relationship[0]);
-
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
-
- if (!DRW_pass_is_empty(psl->bone_envelope[1]) || !DRW_pass_is_empty(psl->bone_solid[1]) ||
- !DRW_pass_is_empty(psl->bone_transp[1]) || !DRW_pass_is_empty(psl->bone_outline[1]) ||
- !DRW_pass_is_empty(psl->bone_wire[1]) || !DRW_pass_is_empty(psl->relationship[1])) {
- if (DRW_state_is_fbo()) {
- GPU_framebuffer_bind(dfbl->default_fb);
- GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
- }
-
- DRW_draw_pass(psl->bone_envelope[1]);
- DRW_draw_pass(psl->bone_solid[1]);
- DRW_draw_pass(psl->bone_transp[1]);
- DRW_draw_pass(psl->bone_outline[1]);
- DRW_draw_pass(psl->bone_wire[1]);
- DRW_draw_pass(psl->relationship[1]);
- }
-
- /* Draw axes with linesmooth and outside of multisample buffer. */
- DRW_draw_pass(psl->bone_axes);
-}
-
-static const DrawEngineDataSize EDIT_ARMATURE_data_size = DRW_VIEWPORT_DATA_SIZE(
- EDIT_ARMATURE_Data);
-
-DrawEngineType draw_engine_edit_armature_type = {
- NULL,
- NULL,
- N_("EditArmatureMode"),
- &EDIT_ARMATURE_data_size,
- NULL,
- NULL,
- &EDIT_ARMATURE_cache_init,
- &EDIT_ARMATURE_cache_populate,
- NULL,
- NULL,
- &EDIT_ARMATURE_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c
deleted file mode 100644
index afaaba0712f..00000000000
--- a/source/blender/draw/modes/edit_curve_mode.c
+++ /dev/null
@@ -1,375 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "DNA_curve_types.h"
-#include "DNA_view3d_types.h"
-
-#include "BKE_object.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-/* If needed, contains all global/Theme colors
- * Add needed theme colors / values to DRW_globals_update() and update UBO
- * Not needed for constant color. */
-
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_edit_curve_overlay_loosevert_vert_glsl[];
-extern char datatoc_edit_curve_overlay_normals_vert_glsl[];
-extern char datatoc_edit_curve_overlay_handle_vert_glsl[];
-extern char datatoc_edit_curve_overlay_handle_geom_glsl[];
-
-extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
-extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use EDIT_CURVE_engine_init() to
- * initialize most of them and EDIT_CURVE_cache_init()
- * for EDIT_CURVE_PassList */
-
-typedef struct EDIT_CURVE_PassList {
- struct DRWPass *wire_pass;
- struct DRWPass *wire_pass_xray;
- struct DRWPass *overlay_edge_pass;
- struct DRWPass *overlay_vert_pass;
-} EDIT_CURVE_PassList;
-
-typedef struct EDIT_CURVE_StorageList {
- struct CustomStruct *block;
- struct EDIT_CURVE_PrivateData *g_data;
-} EDIT_CURVE_StorageList;
-
-typedef struct EDIT_CURVE_Data {
- void *engine_type; /* Required */
- DRWViewportEmptyList *fbl;
- DRWViewportEmptyList *txl;
- EDIT_CURVE_PassList *psl;
- EDIT_CURVE_StorageList *stl;
-} EDIT_CURVE_Data;
-
-/* *********** STATIC *********** */
-
-typedef struct EDIT_CURVE_Shaders {
- GPUShader *wire_sh;
- GPUShader *wire_normals_sh;
- GPUShader *overlay_edge_sh; /* handles and nurbs control cage */
- GPUShader *overlay_vert_sh;
-} EDIT_CURVE_Shaders;
-
-static struct {
- EDIT_CURVE_Shaders sh_data[GPU_SHADER_CFG_LEN];
-} e_data = {{{NULL}}}; /* Engine data */
-
-typedef struct EDIT_CURVE_PrivateData {
- /* resulting curve as 'wire' for curves (and optionally normals) */
- DRWShadingGroup *wire_shgrp;
- DRWShadingGroup *wire_shgrp_xray;
- DRWShadingGroup *wire_normals_shgrp;
- DRWShadingGroup *wire_normals_shgrp_xray;
-
- DRWShadingGroup *overlay_edge_shgrp;
- DRWShadingGroup *overlay_vert_shgrp;
-
- int show_handles;
-} EDIT_CURVE_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void EDIT_CURVE_engine_init(void *UNUSED(vedata))
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- EDIT_CURVE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
-
- if (!sh_data->wire_sh) {
- sh_data->wire_sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR,
- draw_ctx->sh_cfg);
- }
-
- if (!sh_data->wire_normals_sh) {
- sh_data->wire_normals_sh = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_edit_curve_overlay_normals_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define IN_PLACE_INSTANCES\n", NULL},
- });
- }
-
- if (!sh_data->overlay_edge_sh) {
- sh_data->overlay_edge_sh = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_edit_curve_overlay_handle_vert_glsl,
- NULL},
- .geom = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_edit_curve_overlay_handle_geom_glsl,
- NULL},
- .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- }
-
- if (!sh_data->overlay_vert_sh) {
- sh_data->overlay_vert_sh = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_edit_curve_overlay_loosevert_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- }
-}
-
-static void EDIT_CURVE_wire_shgrp_create(EDIT_CURVE_Shaders *sh_data,
- const View3D *v3d,
- const RegionView3D *rv3d,
- DRWPass *pass,
- DRWShadingGroup **wire_shgrp,
- DRWShadingGroup **wire_normals_shgrp)
-{
- DRWShadingGroup *grp = DRW_shgroup_create(sh_data->wire_sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", G_draw.block.colorWireEdit, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- *wire_shgrp = grp;
-
- grp = DRW_shgroup_create(sh_data->wire_normals_sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", G_draw.block.colorWireEdit, 1);
- DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- *wire_normals_shgrp = grp;
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void EDIT_CURVE_cache_init(void *vedata)
-{
- EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
- EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
- const RegionView3D *rv3d = draw_ctx->rv3d;
- EDIT_CURVE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
- }
-
- stl->g_data->show_handles = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0;
-
- {
- DRWShadingGroup *grp;
-
- /* Center-Line (wire) */
- psl->wire_pass = DRW_pass_create(
- "Curve Wire", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
- EDIT_CURVE_wire_shgrp_create(sh_data,
- v3d,
- rv3d,
- psl->wire_pass,
- &stl->g_data->wire_shgrp,
- &stl->g_data->wire_normals_shgrp);
-
- psl->wire_pass_xray = DRW_pass_create(
- "Curve Wire Xray", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
- EDIT_CURVE_wire_shgrp_create(sh_data,
- v3d,
- rv3d,
- psl->wire_pass_xray,
- &stl->g_data->wire_shgrp_xray,
- &stl->g_data->wire_normals_shgrp_xray);
-
- psl->overlay_edge_pass = DRW_pass_create("Curve Handle Overlay",
- DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
-
- grp = DRW_shgroup_create(sh_data->overlay_edge_sh, psl->overlay_edge_pass);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_bool(grp, "showCurveHandles", &stl->g_data->show_handles, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- stl->g_data->overlay_edge_shgrp = grp;
-
- psl->overlay_vert_pass = DRW_pass_create("Curve Vert Overlay", DRW_STATE_WRITE_COLOR);
-
- grp = DRW_shgroup_create(sh_data->overlay_vert_sh, psl->overlay_vert_pass);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- stl->g_data->overlay_vert_shgrp = grp;
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void EDIT_CURVE_cache_populate(void *vedata, Object *ob)
-{
- EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
-
- if (ob->type == OB_CURVE) {
- if (BKE_object_is_in_editmode(ob)) {
- Curve *cu = ob->data;
- /* Get geometry cache */
- struct GPUBatch *geom;
-
- DRWShadingGroup *wire_shgrp, *wire_normals_shgrp;
-
- if (ob->dtx & OB_DRAWXRAY) {
- wire_shgrp = stl->g_data->wire_shgrp_xray;
- wire_normals_shgrp = stl->g_data->wire_normals_shgrp_xray;
- }
- else {
- wire_shgrp = stl->g_data->wire_shgrp;
- wire_normals_shgrp = stl->g_data->wire_normals_shgrp;
- }
-
- geom = DRW_cache_curve_edge_wire_get(ob);
- if (geom) {
- DRW_shgroup_call_no_cull(wire_shgrp, geom, ob);
- }
-
- if ((cu->flag & CU_3D) && (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_NORMALS) != 0) {
- geom = DRW_cache_curve_edge_normal_get(ob);
- DRW_shgroup_call_instances(wire_normals_shgrp, ob, geom, 2);
- }
-
- geom = DRW_cache_curve_edge_overlay_get(ob);
- if (geom) {
- DRW_shgroup_call_no_cull(stl->g_data->overlay_edge_shgrp, geom, ob);
- }
-
- geom = DRW_cache_curve_vert_overlay_get(ob, stl->g_data->show_handles);
- if (geom) {
- DRW_shgroup_call_no_cull(stl->g_data->overlay_vert_shgrp, geom, ob);
- }
- }
- }
-
- if (ob->type == OB_SURF) {
- if (BKE_object_is_in_editmode(ob)) {
- struct GPUBatch *geom = DRW_cache_curve_edge_overlay_get(ob);
- if (geom) {
- DRW_shgroup_call_no_cull(stl->g_data->overlay_edge_shgrp, geom, ob);
- }
-
- geom = DRW_cache_curve_vert_overlay_get(ob, false);
- if (geom) {
- DRW_shgroup_call_no_cull(stl->g_data->overlay_vert_shgrp, geom, ob);
- }
- }
- }
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void EDIT_CURVE_draw_scene(void *vedata)
-{
- EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
-
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- if (!DRW_pass_is_empty(psl->wire_pass)) {
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- DRW_draw_pass(psl->wire_pass);
-
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
- }
-
- /* Unfortunately this pass cannot be AA'd without
- * MULTISAMPLE_SYNC_DISABLE_NO_DEPTH. While it's
- * quite unlikely to happen to multi-edit curves
- * with a mix of xray enabled/disabled we still
- * support this case. */
- if (!DRW_pass_is_empty(psl->wire_pass_xray)) {
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- DRW_draw_pass(psl->wire_pass_xray);
-
- MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl);
- }
-
- /* These passes don't write to depth and are AA'ed using other tricks. */
- DRW_draw_pass(psl->overlay_edge_pass);
- DRW_draw_pass(psl->overlay_vert_pass);
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void EDIT_CURVE_engine_free(void)
-{
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- EDIT_CURVE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- /* Don't free builtins. */
- sh_data->wire_sh = NULL;
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(EDIT_CURVE_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static const DrawEngineDataSize EDIT_CURVE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_CURVE_Data);
-
-DrawEngineType draw_engine_edit_curve_type = {
- NULL,
- NULL,
- N_("EditCurveMode"),
- &EDIT_CURVE_data_size,
- &EDIT_CURVE_engine_init,
- &EDIT_CURVE_engine_free,
- &EDIT_CURVE_cache_init,
- &EDIT_CURVE_cache_populate,
- NULL,
- NULL, /* draw_background but not needed by mode engines */
- &EDIT_CURVE_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c
deleted file mode 100644
index 0fb8f555819..00000000000
--- a/source/blender/draw/modes/edit_lattice_mode.c
+++ /dev/null
@@ -1,297 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "BKE_object.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-
-extern char datatoc_edit_lattice_overlay_loosevert_vert_glsl[];
-extern char datatoc_edit_lattice_overlay_frag_glsl[];
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use EDIT_LATTICE_engine_init() to
- * initialize most of them and EDIT_LATTICE_cache_init()
- * for EDIT_LATTICE_PassList */
-
-typedef struct EDIT_LATTICE_PassList {
- /* Declare all passes here and init them in
- * EDIT_LATTICE_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *wire_pass;
- struct DRWPass *vert_pass;
-} EDIT_LATTICE_PassList;
-
-typedef struct EDIT_LATTICE_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} EDIT_LATTICE_FramebufferList;
-
-typedef struct EDIT_LATTICE_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} EDIT_LATTICE_TextureList;
-
-typedef struct EDIT_LATTICE_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
- struct CustomStruct *block;
- struct EDIT_LATTICE_PrivateData *g_data;
-} EDIT_LATTICE_StorageList;
-
-typedef struct EDIT_LATTICE_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- EDIT_LATTICE_FramebufferList *fbl;
- EDIT_LATTICE_TextureList *txl;
- EDIT_LATTICE_PassList *psl;
- EDIT_LATTICE_StorageList *stl;
-} EDIT_LATTICE_Data;
-
-typedef struct EDIT_LATTICE_Shaders {
- GPUShader *wire;
- GPUShader *overlay_vert;
-} EDIT_LATTICE_Shaders;
-
-/* *********** STATIC *********** */
-
-static struct {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in EDIT_LATTICE_engine_init();
- * free in EDIT_LATTICE_engine_free(); */
-
- EDIT_LATTICE_Shaders sh_data[GPU_SHADER_CFG_LEN];
-
-} e_data = {{{NULL}}}; /* Engine data */
-
-typedef struct EDIT_LATTICE_PrivateData {
- /* This keeps the references of the shading groups for
- * easy access in EDIT_LATTICE_cache_populate() */
- DRWShadingGroup *wire_shgrp;
- DRWShadingGroup *vert_shgrp;
-} EDIT_LATTICE_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void EDIT_LATTICE_engine_init(void *vedata)
-{
- EDIT_LATTICE_TextureList *txl = ((EDIT_LATTICE_Data *)vedata)->txl;
- EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
- EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
-
- UNUSED_VARS(txl, fbl, stl);
-
- /* Init Framebuffers like this: order is attachment order (for color texs) */
- /*
- * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
- * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
- */
-
- /* DRW_framebuffer_init takes care of checking if
- * the framebuffer is valid and has the right size*/
- /*
- * float *viewport_size = DRW_viewport_size_get();
- * DRW_framebuffer_init(&fbl->occlude_wire_fb,
- * (int)viewport_size[0], (int)viewport_size[1],
- * tex, 2);
- */
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
-
- if (!sh_data->wire) {
- sh_data->wire = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SMOOTH_COLOR,
- draw_ctx->sh_cfg);
- }
-
- if (!sh_data->overlay_vert) {
- sh_data->overlay_vert = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_edit_lattice_overlay_loosevert_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_globals_lib_glsl,
- datatoc_edit_lattice_overlay_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- }
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void EDIT_LATTICE_cache_init(void *vedata)
-{
- EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
- EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- RegionView3D *rv3d = draw_ctx->rv3d;
- EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- psl->wire_pass = DRW_pass_create("Lattice Wire", state);
- stl->g_data->wire_shgrp = DRW_shgroup_create(sh_data->wire, psl->wire_pass);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(stl->g_data->wire_shgrp, DRW_STATE_CLIP_PLANES);
- }
-
- state = DRW_STATE_WRITE_COLOR;
- psl->vert_pass = DRW_pass_create("Lattice Verts", state);
- stl->g_data->vert_shgrp = DRW_shgroup_create(sh_data->overlay_vert, psl->vert_pass);
- DRW_shgroup_uniform_block(stl->g_data->vert_shgrp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(stl->g_data->vert_shgrp, DRW_STATE_CLIP_PLANES);
- }
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void EDIT_LATTICE_cache_populate(void *vedata, Object *ob)
-{
- EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
- EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- UNUSED_VARS(psl);
-
- if (ob->type == OB_LATTICE) {
- if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
- /* Get geometry cache */
- struct GPUBatch *geom;
-
- geom = DRW_cache_lattice_wire_get(ob, true);
- DRW_shgroup_call(stl->g_data->wire_shgrp, geom, ob);
-
- geom = DRW_cache_lattice_vert_overlay_get(ob);
- DRW_shgroup_call(stl->g_data->vert_shgrp, geom, ob);
- }
- }
-}
-
-/* Optional: Post-cache_populate callback */
-static void EDIT_LATTICE_cache_finish(void *vedata)
-{
- EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
- EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
-
- /* Do something here! dependent on the objects gathered */
- UNUSED_VARS(psl, stl);
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void EDIT_LATTICE_draw_scene(void *vedata)
-{
- EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
- EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
-
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- UNUSED_VARS(fbl);
-
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
- /*
- * DRW_framebuffer_texture_detach(dtxl->depth);
- * DRW_framebuffer_bind(fbl->custom_fb);
- * DRW_draw_pass(psl->pass);
- * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
- * DRW_framebuffer_bind(dfbl->default_fb);
- */
-
- /* ... or just render passes on default framebuffer. */
- DRW_draw_pass(psl->wire_pass);
- DRW_draw_pass(psl->vert_pass);
-
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
-
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void EDIT_LATTICE_engine_free(void)
-{
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- /* Don't free builtins. */
- sh_data->wire = NULL;
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(EDIT_LATTICE_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static const DrawEngineDataSize EDIT_LATTICE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_LATTICE_Data);
-
-DrawEngineType draw_engine_edit_lattice_type = {
- NULL,
- NULL,
- N_("EditLatticeMode"),
- &EDIT_LATTICE_data_size,
- &EDIT_LATTICE_engine_init,
- &EDIT_LATTICE_engine_free,
- &EDIT_LATTICE_cache_init,
- &EDIT_LATTICE_cache_populate,
- &EDIT_LATTICE_cache_finish,
- NULL, /* draw_background but not needed by mode engines */
- &EDIT_LATTICE_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
deleted file mode 100644
index 9957dbae3fb..00000000000
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ /dev/null
@@ -1,903 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "DNA_mesh_types.h"
-#include "DNA_view3d_types.h"
-
-#include "draw_common.h"
-
-#include "draw_cache_impl.h"
-#include "draw_mode_engines.h"
-
-#include "edit_mesh_mode_intern.h" /* own include */
-
-#include "BKE_editmesh.h"
-#include "BKE_object.h"
-
-#include "BLI_dynstr.h"
-#include "BLI_string_utils.h"
-
-#include "ED_view3d.h"
-
-extern char datatoc_paint_weight_vert_glsl[];
-extern char datatoc_paint_weight_frag_glsl[];
-
-extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
-extern char datatoc_edit_mesh_overlay_frag_glsl[];
-extern char datatoc_edit_mesh_overlay_vert_glsl[];
-extern char datatoc_edit_mesh_overlay_geom_glsl[];
-extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
-extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
-extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
-extern char datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl[];
-extern char datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl[];
-extern char datatoc_edit_normals_vert_glsl[];
-extern char datatoc_edit_normals_geom_glsl[];
-extern char datatoc_edit_mesh_skin_root_vert_glsl[];
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
-extern char datatoc_gpu_shader_flat_color_frag_glsl[];
-extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
-
-/* *********** LISTS *********** */
-
-typedef struct EDIT_MESH_ComponentPassList {
- struct DRWPass *faces;
- struct DRWPass *faces_cage;
- struct DRWPass *edges;
- struct DRWPass *verts;
-} EDIT_MESH_ComponentPassList;
-
-typedef struct EDIT_MESH_PassList {
- struct DRWPass *weight_faces;
- struct DRWPass *depth_hidden_wire;
- struct DRWPass *depth_hidden_wire_in_front;
-
- EDIT_MESH_ComponentPassList edit_passes;
- EDIT_MESH_ComponentPassList edit_passes_in_front;
-
- struct DRWPass *mix_occlude;
- struct DRWPass *facefill_occlude;
- struct DRWPass *facefill_occlude_cage;
- struct DRWPass *mesh_analysis_pass;
- struct DRWPass *normals;
-} EDIT_MESH_PassList;
-
-typedef struct EDIT_MESH_FramebufferList {
- struct GPUFrameBuffer *occlude_wire_fb;
-} EDIT_MESH_FramebufferList;
-
-typedef struct EDIT_MESH_StorageList {
- struct EDIT_MESH_PrivateData *g_data;
-} EDIT_MESH_StorageList;
-
-typedef struct EDIT_MESH_Data {
- void *engine_type;
- EDIT_MESH_FramebufferList *fbl;
- DRWViewportEmptyList *txl;
- EDIT_MESH_PassList *psl;
- EDIT_MESH_StorageList *stl;
-} EDIT_MESH_Data;
-
-/** Can only contain shaders (freed as array). */
-typedef struct EDIT_MESH_Shaders {
- /* weight */
- GPUShader *weight_face;
-
- /* Geometry */
- GPUShader *overlay_vert;
- GPUShader *overlay_edge;
- GPUShader *overlay_edge_flat;
- GPUShader *overlay_face;
- GPUShader *overlay_facedot;
- GPUShader *overlay_skin_root;
-
- GPUShader *overlay_mix;
- GPUShader *overlay_facefill;
- GPUShader *normals_face;
- GPUShader *normals_loop;
- GPUShader *normals;
- GPUShader *depth;
-
- /* Mesh analysis shader */
- GPUShader *mesh_analysis;
-} EDIT_MESH_Shaders;
-
-/* *********** STATIC *********** */
-static struct {
- EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
-
- /* temp buffer texture */
- struct GPUTexture *occlude_wire_depth_tx;
- struct GPUTexture *occlude_wire_color_tx;
-} e_data = {{{NULL}}}; /* Engine data */
-
-typedef struct EDIT_MESH_ComponentShadingGroupList {
- DRWShadingGroup *verts;
- DRWShadingGroup *edges;
- DRWShadingGroup *faces;
- DRWShadingGroup *faces_cage;
- DRWShadingGroup *facedots;
- DRWShadingGroup *skin_roots;
-} EDIT_MESH_ComponentShadingGroupList;
-
-typedef struct EDIT_MESH_PrivateData {
- /* weight */
- DRWShadingGroup *fweights_shgrp;
- DRWShadingGroup *depth_shgrp_hidden_wire;
- DRWShadingGroup *depth_shgrp_hidden_wire_in_front;
-
- DRWShadingGroup *fnormals_shgrp;
- DRWShadingGroup *vnormals_shgrp;
- DRWShadingGroup *lnormals_shgrp;
-
- EDIT_MESH_ComponentShadingGroupList edit_shgrps;
- EDIT_MESH_ComponentShadingGroupList edit_in_front_shgrps;
-
- DRWShadingGroup *facefill_occluded_shgrp;
- DRWShadingGroup *facefill_occluded_cage_shgrp;
- DRWShadingGroup *mesh_analysis_shgrp;
-
- DRWView *view_faces;
- DRWView *view_faces_cage;
- DRWView *view_edges;
- DRWView *view_verts;
-
- int data_mask[4];
- int ghost_ob;
- int edit_ob;
- bool do_zbufclip;
- bool do_faces;
- bool do_edges;
-} EDIT_MESH_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-static void EDIT_MESH_engine_init(void *vedata)
-{
- EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
- EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- const float *viewport_size = DRW_viewport_size_get();
- const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
-
- e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_edit_mesh_type);
- e_data.occlude_wire_color_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_RGBA8, &draw_engine_edit_mesh_type);
-
- GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb,
- {GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
- GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)});
-
- 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 *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_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 *[]){sh_cfg_data->def, NULL},
- });
-
- char *lib = BLI_string_joinN(sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_edit_mesh_overlay_common_lib_glsl);
- /* Use geometry shader to draw edge wire-frame. This ensure us
- * the same result across platforms and more flexibility.
- * But we pay the cost of running a geometry shader.
- * In the future we might consider using only the vertex shader
- * and loading data manually with buffer textures. */
- const bool use_geom_shader = true;
- const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
- if (!use_geom_shader) {
- geom_sh_code[0] = NULL;
- }
- const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
- const char *use_smooth_def = (U.gpu_flag & USER_GPU_FLAG_NO_EDIT_MODE_SMOOTH_WIRE) ?
- "" :
- "#define USE_SMOOTH_WIRE\n";
- 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 *[]){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
- *[]){sh_cfg_data->def, use_geom_def, use_smooth_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 *[]){sh_cfg_data->def,
- use_geom_def,
- use_smooth_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 *[]){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 *[]){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 *[]){sh_cfg_data->def, NULL},
- });
- sh_data->overlay_skin_root = GPU_shader_create_from_arrays({
- .vert = (const char *[]){lib, datatoc_edit_mesh_skin_root_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, 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);
-
- lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_view_lib_glsl);
-
- sh_data->normals_face = GPU_shader_create_from_arrays({
- .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, 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 *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
- });
-
- sh_data->normals = GPU_shader_create_from_arrays({
- .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
-
- /* Mesh Analysis */
- sh_data->mesh_analysis = GPU_shader_create_from_arrays({
- .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl, NULL},
- });
-
- MEM_freeN(lib);
-
- sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg);
- }
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- {
- /* Create view with depth offset */
- stl->g_data->view_faces = (DRWView *)DRW_view_default_get();
- stl->g_data->view_faces_cage = DRW_view_create_with_zoffset(draw_ctx->rv3d, 0.5f);
- stl->g_data->view_edges = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
- stl->g_data->view_verts = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.5f);
- }
-}
-
-static void edit_mesh_create_overlay_passes(float face_alpha,
- int *data_mask,
- bool do_edges,
- DRWState statemod,
- EDIT_MESH_ComponentPassList *passes,
- EDIT_MESH_ComponentShadingGroupList *shgrps)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- RegionView3D *rv3d = draw_ctx->rv3d;
- Scene *scene = draw_ctx->scene;
- ToolSettings *tsettings = scene->toolsettings;
- EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
- const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
- const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0;
-
- DRWShadingGroup *grp;
-
- GPUShader *vert_sh = sh_data->overlay_vert;
- GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
- GPUShader *face_sh = sh_data->overlay_face;
- GPUShader *facedot_sh = sh_data->overlay_facedot;
- GPUShader *skin_root_sh = sh_data->overlay_skin_root;
-
- /* Faces */
- passes->faces = DRW_pass_create("Edit Mesh Faces", DRW_STATE_WRITE_COLOR | statemod);
- grp = shgrps->faces = DRW_shgroup_create(face_sh, passes->faces);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_float_copy(grp, "faceAlphaMod", face_alpha);
- DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
- DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
-
- /* Cage geom needs to be offsetted to avoid Z-fighting. */
- passes->faces_cage = DRW_pass_create("Edit Mesh Faces Cage", DRW_STATE_WRITE_COLOR | statemod);
- grp = shgrps->faces_cage = DRW_shgroup_create(face_sh, passes->faces_cage);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_float_copy(grp, "faceAlphaMod", face_alpha);
- DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
- DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
-
- /* Edges */
- /* Change first vertex convention to match blender loop structure. */
- passes->edges = DRW_pass_create(
- "Edit Mesh Edges", DRW_STATE_WRITE_COLOR | DRW_STATE_FIRST_VERTEX_CONVENTION | statemod);
- grp = shgrps->edges = DRW_shgroup_create(edge_sh, passes->edges);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
- DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
- DRW_shgroup_uniform_bool_copy(grp, "selectEdges", do_edges || select_edge);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
-
- /* Verts */
- DRWState state = (DRW_STATE_WRITE_COLOR | statemod) & ~DRW_STATE_BLEND_ALPHA;
- passes->verts = DRW_pass_create("Edit Mesh Verts", state);
- if (select_vert) {
- grp = shgrps->verts = DRW_shgroup_create(vert_sh, passes->verts);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
-
- grp = shgrps->skin_roots = DRW_shgroup_create(skin_root_sh, passes->verts);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
- }
- if (select_face) {
- grp = shgrps->facedots = DRW_shgroup_create(facedot_sh, passes->verts);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- }
-}
-
-static void EDIT_MESH_cache_init(void *vedata)
-{
- EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
- EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
- EDIT_MESH_PrivateData *g_data = stl->g_data;
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
- RegionView3D *rv3d = draw_ctx->rv3d;
- Scene *scene = draw_ctx->scene;
- ToolSettings *tsettings = scene->toolsettings;
- EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
-
- g_data->ghost_ob = 0;
- g_data->edit_ob = 0;
- g_data->do_faces = true;
- g_data->do_edges = true;
-
- g_data->do_zbufclip = XRAY_FLAG_ENABLED(v3d);
-
- g_data->data_mask[0] = 0xFF; /* Face Flag */
- g_data->data_mask[1] = 0xFF; /* Edge Flag */
- g_data->data_mask[2] = 0xFF; /* Crease */
- 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)) {
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) {
- g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
- g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
- g_data->do_faces = false;
- g_data->do_zbufclip = false;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
- g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
- g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
- g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) {
- if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
- if ((v3d->shading.type < OB_SOLID) || (v3d->shading.flag & V3D_SHADING_XRAY)) {
- /* Special case, when drawing wire, draw edges, see: T67637. */
- }
- else {
- g_data->do_edges = false;
- }
- }
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
- g_data->data_mask[2] = 0x0;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
- g_data->data_mask[3] = 0x0;
- }
- }
- }
-
- float backwire_opacity = v3d->overlay.backwire_opacity;
- float size_normal = v3d->overlay.normals_length;
- float face_mod = (do_occlude_wire || !g_data->do_faces) ? 0.0f : 1.0f;
-
- {
- psl->weight_faces = DRW_pass_create(
- "Weight Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
-
- g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
-
- DRW_shgroup_uniform_float_copy(g_data->fweights_shgrp, "opacity", 1.0);
- DRW_shgroup_uniform_texture(g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
- DRW_shgroup_uniform_block(g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->fweights_shgrp, DRW_STATE_CLIP_PLANES);
- }
- }
-
- {
- /* Complementary Depth Pass */
- psl->depth_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire",
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_CULL_BACK);
- g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->depth_shgrp_hidden_wire, DRW_STATE_CLIP_PLANES);
- }
-
- psl->depth_hidden_wire_in_front = DRW_pass_create(
- "Depth Pass Hidden Wire In Front",
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
- g_data->depth_shgrp_hidden_wire_in_front = DRW_shgroup_create(sh_data->depth,
- psl->depth_hidden_wire_in_front);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->depth_shgrp_hidden_wire_in_front, DRW_STATE_CLIP_PLANES);
- }
- }
-
- {
- /* Normals */
- psl->normals = DRW_pass_create("Edit Mesh Normals Pass",
- DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR |
- DRW_STATE_DEPTH_LESS_EQUAL);
-
- g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
- DRW_shgroup_uniform_float_copy(g_data->fnormals_shgrp, "normalSize", size_normal);
- DRW_shgroup_uniform_vec4(g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->fnormals_shgrp, DRW_STATE_CLIP_PLANES);
- }
-
- g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
- DRW_shgroup_uniform_float_copy(g_data->vnormals_shgrp, "normalSize", size_normal);
- DRW_shgroup_uniform_vec4(g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->vnormals_shgrp, DRW_STATE_CLIP_PLANES);
- }
-
- g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
- DRW_shgroup_uniform_float_copy(g_data->lnormals_shgrp, "normalSize", size_normal);
- DRW_shgroup_uniform_vec4(g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->lnormals_shgrp, DRW_STATE_CLIP_PLANES);
- }
- }
-
- {
- /* Mesh Analysis Pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
- psl->mesh_analysis_pass = DRW_pass_create("Mesh Analysis", state);
- g_data->mesh_analysis_shgrp = DRW_shgroup_create(sh_data->mesh_analysis,
- psl->mesh_analysis_pass);
- DRW_shgroup_uniform_texture(g_data->mesh_analysis_shgrp, "weightTex", G_draw.weight_ramp);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->mesh_analysis_shgrp, DRW_STATE_CLIP_PLANES);
- }
- }
- /* For in front option */
- edit_mesh_create_overlay_passes(face_mod,
- g_data->data_mask,
- g_data->do_edges,
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA,
- &psl->edit_passes_in_front,
- &g_data->edit_in_front_shgrps);
-
- if (!g_data->do_zbufclip) {
- edit_mesh_create_overlay_passes(face_mod,
- g_data->data_mask,
- g_data->do_edges,
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA,
- &psl->edit_passes,
- &g_data->edit_shgrps);
- }
- else {
- /* We render all wires with depth and opaque to a new fbo and blend the result based on depth
- * values */
- edit_mesh_create_overlay_passes(0.0f,
- g_data->data_mask,
- g_data->do_edges,
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
- &psl->edit_passes,
- &g_data->edit_shgrps);
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
- psl->facefill_occlude = DRW_pass_create("Front Face Color", state);
- psl->facefill_occlude_cage = DRW_pass_create("Front Face Cage Color", state);
-
- if (g_data->do_faces) {
- const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
- DRWShadingGroup *shgrp;
-
- /* 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. */
- shgrp = g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill,
- psl->facefill_occlude);
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_ivec4(shgrp, "dataMask", g_data->data_mask, 1);
- DRW_shgroup_uniform_bool_copy(shgrp, "selectFaces", select_face);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
-
- shgrp = g_data->facefill_occluded_cage_shgrp = DRW_shgroup_create(
- sh_data->overlay_facefill, psl->facefill_occlude_cage);
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_ivec4(shgrp, "dataMask", g_data->data_mask, 1);
- DRW_shgroup_uniform_bool_copy(shgrp, "selectFaces", select_face);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- }
- else {
- g_data->facefill_occluded_shgrp = NULL;
- }
-
- /* we need a full screen pass to combine the result */
- struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
-
- psl->mix_occlude = DRW_pass_create("Mix Occluded Wires",
- DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
- DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
- DRW_shgroup_call(mix_shgrp, quad, NULL);
- DRW_shgroup_uniform_float_copy(mix_shgrp, "alpha", backwire_opacity);
- DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
- DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
- DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth);
- }
-
- bool show_face_dots = XRAY_FLAG_ENABLED(v3d) ||
- (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
-
- if (g_data->do_faces == false && g_data->do_edges == false &&
- (tsettings->selectmode & SCE_SELECT_FACE)) {
- /* Force display of face centers in this case because that's
- * the only way to see if a face is selected. */
- show_face_dots = true;
- }
-
- /* HACK: set pointers to NULL even if generated. */
- if (!show_face_dots) {
- g_data->edit_shgrps.facedots = NULL;
- g_data->edit_in_front_shgrps.facedots = NULL;
- }
-}
-
-static void edit_mesh_add_ob_to_pass(Scene *scene,
- Object *ob,
- DRWShadingGroup *skin_roots_shgrp,
- DRWShadingGroup *vert_shgrp,
- DRWShadingGroup *edge_shgrp,
- DRWShadingGroup *face_shgrp,
- DRWShadingGroup *face_cage_shgrp,
- DRWShadingGroup *facedot_shgrp)
-{
- struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter, *skin_roots;
- ToolSettings *tsettings = scene->toolsettings;
-
- bool has_edit_mesh_cage = false;
- bool has_skin_roots = false;
- /* TODO: Should be its own function. */
- Mesh *me = (Mesh *)ob->data;
- BMEditMesh *embm = me->edit_mesh;
- if (embm) {
- has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
- has_skin_roots = CustomData_get_offset(&embm->bm->vdata, CD_MVERT_SKIN) != -1;
- }
-
- face_shgrp = (has_edit_mesh_cage) ? face_cage_shgrp : face_shgrp;
-
- geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
- geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
- DRW_shgroup_call_no_cull(edge_shgrp, geom_edges, ob);
- DRW_shgroup_call_no_cull(face_shgrp, geom_tris, ob);
-
- if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
- geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
- DRW_shgroup_call_no_cull(vert_shgrp, geom_verts, ob);
-
- if (has_skin_roots) {
- DRWShadingGroup *grp = DRW_shgroup_create_sub(skin_roots_shgrp);
- /* We need to upload the matrix. But the ob can be temporary allocated so we cannot
- * use direct reference to ob->obmat. */
- DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[0]", ob->obmat[0]);
- DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[1]", ob->obmat[1]);
- DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[2]", ob->obmat[2]);
- DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[3]", ob->obmat[3]);
-
- skin_roots = DRW_mesh_batch_cache_get_edit_skin_roots(ob->data);
- /* NOTE(fclem) We cannot use ob here since it would offset the instance attribs with
- * base instance offset. */
- DRW_shgroup_call(grp, skin_roots, NULL);
- }
- }
-
- if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
- geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
- DRW_shgroup_call_no_cull(facedot_shgrp, geom_fcenter, ob);
- }
-}
-
-static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
-{
- EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
- EDIT_MESH_PrivateData *g_data = stl->g_data;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
- Scene *scene = draw_ctx->scene;
- struct GPUBatch *geom;
-
- if (ob->type == OB_MESH) {
- if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
- bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
- bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
- bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
- bool do_show_mesh_analysis = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_STATVIS) != 0;
- bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
- bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
- bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
-
- if (do_show_weight) {
- geom = DRW_cache_mesh_surface_weights_get(ob);
- DRW_shgroup_call_no_cull(g_data->fweights_shgrp, geom, ob);
- }
- else if (do_show_mesh_analysis && !XRAY_ACTIVE(v3d)) {
- geom = DRW_cache_mesh_surface_mesh_analysis_get(ob);
- if (geom) {
- DRW_shgroup_call_no_cull(g_data->mesh_analysis_shgrp, geom, ob);
- }
- }
-
- if (do_occlude_wire || do_in_front) {
- geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call_no_cull(do_in_front ? g_data->depth_shgrp_hidden_wire_in_front :
- g_data->depth_shgrp_hidden_wire,
- geom,
- ob);
- }
-
- if (vnormals_do) {
- geom = DRW_mesh_batch_cache_get_edit_vnors(ob->data);
- DRW_shgroup_call_no_cull(g_data->vnormals_shgrp, geom, ob);
- }
- if (lnormals_do) {
- geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
- DRW_shgroup_call_no_cull(g_data->lnormals_shgrp, geom, ob);
- }
- if (fnormals_do) {
- geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
- DRW_shgroup_call_no_cull(g_data->fnormals_shgrp, geom, ob);
- }
-
- if (g_data->do_zbufclip) {
- edit_mesh_add_ob_to_pass(scene,
- ob,
- g_data->edit_shgrps.skin_roots,
- g_data->edit_shgrps.verts,
- g_data->edit_shgrps.edges,
- g_data->facefill_occluded_shgrp,
- g_data->facefill_occluded_cage_shgrp,
- g_data->edit_shgrps.facedots);
- }
- else if (do_in_front) {
- edit_mesh_add_ob_to_pass(scene,
- ob,
- g_data->edit_in_front_shgrps.skin_roots,
- g_data->edit_in_front_shgrps.verts,
- g_data->edit_in_front_shgrps.edges,
- g_data->edit_in_front_shgrps.faces,
- g_data->edit_in_front_shgrps.faces_cage,
- g_data->edit_in_front_shgrps.facedots);
- }
- else {
- edit_mesh_add_ob_to_pass(scene,
- ob,
- g_data->edit_shgrps.skin_roots,
- g_data->edit_shgrps.verts,
- g_data->edit_shgrps.edges,
- g_data->edit_shgrps.faces,
- g_data->edit_shgrps.faces_cage,
- g_data->edit_shgrps.facedots);
- }
-
- g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
- g_data->edit_ob += 1;
-
- /* 3D text overlay */
- if (v3d->overlay.edit_flag &
- (V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_FACE_AREA | V3D_OVERLAY_EDIT_FACE_ANG |
- V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES)) {
- if (DRW_state_show_text()) {
- DRW_edit_mesh_mode_text_measure_stats(draw_ctx->ar, v3d, ob, &scene->unit);
- }
- }
- }
- }
-}
-
-static void edit_mesh_draw_components(EDIT_MESH_ComponentPassList *passes,
- EDIT_MESH_PrivateData *g_data)
-{
- DRW_view_set_active(g_data->view_faces);
- DRW_draw_pass(passes->faces);
-
- DRW_view_set_active(g_data->view_faces_cage);
- DRW_draw_pass(passes->faces_cage);
-
- DRW_view_set_active(g_data->view_edges);
- DRW_draw_pass(passes->edges);
-
- DRW_view_set_active(g_data->view_verts);
- DRW_draw_pass(passes->verts);
-
- DRW_view_set_active(NULL);
-}
-
-static void EDIT_MESH_draw_scene(void *vedata)
-{
- EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
- EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
- EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
-
- DRW_draw_pass(psl->weight_faces);
- DRW_draw_pass(psl->mesh_analysis_pass);
-
- DRW_draw_pass(psl->depth_hidden_wire);
-
- if (stl->g_data->do_zbufclip) {
- float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
- DRW_draw_pass(psl->depth_hidden_wire_in_front);
-
- /* render facefill */
- DRW_view_set_active(stl->g_data->view_faces);
- DRW_draw_pass(psl->facefill_occlude);
-
- DRW_view_set_active(stl->g_data->view_faces_cage);
- DRW_draw_pass(psl->facefill_occlude_cage);
-
- DRW_view_set_active(NULL);
-
- /* Render wires on a separate framebuffer */
- GPU_framebuffer_bind(fbl->occlude_wire_fb);
- GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f);
- DRW_draw_pass(psl->normals);
-
- edit_mesh_draw_components(&psl->edit_passes, stl->g_data);
-
- /* Combine with scene buffer */
- GPU_framebuffer_bind(dfbl->color_only_fb);
- DRW_draw_pass(psl->mix_occlude);
- }
- else {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
-
- DRW_draw_pass(psl->normals);
- edit_mesh_draw_components(&psl->edit_passes, stl->g_data);
-
- if (v3d->shading.type == OB_SOLID && !XRAY_FLAG_ENABLED(v3d) && stl->g_data->ghost_ob == 1 &&
- stl->g_data->edit_ob == 1) {
- /* In the case of single ghost object edit (common case for retopology):
- * we clear the depth buffer so that only the depth of the retopo mesh
- * is occluding the edit cage. */
- GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
- }
-
- DRW_draw_pass(psl->depth_hidden_wire_in_front);
- edit_mesh_draw_components(&psl->edit_passes_in_front, stl->g_data);
- }
-}
-
-static void EDIT_MESH_engine_free(void)
-{
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- /* Don't free builtins. */
- sh_data->depth = NULL;
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
-
-DrawEngineType draw_engine_edit_mesh_type = {
- NULL,
- NULL,
- N_("EditMeshMode"),
- &EDIT_MESH_data_size,
- &EDIT_MESH_engine_init,
- &EDIT_MESH_engine_free,
- &EDIT_MESH_cache_init,
- &EDIT_MESH_cache_populate,
- NULL,
- NULL,
- &EDIT_MESH_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/edit_mesh_mode_intern.h b/source/blender/draw/modes/edit_mesh_mode_intern.h
deleted file mode 100644
index 706c7b7bd88..00000000000
--- a/source/blender/draw/modes/edit_mesh_mode_intern.h
+++ /dev/null
@@ -1,35 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#ifndef __EDIT_MESH_MODE_INTERN_H__
-#define __EDIT_MESH_MODE_INTERN_H__
-
-struct ARegion;
-struct Object;
-struct UnitSettings;
-struct View3D;
-
-/* edit_mesh_mode_text.c */
-void DRW_edit_mesh_mode_text_measure_stats(struct ARegion *ar,
- struct View3D *v3d,
- struct Object *ob,
- const UnitSettings *unit);
-
-#endif /* __EDIT_MESH_MODE_INTERN_H__ */
diff --git a/source/blender/draw/modes/edit_mesh_mode_text.c b/source/blender/draw/modes/edit_mesh_mode_text.c
deleted file mode 100644
index 7c7a9a586fa..00000000000
--- a/source/blender/draw/modes/edit_mesh_mode_text.c
+++ /dev/null
@@ -1,379 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "BLI_math.h"
-#include "BLI_string.h"
-
-#include "BKE_editmesh.h"
-#include "BKE_global.h"
-#include "BKE_unit.h"
-
-#include "ED_view3d.h"
-
-#include "DNA_mesh_types.h"
-#include "DNA_object_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_screen_types.h"
-#include "DNA_view3d_types.h"
-
-#include "UI_resources.h"
-
-#include "draw_manager_text.h"
-
-#include "edit_mesh_mode_intern.h" /* own include */
-
-/* Copied from drawobject.c */
-void DRW_edit_mesh_mode_text_measure_stats(ARegion *ar,
- View3D *v3d,
- Object *ob,
- const UnitSettings *unit)
-{
- /* Do not use ascii when using non-default unit system, some unit chars are utf8 (micro, square,
- * etc.). See bug #36090.
- */
- struct DRWTextStore *dt = DRW_text_cache_ensure();
- const short txt_flag = DRW_TEXT_CACHE_GLOBALSPACE | (unit->system ? 0 : DRW_TEXT_CACHE_ASCII);
- Mesh *me = ob->data;
- BMEditMesh *em = me->edit_mesh;
- float v1[3], v2[3], v3[3], vmid[3], fvec[3];
- char numstr[32]; /* Stores the measurement display text here */
- size_t numstr_len;
- const char *conv_float; /* Use a float conversion matching the grid size */
- uchar col[4] = {0, 0, 0, 255}; /* color of the text to draw */
- float area; /* area of the face */
- float grid = unit->system ? unit->scale_length : v3d->grid;
- const bool do_global = (v3d->flag & V3D_GLOBAL_STATS) != 0;
- const bool do_moving = (G.moving & G_TRANSFORM_EDIT) != 0;
- /* when 2 edge-info options are enabled, space apart */
- const bool do_edge_textpair = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_LEN) &&
- (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_ANG);
- const short edge_texpair_sep = (short)(5.0f * U.dpi_fac);
- float clip_planes[4][4];
- /* allow for displaying shape keys and deform mods */
- BMIter iter;
-
- /* make the precision of the display value proportionate to the gridsize */
-
- if (grid <= 0.01f) {
- conv_float = "%.6g";
- }
- else if (grid <= 0.1f) {
- conv_float = "%.5g";
- }
- else if (grid <= 1.0f) {
- conv_float = "%.4g";
- }
- else if (grid <= 10.0f) {
- conv_float = "%.3g";
- }
- else {
- conv_float = "%.2g";
- }
-
- if (v3d->overlay.edit_flag &
- (V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES)) {
- BoundBox bb;
- const rcti rect = {0, ar->winx, 0, ar->winy};
-
- ED_view3d_clipping_calc(&bb, clip_planes, ar, em->ob, &rect);
- }
-
- if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_LEN) {
- BMEdge *eed;
-
- UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
-
- BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) {
- /* draw selected edges, or edges next to selected verts while dragging */
- if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
- (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
- BM_elem_flag_test(eed->v2, BM_ELEM_SELECT)))) {
- float v1_clip[3], v2_clip[3];
-
- copy_v3_v3(v1, eed->v1->co);
- copy_v3_v3(v2, eed->v2->co);
-
- if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) {
-
- mid_v3_v3v3(vmid, v1_clip, v2_clip);
- mul_m4_v3(ob->obmat, vmid);
-
- if (do_global) {
- mul_mat3_m4_v3(ob->obmat, v1);
- mul_mat3_m4_v3(ob->obmat, v2);
- }
-
- if (unit->system) {
- numstr_len = bUnit_AsString2(numstr,
- sizeof(numstr),
- len_v3v3(v1, v2) * unit->scale_length,
- 3,
- B_UNIT_LENGTH,
- unit,
- false);
- }
- else {
- numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, len_v3v3(v1, v2));
- }
-
- DRW_text_cache_add(dt,
- vmid,
- numstr,
- numstr_len,
- 0,
- (do_edge_textpair) ? edge_texpair_sep : 0,
- txt_flag,
- col);
- }
- }
- }
- }
-
- if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_ANG) {
- const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS);
- BMEdge *eed;
-
- UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGEANG, col);
-
- BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) {
- BMLoop *l_a, *l_b;
- if (BM_edge_loop_pair(eed, &l_a, &l_b)) {
- /* Draw selected edges, or edges next to selected verts while dragging. */
- if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
- (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
- BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) ||
- /* Special case, this is useful to show when verts connected
- * to this edge via a face are being transformed. */
- BM_elem_flag_test(l_a->next->next->v, BM_ELEM_SELECT) ||
- BM_elem_flag_test(l_a->prev->v, BM_ELEM_SELECT) ||
- BM_elem_flag_test(l_b->next->next->v, BM_ELEM_SELECT) ||
- BM_elem_flag_test(l_b->prev->v, BM_ELEM_SELECT)))) {
- float v1_clip[3], v2_clip[3];
-
- copy_v3_v3(v1, eed->v1->co);
- copy_v3_v3(v2, eed->v2->co);
-
- if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) {
- float no_a[3], no_b[3];
- float angle;
-
- mid_v3_v3v3(vmid, v1_clip, v2_clip);
- mul_m4_v3(ob->obmat, vmid);
-
- copy_v3_v3(no_a, l_a->f->no);
- copy_v3_v3(no_b, l_b->f->no);
-
- if (do_global) {
- mul_mat3_m4_v3(ob->imat, no_a);
- mul_mat3_m4_v3(ob->imat, no_b);
- normalize_v3(no_a);
- normalize_v3(no_b);
- }
-
- angle = angle_normalized_v3v3(no_a, no_b);
-
- numstr_len = BLI_snprintf_rlen(numstr,
- sizeof(numstr),
- "%.3f%s",
- (is_rad) ? angle : RAD2DEGF(angle),
- (is_rad) ? "r" : "°");
-
- DRW_text_cache_add(dt,
- vmid,
- numstr,
- numstr_len,
- 0,
- (do_edge_textpair) ? -edge_texpair_sep : 0,
- txt_flag,
- col);
- }
- }
- }
- }
- }
-
- if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_AREA) {
- /* would be nice to use BM_face_calc_area, but that is for 2d faces
- * so instead add up tessellation triangle areas */
-
- UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
-
- int i, n, numtri;
- BMFace *f = NULL;
- BM_ITER_MESH_INDEX (f, &iter, em->bm, BM_FACES_OF_MESH, i) {
- if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
- n = 0;
- numtri = f->len - 2;
- area = 0;
- zero_v3(vmid);
- BMLoop *(*l)[3] = &em->looptris[poly_to_tri_count(i, BM_elem_index_get(f->l_first))];
- for (int j = 0; j < numtri; j++) {
- copy_v3_v3(v1, l[j][0]->v->co);
- copy_v3_v3(v2, l[j][1]->v->co);
- copy_v3_v3(v3, l[j][2]->v->co);
-
- add_v3_v3(vmid, v1);
- add_v3_v3(vmid, v2);
- add_v3_v3(vmid, v3);
- n += 3;
-
- if (do_global) {
- mul_mat3_m4_v3(ob->obmat, v1);
- mul_mat3_m4_v3(ob->obmat, v2);
- mul_mat3_m4_v3(ob->obmat, v3);
- }
-
- area += area_tri_v3(v1, v2, v3);
- }
-
- mul_v3_fl(vmid, 1.0f / (float)n);
- mul_m4_v3(ob->obmat, vmid);
-
- if (unit->system) {
- numstr_len = bUnit_AsString2(numstr,
- sizeof(numstr),
- (double)(area * unit->scale_length * unit->scale_length),
- 3,
- B_UNIT_AREA,
- unit,
- false);
- }
- else {
- numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, area);
- }
-
- DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, 0, txt_flag, col);
- }
- }
- }
-
- if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_ANG) {
- BMFace *efa;
- const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS);
-
- UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
-
- BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
- const bool is_face_sel = BM_elem_flag_test_bool(efa, BM_ELEM_SELECT);
-
- if (is_face_sel || do_moving) {
- BMIter liter;
- BMLoop *loop;
- bool is_first = true;
-
- BM_ITER_ELEM (loop, &liter, efa, BM_LOOPS_OF_FACE) {
- if (is_face_sel || (do_moving && (BM_elem_flag_test(loop->v, BM_ELEM_SELECT) ||
- BM_elem_flag_test(loop->prev->v, BM_ELEM_SELECT) ||
- BM_elem_flag_test(loop->next->v, BM_ELEM_SELECT)))) {
- float v2_local[3];
-
- /* lazy init center calc */
- if (is_first) {
- BM_face_calc_center_bounds(efa, vmid);
- is_first = false;
- }
- copy_v3_v3(v1, loop->prev->v->co);
- copy_v3_v3(v2, loop->v->co);
- copy_v3_v3(v3, loop->next->v->co);
-
- copy_v3_v3(v2_local, v2);
-
- if (do_global) {
- mul_mat3_m4_v3(ob->obmat, v1);
- mul_mat3_m4_v3(ob->obmat, v2);
- mul_mat3_m4_v3(ob->obmat, v3);
- }
-
- float angle = angle_v3v3v3(v1, v2, v3);
-
- numstr_len = BLI_snprintf_rlen(numstr,
- sizeof(numstr),
- "%.3f%s",
- (is_rad) ? angle : RAD2DEGF(angle),
- (is_rad) ? "r" : "°");
- interp_v3_v3v3(fvec, vmid, v2_local, 0.8f);
- mul_m4_v3(ob->obmat, fvec);
- DRW_text_cache_add(dt, fvec, numstr, numstr_len, 0, 0, txt_flag, col);
- }
- }
- }
- }
- }
-
- /* This option is for mesh ops and addons debugging; only available in UI if Blender starts with
- * --debug */
- if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_INDICES) {
- int i;
-
- /* For now, reuse an appropriate theme color */
- UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
-
- if (em->selectmode & SCE_SELECT_VERTEX) {
- BMVert *v;
-
- BM_ITER_MESH_INDEX (v, &iter, em->bm, BM_VERTS_OF_MESH, i) {
- if (BM_elem_flag_test(v, BM_ELEM_SELECT)) {
- float vec[3];
- mul_v3_m4v3(vec, ob->obmat, v->co);
-
- numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
- DRW_text_cache_add(dt, vec, numstr, numstr_len, 0, 0, txt_flag, col);
- }
- }
- }
-
- if (em->selectmode & SCE_SELECT_EDGE) {
- BMEdge *e;
-
- BM_ITER_MESH_INDEX (e, &iter, em->bm, BM_EDGES_OF_MESH, i) {
- if (BM_elem_flag_test(e, BM_ELEM_SELECT)) {
- float v1_clip[3], v2_clip[3];
-
- copy_v3_v3(v1, e->v1->co);
- copy_v3_v3(v2, e->v2->co);
-
- if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) {
- mid_v3_v3v3(vmid, v1_clip, v2_clip);
- mul_m4_v3(ob->obmat, vmid);
-
- numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
- DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, 0, txt_flag, col);
- }
- }
- }
- }
-
- if (em->selectmode & SCE_SELECT_FACE) {
- BMFace *f;
-
- BM_ITER_MESH_INDEX (f, &iter, em->bm, BM_FACES_OF_MESH, i) {
- if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
- BM_face_calc_center_median(f, v1);
- mul_m4_v3(ob->obmat, v1);
-
- numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
- DRW_text_cache_add(dt, v1, numstr, numstr_len, 0, 0, txt_flag, col);
- }
- }
- }
- }
-}
diff --git a/source/blender/draw/modes/edit_metaball_mode.c b/source/blender/draw/modes/edit_metaball_mode.c
deleted file mode 100644
index fb7f5ca5ff9..00000000000
--- a/source/blender/draw/modes/edit_metaball_mode.c
+++ /dev/null
@@ -1,231 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_render.h"
-
-#include "DNA_meta_types.h"
-
-#include "BKE_object.h"
-
-#include "DEG_depsgraph_query.h"
-
-#include "ED_mball.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use EDIT_METABALL_engine_init() to
- * initialize most of them and EDIT_METABALL_cache_init()
- * for EDIT_METABALL_PassList */
-
-typedef struct EDIT_METABALL_PassList {
- /* Declare all passes here and init them in
- * EDIT_METABALL_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *pass;
-} EDIT_METABALL_PassList;
-
-typedef struct EDIT_METABALL_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} EDIT_METABALL_FramebufferList;
-
-typedef struct EDIT_METABALL_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} EDIT_METABALL_TextureList;
-
-typedef struct EDIT_METABALL_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
- // struct CustomStruct *block;
- struct EDIT_METABALL_PrivateData *g_data;
-} EDIT_METABALL_StorageList;
-
-typedef struct EDIT_METABALL_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- EDIT_METABALL_FramebufferList *fbl;
- EDIT_METABALL_TextureList *txl;
- EDIT_METABALL_PassList *psl;
- EDIT_METABALL_StorageList *stl;
-} EDIT_METABALL_Data;
-
-/* *********** STATIC *********** */
-
-typedef struct EDIT_METABALL_PrivateData {
- /* This keeps the references of the shading groups for
- * easy access in EDIT_METABALL_cache_populate() */
- DRWCallBuffer *group;
-} EDIT_METABALL_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void EDIT_METABALL_cache_init(void *vedata)
-{
- EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
- EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- {
- /* Create a pass */
- DRWState state = (DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA);
- psl->pass = DRW_pass_create("My Pass", state);
-
- /* Create a shadingGroup using a function in draw_common.c or custom one */
- stl->g_data->group = buffer_instance_mball_handles(psl->pass, draw_ctx->sh_cfg);
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void EDIT_METABALL_cache_populate(void *vedata, Object *ob)
-{
- // EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
- EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
-
- if (ob->type == OB_MBALL) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- DRWCallBuffer *group = stl->g_data->group;
-
- if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
- MetaBall *mb = ob->data;
-
- const float *color;
- const float col_radius[3] = {0.63, 0.19, 0.19}; /* 0x3030A0 */
- const float col_radius_select[3] = {0.94, 0.63, 0.63}; /* 0xA0A0F0 */
- const float col_stiffness[3] = {0.19, 0.63, 0.19}; /* 0x30A030 */
- const float col_stiffness_select[3] = {0.63, 0.94, 0.63}; /* 0xA0F0A0 */
-
- const bool is_select = DRW_state_is_select();
-
- float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
- {
- float scamat[3][3];
- copy_m3_m4(scamat, ob->obmat);
- /* Get the normalized inverse matrix to extract only
- * the scale of Scamat */
- float iscamat[3][3];
- invert_m3_m3(iscamat, scamat);
- normalize_m3(iscamat);
- mul_m3_m3_post(scamat, iscamat);
-
- copy_v3_v3(draw_scale_xform[0], scamat[0]);
- copy_v3_v3(draw_scale_xform[1], scamat[1]);
- copy_v3_v3(draw_scale_xform[2], scamat[2]);
- }
-
- const Object *orig_object = DEG_get_original_object(ob);
- int select_id = orig_object->runtime.select_id;
- for (MetaElem *ml = mb->editelems->first; ml != NULL; ml = ml->next, select_id += 0x10000) {
- float world_pos[3];
- mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
- draw_scale_xform[0][3] = world_pos[0];
- draw_scale_xform[1][3] = world_pos[1];
- draw_scale_xform[2][3] = world_pos[2];
-
- float draw_stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2;
-
- if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) {
- color = col_radius_select;
- }
- else {
- color = col_radius;
- }
-
- if (is_select) {
- DRW_select_load_id(select_id | MBALLSEL_RADIUS);
- }
-
- DRW_buffer_add_entry(group, draw_scale_xform, &ml->rad, color);
-
- if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) {
- color = col_stiffness_select;
- }
- else {
- color = col_stiffness;
- }
-
- if (is_select) {
- DRW_select_load_id(select_id | MBALLSEL_STIFF);
- }
-
- DRW_buffer_add_entry(group, draw_scale_xform, &draw_stiffness_radius, color);
- }
- }
- }
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void EDIT_METABALL_draw_scene(void *vedata)
-{
- EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
- /* render passes on default framebuffer. */
- DRW_draw_pass(psl->pass);
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void EDIT_METABALL_engine_free(void)
-{
- // DRW_SHADER_FREE_SAFE(custom_shader);
-}
-
-static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE(
- EDIT_METABALL_Data);
-
-DrawEngineType draw_engine_edit_metaball_type = {
- NULL,
- NULL,
- N_("EditMetaballMode"),
- &EDIT_METABALL_data_size,
- NULL,
- &EDIT_METABALL_engine_free,
- &EDIT_METABALL_cache_init,
- &EDIT_METABALL_cache_populate,
- NULL,
- NULL, /* draw_background but not needed by mode engines */
- &EDIT_METABALL_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c
deleted file mode 100644
index 448dc33077e..00000000000
--- a/source/blender/draw/modes/edit_text_mode.c
+++ /dev/null
@@ -1,419 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "DNA_curve_types.h"
-
-#include "BIF_glutil.h"
-
-#include "BKE_font.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use EDIT_TEXT_engine_init() to
- * initialize most of them and EDIT_TEXT_cache_init()
- * for EDIT_TEXT_PassList */
-
-typedef struct EDIT_TEXT_PassList {
- /* Declare all passes here and init them in
- * EDIT_TEXT_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *wire_pass;
- struct DRWPass *overlay_select_pass;
- struct DRWPass *overlay_cursor_pass;
- struct DRWPass *text_box_pass;
-} EDIT_TEXT_PassList;
-
-typedef struct EDIT_TEXT_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} EDIT_TEXT_FramebufferList;
-
-typedef struct EDIT_TEXT_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} EDIT_TEXT_TextureList;
-
-typedef struct EDIT_TEXT_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
- struct CustomStruct *block;
- struct EDIT_TEXT_PrivateData *g_data;
-} EDIT_TEXT_StorageList;
-
-typedef struct EDIT_TEXT_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- EDIT_TEXT_FramebufferList *fbl;
- EDIT_TEXT_TextureList *txl;
- EDIT_TEXT_PassList *psl;
- EDIT_TEXT_StorageList *stl;
-} EDIT_TEXT_Data;
-
-/* *********** STATIC *********** */
-
-static struct {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in EDIT_TEXT_engine_init();
- * free in EDIT_TEXT_engine_free(); */
- GPUShader *wire_sh;
- GPUShader *overlay_select_sh;
- GPUShader *overlay_cursor_sh;
-} e_data = {NULL}; /* Engine data */
-
-typedef struct EDIT_TEXT_PrivateData {
- /* resulting curve as 'wire' for fast editmode drawing */
- DRWShadingGroup *wire_shgrp;
- DRWShadingGroup *overlay_select_shgrp;
- DRWShadingGroup *overlay_cursor_shgrp;
- DRWCallBuffer *box_shgrp;
- DRWCallBuffer *box_active_shgrp;
-} EDIT_TEXT_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void EDIT_TEXT_engine_init(void *vedata)
-{
- EDIT_TEXT_TextureList *txl = ((EDIT_TEXT_Data *)vedata)->txl;
- EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl;
- EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
-
- UNUSED_VARS(txl, fbl, stl);
-
- /* Init Framebuffers like this: order is attachment order (for color texs) */
- /*
- * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
- * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
- */
-
- /* DRW_framebuffer_init takes care of checking if
- * the framebuffer is valid and has the right size*/
- /*
- * float *viewport_size = DRW_viewport_size_get();
- * DRW_framebuffer_init(&fbl->occlude_wire_fb,
- * (int)viewport_size[0], (int)viewport_size[1],
- * tex, 2);
- */
-
- if (!e_data.wire_sh) {
- e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
- }
-
- if (!e_data.overlay_select_sh) {
- e_data.overlay_select_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
- }
-
- if (!e_data.overlay_cursor_sh) {
- e_data.overlay_cursor_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
- }
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void EDIT_TEXT_cache_init(void *vedata)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
- EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- {
- /* Text outline (fast drawing!) */
- psl->wire_pass = DRW_pass_create(
- "Font Wire", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
- stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
-
- /* Show selection & cursor on-top of everything (x-ray). */
-
- psl->overlay_select_pass = DRW_pass_create("Font Select", DRW_STATE_WRITE_COLOR);
- stl->g_data->overlay_select_shgrp = DRW_shgroup_create(e_data.overlay_select_sh,
- psl->overlay_select_pass);
-
- psl->overlay_cursor_pass = DRW_pass_create("Font Cursor", DRW_STATE_WRITE_COLOR);
- stl->g_data->overlay_cursor_shgrp = DRW_shgroup_create(e_data.overlay_cursor_sh,
- psl->overlay_cursor_pass);
-
- psl->text_box_pass = DRW_pass_create("Font Text Boxes", DRW_STATE_WRITE_COLOR);
- stl->g_data->box_shgrp = buffer_dynlines_dashed_uniform_color(
- psl->text_box_pass, G_draw.block.colorWire, draw_ctx->sh_cfg);
- stl->g_data->box_active_shgrp = buffer_dynlines_dashed_uniform_color(
- psl->text_box_pass, G_draw.block.colorActive, draw_ctx->sh_cfg);
- }
-}
-
-/* Use 2D quad corners to create a matrix that set
- * a [-1..1] quad at the right position. */
-static void v2_quad_corners_to_mat4(float corners[4][2], float r_mat[4][4])
-{
- unit_m4(r_mat);
- sub_v2_v2v2(r_mat[0], corners[1], corners[0]);
- sub_v2_v2v2(r_mat[1], corners[3], corners[0]);
- mul_v2_fl(r_mat[0], 0.5f);
- mul_v2_fl(r_mat[1], 0.5f);
- copy_v2_v2(r_mat[3], corners[0]);
- add_v2_v2(r_mat[3], r_mat[0]);
- add_v2_v2(r_mat[3], r_mat[1]);
-}
-
-static void edit_text_cache_populate_select(void *vedata, Object *ob)
-{
- EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
- const Curve *cu = ob->data;
- EditFont *ef = cu->editfont;
- float final_mat[4][4], box[4][2];
- struct GPUBatch *geom = DRW_cache_quad_get();
-
- for (int i = 0; i < ef->selboxes_len; i++) {
- EditFontSelBox *sb = &ef->selboxes[i];
-
- float selboxw;
- if (i + 1 != ef->selboxes_len) {
- if (ef->selboxes[i + 1].y == sb->y) {
- selboxw = ef->selboxes[i + 1].x - sb->x;
- }
- else {
- selboxw = sb->w;
- }
- }
- else {
- selboxw = sb->w;
- }
- /* NOTE: v2_quad_corners_to_mat4 don't need the 3rd corner. */
- if (sb->rot == 0.0f) {
- copy_v2_fl2(box[0], sb->x, sb->y);
- copy_v2_fl2(box[1], sb->x + selboxw, sb->y);
- copy_v2_fl2(box[3], sb->x, sb->y + sb->h);
- }
- else {
- float mat[2][2];
- angle_to_mat2(mat, sb->rot);
- copy_v2_fl2(box[0], sb->x, sb->y);
- mul_v2_v2fl(box[1], mat[0], selboxw);
- add_v2_v2(box[1], &sb->x);
- mul_v2_v2fl(box[3], mat[1], sb->h);
- add_v2_v2(box[3], &sb->x);
- }
- v2_quad_corners_to_mat4(box, final_mat);
- mul_m4_m4m4(final_mat, ob->obmat, final_mat);
-
- DRW_shgroup_call_obmat(stl->g_data->overlay_select_shgrp, geom, final_mat);
- }
-}
-
-static void edit_text_cache_populate_cursor(void *vedata, Object *ob)
-{
- EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
- const Curve *cu = ob->data;
- EditFont *edit_font = cu->editfont;
- float(*cursor)[2] = edit_font->textcurs;
- float mat[4][4];
-
- v2_quad_corners_to_mat4(cursor, mat);
- mul_m4_m4m4(mat, ob->obmat, mat);
-
- struct GPUBatch *geom = DRW_cache_quad_get();
- DRW_shgroup_call_obmat(stl->g_data->overlay_cursor_shgrp, geom, mat);
-}
-
-static void edit_text_cache_populate_boxes(void *vedata, Object *ob)
-{
- EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
- const Curve *cu = ob->data;
-
- DRWCallBuffer *callbufs[] = {
- stl->g_data->box_active_shgrp,
- stl->g_data->box_shgrp,
- };
-
- float vec[3], vec1[3], vec2[3];
- for (int i = 0; i < cu->totbox; i++) {
- TextBox *tb = &cu->tb[i];
-
- if ((tb->w == 0.0f) && (tb->h == 0.0f)) {
- continue;
- }
-
- const bool is_active = i == (cu->actbox - 1);
- DRWCallBuffer *callbuf = callbufs[is_active ? 0 : 1];
-
- vec[0] = cu->xof + tb->x;
- vec[1] = cu->yof + tb->y + cu->fsize_realtime;
- vec[2] = 0.001;
-
- mul_v3_m4v3(vec1, ob->obmat, vec);
- vec[0] += tb->w;
- mul_v3_m4v3(vec2, ob->obmat, vec);
-
- DRW_buffer_add_entry(callbuf, vec1);
- DRW_buffer_add_entry(callbuf, vec2);
-
- vec[1] -= tb->h;
- copy_v3_v3(vec1, vec2);
- mul_v3_m4v3(vec2, ob->obmat, vec);
-
- DRW_buffer_add_entry(callbuf, vec1);
- DRW_buffer_add_entry(callbuf, vec2);
-
- vec[0] -= tb->w;
- copy_v3_v3(vec1, vec2);
- mul_v3_m4v3(vec2, ob->obmat, vec);
-
- DRW_buffer_add_entry(callbuf, vec1);
- DRW_buffer_add_entry(callbuf, vec2);
-
- vec[1] += tb->h;
- copy_v3_v3(vec1, vec2);
- mul_v3_m4v3(vec2, ob->obmat, vec);
-
- DRW_buffer_add_entry(callbuf, vec1);
- DRW_buffer_add_entry(callbuf, vec2);
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void EDIT_TEXT_cache_populate(void *vedata, Object *ob)
-{
- EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
- EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- UNUSED_VARS(psl, stl);
-
- if (ob->type == OB_FONT) {
- if (ob == draw_ctx->object_edit) {
- const Curve *cu = ob->data;
- /* Get geometry cache */
- struct GPUBatch *geom;
-
- bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f;
- if ((cu->flag & CU_FAST) || !has_surface) {
- geom = DRW_cache_text_edge_wire_get(ob);
- if (geom) {
- DRW_shgroup_call(stl->g_data->wire_shgrp, geom, ob);
- }
- }
- else {
- /* object mode draws */
- }
-
- edit_text_cache_populate_select(vedata, ob);
- edit_text_cache_populate_cursor(vedata, ob);
- edit_text_cache_populate_boxes(vedata, ob);
- }
- }
-}
-
-/* Optional: Post-cache_populate callback */
-static void EDIT_TEXT_cache_finish(void *vedata)
-{
- EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
- EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
-
- /* Do something here! dependent on the objects gathered */
- UNUSED_VARS(psl, stl);
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void EDIT_TEXT_draw_scene(void *vedata)
-{
- EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
- EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl;
-
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- UNUSED_VARS(fbl, dfbl, dtxl);
-
- /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
- /*
- * DRW_framebuffer_texture_detach(dtxl->depth);
- * DRW_framebuffer_bind(fbl->custom_fb);
- * DRW_draw_pass(psl->pass);
- * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
- * DRW_framebuffer_bind(dfbl->default_fb);
- */
-
- DRW_draw_pass(psl->wire_pass);
-
- if (!DRW_pass_is_empty(psl->text_box_pass)) {
- DRW_draw_pass(psl->text_box_pass);
- }
-
- GPU_logic_op_invert_set(true);
- DRW_draw_pass(psl->overlay_select_pass);
- DRW_draw_pass(psl->overlay_cursor_pass);
- GPU_logic_op_invert_set(false);
-
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void EDIT_TEXT_engine_free(void)
-{
- // DRW_SHADER_FREE_SAFE(custom_shader);
-}
-
-static const DrawEngineDataSize EDIT_TEXT_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_TEXT_Data);
-
-DrawEngineType draw_engine_edit_text_type = {
- NULL,
- NULL,
- N_("EditTextMode"),
- &EDIT_TEXT_data_size,
- &EDIT_TEXT_engine_init,
- &EDIT_TEXT_engine_free,
- &EDIT_TEXT_cache_init,
- &EDIT_TEXT_cache_populate,
- &EDIT_TEXT_cache_finish,
- NULL, /* draw_background but not needed by mode engines */
- &EDIT_TEXT_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
deleted file mode 100644
index 80793726afe..00000000000
--- a/source/blender/draw/modes/object_mode.c
+++ /dev/null
@@ -1,3930 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "DNA_userdef_types.h"
-#include "DNA_armature_types.h"
-#include "DNA_constraint_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_curve_types.h"
-#include "DNA_gpencil_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meta_types.h"
-#include "DNA_modifier_types.h"
-#include "DNA_object_force_types.h"
-#include "DNA_lightprobe_types.h"
-#include "DNA_particle_types.h"
-#include "DNA_rigidbody_types.h"
-#include "DNA_smoke_types.h"
-#include "DNA_view3d_types.h"
-#include "DNA_screen_types.h"
-#include "DNA_world_types.h"
-
-#include "BKE_anim.h"
-#include "BKE_camera.h"
-#include "BKE_constraint.h"
-#include "BKE_curve.h"
-#include "BKE_editmesh.h"
-#include "BKE_image.h"
-#include "BKE_mball.h"
-#include "BKE_mesh.h"
-#include "BKE_modifier.h"
-#include "BKE_movieclip.h"
-#include "BKE_object.h"
-#include "BKE_particle.h"
-#include "BKE_tracking.h"
-
-#include "BLI_ghash.h"
-
-#include "IMB_imbuf_types.h"
-
-#include "ED_view3d.h"
-
-#include "GPU_batch.h"
-#include "GPU_draw.h"
-#include "GPU_shader.h"
-#include "GPU_texture.h"
-
-#include "MEM_guardedalloc.h"
-
-#include "UI_resources.h"
-
-#include "draw_mode_engines.h"
-#include "draw_manager_text.h"
-#include "draw_common.h"
-
-#include "DEG_depsgraph_query.h"
-
-extern char datatoc_object_outline_prepass_vert_glsl[];
-extern char datatoc_object_outline_prepass_geom_glsl[];
-extern char datatoc_object_outline_prepass_frag_glsl[];
-extern char datatoc_object_outline_resolve_frag_glsl[];
-extern char datatoc_object_outline_detect_frag_glsl[];
-extern char datatoc_object_outline_expand_frag_glsl[];
-extern char datatoc_object_grid_frag_glsl[];
-extern char datatoc_object_grid_vert_glsl[];
-extern char datatoc_object_camera_image_frag_glsl[];
-extern char datatoc_object_camera_image_vert_glsl[];
-extern char datatoc_object_empty_image_frag_glsl[];
-extern char datatoc_object_empty_image_vert_glsl[];
-extern char datatoc_object_lightprobe_grid_vert_glsl[];
-extern char datatoc_object_loose_points_frag_glsl[];
-extern char datatoc_object_particle_prim_vert_glsl[];
-extern char datatoc_object_particle_dot_vert_glsl[];
-extern char datatoc_object_particle_dot_frag_glsl[];
-extern char datatoc_common_colormanagement_lib_glsl[];
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_common_fxaa_lib_glsl[];
-extern char datatoc_gpu_shader_flat_color_frag_glsl[];
-extern char datatoc_gpu_shader_flat_id_frag_glsl[];
-extern char datatoc_common_fullscreen_vert_glsl[];
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-extern char datatoc_gpu_shader_3D_vert_glsl[];
-
-/* *********** LISTS *********** */
-typedef struct OBJECT_PassList {
- struct DRWPass *non_meshes[2];
- struct DRWPass *image_empties[2];
- struct DRWPass *transp_shapes[2];
- struct DRWPass *ob_center;
- struct DRWPass *outlines;
- struct DRWPass *outlines_search;
- struct DRWPass *outlines_expand;
- struct DRWPass *outlines_bleed;
- struct DRWPass *outlines_resolve;
- struct DRWPass *grid;
- struct DRWPass *bone_solid[2];
- struct DRWPass *bone_outline[2];
- struct DRWPass *bone_wire[2];
- struct DRWPass *bone_envelope[2];
- struct DRWPass *bone_axes[2];
- struct DRWPass *particle;
- struct DRWPass *lightprobes;
- struct DRWPass *camera_images_back_alpha_under;
- struct DRWPass *camera_images_back_alpha_over;
- struct DRWPass *camera_images_front_alpha_over;
-} OBJECT_PassList;
-
-typedef struct OBJECT_FramebufferList {
- struct GPUFrameBuffer *outlines_fb;
- struct GPUFrameBuffer *blur_fb;
- struct GPUFrameBuffer *expand_fb;
- struct GPUFrameBuffer *ghost_fb;
-} OBJECT_FramebufferList;
-
-typedef struct OBJECT_StorageList {
- struct OBJECT_PrivateData *g_data;
-} OBJECT_StorageList;
-
-typedef struct OBJECT_Data {
- void *engine_type;
- OBJECT_FramebufferList *fbl;
- DRWViewportEmptyList *txl;
- OBJECT_PassList *psl;
- OBJECT_StorageList *stl;
-} OBJECT_Data;
-
-typedef struct OBJECT_Shaders {
- /* fullscreen shaders */
- GPUShader *outline_prepass;
- GPUShader *outline_prepass_wire;
- GPUShader *outline_resolve;
- GPUShader *outline_resolve_aa;
- GPUShader *outline_detect;
- GPUShader *outline_detect_wire;
- GPUShader *outline_fade;
- GPUShader *outline_fade_large;
-
- /* regular shaders */
- GPUShader *object_camera_image;
- GPUShader *object_camera_image_cm;
- GPUShader *object_empty_image;
- GPUShader *object_empty_image_wire;
- GPUShader *grid;
- GPUShader *part_dot;
- GPUShader *part_prim;
- GPUShader *part_axis;
- GPUShader *lightprobe_grid;
- GPUShader *loose_points;
-} OBJECT_Shaders;
-
-/* *********** STATIC *********** */
-
-typedef struct OBJECT_ShadingGroupList {
- /* Reference only */
- struct DRWPass *non_meshes;
- struct DRWPass *image_empties;
- struct DRWPass *transp_shapes;
- struct DRWPass *bone_solid;
- struct DRWPass *bone_outline;
- struct DRWPass *bone_wire;
- struct DRWPass *bone_envelope;
- struct DRWPass *bone_axes;
-
- /* Empties */
- DRWEmptiesBufferList empties;
-
- /* Force Field */
- DRWCallBuffer *field_wind;
- DRWCallBuffer *field_force;
- DRWCallBuffer *field_vortex;
- DRWCallBuffer *field_curve_sta;
- DRWCallBuffer *field_curve_end;
- DRWCallBuffer *field_tube_limit;
- DRWCallBuffer *field_cone_limit;
-
- /* Grease Pencil */
- DRWCallBuffer *gpencil_axes;
-
- /* Speaker */
- DRWCallBuffer *speaker;
-
- /* Probe */
- DRWCallBuffer *probe_cube;
- DRWCallBuffer *probe_planar;
- DRWCallBuffer *probe_grid;
-
- /* MetaBalls */
- DRWCallBuffer *mball_handle;
-
- /* Lights */
- DRWCallBuffer *light_center;
- DRWCallBuffer *light_groundpoint;
- DRWCallBuffer *light_groundline;
- DRWCallBuffer *light_circle;
- DRWCallBuffer *light_circle_shadow;
- DRWCallBuffer *light_sunrays;
- DRWCallBuffer *light_distance;
- DRWCallBuffer *light_buflimit;
- DRWCallBuffer *light_buflimit_points;
- DRWCallBuffer *light_area_sphere;
- DRWCallBuffer *light_area_square;
- DRWCallBuffer *light_area_disk;
- DRWCallBuffer *light_hemi;
- DRWCallBuffer *light_spot_cone;
- DRWCallBuffer *light_spot_blend;
- DRWCallBuffer *light_spot_pyramid;
- DRWCallBuffer *light_spot_blend_rect;
- DRWCallBuffer *light_spot_volume;
- DRWCallBuffer *light_spot_volume_rect;
- DRWCallBuffer *light_spot_volume_outside;
- DRWCallBuffer *light_spot_volume_rect_outside;
-
- /* Helpers */
- DRWCallBuffer *relationship_lines;
- DRWCallBuffer *constraint_lines;
- DRWCallBuffer *origin_xform;
-
- /* Camera */
- DRWCallBuffer *camera;
- DRWCallBuffer *camera_frame;
- DRWCallBuffer *camera_tria;
- DRWCallBuffer *camera_focus;
- DRWCallBuffer *camera_clip;
- DRWCallBuffer *camera_clip_points;
- DRWCallBuffer *camera_mist;
- DRWCallBuffer *camera_mist_points;
- DRWCallBuffer *camera_stereo_plane;
- DRWCallBuffer *camera_stereo_plane_wires;
- DRWCallBuffer *camera_stereo_volume;
- DRWCallBuffer *camera_stereo_volume_wires;
- ListBase camera_path;
-
- /* Wire */
- DRWShadingGroup *wire;
- DRWShadingGroup *wire_active;
- DRWShadingGroup *wire_select;
- DRWShadingGroup *wire_transform;
- /* Wire (duplicator) */
- DRWShadingGroup *wire_dupli;
- DRWShadingGroup *wire_dupli_select;
-
- /* Points */
- DRWShadingGroup *points;
- DRWShadingGroup *points_active;
- DRWShadingGroup *points_select;
- DRWShadingGroup *points_transform;
- /* Points (duplicator) */
- DRWShadingGroup *points_dupli;
- DRWShadingGroup *points_dupli_select;
-
- /* Texture Space */
- DRWCallBuffer *texspace;
-} OBJECT_ShadingGroupList;
-
-typedef struct OBJECT_PrivateData {
- OBJECT_ShadingGroupList sgl;
- OBJECT_ShadingGroupList sgl_ghost;
-
- GHash *custom_shapes;
-
- /* Outlines */
- DRWShadingGroup *outlines_active;
- DRWShadingGroup *outlines_select;
- DRWShadingGroup *outlines_select_dupli;
- DRWShadingGroup *outlines_transform;
-
- /* Lightprobes */
- DRWShadingGroup *probe_outlines_transform;
- DRWShadingGroup *probe_outlines_select;
- DRWShadingGroup *probe_outlines_select_dupli;
- DRWShadingGroup *probe_outlines_active;
-
- /* Objects Centers */
- DRWCallBuffer *center_active;
- DRWCallBuffer *center_selected;
- DRWCallBuffer *center_deselected;
- DRWCallBuffer *center_selected_lib;
- DRWCallBuffer *center_deselected_lib;
-
- bool xray_enabled;
- bool xray_enabled_and_not_wire;
-} OBJECT_PrivateData; /* Transient data */
-
-typedef struct OBJECT_DupliData {
- DRWShadingGroup *outline_shgrp;
- GPUBatch *outline_geom;
- DRWShadingGroup *extra_shgrp;
- GPUBatch *extra_geom;
- short base_flag;
-} OBJECT_DupliData;
-
-static struct {
- /* Instance Data format */
- struct GPUVertFormat *empty_image_format;
- struct GPUVertFormat *empty_image_wire_format;
-
- OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN];
-
- float grid_distance;
- float grid_mesh_size;
- int grid_flag;
- float grid_axes[3];
- int zpos_flag;
- int zneg_flag;
- float zplane_axes[3];
- float inv_viewport_size[2];
- float grid_steps[8];
- bool draw_grid;
- /* Temp buffer textures */
- struct GPUTexture *outlines_depth_tx;
- struct GPUTexture *outlines_id_tx;
- struct GPUTexture *outlines_color_tx;
- struct GPUTexture *outlines_blur_tx;
-
- ListBase smoke_domains;
- ListBase movie_clips;
-} e_data = {NULL}; /* Engine data */
-
-enum {
- SHOW_AXIS_X = (1 << 0),
- SHOW_AXIS_Y = (1 << 1),
- SHOW_AXIS_Z = (1 << 2),
- SHOW_GRID = (1 << 3),
- PLANE_XY = (1 << 4),
- PLANE_XZ = (1 << 5),
- PLANE_YZ = (1 << 6),
- CLIP_ZPOS = (1 << 7),
- CLIP_ZNEG = (1 << 8),
- GRID_BACK = (1 << 9),
-};
-
-/* Prototypes. */
-static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl,
- const float mat[4][4],
- const float *draw_size,
- char draw_type,
- const float color[4]);
-
-/* *********** FUNCTIONS *********** */
-
-static void OBJECT_engine_init(void *vedata)
-{
- OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
-
- const float *viewport_size = DRW_viewport_size_get();
- const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
-
- if (DRW_state_is_fbo()) {
- e_data.outlines_depth_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
- /* XXX TODO GPU_R16UI can overflow, it would cause no harm
- * (only bad colored or missing outlines) but we should
- * use 32bits only if the scene have that many objects */
- e_data.outlines_id_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_R16UI, &draw_engine_object_type);
-
- GPU_framebuffer_ensure_config(&fbl->outlines_fb,
- {GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx),
- GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)});
-
- e_data.outlines_color_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_RGBA8, &draw_engine_object_type);
-
- GPU_framebuffer_ensure_config(
- &fbl->expand_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)});
-
- e_data.outlines_blur_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_RGBA8, &draw_engine_object_type);
-
- GPU_framebuffer_ensure_config(
- &fbl->blur_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx)});
- }
-
- /* Shaders */
- const DRWContextState *draw_ctx = DRW_context_state_get();
- OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
-
- if (!sh_data->outline_resolve) {
- /* Outline */
- sh_data->outline_prepass = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_object_outline_prepass_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_object_outline_prepass_vert_glsl,
- NULL},
- .geom = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_object_outline_prepass_geom_glsl,
- NULL},
- .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL},
- });
-
- sh_data->outline_resolve = DRW_shader_create_fullscreen(
- datatoc_object_outline_resolve_frag_glsl, NULL);
-
- sh_data->outline_resolve_aa = DRW_shader_create_with_lib(
- datatoc_common_fullscreen_vert_glsl,
- NULL,
- datatoc_object_outline_resolve_frag_glsl,
- datatoc_common_fxaa_lib_glsl,
- "#define FXAA_ALPHA\n"
- "#define USE_FXAA\n");
-
- sh_data->outline_detect = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl,
- NULL,
- datatoc_object_outline_detect_frag_glsl,
- datatoc_common_globals_lib_glsl,
- NULL);
-
- sh_data->outline_detect_wire = DRW_shader_create_with_lib(
- datatoc_common_fullscreen_vert_glsl,
- NULL,
- datatoc_object_outline_detect_frag_glsl,
- datatoc_common_globals_lib_glsl,
- "#define WIRE\n");
-
- sh_data->outline_fade = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl,
- NULL);
- sh_data->outline_fade_large = DRW_shader_create_fullscreen(
- datatoc_object_outline_expand_frag_glsl, "#define LARGE_OUTLINE\n");
-
- /* Empty images */
- {
- const char *empty_image_defs = (
- "#define DEPTH_UNCHANGED " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_DEFAULT) "\n"
- "#define DEPTH_FRONT " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_FRONT) "\n"
- "#define DEPTH_BACK " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_BACK) "\n");
-
- sh_data->object_empty_image = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_object_empty_image_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
- datatoc_object_empty_image_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg_data->def, empty_image_defs, NULL},
- });
- sh_data->object_empty_image_wire = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_object_empty_image_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define USE_WIRE\n", empty_image_defs, NULL},
- });
-
- sh_data->object_camera_image_cm = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
- datatoc_object_camera_image_frag_glsl,
- NULL},
- .defs =
- (const char *[]){sh_cfg_data->def, "#define DRW_STATE_DO_COLOR_MANAGEMENT\n", NULL},
- });
- sh_data->object_camera_image = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
- datatoc_object_camera_image_frag_glsl,
- NULL},
- });
- }
-
- /* Grid */
- sh_data->grid = GPU_shader_create_from_arrays({
- .vert = (const char *[]){datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_object_grid_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_object_grid_frag_glsl,
- NULL},
- });
-
- /* Particles */
- sh_data->part_prim = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl,
- NULL,
- datatoc_gpu_shader_flat_color_frag_glsl,
- datatoc_common_view_lib_glsl,
- "#define IN_PLACE_INSTANCES\n");
-
- sh_data->part_axis = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl,
- NULL,
- datatoc_gpu_shader_flat_color_frag_glsl,
- datatoc_common_view_lib_glsl,
- "#define IN_PLACE_INSTANCES\n"
- "#define USE_AXIS\n");
-
- sh_data->part_dot = DRW_shader_create_with_lib(datatoc_object_particle_dot_vert_glsl,
- NULL,
- datatoc_object_particle_dot_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
-
- /* Lightprobes */
- sh_data->lightprobe_grid = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_common_globals_lib_glsl,
- datatoc_object_lightprobe_grid_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
-
- /* Loose Points */
- sh_data->loose_points = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- }
-
- {
- /* Grid precompute */
- float viewinv[4][4], wininv[4][4];
- float viewmat[4][4], winmat[4][4];
- View3D *v3d = draw_ctx->v3d;
- Scene *scene = draw_ctx->scene;
- RegionView3D *rv3d = draw_ctx->rv3d;
-
- const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
- const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
- const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
- const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0;
- const bool show_ortho_grid = (v3d->gridflag & V3D_SHOW_ORTHO_GRID) != 0;
- e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
-
- DRW_view_winmat_get(NULL, winmat, false);
- DRW_view_winmat_get(NULL, wininv, true);
- DRW_view_viewmat_get(NULL, viewmat, false);
- DRW_view_viewmat_get(NULL, viewinv, true);
-
- /* if perps */
- if (winmat[3][3] == 0.0f) {
- e_data.grid_flag = (1 << 4); /* XY plane */
- if (show_axis_x) {
- e_data.grid_flag |= SHOW_AXIS_X;
- }
- if (show_axis_y) {
- e_data.grid_flag |= SHOW_AXIS_Y;
- }
- if (show_floor) {
- e_data.grid_flag |= SHOW_GRID;
- }
- }
- else {
- if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
- e_data.draw_grid = show_ortho_grid;
- e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
- }
- else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
- e_data.draw_grid = show_ortho_grid;
- e_data.grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
- }
- else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
- e_data.draw_grid = show_ortho_grid;
- e_data.grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
- }
- else { /* RV3D_VIEW_USER */
- e_data.grid_flag = PLANE_XY;
- if (show_axis_x) {
- e_data.grid_flag |= SHOW_AXIS_X;
- }
- if (show_axis_y) {
- e_data.grid_flag |= SHOW_AXIS_Y;
- }
- if (show_floor) {
- e_data.grid_flag |= SHOW_GRID;
- }
- }
- }
-
- e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
- e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
- e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
-
- /* Z axis if needed */
- if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
- e_data.zpos_flag = SHOW_AXIS_Z;
-
- float zvec[3], campos[3];
- negate_v3_v3(zvec, viewinv[2]);
- copy_v3_v3(campos, viewinv[3]);
-
- /* z axis : chose the most facing plane */
- if (fabsf(zvec[0]) < fabsf(zvec[1])) {
- e_data.zpos_flag |= PLANE_XZ;
- }
- else {
- e_data.zpos_flag |= PLANE_YZ;
- }
-
- e_data.zneg_flag = e_data.zpos_flag;
-
- /* Persp : If camera is below floor plane, we switch clipping
- * Ortho : If eye vector is looking up, we switch clipping */
- if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) ||
- ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) {
- e_data.zpos_flag |= CLIP_ZPOS;
- e_data.zneg_flag |= CLIP_ZNEG;
- }
- else {
- e_data.zpos_flag |= CLIP_ZNEG;
- e_data.zneg_flag |= CLIP_ZPOS;
- }
-
- e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
- e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
- e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
- }
- else {
- e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
- }
-
- float dist;
- if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
- Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
- dist = ((Camera *)(camera_object->data))->clip_end;
- }
- else {
- dist = v3d->clip_end;
- }
-
- e_data.grid_distance = dist / 2.0f; /* gridDistance */
-
- if (winmat[3][3] == 0.0f) {
- e_data.grid_mesh_size = dist;
- }
- else {
- float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
- e_data.grid_mesh_size = viewdist * dist;
- }
-
- ED_view3d_grid_steps(scene, v3d, rv3d, e_data.grid_steps);
- }
-
- copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
- invert_v2(e_data.inv_viewport_size);
-}
-
-static void OBJECT_engine_free(void)
-{
- MEM_SAFE_FREE(e_data.empty_image_format);
- MEM_SAFE_FREE(e_data.empty_image_wire_format);
-
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- OBJECT_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(OBJECT_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static DRWShadingGroup *shgroup_outline(DRWPass *pass,
- int outline_id,
- GPUShader *sh,
- eGPUShaderConfig sh_cfg)
-{
- DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id);
-
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- return grp;
-}
-
-/* currently same as 'shgroup_outline', new function to avoid confustion */
-static DRWShadingGroup *shgroup_wire(DRWPass *pass,
- const float col[4],
- GPUShader *sh,
- eGPUShaderConfig sh_cfg)
-{
- DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", col, 1);
-
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- return grp;
-}
-
-/* currently same as 'shgroup_outline', new function to avoid confustion */
-static DRWShadingGroup *shgroup_points(DRWPass *pass,
- const float col[4],
- GPUShader *sh,
- eGPUShaderConfig sh_cfg)
-{
- DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", col, 1);
- DRW_shgroup_uniform_vec4(grp, "innerColor", G_draw.block.colorEditMeshMiddle, 1);
-
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- return grp;
-}
-
-static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(OBJECT_StorageList *stl,
- int theme_id,
- const int base_flag)
-{
- if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
- switch (theme_id) {
- case TH_ACTIVE:
- case TH_SELECT:
- return stl->g_data->outlines_select_dupli;
- case TH_TRANSFORM:
- return stl->g_data->outlines_transform;
- default:
- return NULL;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return stl->g_data->outlines_active;
- case TH_SELECT:
- return stl->g_data->outlines_select;
- case TH_TRANSFORM:
- return stl->g_data->outlines_transform;
- default:
- return NULL;
- }
-}
-
-static DRWShadingGroup *shgroup_theme_id_to_probe_outline_or_null(OBJECT_StorageList *stl,
- int theme_id,
- const int base_flag)
-{
- if (UNLIKELY(DRW_state_is_select())) {
- return stl->g_data->probe_outlines_select;
- }
-
- if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
- switch (theme_id) {
- case TH_ACTIVE:
- case TH_SELECT:
- return stl->g_data->probe_outlines_select_dupli;
- case TH_TRANSFORM:
- return stl->g_data->probe_outlines_transform;
- default:
- return NULL;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return stl->g_data->probe_outlines_active;
- case TH_SELECT:
- return stl->g_data->probe_outlines_select;
- case TH_TRANSFORM:
- return stl->g_data->probe_outlines_transform;
- default:
- return NULL;
- }
-}
-
-static int shgroup_theme_id_to_outline_id(int theme_id, const int base_flag)
-{
- if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
- switch (theme_id) {
- case TH_ACTIVE:
- case TH_SELECT:
- return 2;
- case TH_TRANSFORM:
- return 0;
- default:
- return -1;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return 3;
- case TH_SELECT:
- return 1;
- case TH_TRANSFORM:
- return 0;
- default:
- return -1;
- }
-}
-
-static DRWShadingGroup *shgroup_theme_id_to_wire(OBJECT_ShadingGroupList *sgl,
- int theme_id,
- const short base_flag)
-{
- if (UNLIKELY(base_flag & BASE_FROM_SET)) {
- return sgl->wire_dupli;
- }
- else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
- switch (theme_id) {
- case TH_ACTIVE:
- case TH_SELECT:
- return sgl->wire_dupli_select;
- case TH_TRANSFORM:
- return sgl->wire_transform;
- default:
- return sgl->wire_dupli;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return sgl->wire_active;
- case TH_SELECT:
- return sgl->wire_select;
- case TH_TRANSFORM:
- return sgl->wire_transform;
- default:
- return sgl->wire;
- }
-}
-
-static DRWShadingGroup *shgroup_theme_id_to_point(OBJECT_ShadingGroupList *sgl,
- int theme_id,
- const short base_flag)
-{
- if (UNLIKELY(base_flag & BASE_FROM_SET)) {
- return sgl->points_dupli;
- }
- else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
- switch (theme_id) {
- case TH_ACTIVE:
- case TH_SELECT:
- return sgl->points_dupli_select;
- case TH_TRANSFORM:
- return sgl->points_transform;
- default:
- return sgl->points_dupli;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return sgl->points_active;
- case TH_SELECT:
- return sgl->points_select;
- case TH_TRANSFORM:
- return sgl->points_transform;
- default:
- return sgl->points;
- }
-}
-
-static void image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2])
-{
- float ima_x, ima_y;
- if (ima) {
- ima_x = size[0];
- ima_y = size[1];
- }
- else {
- /* if no image, make it a 1x1 empty square, honor scale & offset */
- ima_x = ima_y = 1.0f;
- }
- /* Get the image aspect even if the buffer is invalid */
- float sca_x = 1.0f, sca_y = 1.0f;
- if (ima) {
- if (ima->aspx > ima->aspy) {
- sca_y = ima->aspy / ima->aspx;
- }
- else if (ima->aspx < ima->aspy) {
- sca_x = ima->aspx / ima->aspy;
- }
- }
-
- const float scale_x_inv = ima_x * sca_x;
- const float scale_y_inv = ima_y * sca_y;
- if (scale_x_inv > scale_y_inv) {
- r_image_aspect[0] = 1.0f;
- r_image_aspect[1] = scale_y_inv / scale_x_inv;
- }
- else {
- r_image_aspect[0] = scale_x_inv / scale_y_inv;
- r_image_aspect[1] = 1.0f;
- }
-}
-
-static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data,
- OBJECT_ShadingGroupList *sgl,
- Object *ob,
- const float color[3],
- RegionView3D *rv3d,
- eGPUShaderConfig sh_cfg)
-{
- /* TODO: 'StereoViews', see draw_empty_image. */
-
- if (!BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d)) {
- return;
- }
-
- /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead,
- * see: T59347 */
- int size[2] = {0};
-
- const bool use_alpha_blend = (ob->empty_image_flag & OB_EMPTY_IMAGE_USE_ALPHA_BLEND) != 0;
- GPUTexture *tex = NULL;
- Image *ima = ob->data;
-
- if (ima != NULL) {
- tex = GPU_texture_from_blender(ima, ob->iuser, GL_TEXTURE_2D);
- if (tex) {
- size[0] = GPU_texture_orig_width(tex);
- size[1] = GPU_texture_orig_height(tex);
- }
- }
-
- CLAMP_MIN(size[0], 1);
- CLAMP_MIN(size[1], 1);
-
- float image_aspect[2];
- image_calc_aspect(ob->data, size, image_aspect);
-
- char depth_mode;
- if (DRW_state_is_depth()) {
- /* Use the actual depth if we are doing depth tests to determine the distance to the object */
- depth_mode = OB_EMPTY_IMAGE_DEPTH_DEFAULT;
- }
- else {
- depth_mode = ob->empty_image_depth;
- }
-
- {
- DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image_wire, sgl->non_meshes);
- DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect);
- DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode);
- DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
- DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
- DRW_shgroup_uniform_vec3(grp, "color", color, 1);
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- DRW_shgroup_call_no_cull(grp, DRW_cache_image_plane_wire_get(), ob);
- }
-
- if (!BKE_object_empty_image_data_is_visible_in_view3d(ob, rv3d)) {
- return;
- }
-
- if (tex && ((ob->color[3] > 0.0f) || !use_alpha_blend)) {
- DRWShadingGroup *grp = DRW_shgroup_create(
- sh_data->object_empty_image, (use_alpha_blend) ? sgl->image_empties : sgl->non_meshes);
- DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect);
- DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode);
- DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
- DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
- DRW_shgroup_uniform_texture(grp, "image", tex);
- DRW_shgroup_uniform_bool_copy(
- grp, "imagePremultiplied", (ima->alpha_mode == IMA_ALPHA_PREMUL));
- DRW_shgroup_uniform_vec4(grp, "objectColor", ob->color, 1);
- DRW_shgroup_uniform_bool_copy(grp, "useAlphaTest", !use_alpha_blend);
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- DRW_shgroup_call_no_cull(grp, DRW_cache_image_plane_get(), ob);
- }
-}
-
-/* -------------------------------------------------------------------- */
-/** \name Camera Background Images
- * \{ */
-typedef struct CameraEngineData {
- DrawData dd;
- ListBase bg_data;
-} CameraEngineData;
-
-typedef struct CameraEngineBGData {
- CameraBGImage *camera_image;
- GPUTexture *texture;
- float transform_mat[4][4];
- bool premultiplied;
-} CameraEngineBGData;
-
-static void camera_engine_data_free(DrawData *dd)
-{
- CameraEngineData *data = (CameraEngineData *)dd;
- for (LinkData *link = data->bg_data.first; link; link = link->next) {
- CameraEngineBGData *bg_data = (CameraEngineBGData *)link->data;
- MEM_freeN(bg_data);
- }
- BLI_freelistN(&data->bg_data);
-}
-
-static void camera_background_images_stereo_setup(Scene *scene,
- View3D *v3d,
- Image *ima,
- ImageUser *iuser)
-{
- if (BKE_image_is_stereo(ima)) {
- iuser->flag |= IMA_SHOW_STEREO;
-
- if ((scene->r.scemode & R_MULTIVIEW) == 0) {
- iuser->multiview_eye = STEREO_LEFT_ID;
- }
- else if (v3d->stereo3d_camera != STEREO_3D_ID) {
- /* show only left or right camera */
- iuser->multiview_eye = v3d->stereo3d_camera;
- }
-
- BKE_image_multiview_index(ima, iuser);
- }
- else {
- iuser->flag &= ~IMA_SHOW_STEREO;
- }
-}
-static void camera_background_images_add_shgroup(DRWPass *pass,
- CameraEngineBGData *bg_data,
- GPUShader *shader,
- GPUBatch *batch)
-{
- CameraBGImage *camera_image = bg_data->camera_image;
- DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
-
- DRW_shgroup_uniform_float_copy(
- grp, "depth", camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND ? 0.000001f : 0.999999f);
- DRW_shgroup_uniform_float_copy(grp, "alpha", camera_image->alpha);
- DRW_shgroup_uniform_texture(grp, "image", bg_data->texture);
- DRW_shgroup_uniform_bool_copy(grp, "imagePremultiplied", bg_data->premultiplied);
- DRW_shgroup_uniform_float_copy(
- grp, "flipX", (camera_image->flag & CAM_BGIMG_FLAG_FLIP_X) ? -1.0 : 1.0);
- DRW_shgroup_uniform_float_copy(
- grp, "flipY", (camera_image->flag & CAM_BGIMG_FLAG_FLIP_Y) ? -1.0 : 1.0);
- DRW_shgroup_uniform_mat4(grp, "TransformMat", bg_data->transform_mat);
- DRW_shgroup_call(grp, batch, NULL);
-}
-
-static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
- OBJECT_PassList *psl,
- Object *ob,
- RegionView3D *rv3d)
-{
- if (DRW_state_is_select()) {
- return;
- }
-
- if (!BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d)) {
- return;
- }
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- struct ARegion *ar = draw_ctx->ar;
- View3D *v3d = draw_ctx->v3d;
- Scene *scene = draw_ctx->scene;
- Depsgraph *depsgraph = draw_ctx->depsgraph;
- Camera *cam = ob->data;
- const Object *camera_object = DEG_get_evaluated_object(depsgraph, v3d->camera);
- const bool is_active = (ob == camera_object);
- const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
-
- if (look_through && (cam->flag & CAM_SHOW_BG_IMAGE)) {
- GPUBatch *batch = DRW_cache_image_plane_get();
-
- /* load camera engine data */
- CameraEngineData *camera_engine_data = (CameraEngineData *)DRW_drawdata_ensure(
- &ob->id,
- &draw_engine_object_type,
- sizeof(CameraEngineData),
- NULL,
- camera_engine_data_free);
- LinkData *list_node = camera_engine_data->bg_data.first;
-
- for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) {
- if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED)) {
- continue;
- }
-
- /* retrieve the image we want to show, continue to next when no image could be found */
- ImBuf *ibuf = NULL;
- GPUTexture *tex = NULL;
- float image_aspect_x, image_aspect_y;
- float image_aspect = 1.0;
- int image_width, image_height;
- bool premultiplied = false;
-
- if (bgpic->source == CAM_BGIMG_SOURCE_IMAGE) {
- Image *image = bgpic->ima;
- if (image == NULL) {
- continue;
- }
- premultiplied = (image->alpha_mode == IMA_ALPHA_PREMUL);
- ImageUser *iuser = &bgpic->iuser;
- BKE_image_user_frame_calc(image, iuser, (int)DEG_get_ctime(depsgraph));
- if (image->source == IMA_SRC_SEQUENCE && !(iuser->flag & IMA_USER_FRAME_IN_RANGE)) {
- /* frame is out of range, dont show */
- continue;
- }
- else {
- camera_background_images_stereo_setup(scene, v3d, image, iuser);
- }
- tex = GPU_texture_from_blender(image, iuser, GL_TEXTURE_2D);
- if (tex == NULL) {
- continue;
- }
- ibuf = BKE_image_acquire_ibuf(image, iuser, NULL);
- if (ibuf == NULL) {
- continue;
- }
-
- image_aspect_x = bgpic->ima->aspx;
- image_aspect_y = bgpic->ima->aspy;
-
- image_width = ibuf->x;
- image_height = ibuf->y;
- BKE_image_release_ibuf(image, ibuf, NULL);
- image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y);
- }
- else if (bgpic->source == CAM_BGIMG_SOURCE_MOVIE) {
- MovieClip *clip = NULL;
- if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) {
- if (scene->camera) {
- clip = BKE_object_movieclip_get(scene, scene->camera, true);
- }
- }
- else {
- clip = bgpic->clip;
- }
-
- if (clip == NULL) {
- continue;
- }
-
- image_aspect_x = clip->aspx;
- image_aspect_y = clip->aspy;
-
- BKE_movieclip_user_set_frame(&bgpic->cuser, (int)DEG_get_ctime(depsgraph));
- tex = GPU_texture_from_movieclip(clip, &bgpic->cuser, GL_TEXTURE_2D);
- if (tex == NULL) {
- continue;
- }
- BLI_addtail(&e_data.movie_clips, BLI_genericNodeN(clip));
- BKE_movieclip_get_size(clip, &bgpic->cuser, &image_width, &image_height);
- image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y);
- }
- else {
- continue;
- }
-
- /* ensure link_data is allocated to store matrice */
- CameraEngineBGData *bg_data;
- if (list_node != NULL) {
- bg_data = (CameraEngineBGData *)list_node->data;
- list_node = list_node->next;
- }
- else {
- bg_data = MEM_mallocN(sizeof(CameraEngineBGData), __func__);
- BLI_addtail(&camera_engine_data->bg_data, BLI_genericNodeN(bg_data));
- }
-
- /* calculate the transformation matric for the current bg image */
- float uv2img_space[4][4];
- float img2cam_space[4][4];
- float rot_m4[4][4];
- float scale_m4[4][4];
- float translate_m4[4][4];
- float win_m4_scale[4][4];
- float win_m4_translate[4][4];
-
- unit_m4(uv2img_space);
- unit_m4(img2cam_space);
- unit_m4(win_m4_scale);
- unit_m4(win_m4_translate);
- unit_m4(scale_m4);
- axis_angle_to_mat4_single(rot_m4, 'Z', -bgpic->rotation);
- unit_m4(translate_m4);
-
- const float *size = DRW_viewport_size_get();
- float camera_aspect_x = 1.0;
- float camera_aspect_y = 1.0;
- float camera_offset_x = 0.0;
- float camera_offset_y = 0.0;
- float camera_width = size[0];
- float camera_height = size[1];
- float camera_aspect = camera_width / camera_height;
-
- if (!DRW_state_is_image_render()) {
- rctf render_border;
- ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &render_border, false);
- camera_width = render_border.xmax - render_border.xmin;
- camera_height = render_border.ymax - render_border.ymin;
- camera_aspect = camera_width / camera_height;
- const float camera_aspect_center_x = (render_border.xmax + render_border.xmin) / 2.0;
- const float camera_aspect_center_y = (render_border.ymax + render_border.ymin) / 2.0;
-
- camera_aspect_x = camera_width / size[0];
- camera_aspect_y = camera_height / size[1];
- win_m4_scale[0][0] = camera_aspect_x;
- win_m4_scale[1][1] = camera_aspect_y;
-
- camera_offset_x = (camera_aspect_center_x - (ar->winx / 2.0)) /
- (0.5 * camera_width / camera_aspect_x);
- camera_offset_y = (camera_aspect_center_y - (ar->winy / 2.0)) /
- (0.5 * camera_height / camera_aspect_y);
- win_m4_translate[3][0] = camera_offset_x;
- win_m4_translate[3][1] = camera_offset_y;
- }
-
- /* Convert from uv space to image space -0.5..-.5 */
- uv2img_space[0][0] = image_width;
- uv2img_space[1][1] = image_height;
-
- const float fit_scale = image_aspect / camera_aspect;
- if (camera_aspect < image_aspect) {
- img2cam_space[0][0] = 1.0 / (1.0 / fit_scale) / image_width;
- img2cam_space[1][1] = 1.0 / image_height;
- }
- else {
- img2cam_space[0][0] = 1.0 / image_width;
- img2cam_space[1][1] = 1.0 / fit_scale / image_height;
- }
-
- /* Update scaling based on image and camera framing */
- float scale_x = bgpic->scale;
- float scale_y = bgpic->scale;
-
- float scale_x_offset = image_width;
- float scale_y_offset = image_height;
- if (image_aspect > 1.0f) {
- scale_x_offset /= image_aspect;
- if (camera_aspect > 1.0f) {
- scale_x_offset *= min_ff(image_aspect, camera_aspect);
- scale_y_offset *= min_ff(image_aspect, camera_aspect);
- }
- }
- else {
- scale_y_offset *= image_aspect;
- if (camera_aspect < 1.0f) {
- scale_x_offset /= max_ff(image_aspect, camera_aspect);
- scale_y_offset /= max_ff(image_aspect, camera_aspect);
- }
- }
-
- if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) {
- if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) {
- /* pass */
- }
- else {
- if (camera_aspect < image_aspect) {
- scale_x /= fit_scale;
- scale_y /= fit_scale;
- }
- else {
- scale_x *= fit_scale;
- scale_y *= fit_scale;
- }
- }
- }
- else {
- /* Stretch image to camera aspect */
- if (camera_aspect < image_aspect) {
- scale_x /= fit_scale;
- }
- else {
- scale_y *= fit_scale;
- }
- }
-
- // scale image to match the desired aspect ratio
- scale_m4[0][0] = scale_x;
- scale_m4[1][1] = scale_y;
-
- /* Translate */
- translate_m4[3][0] = bgpic->offset[0] * 2.0f * scale_x_offset;
- translate_m4[3][1] = bgpic->offset[1] * 2.0f * scale_y_offset;
-
- mul_m4_series(bg_data->transform_mat,
- win_m4_translate,
- win_m4_scale,
- img2cam_space,
- translate_m4,
- rot_m4,
- scale_m4,
- uv2img_space);
-
- /* Keep the references so we can reverse the loop */
- bg_data->camera_image = bgpic;
- bg_data->texture = tex;
- bg_data->premultiplied = premultiplied;
- }
-
- /* Mark the rest bg_data's to be reused in the next drawing call */
- LinkData *last_node = list_node ? list_node->prev : camera_engine_data->bg_data.last;
- while (list_node != NULL) {
- CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data;
- bg_data->texture = NULL;
- bg_data->camera_image = NULL;
- list_node = list_node->next;
- }
-
- GPUShader *shader = DRW_state_do_color_management() ? sh_data->object_camera_image_cm :
- sh_data->object_camera_image;
- /* loop 1: camera images alpha under */
- for (list_node = last_node; list_node; list_node = list_node->prev) {
- CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data;
- CameraBGImage *camera_image = bg_data->camera_image;
- if ((camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND) == 0) {
- camera_background_images_add_shgroup(
- psl->camera_images_back_alpha_under, bg_data, shader, batch);
- }
- }
-
- /* loop 2: camera images alpha over */
- for (list_node = camera_engine_data->bg_data.first; list_node; list_node = list_node->next) {
- CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data;
- CameraBGImage *camera_image = bg_data->camera_image;
- if (camera_image == NULL) {
- break;
- }
- camera_background_images_add_shgroup((camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND) ?
- psl->camera_images_front_alpha_over :
- psl->camera_images_back_alpha_over,
- bg_data,
- shader,
- batch);
- }
- }
-}
-
-static void camera_background_images_free_textures(void)
-{
- for (LinkData *link = e_data.movie_clips.first; link; link = link->next) {
- MovieClip *clip = (MovieClip *)link->data;
- GPU_free_texture_movieclip(clip);
- }
- BLI_freelistN(&e_data.movie_clips);
-}
-/* \} */
-
-static void OBJECT_cache_init(void *vedata)
-{
- const GlobalsUboStorage *gb = &G_draw.block;
- OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
- OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- OBJECT_PrivateData *g_data;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- eGPUShaderConfig cfg = draw_ctx->sh_cfg;
- OBJECT_Shaders *sh_data = &e_data.sh_data[cfg];
-
- const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH);
- const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f);
- const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) ||
- (outline_width > 4.0f);
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- g_data = stl->g_data;
- g_data->xray_enabled = XRAY_ACTIVE(draw_ctx->v3d);
- g_data->xray_enabled_and_not_wire = g_data->xray_enabled &&
- draw_ctx->v3d->shading.type > OB_WIRE;
-
- g_data->custom_shapes = BLI_ghash_ptr_new(__func__);
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- psl->lightprobes = DRW_pass_create("Outlines Probe Pass", state);
-
- GPUShader *sh = sh_data->outline_prepass;
-
- g_data->probe_outlines_transform = shgroup_outline(psl->lightprobes, 0, sh, cfg);
- g_data->probe_outlines_select = shgroup_outline(psl->lightprobes, 1, sh, cfg);
- g_data->probe_outlines_select_dupli = shgroup_outline(psl->lightprobes, 2, sh, cfg);
- g_data->probe_outlines_active = shgroup_outline(psl->lightprobes, 3, sh, cfg);
-
- psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
-
- if (g_data->xray_enabled_and_not_wire) {
- sh = sh_data->outline_prepass_wire;
- }
-
- g_data->outlines_transform = shgroup_outline(psl->outlines, 0, sh, cfg);
- g_data->outlines_select = shgroup_outline(psl->outlines, 1, sh, cfg);
- g_data->outlines_select_dupli = shgroup_outline(psl->outlines, 2, sh, cfg);
- g_data->outlines_active = shgroup_outline(psl->outlines, 3, sh, cfg);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR;
- struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
- /* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */
- float alphaOcclu = (g_data->xray_enabled) ? 1.0f : 0.35f;
-
- psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
-
- GPUShader *sh = (g_data->xray_enabled_and_not_wire) ? sh_data->outline_detect_wire :
- sh_data->outline_detect;
- DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search);
- DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx);
- DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx);
- DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu);
- DRW_shgroup_call(grp, quad, NULL);
-
- /* This is the bleed pass if do_outline_expand is false. */
- GPUShader *fade_sh = (do_large_expand) ? sh_data->outline_fade_large : sh_data->outline_fade;
- psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state);
-
- grp = DRW_shgroup_create(fade_sh, psl->outlines_expand);
- DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx);
- DRW_shgroup_uniform_bool_copy(grp, "doExpand", do_outline_expand);
- DRW_shgroup_call(grp, quad, NULL);
-
- psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state);
-
- if (do_outline_expand) {
- grp = DRW_shgroup_create(sh_data->outline_fade, psl->outlines_bleed);
- DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx);
- DRW_shgroup_uniform_bool_copy(grp, "doExpand", false);
- DRW_shgroup_call(grp, quad, NULL);
- }
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
- psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state);
-
- struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
- GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx :
- &e_data.outlines_color_tx;
-
- DRWShadingGroup *grp = DRW_shgroup_create(sh_data->outline_resolve_aa, psl->outlines_resolve);
- DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx);
- DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1);
- DRW_shgroup_call(grp, quad, NULL);
- }
-
- {
- /* Grid pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
- psl->grid = DRW_pass_create("Infinite Grid Pass", state);
-
- struct GPUBatch *geom = DRW_cache_grid_get();
- float grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
-
- /* Create 3 quads to render ordered transparency Z axis */
- DRWShadingGroup *grp = DRW_shgroup_create(sh_data->grid, psl->grid);
- DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1);
- DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
- DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
- DRW_shgroup_uniform_float(grp, "gridDistance", &e_data.grid_distance, 1);
- DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size);
- DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
- DRW_shgroup_call(grp, geom, NULL);
-
- grp = DRW_shgroup_create(sh_data->grid, psl->grid);
- DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1);
- DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
- DRW_shgroup_uniform_float(grp, "gridSteps", e_data.grid_steps, ARRAY_SIZE(e_data.grid_steps));
- DRW_shgroup_call(grp, geom, NULL);
-
- grp = DRW_shgroup_create(sh_data->grid, psl->grid);
- DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1);
- DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
- DRW_shgroup_call(grp, geom, NULL);
- }
-
- /* Camera background images */
- {
- psl->camera_images_back_alpha_over = DRW_pass_create(
- "Camera Images Back Over",
- DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA_PREMUL);
- psl->camera_images_back_alpha_under = DRW_pass_create(
- "Camera Images Back Under",
- DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL);
- psl->camera_images_front_alpha_over = DRW_pass_create(
- "Camera Images Front Over",
- DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA_PREMUL);
- }
-
- for (int i = 0; i < 2; i++) {
- OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
-
- /* Solid bones */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- sgl->bone_solid = psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state);
- sgl->bone_outline = psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
-
- /* Wire bones */
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
-
- /* distance outline around envelope bones */
- state = DRW_STATE_BLEND_ADD | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_CULL_FRONT;
- sgl->bone_envelope = psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass",
- state);
-
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state);
- }
-
- for (int i = 0; i < 2; i++) {
- OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
-
- /* Non Meshes Pass (Camera, empties, lights ...) */
- struct GPUBatch *geom;
- struct GPUShader *sh;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state);
-
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
- sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state);
-
- /* Empties */
- empties_callbuffers_create(sgl->non_meshes, &sgl->empties, draw_ctx->sh_cfg);
-
- /* Force Field */
- geom = DRW_cache_field_wind_get();
- sgl->field_wind = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_field_force_get();
- sgl->field_force = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_field_vortex_get();
- sgl->field_vortex = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_screenspace_circle_get();
- sgl->field_curve_sta = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Grease Pencil */
- geom = DRW_cache_gpencil_axes_get();
- sgl->gpencil_axes = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Speaker */
- geom = DRW_cache_speaker_get();
- sgl->speaker = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Probe */
- static float probeSize = 14.0f;
- geom = DRW_cache_lightprobe_cube_get();
- sgl->probe_cube = buffer_instance_screenspace(
- sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg);
-
- geom = DRW_cache_lightprobe_grid_get();
- sgl->probe_grid = buffer_instance_screenspace(
- sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg);
-
- static float probePlanarSize = 20.0f;
- geom = DRW_cache_lightprobe_planar_get();
- sgl->probe_planar = buffer_instance_screenspace(
- sgl->non_meshes, geom, &probePlanarSize, draw_ctx->sh_cfg);
-
- /* Camera */
- geom = DRW_cache_camera_get();
- sgl->camera = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_camera_frame_get();
- sgl->camera_frame = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_camera_tria_get();
- sgl->camera_tria = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_plain_axes_get();
- sgl->camera_focus = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_get();
- sgl->camera_clip = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
- sgl->camera_mist = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_endpoints_get();
- sgl->camera_clip_points = buffer_distance_lines_instance(
- sgl->non_meshes, geom, draw_ctx->sh_cfg);
- sgl->camera_mist_points = buffer_distance_lines_instance(
- sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_quad_wires_get();
- sgl->camera_stereo_plane_wires = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_empty_cube_get();
- sgl->camera_stereo_volume_wires = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- BLI_listbase_clear(&sgl->camera_path);
-
- /* Texture Space */
- geom = DRW_cache_empty_cube_get();
- sgl->texspace = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Wires (for loose edges) */
- sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR, draw_ctx->sh_cfg);
- sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh, draw_ctx->sh_cfg);
- sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->sh_cfg);
- sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->sh_cfg);
- sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh, draw_ctx->sh_cfg);
- /* Wire (duplicator) */
- sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->sh_cfg);
- sgl->wire_dupli_select = shgroup_wire(
- sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->sh_cfg);
-
- /* Points (loose points) */
- sh = sh_data->loose_points;
- sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh, draw_ctx->sh_cfg);
- sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->sh_cfg);
- sgl->points_transform = shgroup_points(
- sgl->non_meshes, gb->colorTransform, sh, draw_ctx->sh_cfg);
- sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh, draw_ctx->sh_cfg);
- /* Points (duplicator) */
- sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->sh_cfg);
- sgl->points_dupli_select = shgroup_points(
- sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->sh_cfg);
- DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND_ALPHA);
- DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND_ALPHA);
- DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND_ALPHA);
- DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND_ALPHA);
- DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND_ALPHA);
- DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND_ALPHA);
-
- /* Metaballs Handles */
- sgl->mball_handle = buffer_instance_mball_handles(sgl->non_meshes, draw_ctx->sh_cfg);
-
- /* Lights */
- /* TODO
- * for now we create multiple times the same VBO with only light center coordinates
- * but ideally we would only create it once */
-
- sh = GPU_shader_get_builtin_shader_with_config(
- GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, draw_ctx->sh_cfg);
-
- DRWShadingGroup *grp = DRW_shgroup_create(sh, sgl->non_meshes);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorLightNoAlpha, 1);
- DRW_shgroup_uniform_float(grp, "size", &gb->sizeLightCenter, 1);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
-
- sgl->light_center = buffer_dynpoints_uniform_color(grp);
-
- geom = DRW_cache_single_line_get();
- sgl->light_buflimit = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_get();
- sgl->light_circle = buffer_instance_screenspace(
- sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
- geom = DRW_cache_light_shadows_get();
- sgl->light_circle_shadow = buffer_instance_screenspace(
- sgl->non_meshes, geom, &gb->sizeLightCircleShadow, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_sunrays_get();
- sgl->light_sunrays = buffer_instance_screenspace(
- sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
-
- sgl->light_groundline = buffer_groundlines_uniform_color(
- sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
- sgl->light_groundpoint = buffer_groundpoints_uniform_color(
- sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
-
- geom = DRW_cache_screenspace_circle_get();
- sgl->light_area_sphere = buffer_instance_screen_aligned(
- sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_area_square_get();
- sgl->light_area_square = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_area_disk_get();
- sgl->light_area_disk = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_hemi_get();
- sgl->light_hemi = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_get();
- sgl->light_distance = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_endpoints_get();
- sgl->light_buflimit_points = buffer_distance_lines_instance(
- sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_spot_get();
- sgl->light_spot_cone = buffer_spot_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_circle_get();
- sgl->light_spot_blend = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_spot_square_get();
- sgl->light_spot_pyramid = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_square_get();
- sgl->light_spot_blend_rect = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* -------- STIPPLES ------- */
-
- /* Relationship Lines */
- sgl->relationship_lines = buffer_dynlines_dashed_uniform_color(
- sgl->non_meshes, gb->colorWire, draw_ctx->sh_cfg);
- sgl->constraint_lines = buffer_dynlines_dashed_uniform_color(
- sgl->non_meshes, gb->colorGridAxisZ, draw_ctx->sh_cfg);
-
- {
- DRWShadingGroup *grp_axes;
- sgl->origin_xform = buffer_instance_color_axes(
- sgl->non_meshes, DRW_cache_bone_arrows_get(), &grp_axes, draw_ctx->sh_cfg);
-
- DRW_shgroup_state_disable(grp_axes, DRW_STATE_DEPTH_LESS_EQUAL);
- DRW_shgroup_state_enable(grp_axes, DRW_STATE_DEPTH_ALWAYS);
- DRW_shgroup_state_enable(grp_axes, DRW_STATE_WIRE_SMOOTH);
- }
-
- /* Force Field Curve Guide End (here because of stipple) */
- /* TODO port to shader stipple */
- geom = DRW_cache_screenspace_circle_get();
- sgl->field_curve_end = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Force Field Limits */
- /* TODO port to shader stipple */
- geom = DRW_cache_field_tube_limit_get();
- sgl->field_tube_limit = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* TODO port to shader stipple */
- geom = DRW_cache_field_cone_limit_get();
- sgl->field_cone_limit = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Transparent Shapes */
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA |
- DRW_STATE_CULL_FRONT;
- sgl->transp_shapes = psl->transp_shapes[i] = DRW_pass_create("Transparent Shapes", state);
-
- sh = GPU_shader_get_builtin_shader_with_config(
- GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, draw_ctx->sh_cfg);
-
- DRWShadingGroup *grp_transp = DRW_shgroup_create(sh, sgl->transp_shapes);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp_transp, DRW_STATE_CLIP_PLANES);
- }
-
- DRWShadingGroup *grp_cull_back = DRW_shgroup_create_sub(grp_transp);
- DRW_shgroup_state_disable(grp_cull_back, DRW_STATE_CULL_FRONT);
- DRW_shgroup_state_enable(grp_cull_back, DRW_STATE_CULL_BACK);
-
- DRWShadingGroup *grp_cull_none = DRW_shgroup_create_sub(grp_transp);
- DRW_shgroup_state_disable(grp_cull_none, DRW_STATE_CULL_FRONT);
-
- /* Spot cones */
- geom = DRW_cache_light_spot_volume_get();
- sgl->light_spot_volume = buffer_instance_alpha(grp_transp, geom);
-
- geom = DRW_cache_light_spot_square_volume_get();
- sgl->light_spot_volume_rect = buffer_instance_alpha(grp_transp, geom);
-
- geom = DRW_cache_light_spot_volume_get();
- sgl->light_spot_volume_outside = buffer_instance_alpha(grp_cull_back, geom);
-
- geom = DRW_cache_light_spot_square_volume_get();
- sgl->light_spot_volume_rect_outside = buffer_instance_alpha(grp_cull_back, geom);
-
- /* Camera stereo volumes */
- geom = DRW_cache_cube_get();
- sgl->camera_stereo_volume = buffer_instance_alpha(grp_transp, geom);
-
- geom = DRW_cache_quad_get();
- sgl->camera_stereo_plane = buffer_instance_alpha(grp_cull_none, geom);
- }
-
- {
- /* Object Center pass grouped by State */
- DRWShadingGroup *grp;
- static float outlineWidth, size;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
- psl->ob_center = DRW_pass_create("Obj Center Pass", state);
-
- outlineWidth = 1.0f * U.pixelsize;
- size = UI_GetThemeValuef(TH_OBCENTER_DIA) * U.pixelsize + outlineWidth;
-
- GPUShader *sh = GPU_shader_get_builtin_shader_with_config(
- GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->sh_cfg);
-
- /* Active */
- grp = DRW_shgroup_create(sh, psl->ob_center);
- DRW_shgroup_uniform_float(grp, "size", &size, 1);
- DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1);
- DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- /* TODO find better name. */
- stl->g_data->center_active = buffer_dynpoints_uniform_color(grp);
-
- /* Select */
- grp = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
- stl->g_data->center_selected = buffer_dynpoints_uniform_color(grp);
-
- /* Deselect */
- grp = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
- stl->g_data->center_deselected = buffer_dynpoints_uniform_color(grp);
-
- /* Select (library) */
- grp = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
- stl->g_data->center_selected_lib = buffer_dynpoints_uniform_color(grp);
-
- /* Deselect (library) */
- grp = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
- stl->g_data->center_deselected_lib = buffer_dynpoints_uniform_color(grp);
- }
-
- {
- /* Particle Pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- psl->particle = DRW_pass_create("Particle Pass", state);
- }
-}
-
-static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl,
- Object *ob,
- ViewLayer *view_layer)
-{
- MetaBall *mb = ob->data;
-
- float *color;
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
- {
- float scamat[3][3];
- copy_m3_m4(scamat, ob->obmat);
- /* Get the normalized inverse matrix to extract only
- * the scale of Scamat */
- float iscamat[3][3];
- invert_m3_m3(iscamat, scamat);
- normalize_m3(iscamat);
- mul_m3_m3_post(scamat, iscamat);
-
- copy_v3_v3(draw_scale_xform[0], scamat[0]);
- copy_v3_v3(draw_scale_xform[1], scamat[1]);
- copy_v3_v3(draw_scale_xform[2], scamat[2]);
- }
-
- for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) {
- /* draw radius */
- float world_pos[3];
- mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
- draw_scale_xform[0][3] = world_pos[0];
- draw_scale_xform[1][3] = world_pos[1];
- draw_scale_xform[2][3] = world_pos[2];
-
- DRW_buffer_add_entry(sgl->mball_handle, draw_scale_xform, &ml->rad, color);
- }
-}
-
-static void DRW_shgroup_light(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
-{
- Light *la = ob->data;
- float *color;
- int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
- static float zero = 0.0f;
-
- typedef struct LightEngineData {
- DrawData dd;
- float shape_mat[4][4];
- float spot_blend_mat[4][4];
- } LightEngineData;
-
- LightEngineData *light_engine_data = (LightEngineData *)DRW_drawdata_ensure(
- &ob->id, &draw_engine_object_type, sizeof(LightEngineData), NULL, NULL);
-
- float(*shapemat)[4] = light_engine_data->shape_mat;
- float(*spotblendmat)[4] = light_engine_data->spot_blend_mat;
-
- if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
- /* Don't draw the center if it's selected or active */
- if (theme_id == TH_LIGHT) {
- DRW_buffer_add_entry(sgl->light_center, ob->obmat[3]);
- }
- }
-
- /* First circle */
- DRW_buffer_add_entry(sgl->light_circle, ob->obmat[3], color);
-
- /* draw dashed outer circle for shadow */
- DRW_buffer_add_entry(sgl->light_circle_shadow, ob->obmat[3], color);
-
- /* Distance */
- if (ELEM(la->type, LA_SUN, LA_AREA)) {
- DRW_buffer_add_entry(sgl->light_distance, color, &zero, &la->dist, ob->obmat);
- }
-
- copy_m4_m4(shapemat, ob->obmat);
-
- if (la->type == LA_SUN) {
- DRW_buffer_add_entry(sgl->light_sunrays, ob->obmat[3], color);
- }
- else if (la->type == LA_SPOT) {
- float size[3], sizemat[4][4];
- static float one = 1.0f;
- float cone_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f};
- float cone_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f};
- float blend = 1.0f - pow2f(la->spotblend);
- size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist;
- size[2] = cosf(la->spotsize * 0.5f) * la->dist;
-
- size_to_mat4(sizemat, size);
- mul_m4_m4m4(shapemat, ob->obmat, sizemat);
-
- size[0] = size[1] = blend;
- size[2] = 1.0f;
- size_to_mat4(sizemat, size);
- translate_m4(sizemat, 0.0f, 0.0f, -1.0f);
- rotate_m4(sizemat, 'X', (float)(M_PI / 2));
- mul_m4_m4m4(spotblendmat, shapemat, sizemat);
-
- if (la->mode & LA_SQUARE) {
- DRW_buffer_add_entry(sgl->light_spot_pyramid, color, &one, shapemat);
-
- /* hide line if it is zero size or overlaps with outer border,
- * previously it adjusted to always to show it but that seems
- * confusing because it doesn't show the actual blend size */
- if (blend != 0.0f && blend != 1.0f) {
- DRW_buffer_add_entry(sgl->light_spot_blend_rect, color, &one, spotblendmat);
- }
-
- if (la->mode & LA_SHOW_CONE) {
- if (!DRW_state_is_select()) {
- DRW_buffer_add_entry(sgl->light_spot_volume_rect, cone_inside, &one, shapemat);
- DRW_buffer_add_entry(sgl->light_spot_volume_rect_outside, cone_outside, &one, shapemat);
- }
- }
- }
- else {
- DRW_buffer_add_entry(sgl->light_spot_cone, color, shapemat);
-
- /* hide line if it is zero size or overlaps with outer border,
- * previously it adjusted to always to show it but that seems
- * confusing because it doesn't show the actual blend size */
- if (blend != 0.0f && blend != 1.0f) {
- DRW_buffer_add_entry(sgl->light_spot_blend, color, &one, spotblendmat);
- }
-
- if (la->mode & LA_SHOW_CONE) {
- if (!DRW_state_is_select()) {
- DRW_buffer_add_entry(sgl->light_spot_volume, cone_inside, &one, shapemat);
- DRW_buffer_add_entry(sgl->light_spot_volume_outside, cone_outside, &one, shapemat);
- }
- }
- }
-
- DRW_buffer_add_entry(sgl->light_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
- DRW_buffer_add_entry(sgl->light_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
- }
- else if (la->type == LA_AREA) {
- float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
-
- if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
- size[1] = la->area_sizey / la->area_size;
- size_to_mat4(sizemat, size);
- mul_m4_m4m4(shapemat, shapemat, sizemat);
- }
-
- if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
- DRW_buffer_add_entry(sgl->light_area_disk, color, &la->area_size, shapemat);
- }
- else {
- DRW_buffer_add_entry(sgl->light_area_square, color, &la->area_size, shapemat);
- }
- }
-
- if (ELEM(la->type, LA_LOCAL, LA_SPOT)) {
- /* We only want position not scale. */
- shapemat[0][0] = shapemat[1][1] = shapemat[2][2] = 1.0f;
- shapemat[0][1] = shapemat[0][2] = 0.0f;
- shapemat[1][0] = shapemat[1][2] = 0.0f;
- shapemat[2][0] = shapemat[2][1] = 0.0f;
- DRW_buffer_add_entry(sgl->light_area_sphere, color, &la->area_size, shapemat);
- }
-
- /* Line and point going to the ground */
- DRW_buffer_add_entry(sgl->light_groundline, ob->obmat[3]);
- DRW_buffer_add_entry(sgl->light_groundpoint, ob->obmat[3]);
-}
-
-static GPUBatch *batch_camera_path_get(ListBase *camera_paths,
- const MovieTrackingReconstruction *reconstruction)
-{
- GPUBatch *geom;
- static GPUVertFormat format = {0};
- static struct {
- uint pos;
- } attr_id;
- if (format.attr_len == 0) {
- attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- }
- GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
- GPU_vertbuf_data_alloc(vbo, reconstruction->camnr);
-
- MovieReconstructedCamera *camera = reconstruction->cameras;
- for (int a = 0; a < reconstruction->camnr; a++, camera++) {
- GPU_vertbuf_attr_set(vbo, attr_id.pos, a, camera->mat[3]);
- }
-
- geom = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
-
- /* Store the batch to do cleanup after drawing. */
- BLI_addtail(camera_paths, BLI_genericNodeN(geom));
- return geom;
-}
-
-static void batch_camera_path_free(ListBase *camera_paths)
-{
- LinkData *link;
- while ((link = BLI_pophead(camera_paths))) {
- GPUBatch *camera_path = link->data;
- GPU_batch_discard(camera_path);
- MEM_freeN(link);
- }
-}
-
-/**
- * Draw the stereo 3d support elements (cameras, plane, volume).
- * They are only visible when not looking through the camera:
- */
-static void camera_view3d_stereoscopy_display_extra(OBJECT_ShadingGroupList *sgl,
- Scene *scene,
- ViewLayer *view_layer,
- View3D *v3d,
- Object *ob,
- Camera *cam,
- const float vec[4][3],
- float drawsize,
- const float scale[3])
-{
- const bool is_select = DRW_state_is_select();
- static float drw_tria_dummy[2][2][2] = {{{0}}};
- const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f;
- float origin[2][3] = {{0}};
- const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
-
- const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) &&
- (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
- const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) &&
- (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
- const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME);
-
- float *color;
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- for (int eye = 0; eye < 2; eye++) {
- float obmat[4][4];
- ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
-
- BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[eye], obmat);
-
- copy_v2_v2(cam->runtime.drw_corners[eye][0], vec[0]);
- copy_v2_v2(cam->runtime.drw_corners[eye][1], vec[1]);
- copy_v2_v2(cam->runtime.drw_corners[eye][2], vec[2]);
- copy_v2_v2(cam->runtime.drw_corners[eye][3], vec[3]);
-
- cam->runtime.drw_depth[eye] = vec[0][2];
-
- if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) {
- const float shift_x = ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) -
- cam->shiftx) *
- (drawsize * scale[0] * fac)) *
- (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER ? 1.0f : 2.0f);
-
- for (int i = 0; i < 4; i++) {
- cam->runtime.drw_corners[eye][i][0] += shift_x;
- }
- }
-
- /* Dummy triangle, draw on top of existent lines so it is invisible. */
- copy_v2_v2(drw_tria_dummy[eye][0], cam->runtime.drw_corners[eye][0]);
- copy_v2_v2(drw_tria_dummy[eye][1], cam->runtime.drw_corners[eye][0]);
-
- if (is_stereo3d_cameras) {
- DRW_buffer_add_entry(sgl->camera_frame,
- color,
- cam->runtime.drw_corners[eye],
- &cam->runtime.drw_depth[eye],
- cam->runtime.drw_tria,
- obmat);
-
- DRW_buffer_add_entry(sgl->camera,
- color,
- cam->runtime.drw_corners[eye],
- &cam->runtime.drw_depth[eye],
- drw_tria_dummy[eye],
- obmat);
- }
-
- /* Connecting line. */
- mul_m4_v3(obmat, origin[eye]);
- }
-
- /* Draw connecting lines. */
- if (is_stereo3d_cameras) {
- DRW_buffer_add_entry(sgl->relationship_lines, origin[0]);
- DRW_buffer_add_entry(sgl->relationship_lines, origin[1]);
- }
-
- /* Draw convergence plane. */
- if (is_stereo3d_plane && !is_select) {
- float convergence_plane[4][2];
- const float offset = cam->stereo.convergence_distance / cam->runtime.drw_depth[0];
-
- for (int i = 0; i < 4; i++) {
- mid_v2_v2v2(
- convergence_plane[i], cam->runtime.drw_corners[0][i], cam->runtime.drw_corners[1][i]);
- mul_v2_fl(convergence_plane[i], offset);
- }
-
- /* We are using a -1,1 quad for this shading group, so we need to
- * scale and transform it to match the convergence plane border. */
- static float one = 1.0f;
- float plane_mat[4][4], scale_mat[4][4];
- float scale_factor[3] = {1.0f, 1.0f, 1.0f};
- const float color_plane[2][4] = {
- {0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha},
- {0.0f, 0.0f, 0.0f, 1.0f},
- };
-
- const float height = convergence_plane[1][1] - convergence_plane[0][1];
- const float width = convergence_plane[2][0] - convergence_plane[0][0];
-
- scale_factor[0] = width * 0.5f;
- scale_factor[1] = height * 0.5f;
-
- copy_m4_m4(plane_mat, cam->runtime.drw_normalmat);
- translate_m4(plane_mat, 0.0f, 0.0f, -cam->stereo.convergence_distance);
- size_to_mat4(scale_mat, scale_factor);
- mul_m4_m4_post(plane_mat, scale_mat);
- translate_m4(plane_mat, 2.0f * cam->shiftx, (width / height) * 2.0f * cam->shifty, 0.0f);
-
- if (v3d->stereo3d_convergence_alpha > 0.0f) {
- DRW_buffer_add_entry(sgl->camera_stereo_plane, color_plane[0], &one, plane_mat);
- }
- DRW_buffer_add_entry(sgl->camera_stereo_plane_wires, color_plane[1], &one, plane_mat);
- }
-
- /* Draw convergence volume. */
- if (is_stereo3d_volume && !is_select) {
- static float one = 1.0f;
- const float color_volume[3][4] = {
- {0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha},
- {1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha},
- {0.0f, 0.0f, 0.0f, 1.0f},
- };
-
- for (int eye = 0; eye < 2; eye++) {
- float winmat[4][4], viewinv[4][4], viewmat[4][4], persmat[4][4], persinv[4][4];
- ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
-
- BKE_camera_multiview_window_matrix(&scene->r, ob, viewnames[eye], winmat);
- BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], viewinv);
-
- invert_m4_m4(viewmat, viewinv);
- mul_m4_m4m4(persmat, winmat, viewmat);
- invert_m4_m4(persinv, persmat);
-
- if (v3d->stereo3d_volume_alpha > 0.0f) {
- DRW_buffer_add_entry(sgl->camera_stereo_volume, color_volume[eye], &one, persinv);
- }
- DRW_buffer_add_entry(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv);
- }
- }
-}
-
-static void camera_view3d_reconstruction(OBJECT_ShadingGroupList *sgl,
- Scene *scene,
- View3D *v3d,
- Object *camera_object,
- Object *ob,
- const float color[4],
- const bool is_select)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Camera *cam = ob->data;
- const Object *orig_camera_object = DEG_get_original_object(camera_object);
-
- if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) == 0) {
- return;
- }
-
- MovieClip *clip = BKE_object_movieclip_get(scene, ob, false);
- if (clip == NULL) {
- return;
- }
-
- BLI_assert(BLI_listbase_is_empty(&sgl->camera_path));
- const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) &&
- ((v3d->shading.type != OB_SOLID) || !XRAY_FLAG_ENABLED(v3d));
-
- MovieTracking *tracking = &clip->tracking;
- /* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */
- int track_index = 1;
-
- uchar text_color_selected[4], text_color_unselected[4];
- float bundle_color_unselected[4], bundle_color_solid[4];
-
- UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
- UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected);
- UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected);
- UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid);
-
- float camera_mat[4][4];
- BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat);
-
- float bundle_scale_mat[4][4];
- if (is_solid_bundle) {
- scale_m4_fl(bundle_scale_mat, v3d->bundle_size);
- }
-
- for (MovieTrackingObject *tracking_object = tracking->objects.first; tracking_object != NULL;
- tracking_object = tracking_object->next) {
- float tracking_object_mat[4][4];
-
- if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
- copy_m4_m4(tracking_object_mat, camera_mat);
- }
- else {
- const int framenr = BKE_movieclip_remap_scene_to_clip_frame(
- clip, DEG_get_ctime(draw_ctx->depsgraph));
- float object_mat[4][4];
- BKE_tracking_camera_get_reconstructed_interpolate(
- tracking, tracking_object, framenr, object_mat);
-
- invert_m4(object_mat);
- mul_m4_m4m4(tracking_object_mat, cam->runtime.drw_normalmat, object_mat);
- }
-
- ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
- for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) {
-
- if ((track->flag & TRACK_HAS_BUNDLE) == 0) {
- continue;
- }
-
- bool is_selected = TRACK_SELECTED(track);
-
- float bundle_mat[4][4];
- copy_m4_m4(bundle_mat, tracking_object_mat);
- translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
-
- const float *bundle_color;
- if (track->flag & TRACK_CUSTOMCOLOR) {
- bundle_color = track->color;
- }
- else if (is_solid_bundle) {
- bundle_color = bundle_color_solid;
- }
- else if (is_selected) {
- bundle_color = color;
- }
- else {
- bundle_color = bundle_color_unselected;
- }
-
- if (is_select) {
- DRW_select_load_id(orig_camera_object->runtime.select_id | (track_index << 16));
- track_index++;
- }
-
- if (is_solid_bundle) {
-
- if (is_selected) {
- DRW_shgroup_empty_ex(sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, color);
- }
-
- const float bundle_color_v4[4] = {
- bundle_color[0],
- bundle_color[1],
- bundle_color[2],
- 1.0f,
- };
-
- mul_m4_m4m4(bundle_mat, bundle_mat, bundle_scale_mat);
- DRW_buffer_add_entry(sgl->empties.sphere_solid, bundle_mat, bundle_color_v4);
- }
- else {
- DRW_shgroup_empty_ex(
- sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, bundle_color);
- }
-
- if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) {
- struct DRWTextStore *dt = DRW_text_cache_ensure();
-
- DRW_text_cache_add(dt,
- bundle_mat[3],
- track->name,
- strlen(track->name),
- 10,
- 0,
- DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
- is_selected ? text_color_selected : text_color_unselected);
- }
- }
-
- if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) &&
- !is_select) {
- MovieTrackingReconstruction *reconstruction;
- reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object);
-
- if (reconstruction->camnr) {
- static float camera_path_color[4];
- UI_GetThemeColor4fv(TH_CAMERA_PATH, camera_path_color);
-
- GPUBatch *geom = batch_camera_path_get(&sgl->camera_path, reconstruction);
- GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
- DRWShadingGroup *shading_group = DRW_shgroup_create(shader, sgl->non_meshes);
- DRW_shgroup_uniform_vec4(shading_group, "color", camera_path_color, 1);
- DRW_shgroup_call_obmat(shading_group, geom, camera_mat);
- }
- }
- }
-}
-
-static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
- Scene *scene = draw_ctx->scene;
- RegionView3D *rv3d = draw_ctx->rv3d;
-
- Camera *cam = ob->data;
- Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
- const bool is_select = DRW_state_is_select();
- const bool is_active = (ob == camera_object);
- const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
-
- const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0;
- const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
- const bool is_stereo3d_display_extra = is_active && is_multiview && (!look_through) &&
- ((v3d->stereo3d_flag) != 0);
- const bool is_stereo3d_cameras = (ob == scene->camera) && is_multiview && is_stereo3d_view &&
- (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS);
- const bool is_selection_camera_stereo = is_select && look_through && is_multiview &&
- is_stereo3d_view;
-
- float *color;
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- float vec[4][3], asp[2], shift[2], scale[3], drawsize;
-
- /* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */
- if (is_selection_camera_stereo) {
- scale[0] = 1.0f;
- scale[1] = 1.0f;
- scale[2] = 1.0f;
- }
- else {
- scale[0] = 1.0f / len_v3(ob->obmat[0]);
- scale[1] = 1.0f / len_v3(ob->obmat[1]);
- scale[2] = 1.0f / len_v3(ob->obmat[2]);
- }
-
- BKE_camera_view_frame_ex(
- scene, cam, cam->drawsize, look_through, scale, asp, shift, &drawsize, vec);
-
- /* Frame coords */
- copy_v2_v2(cam->runtime.drw_corners[0][0], vec[0]);
- copy_v2_v2(cam->runtime.drw_corners[0][1], vec[1]);
- copy_v2_v2(cam->runtime.drw_corners[0][2], vec[2]);
- copy_v2_v2(cam->runtime.drw_corners[0][3], vec[3]);
-
- /* depth */
- cam->runtime.drw_depth[0] = vec[0][2];
-
- /* tria */
- cam->runtime.drw_tria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]);
- cam->runtime.drw_tria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
- cam->runtime.drw_tria[1][0] = shift[0];
- cam->runtime.drw_tria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
-
- if (look_through) {
- if (!DRW_state_is_image_render()) {
- /* Only draw the frame. */
- float mat[4][4];
- if (is_multiview) {
- const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
- const char *view_name = is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME;
- BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat);
- const float shiftx = BKE_camera_multiview_shift_x(&scene->r, ob, view_name);
- const float delta_shiftx = shiftx - cam->shiftx;
- const float width = cam->runtime.drw_corners[0][2][0] - cam->runtime.drw_corners[0][0][0];
- for (int i = 0; i < 4; i++) {
- cam->runtime.drw_corners[0][i][0] -= delta_shiftx * width;
- }
- }
- else {
- copy_m4_m4(mat, ob->obmat);
- }
-
- DRW_buffer_add_entry(sgl->camera_frame,
- color,
- cam->runtime.drw_corners[0],
- &cam->runtime.drw_depth[0],
- cam->runtime.drw_tria,
- mat);
- }
- }
- else {
- if (!is_stereo3d_cameras) {
- DRW_buffer_add_entry(sgl->camera,
- color,
- cam->runtime.drw_corners[0],
- &cam->runtime.drw_depth[0],
- cam->runtime.drw_tria,
- ob->obmat);
- }
-
- /* Active cam */
- if (is_active) {
- DRW_buffer_add_entry(sgl->camera_tria,
- color,
- cam->runtime.drw_corners[0],
- &cam->runtime.drw_depth[0],
- cam->runtime.drw_tria,
- ob->obmat);
- }
- }
-
- /* draw the rest in normalize object space */
- normalize_m4_m4(cam->runtime.drw_normalmat, ob->obmat);
-
- if (cam->flag & CAM_SHOWLIMITS) {
- static float col[4] = {0.5f, 0.5f, 0.25f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 0.5f, 1.0f};
- float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f};
- float focusdist = BKE_camera_object_dof_distance(ob);
-
- copy_m4_m4(cam->runtime.drw_focusmat, cam->runtime.drw_normalmat);
- translate_m4(cam->runtime.drw_focusmat, 0.0f, 0.0f, -focusdist);
- size_to_mat4(sizemat, size);
- mul_m4_m4m4(cam->runtime.drw_focusmat, cam->runtime.drw_focusmat, sizemat);
-
- DRW_buffer_add_entry(
- sgl->camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->runtime.drw_focusmat);
-
- DRW_buffer_add_entry(
- sgl->camera_clip, color, &cam->clip_start, &cam->clip_end, cam->runtime.drw_normalmat);
- DRW_buffer_add_entry(sgl->camera_clip_points,
- (is_active ? col_hi : col),
- &cam->clip_start,
- &cam->clip_end,
- cam->runtime.drw_normalmat);
- }
-
- if (cam->flag & CAM_SHOWMIST) {
- World *world = scene->world;
-
- if (world) {
- static float col[4] = {0.5f, 0.5f, 0.5f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 1.0f, 1.0f};
- world->mistend = world->miststa + world->mistdist;
- DRW_buffer_add_entry(
- sgl->camera_mist, color, &world->miststa, &world->mistend, cam->runtime.drw_normalmat);
- DRW_buffer_add_entry(sgl->camera_mist_points,
- (is_active ? col_hi : col),
- &world->miststa,
- &world->mistend,
- cam->runtime.drw_normalmat);
- }
- }
-
- /* Stereo cameras, volumes, plane drawing. */
- if (is_stereo3d_display_extra) {
- camera_view3d_stereoscopy_display_extra(
- sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale);
- }
-
- /* Motion Tracking. */
- camera_view3d_reconstruction(sgl, scene, v3d, camera_object, ob, color, is_select);
-}
-
-static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl,
- const float mat[4][4],
- const float *draw_size,
- char draw_type,
- const float color[4])
-{
- DRWEmptiesBufferList *buffers = &sgl->empties;
- switch (draw_type) {
- case OB_PLAINAXES:
- DRW_buffer_add_entry(buffers->plain_axes, color, draw_size, mat);
- break;
- case OB_SINGLE_ARROW:
- DRW_buffer_add_entry(buffers->single_arrow, color, draw_size, mat);
- DRW_buffer_add_entry(buffers->single_arrow_line, color, draw_size, mat);
- break;
- case OB_CUBE:
- DRW_buffer_add_entry(buffers->cube, color, draw_size, mat);
- break;
- case OB_CIRCLE:
- DRW_buffer_add_entry(buffers->circle, color, draw_size, mat);
- break;
- case OB_EMPTY_SPHERE:
- DRW_buffer_add_entry(buffers->sphere, color, draw_size, mat);
- break;
- case OB_EMPTY_CONE:
- DRW_buffer_add_entry(buffers->cone, color, draw_size, mat);
- break;
- case OB_ARROWS:
- DRW_buffer_add_entry(buffers->empty_axes, color, draw_size, mat);
- break;
- case OB_EMPTY_IMAGE:
- BLI_assert(!"Should never happen, use DRW_shgroup_empty instead.");
- break;
- }
-}
-
-static void DRW_shgroup_empty(OBJECT_Shaders *sh_data,
- OBJECT_ShadingGroupList *sgl,
- Object *ob,
- ViewLayer *view_layer,
- RegionView3D *rv3d,
- eGPUShaderConfig sh_cfg)
-{
- float *color;
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- switch (ob->empty_drawtype) {
- case OB_PLAINAXES:
- case OB_SINGLE_ARROW:
- case OB_CUBE:
- case OB_CIRCLE:
- case OB_EMPTY_SPHERE:
- case OB_EMPTY_CONE:
- case OB_ARROWS:
- DRW_shgroup_empty_ex(sgl, ob->obmat, &ob->empty_drawsize, ob->empty_drawtype, color);
- break;
- case OB_EMPTY_IMAGE:
- DRW_shgroup_empty_image(sh_data, sgl, ob, color, rv3d, sh_cfg);
- break;
- }
-}
-
-static void DRW_shgroup_forcefield(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
-{
- int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- float *color = DRW_color_background_blend_get(theme_id);
- PartDeflect *pd = ob->pd;
- Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL;
-
- /* TODO Move this to depsgraph */
- float tmp[3];
- copy_v3_fl(pd->drawvec1, ob->empty_drawsize);
-
- switch (pd->forcefield) {
- case PFIELD_WIND:
- pd->drawvec1[2] = pd->f_strength;
- break;
- case PFIELD_VORTEX:
- if (pd->f_strength < 0.0f) {
- pd->drawvec1[1] = -pd->drawvec1[1];
- }
- break;
- case PFIELD_GUIDE:
- if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path &&
- ob->runtime.curve_cache->path->data) {
- where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL);
- where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL);
- }
- break;
- }
-
- if (pd->falloff == PFIELD_FALL_TUBE) {
- pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ?
- pd->maxrad :
- 1.0f;
- pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
-
- pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ?
- pd->minrad :
- 1.0f;
- pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
- }
- else if (pd->falloff == PFIELD_FALL_CONE) {
- float radius, distance;
-
- radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
- distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
- pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius);
- pd->drawvec_falloff_max[2] = distance * cosf(radius);
-
- radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
- distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
-
- pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius);
- pd->drawvec_falloff_min[2] = distance * cosf(radius);
- }
- /* End of things that should go to depthgraph */
-
- switch (pd->forcefield) {
- case PFIELD_WIND:
- DRW_buffer_add_entry(sgl->field_wind, color, &pd->drawvec1, ob->obmat);
- break;
- case PFIELD_FORCE:
- DRW_buffer_add_entry(sgl->field_force, color, &pd->drawvec1, ob->obmat);
- break;
- case PFIELD_VORTEX:
- DRW_buffer_add_entry(sgl->field_vortex, color, &pd->drawvec1, ob->obmat);
- break;
- case PFIELD_GUIDE:
- if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path &&
- ob->runtime.curve_cache->path->data) {
- DRW_buffer_add_entry(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat);
- DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->f_strength, ob->obmat);
- }
- break;
- }
-
- if (pd->falloff == PFIELD_FALL_SPHERE) {
- /* as last, guide curve alters it */
- if ((pd->flag & PFIELD_USEMAX) != 0) {
- DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->maxdist, ob->obmat);
- }
-
- if ((pd->flag & PFIELD_USEMIN) != 0) {
- DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->mindist, ob->obmat);
- }
- }
- else if (pd->falloff == PFIELD_FALL_TUBE) {
- if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
- DRW_buffer_add_entry(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
- }
-
- if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
- DRW_buffer_add_entry(sgl->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat);
- }
- }
- else if (pd->falloff == PFIELD_FALL_CONE) {
- if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
- DRW_buffer_add_entry(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
- }
-
- if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
- DRW_buffer_add_entry(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat);
- }
- }
-}
-
-static void DRW_shgroup_volume_extra(OBJECT_ShadingGroupList *sgl,
- Object *ob,
- ViewLayer *view_layer,
- Scene *scene,
- ModifierData *md)
-{
- SmokeModifierData *smd = (SmokeModifierData *)md;
- SmokeDomainSettings *sds = smd->domain;
- float *color;
- float one = 1.0f;
-
- if (sds == NULL) {
- return;
- }
-
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- /* Small cube showing voxel size. */
- float min[3];
- madd_v3fl_v3fl_v3fl_v3i(min, sds->p0, sds->cell_size, sds->res_min);
- float voxel_cubemat[4][4] = {{0.0f}};
- /* scale small cube to voxel size */
- voxel_cubemat[0][0] = 1.0f / (float)sds->base_res[0];
- voxel_cubemat[1][1] = 1.0f / (float)sds->base_res[1];
- voxel_cubemat[2][2] = 1.0f / (float)sds->base_res[2];
- voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f;
- voxel_cubemat[3][3] = 1.0f;
- /* translate small cube to corner */
- voxel_cubemat[3][0] = min[0];
- voxel_cubemat[3][1] = min[1];
- voxel_cubemat[3][2] = min[2];
- voxel_cubemat[3][3] = 1.0f;
- /* move small cube into the domain (otherwise its centered on vertex of domain object) */
- translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f);
- mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat);
-
- DRW_buffer_add_entry(sgl->empties.cube, color, &one, voxel_cubemat);
-
- /* Don't show smoke before simulation starts, this could be made an option in the future. */
- if (!sds->draw_velocity || !sds->fluid || CFRA < sds->point_cache[0]->startframe) {
- return;
- }
-
- const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE);
- int line_count = (use_needle) ? 6 : 1;
- int slice_axis = -1;
- line_count *= sds->res[0] * sds->res[1] * sds->res[2];
-
- if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
- sds->axis_slice_method == AXIS_SLICE_SINGLE) {
- float viewinv[4][4];
- DRW_view_viewmat_get(NULL, viewinv, true);
-
- const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewinv[2]) :
- sds->slice_axis - 1;
- slice_axis = axis;
- line_count /= sds->res[axis];
- }
-
- GPU_create_smoke_velocity(smd);
-
- DRWShadingGroup *grp = DRW_shgroup_create(volume_velocity_shader_get(use_needle),
- sgl->non_meshes);
- DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x);
- DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y);
- DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z);
- DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale);
- DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
- DRW_shgroup_uniform_vec3_copy(grp, "cellSize", sds->cell_size);
- DRW_shgroup_uniform_vec3_copy(grp, "domainOriginOffset", sds->p0);
- DRW_shgroup_uniform_ivec3_copy(grp, "adaptiveCellOffset", sds->res_min);
- DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis);
- DRW_shgroup_call_procedural_lines(grp, ob, line_count);
-
- BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
-}
-
-static void volumes_free_smoke_textures(void)
-{
- /* Free Smoke Textures after rendering */
- /* XXX This is a waste of processing and GPU bandwidth if nothing
- * is updated. But the problem is since Textures are stored in the
- * modifier we don't want them to take precious VRAM if the
- * modifier is not used for display. We should share them for
- * all viewport in a redraw at least. */
- for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
- SmokeModifierData *smd = (SmokeModifierData *)link->data;
- GPU_free_smoke_velocity(smd);
- }
- BLI_freelistN(&e_data.smoke_domains);
-}
-
-static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
-{
- float *color;
- static float one = 1.0f;
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- DRW_buffer_add_entry(sgl->speaker, color, &one, ob->obmat);
-}
-
-static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
- OBJECT_StorageList *stl,
- OBJECT_PassList *psl,
- Object *ob,
- ViewLayer *view_layer,
- const eGPUShaderConfig sh_cfg)
-{
- float *color;
- static float one = 1.0f;
- LightProbe *prb = (LightProbe *)ob->data;
- bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
- int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
-
- OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost :
- &stl->g_data->sgl;
-
- if (DRW_state_is_select() || do_outlines) {
- if (prb->type == LIGHTPROBE_TYPE_GRID) {
- float corner[3];
- float increment[3][3];
- /* Update transforms */
- float cell_dim[3], half_cell_dim[3];
- cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x);
- cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y);
- cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z);
-
- mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
-
- /* First cell. */
- copy_v3_fl(corner, -1.0f);
- add_v3_v3(corner, half_cell_dim);
- mul_m4_v3(ob->obmat, corner);
-
- /* Opposite neighbor cell. */
- copy_v3_fl3(increment[0], cell_dim[0], 0.0f, 0.0f);
- copy_v3_fl3(increment[1], 0.0f, cell_dim[1], 0.0f);
- copy_v3_fl3(increment[2], 0.0f, 0.0f, cell_dim[2]);
-
- for (int i = 0; i < 3; i++) {
- add_v3_v3(increment[i], half_cell_dim);
- add_v3_fl(increment[i], -1.0f);
- mul_m4_v3(ob->obmat, increment[i]);
- sub_v3_v3(increment[i], corner);
- }
-
- int outline_id = shgroup_theme_id_to_outline_id(theme_id, ob->base_flag);
- uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
- DRWShadingGroup *grp = DRW_shgroup_create(sh_data->lightprobe_grid, psl->lightprobes);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id);
- DRW_shgroup_uniform_vec3_copy(grp, "corner", corner);
- DRW_shgroup_uniform_vec3_copy(grp, "increment_x", increment[0]);
- DRW_shgroup_uniform_vec3_copy(grp, "increment_y", increment[1]);
- DRW_shgroup_uniform_vec3_copy(grp, "increment_z", increment[2]);
- DRW_shgroup_uniform_ivec3_copy(grp, "grid_resolution", &prb->grid_resolution_x);
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
- }
- DRW_shgroup_call_procedural_points(grp, NULL, cell_count);
- }
- else if (prb->type == LIGHTPROBE_TYPE_PLANAR && (prb->flag & LIGHTPROBE_FLAG_SHOW_DATA)) {
- DRWShadingGroup *grp = shgroup_theme_id_to_probe_outline_or_null(
- stl, theme_id, ob->base_flag);
- DRW_shgroup_call_no_cull(grp, DRW_cache_quad_get(), ob);
- }
- }
-
- switch (prb->type) {
- case LIGHTPROBE_TYPE_PLANAR:
- DRW_buffer_add_entry(sgl->probe_planar, ob->obmat[3], color);
- break;
- case LIGHTPROBE_TYPE_GRID:
- DRW_buffer_add_entry(sgl->probe_grid, ob->obmat[3], color);
- break;
- case LIGHTPROBE_TYPE_CUBE:
- default:
- DRW_buffer_add_entry(sgl->probe_cube, ob->obmat[3], color);
- break;
- }
-
- if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
- float mat[4][4];
- copy_m4_m4(mat, ob->obmat);
- normalize_m4(mat);
-
- DRW_buffer_add_entry(sgl->empties.single_arrow, color, &ob->empty_drawsize, mat);
- DRW_buffer_add_entry(sgl->empties.single_arrow_line, color, &ob->empty_drawsize, mat);
-
- copy_m4_m4(mat, ob->obmat);
- zero_v3(mat[2]);
-
- DRW_buffer_add_entry(sgl->empties.cube, color, &one, mat);
- }
-
- if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) {
-
- prb->distfalloff = (1.0f - prb->falloff) * prb->distinf;
- prb->distgridinf = prb->distinf;
-
- if (prb->type == LIGHTPROBE_TYPE_GRID) {
- prb->distfalloff += 1.0f;
- prb->distgridinf += 1.0f;
- }
-
- if (prb->type == LIGHTPROBE_TYPE_GRID || prb->attenuation_type == LIGHTPROBE_SHAPE_BOX) {
- DRW_buffer_add_entry(sgl->empties.cube, color, &prb->distgridinf, ob->obmat);
- DRW_buffer_add_entry(sgl->empties.cube, color, &prb->distfalloff, ob->obmat);
- }
- else if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
- float rangemat[4][4];
- copy_m4_m4(rangemat, ob->obmat);
- normalize_v3(rangemat[2]);
- mul_v3_fl(rangemat[2], prb->distinf);
-
- DRW_buffer_add_entry(sgl->empties.cube, color, &one, rangemat);
-
- copy_m4_m4(rangemat, ob->obmat);
- normalize_v3(rangemat[2]);
- mul_v3_fl(rangemat[2], prb->distfalloff);
-
- DRW_buffer_add_entry(sgl->empties.cube, color, &one, rangemat);
- }
- else {
- DRW_buffer_add_entry(sgl->empties.sphere, color, &prb->distgridinf, ob->obmat);
- DRW_buffer_add_entry(sgl->empties.sphere, color, &prb->distfalloff, ob->obmat);
- }
- }
-
- if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) {
- if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
- float(*obmat)[4], *dist;
-
- if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
- dist = &prb->distpar;
- /* TODO object parallax */
- obmat = ob->obmat;
- }
- else {
- dist = &prb->distinf;
- obmat = ob->obmat;
- }
-
- if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) {
- DRW_buffer_add_entry(sgl->empties.cube, color, dist, obmat);
- }
- else {
- DRW_buffer_add_entry(sgl->empties.sphere, color, dist, obmat);
- }
- }
- }
-
- if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) {
- if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
- static const float cubefacemat[6][4][4] = {
- {{0.0, 0.0, -1.0, 0.0},
- {0.0, -1.0, 0.0, 0.0},
- {-1.0, 0.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 1.0}},
- {{0.0, 0.0, 1.0, 0.0},
- {0.0, -1.0, 0.0, 0.0},
- {1.0, 0.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 1.0}},
- {{1.0, 0.0, 0.0, 0.0},
- {0.0, 0.0, -1.0, 0.0},
- {0.0, 1.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 1.0}},
- {{1.0, 0.0, 0.0, 0.0},
- {0.0, 0.0, 1.0, 0.0},
- {0.0, -1.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 1.0}},
- {{1.0, 0.0, 0.0, 0.0},
- {0.0, -1.0, 0.0, 0.0},
- {0.0, 0.0, -1.0, 0.0},
- {0.0, 0.0, 0.0, 1.0}},
- {{-1.0, 0.0, 0.0, 0.0},
- {0.0, -1.0, 0.0, 0.0},
- {0.0, 0.0, 1.0, 0.0},
- {0.0, 0.0, 0.0, 1.0}},
- };
-
- for (int i = 0; i < 6; i++) {
- float clipmat[4][4];
- normalize_m4_m4(clipmat, ob->obmat);
- mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
-
- DRW_buffer_add_entry(sgl->light_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
- DRW_buffer_add_entry(
- sgl->light_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
- }
- }
- }
-
- /* Line and point going to the ground */
- if (prb->type == LIGHTPROBE_TYPE_CUBE) {
- DRW_buffer_add_entry(sgl->light_groundline, ob->obmat[3]);
- DRW_buffer_add_entry(sgl->light_groundpoint, ob->obmat[3]);
- }
-}
-
-static void DRW_shgroup_relationship_lines(OBJECT_ShadingGroupList *sgl,
- Depsgraph *depsgraph,
- Scene *scene,
- Object *ob)
-{
- if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
- DRW_buffer_add_entry(sgl->relationship_lines, ob->runtime.parent_display_origin);
- DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]);
- }
-
- if (ob->rigidbody_constraint) {
- Object *rbc_ob1 = ob->rigidbody_constraint->ob1;
- Object *rbc_ob2 = ob->rigidbody_constraint->ob2;
- if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) {
- DRW_buffer_add_entry(sgl->relationship_lines, rbc_ob1->obmat[3]);
- DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]);
- }
- if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) {
- DRW_buffer_add_entry(sgl->relationship_lines, rbc_ob2->obmat[3]);
- DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]);
- }
- }
-
- /* Drawing the constraint lines */
- if (!BLI_listbase_is_empty(&ob->constraints)) {
- bConstraint *curcon;
- bConstraintOb *cob;
- ListBase *list = &ob->constraints;
-
- cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
-
- for (curcon = list->first; curcon; curcon = curcon->next) {
- if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
- /* special case for object solver and follow track constraints because they don't fill
- * constraint targets properly (design limitation -- scene is needed for their target
- * but it can't be accessed from get_targets callback) */
-
- Object *camob = NULL;
-
- if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
- bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data;
-
- camob = data->camera ? data->camera : scene->camera;
- }
- else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) {
- bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data;
-
- camob = data->camera ? data->camera : scene->camera;
- }
-
- if (camob) {
- DRW_buffer_add_entry(sgl->constraint_lines, camob->obmat[3]);
- DRW_buffer_add_entry(sgl->constraint_lines, ob->obmat[3]);
- }
- }
- else {
- const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon);
-
- if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) {
- ListBase targets = {NULL, NULL};
- bConstraintTarget *ct;
-
- cti->get_constraint_targets(curcon, &targets);
-
- for (ct = targets.first; ct; ct = ct->next) {
- /* calculate target's matrix */
- if (cti->get_target_matrix) {
- cti->get_target_matrix(depsgraph, curcon, cob, ct, DEG_get_ctime(depsgraph));
- }
- else {
- unit_m4(ct->matrix);
- }
-
- DRW_buffer_add_entry(sgl->constraint_lines, ct->matrix[3]);
- DRW_buffer_add_entry(sgl->constraint_lines, ob->obmat[3]);
- }
-
- if (cti->flush_constraint_targets) {
- cti->flush_constraint_targets(curcon, &targets, 1);
- }
- }
- }
- }
-
- BKE_constraints_clear_evalob(cob);
- }
-}
-
-static void DRW_shgroup_object_center(OBJECT_StorageList *stl,
- Object *ob,
- ViewLayer *view_layer,
- View3D *v3d)
-{
- if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) {
- return;
- }
- const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob);
- DRWCallBuffer *buf;
-
- if (ob == OBACT(view_layer)) {
- buf = stl->g_data->center_active;
- }
- else if (ob->base_flag & BASE_SELECTED) {
- if (is_library) {
- buf = stl->g_data->center_selected_lib;
- }
- else {
- buf = stl->g_data->center_selected;
- }
- }
- else if (v3d->flag & V3D_DRAW_CENTERS) {
- if (is_library) {
- buf = stl->g_data->center_deselected_lib;
- }
- else {
- buf = stl->g_data->center_deselected;
- }
- }
- else {
- return;
- }
-
- DRW_buffer_add_entry(buf, ob->obmat[3]);
-}
-
-static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
-{
- if (ob->data == NULL) {
- return;
- }
-
- ID *ob_data = ob->data;
- float *texcoloc = NULL;
- float *texcosize = NULL;
-
- switch (GS(ob_data->name)) {
- case ID_ME:
- BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, &texcosize);
- break;
- case ID_CU: {
- Curve *cu = (Curve *)ob_data;
- BKE_curve_texspace_ensure(cu);
- texcoloc = cu->loc;
- texcosize = cu->size;
- break;
- }
- case ID_MB: {
- MetaBall *mb = (MetaBall *)ob_data;
- texcoloc = mb->loc;
- texcosize = mb->size;
- break;
- }
- default:
- BLI_assert(0);
- }
-
- float tmp[4][4] = {{0.0f}}, one = 1.0f;
- tmp[0][0] = texcosize[0];
- tmp[1][1] = texcosize[1];
- tmp[2][2] = texcosize[2];
- tmp[3][0] = texcoloc[0];
- tmp[3][1] = texcoloc[1];
- tmp[3][2] = texcoloc[2];
- tmp[3][3] = 1.0f;
-
- mul_m4_m4m4(tmp, ob->obmat, tmp);
-
- float color[4];
- UI_GetThemeColor4fv(theme_id, color);
-
- DRW_buffer_add_entry(sgl->texspace, color, &one, tmp);
-}
-
-static void DRW_shgroup_bounds(
- OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id, char boundtype, bool around_origin)
-{
- float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f;
- BoundBox bb_local;
-
- if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) {
- return;
- }
-
- BoundBox *bb = BKE_object_boundbox_get(ob);
-
- if (!ELEM(ob->type,
- OB_MESH,
- OB_CURVE,
- OB_SURF,
- OB_FONT,
- OB_MBALL,
- OB_ARMATURE,
- OB_LATTICE,
- OB_GPENCIL)) {
- const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
- bb = &bb_local;
- BKE_boundbox_init_from_minmax(bb, min, max);
- }
-
- UI_GetThemeColor4fv(theme_id, color);
- BKE_boundbox_calc_size_aabb(bb, size);
-
- if (around_origin) {
- zero_v3(center);
- }
- else {
- BKE_boundbox_calc_center_aabb(bb, center);
- }
-
- switch (boundtype) {
- case OB_BOUND_BOX:
- size_to_mat4(tmp, size);
- copy_v3_v3(tmp[3], center);
- mul_m4_m4m4(tmp, ob->obmat, tmp);
- DRW_buffer_add_entry(sgl->empties.cube, color, &one, tmp);
- break;
- case OB_BOUND_SPHERE:
- size[0] = max_fff(size[0], size[1], size[2]);
- size[1] = size[2] = size[0];
- size_to_mat4(tmp, size);
- copy_v3_v3(tmp[3], center);
- mul_m4_m4m4(tmp, ob->obmat, tmp);
- DRW_buffer_add_entry(sgl->empties.sphere, color, &one, tmp);
- break;
- case OB_BOUND_CYLINDER:
- size[0] = max_ff(size[0], size[1]);
- size[1] = size[0];
- size_to_mat4(tmp, size);
- copy_v3_v3(tmp[3], center);
- mul_m4_m4m4(tmp, ob->obmat, tmp);
- DRW_buffer_add_entry(sgl->empties.cylinder, color, &one, tmp);
- break;
- case OB_BOUND_CONE:
- size[0] = max_ff(size[0], size[1]);
- size[1] = size[0];
- size_to_mat4(tmp, size);
- copy_v3_v3(tmp[3], center);
- /* Cone batch has base at 0 and is pointing towards +Y. */
- swap_v3_v3(tmp[1], tmp[2]);
- tmp[3][2] -= size[2];
- mul_m4_m4m4(tmp, ob->obmat, tmp);
- DRW_buffer_add_entry(sgl->empties.cone, color, &one, tmp);
- break;
- case OB_BOUND_CAPSULE:
- size[0] = max_ff(size[0], size[1]);
- size[1] = size[0];
- scale_m4_fl(tmp, size[0]);
- copy_v2_v2(tmp[3], center);
- tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]);
- mul_m4_m4m4(final_mat, ob->obmat, tmp);
- DRW_buffer_add_entry(sgl->empties.capsule_cap, color, &one, final_mat);
- negate_v3(tmp[2]);
- tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]);
- mul_m4_m4m4(final_mat, ob->obmat, tmp);
- DRW_buffer_add_entry(sgl->empties.capsule_cap, color, &one, final_mat);
- tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f);
- mul_m4_m4m4(final_mat, ob->obmat, tmp);
- DRW_buffer_add_entry(sgl->empties.capsule_body, color, &one, final_mat);
- break;
- }
-}
-
-static void DRW_shgroup_collision(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
-{
- switch (ob->rigidbody_object->shape) {
- case RB_SHAPE_BOX:
- DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_BOX, true);
- break;
- case RB_SHAPE_SPHERE:
- DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_SPHERE, true);
- break;
- case RB_SHAPE_CONE:
- DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CONE, true);
- break;
- case RB_SHAPE_CYLINDER:
- DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CYLINDER, true);
- break;
- case RB_SHAPE_CAPSULE:
- DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CAPSULE, true);
- break;
- }
-}
-
-static void OBJECT_cache_populate_particles(OBJECT_Shaders *sh_data,
- Object *ob,
- OBJECT_PassList *psl)
-{
- for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
- if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
- continue;
- }
-
- ParticleSettings *part = psys->part;
- int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
-
- if (part->type == PART_HAIR) {
- /* Hairs should have been rendered by the render engine.*/
- continue;
- }
-
- if (!ELEM(draw_as, PART_DRAW_NOT, PART_DRAW_OB, PART_DRAW_GR)) {
- struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
- DRWShadingGroup *shgrp = NULL;
- struct GPUBatch *shape = NULL;
- static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
- static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
-
- Material *ma = give_current_material(ob, part->omat);
-
- switch (draw_as) {
- default:
- case PART_DRAW_DOT:
- shgrp = DRW_shgroup_create(sh_data->part_dot, psl->particle);
- DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
- DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1);
- DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
- DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1);
- DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
- DRW_shgroup_call(shgrp, geom, NULL);
- break;
- case PART_DRAW_CROSS:
- shgrp = DRW_shgroup_create(sh_data->part_prim, psl->particle);
- DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
- DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
- DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
- DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false);
- shape = DRW_cache_particles_get_prim(PART_DRAW_CROSS);
- DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom);
- break;
- case PART_DRAW_CIRC:
- shape = DRW_cache_particles_get_prim(PART_DRAW_CIRC);
- shgrp = DRW_shgroup_create(sh_data->part_prim, psl->particle);
- DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
- DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
- DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
- DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", true);
- DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom);
- break;
- case PART_DRAW_AXIS:
- shape = DRW_cache_particles_get_prim(PART_DRAW_AXIS);
- shgrp = DRW_shgroup_create(sh_data->part_axis, psl->particle);
- DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
- DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false);
- DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom);
- break;
- }
- }
- }
-}
-
-static void OBJECT_gpencil_color_names(Object *ob, struct DRWTextStore *dt, uchar color[4])
-{
- if (ob->mode != OB_MODE_EDIT_GPENCIL) {
- return;
- }
-
- bGPdata *gpd = (bGPdata *)ob->data;
- if (gpd == NULL) {
- return;
- }
-
- for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
- if (gpl->flag & GP_LAYER_HIDE) {
- continue;
- }
- bGPDframe *gpf = gpl->actframe;
- if (gpf == NULL) {
- continue;
- }
- for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
- Material *ma = give_current_material(ob, gps->mat_nr + 1);
- if (ma == NULL) {
- continue;
- }
-
- MaterialGPencilStyle *gp_style = ma->gp_style;
- /* skip stroke if it doesn't have any valid data */
- if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) {
- continue;
- }
- /* check if the color is visible */
- if (gp_style->flag & GP_STYLE_COLOR_HIDE) {
- continue;
- }
-
- /* only if selected */
- if (gps->flag & GP_STROKE_SELECT) {
- float fpt[3];
- for (int i = 0; i < gps->totpoints; i++) {
- bGPDspoint *pt = &gps->points[i];
- if (pt->flag & GP_SPOINT_SELECT) {
- mul_v3_m4v3(fpt, ob->obmat, &pt->x);
- DRW_text_cache_add(dt,
- fpt,
- ma->id.name + 2,
- strlen(ma->id.name + 2),
- 10,
- 0,
- DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
- color);
- break;
- }
- }
- }
- }
- }
-}
-
-BLI_INLINE OBJECT_DupliData *OBJECT_duplidata_get(Object *ob, void *vedata, bool *init)
-{
- OBJECT_DupliData **dupli_data = (OBJECT_DupliData **)DRW_duplidata_get(vedata);
- *init = false;
- if (!ELEM(ob->type, OB_MESH, OB_SURF, OB_LATTICE, OB_CURVE, OB_FONT)) {
- return NULL;
- }
-
- if (dupli_data) {
- if (*dupli_data == NULL) {
- *dupli_data = MEM_callocN(sizeof(OBJECT_DupliData), "OBJECT_DupliData");
- *init = true;
- }
- else if ((*dupli_data)->base_flag != ob->base_flag) {
- /* Select state might have change, reinit. */
- *init = true;
- }
- return *dupli_data;
- }
- return NULL;
-}
-
-static void OBJECT_cache_populate(void *vedata, Object *ob)
-{
- OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
- OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
- OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost :
- &stl->g_data->sgl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const bool is_edit_mode = (ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob);
- ViewLayer *view_layer = draw_ctx->view_layer;
- Scene *scene = draw_ctx->scene;
- View3D *v3d = draw_ctx->v3d;
- RegionView3D *rv3d = draw_ctx->rv3d;
- ModifierData *md = NULL;
- int theme_id = TH_UNDEFINED;
- const int ob_visibility = DRW_object_visibility_in_active_context(ob);
- OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- /* Handle particles first in case the emitter itself shouldn't be rendered. */
- if (ob_visibility & OB_VISIBLE_PARTICLES) {
- OBJECT_cache_populate_particles(sh_data, ob, psl);
- }
-
- if ((ob_visibility & OB_VISIBLE_SELF) == 0) {
- return;
- }
-
- const bool do_outlines = ((draw_ctx->v3d->flag & V3D_SELECT_OUTLINE) &&
- ((ob->base_flag & BASE_SELECTED) != 0) &&
- ((DRW_object_is_renderable(ob) && (ob->dt > OB_WIRE)) ||
- (ob->dt == OB_WIRE)));
- const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0);
- const bool hide_object_extra =
- ((v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) != 0 &&
- /* Show if this is the camera we're looking through since it's useful for selecting. */
- (((rv3d->persp == RV3D_CAMOB) && ((ID *)v3d->camera == ob->id.orig_id)) == 0));
-
- /* Fast path for duplis. */
- bool init_duplidata;
- OBJECT_DupliData *dupli_data = OBJECT_duplidata_get(ob, vedata, &init_duplidata);
-
- if (do_outlines) {
- if (!BKE_object_is_in_editmode(ob) &&
- !((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT))) {
- struct GPUBatch *geom;
- DRWShadingGroup *shgroup = NULL;
-
- /* This fixes only the biggest case which is a plane in ortho view. */
- int flat_axis = 0;
- bool is_flat_object_viewed_from_side = ((rv3d->persp == RV3D_ORTHO) &&
- DRW_object_is_flat(ob, &flat_axis) &&
- DRW_object_axis_orthogonal_to_view(ob, flat_axis));
-
- if (dupli_data && !init_duplidata) {
- geom = dupli_data->outline_geom;
- shgroup = dupli_data->outline_shgrp;
- /* TODO: Remove. Only here to increment outline id counter. */
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag);
- }
- else {
- if (stl->g_data->xray_enabled_and_not_wire || is_flat_object_viewed_from_side) {
- geom = DRW_cache_object_edge_detection_get(ob, NULL);
- }
- else {
- geom = DRW_cache_object_surface_get(ob);
- }
-
- if (geom) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag);
- }
- }
-
- if (shgroup && geom) {
- DRW_shgroup_call(shgroup, geom, ob);
- }
-
- if (init_duplidata) {
- dupli_data->outline_shgrp = shgroup;
- dupli_data->outline_geom = geom;
- }
- }
- }
-
- if (dupli_data && !init_duplidata) {
- if (dupli_data->extra_shgrp && dupli_data->extra_geom) {
- DRW_shgroup_call(dupli_data->extra_shgrp, dupli_data->extra_geom, ob);
- }
- }
- else {
- struct GPUBatch *geom = NULL;
- DRWShadingGroup *shgroup = NULL;
- switch (ob->type) {
- case OB_MESH: {
- if (hide_object_extra) {
- break;
- }
- Mesh *me = ob->data;
- if (!is_edit_mode && me->totedge == 0) {
- geom = DRW_cache_mesh_all_verts_get(ob);
- if (geom) {
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call(shgroup, geom, ob);
- }
- }
- else {
- bool has_edit_mesh_cage = false;
- /* TODO: Should be its own function. */
- if (is_edit_mode) {
- BMEditMesh *embm = me->edit_mesh;
- has_edit_mesh_cage = embm->mesh_eval_cage &&
- (embm->mesh_eval_cage != embm->mesh_eval_final);
- }
- if ((!is_edit_mode && me->totedge > 0) || has_edit_mesh_cage) {
- geom = DRW_cache_mesh_loose_edges_get(ob);
- if (geom) {
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call(shgroup, geom, ob);
- }
- }
- }
- break;
- }
- case OB_SURF: {
- if (hide_object_extra) {
- break;
- }
- geom = DRW_cache_surf_edge_wire_get(ob);
- if (geom == NULL) {
- break;
- }
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call(shgroup, geom, ob);
- break;
- }
- case OB_LATTICE: {
- if (!is_edit_mode) {
- if (hide_object_extra) {
- break;
- }
- geom = DRW_cache_lattice_wire_get(ob, false);
- if (geom == NULL) {
- break;
- }
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call(shgroup, geom, ob);
- }
- break;
- }
- case OB_CURVE: {
- if (!is_edit_mode) {
- if (hide_object_extra) {
- break;
- }
- geom = DRW_cache_curve_edge_wire_get(ob);
- if (geom == NULL) {
- break;
- }
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call(shgroup, geom, ob);
- }
- break;
- }
- case OB_MBALL: {
- if (!is_edit_mode) {
- DRW_shgroup_mball_handles(sgl, ob, view_layer);
- }
- break;
- }
- case OB_LAMP:
- if (hide_object_extra) {
- break;
- }
- DRW_shgroup_light(sgl, ob, view_layer);
- break;
- case OB_CAMERA:
- if (hide_object_extra) {
- break;
- }
- DRW_shgroup_camera(sgl, ob, view_layer);
- DRW_shgroup_camera_background_images(sh_data, psl, ob, rv3d);
- break;
- case OB_EMPTY:
- if (hide_object_extra) {
- break;
- }
- if ((ob->base_flag & BASE_FROM_DUPLI) && (ob->transflag & OB_DUPLICOLLECTION) &&
- ob->instance_collection) {
- break;
- }
- DRW_shgroup_empty(sh_data, sgl, ob, view_layer, rv3d, draw_ctx->sh_cfg);
- break;
- case OB_SPEAKER:
- if (hide_object_extra) {
- break;
- }
- DRW_shgroup_speaker(sgl, ob, view_layer);
- break;
- case OB_LIGHTPROBE:
- if (hide_object_extra) {
- break;
- }
- DRW_shgroup_lightprobe(sh_data, stl, psl, ob, view_layer, draw_ctx->sh_cfg);
- break;
- case OB_ARMATURE: {
- if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES) ||
- ((ob->dt < OB_WIRE) && !DRW_state_is_select())) {
- break;
- }
- bArmature *arm = ob->data;
- if (arm->edbo == NULL) {
- if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, draw_ctx->obact)) {
- bool is_wire = (v3d->shading.type == OB_WIRE) || (ob->dt <= OB_WIRE) ||
- XRAY_FLAG_ENABLED(v3d);
- DRWArmaturePasses passes = {
- .bone_solid = (is_wire) ? NULL : sgl->bone_solid,
- .bone_outline = sgl->bone_outline,
- .bone_wire = sgl->bone_wire,
- .bone_envelope = sgl->bone_envelope,
- .bone_axes = sgl->bone_axes,
- .relationship_lines = NULL, /* Don't draw relationship lines */
- .custom_shapes = stl->g_data->custom_shapes,
- };
- DRW_shgroup_armature_object(ob, view_layer, passes, is_wire);
- }
- }
- break;
- }
- case OB_FONT: {
- if (hide_object_extra) {
- break;
- }
- Curve *cu = (Curve *)ob->data;
- bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f ||
- cu->ext2 != 0.0f;
- if (!has_surface) {
- geom = DRW_cache_text_edge_wire_get(ob);
- if (geom) {
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call(shgroup, geom, ob);
- }
- }
- break;
- }
- default:
- break;
- }
-
- if (init_duplidata) {
- dupli_data->extra_shgrp = shgroup;
- dupli_data->extra_geom = geom;
- dupli_data->base_flag = ob->base_flag;
- }
- }
-
- if (ob->pd && ob->pd->forcefield) {
- DRW_shgroup_forcefield(sgl, ob, view_layer);
- }
-
- if ((ob->dt == OB_BOUNDBOX) &&
- !ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE)) {
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- DRW_shgroup_bounds(sgl, ob, theme_id, ob->boundtype, false);
- }
-
- /* Helpers for when we're transforming origins. */
- if (draw_ctx->object_mode == OB_MODE_OBJECT) {
- if (scene->toolsettings->transform_flag & SCE_XFORM_DATA_ORIGIN) {
- if (ob->base_flag & BASE_SELECTED) {
- if (!DRW_state_is_select()) {
- const float color[4] = {0.75, 0.75, 0.75, 0.5};
- float axes_size = 1.0f;
- DRW_buffer_add_entry(sgl->origin_xform, color, &axes_size, ob->obmat);
- }
- }
- }
- }
-
- /* don't show object extras in set's */
- if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
- if ((draw_ctx->object_mode & (OB_MODE_ALL_PAINT | OB_MODE_ALL_PAINT_GPENCIL)) == 0) {
- DRW_shgroup_object_center(stl, ob, view_layer, v3d);
- }
-
- if (show_relations && !DRW_state_is_select()) {
- DRW_shgroup_relationship_lines(sgl, draw_ctx->depsgraph, scene, ob);
- }
-
- const bool draw_extra = ob->dtx & (OB_DRAWNAME | OB_TEXSPACE | OB_DRAWBOUNDOX);
- if (draw_extra && (theme_id == TH_UNDEFINED)) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
-
- if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) {
- struct DRWTextStore *dt = DRW_text_cache_ensure();
-
- uchar color[4];
- UI_GetThemeColor4ubv(theme_id, color);
-
- DRW_text_cache_add(dt,
- ob->obmat[3],
- ob->id.name + 2,
- strlen(ob->id.name + 2),
- 10,
- 0,
- DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
- color);
-
- /* draw grease pencil stroke names */
- if (ob->type == OB_GPENCIL) {
- OBJECT_gpencil_color_names(ob, dt, color);
- }
- }
-
- if ((ob->dtx & OB_TEXSPACE) && ELEM(ob->type, OB_MESH, OB_CURVE, OB_MBALL)) {
- DRW_shgroup_texture_space(sgl, ob, theme_id);
- }
-
- /* Don't draw bounding box again if draw type is bound box. */
- if ((ob->dtx & OB_DRAWBOUNDOX) && (ob->dt != OB_BOUNDBOX) &&
- !ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE)) {
- DRW_shgroup_bounds(sgl, ob, theme_id, ob->boundtype, false);
- }
-
- if (ob->dtx & OB_AXIS) {
- float *color, axes_size = 1.0f;
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- DRW_buffer_add_entry(sgl->empties.empty_axes, color, &axes_size, ob->obmat);
- }
-
- if (ob->rigidbody_object) {
- DRW_shgroup_collision(sgl, ob, theme_id);
- }
-
- if ((md = modifiers_findByType(ob, eModifierType_Smoke)) &&
- (modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
- (((SmokeModifierData *)md)->domain != NULL)) {
- DRW_shgroup_volume_extra(sgl, ob, view_layer, scene, md);
- }
- }
-}
-
-static void OBJECT_cache_finish(void *vedata)
-{
- OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
-
- DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties);
- DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties);
-
- if (stl->g_data->custom_shapes) {
- /* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */
- BLI_ghash_free(stl->g_data->custom_shapes, NULL, NULL);
- }
-}
-
-static void OBJECT_draw_scene(void *vedata)
-{
- OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
- OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
- OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
- OBJECT_PrivateData *g_data = stl->g_data;
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- int do_outlines = !DRW_pass_is_empty(psl->outlines) || !DRW_pass_is_empty(psl->lightprobes);
-
- float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
- DRW_draw_pass(psl->camera_images_back_alpha_under);
- DRW_draw_pass(psl->camera_images_back_alpha_over);
-
- /* Don't draw Transparent passes in MSAA buffer. */
- // DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
- DRW_draw_pass(g_data->sgl.transp_shapes);
-
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- DRW_draw_pass(g_data->sgl.bone_solid);
- DRW_draw_pass(g_data->sgl.bone_wire);
- DRW_draw_pass(g_data->sgl.bone_outline);
- DRW_draw_pass(g_data->sgl.non_meshes);
- DRW_draw_pass(psl->particle);
- DRW_draw_pass(g_data->sgl.bone_axes);
-
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
-
- DRW_draw_pass(g_data->sgl.image_empties);
-
- if (DRW_state_is_fbo() && do_outlines) {
- DRW_stats_group_start("Outlines");
-
- /* Render filled polygon on a separate framebuffer */
- GPU_framebuffer_bind(fbl->outlines_fb);
- GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f);
- DRW_draw_pass(psl->outlines);
- DRW_draw_pass(psl->lightprobes);
-
- /* Search outline pixels */
- GPU_framebuffer_bind(fbl->blur_fb);
- DRW_draw_pass(psl->outlines_search);
-
- /* Expand outline to form a 3px wide line */
- GPU_framebuffer_bind(fbl->expand_fb);
- DRW_draw_pass(psl->outlines_expand);
-
- /* Bleed color so the AA can do it's stuff */
- GPU_framebuffer_bind(fbl->blur_fb);
- DRW_draw_pass(psl->outlines_bleed);
-
- /* restore main framebuffer */
- GPU_framebuffer_bind(dfbl->default_fb);
- DRW_stats_group_end();
- }
- else if (DRW_state_is_select()) {
- /* Render probes spheres/planes so we can select them. */
- DRW_draw_pass(psl->lightprobes);
- }
-
- if (DRW_state_is_fbo()) {
- if (e_data.draw_grid) {
- GPU_framebuffer_bind(dfbl->color_only_fb);
- DRW_draw_pass(psl->grid);
- }
-
- /* Combine with scene buffer last */
- if (do_outlines) {
- DRW_draw_pass(psl->outlines_resolve);
- }
- }
- volumes_free_smoke_textures();
- batch_camera_path_free(&stl->g_data->sgl.camera_path);
-
- if (!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_solid) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.image_empties) ||
- !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes)) {
- if (DRW_state_is_fbo()) {
- /* meh, late init to not request a depth buffer we won't use. */
- const float *viewport_size = DRW_viewport_size_get();
- const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
-
- GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
- GPU_framebuffer_ensure_config(&fbl->ghost_fb,
- {
- GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
- GPU_ATTACHMENT_TEXTURE(dtxl->color),
- });
-
- GPU_framebuffer_bind(fbl->ghost_fb);
- GPU_framebuffer_clear_depth(fbl->ghost_fb, 1.0f);
- }
- else if (DRW_state_is_select()) {
- /* XXX `GPU_depth_range` is not a perfect solution
- * since very distant geometries can still be occluded.
- * Also the depth test precision of these geometries is impaired.
- * However solves the selection for the vast majority of cases. */
- GPU_depth_range(0.0f, 0.01f);
- }
-
- DRW_draw_pass(stl->g_data->sgl_ghost.transp_shapes);
- DRW_draw_pass(stl->g_data->sgl_ghost.bone_solid);
- DRW_draw_pass(stl->g_data->sgl_ghost.bone_wire);
- DRW_draw_pass(stl->g_data->sgl_ghost.bone_outline);
- DRW_draw_pass(stl->g_data->sgl_ghost.non_meshes);
- DRW_draw_pass(stl->g_data->sgl_ghost.image_empties);
- DRW_draw_pass(stl->g_data->sgl_ghost.bone_axes);
-
- if (DRW_state_is_select()) {
- GPU_depth_range(0.0f, 1.0f);
- }
- }
-
- batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path);
-
- DRW_draw_pass(psl->camera_images_front_alpha_over);
- camera_background_images_free_textures();
-
- DRW_draw_pass(psl->ob_center);
-}
-
-static const DrawEngineDataSize OBJECT_data_size = DRW_VIEWPORT_DATA_SIZE(OBJECT_Data);
-
-DrawEngineType draw_engine_object_type = {
- NULL,
- NULL,
- N_("ObjectMode"),
- &OBJECT_data_size,
- &OBJECT_engine_init,
- &OBJECT_engine_free,
- &OBJECT_cache_init,
- &OBJECT_cache_populate,
- &OBJECT_cache_finish,
- NULL,
- &OBJECT_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c
deleted file mode 100644
index 9106e89663d..00000000000
--- a/source/blender/draw/modes/overlay_mode.c
+++ /dev/null
@@ -1,533 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw_engine
- */
-
-#include "DNA_mesh_types.h"
-#include "DNA_view3d_types.h"
-
-#include "BKE_editmesh.h"
-#include "BKE_global.h"
-#include "BKE_object.h"
-#include "BKE_paint.h"
-
-#include "BLI_hash.h"
-
-#include "GPU_shader.h"
-#include "DRW_render.h"
-
-#include "ED_view3d.h"
-
-#include "draw_mode_engines.h"
-
-#ifdef __APPLE__
-# define USE_GEOM_SHADER_WORKAROUND 1
-#else
-# define USE_GEOM_SHADER_WORKAROUND 0
-#endif
-
-/* Structures */
-
-typedef struct OVERLAY_DupliData {
- DRWShadingGroup *shgrp;
- struct GPUBatch *geom;
- short base_flag;
-} OVERLAY_DupliData;
-
-typedef struct OVERLAY_StorageList {
- struct OVERLAY_PrivateData *g_data;
-} OVERLAY_StorageList;
-
-typedef struct OVERLAY_PassList {
- struct DRWPass *face_orientation_pass;
- struct DRWPass *face_wireframe_pass;
- struct DRWPass *face_wireframe_only_pass;
- struct DRWPass *face_wireframe_xray_pass;
-} OVERLAY_PassList;
-
-typedef struct OVERLAY_Data {
- void *engine_type;
- DRWViewportEmptyList *fbl;
- DRWViewportEmptyList *txl;
- OVERLAY_PassList *psl;
- OVERLAY_StorageList *stl;
-} OVERLAY_Data;
-
-typedef struct OVERLAY_PrivateData {
- DRWShadingGroup *face_orientation_shgrp;
- DRWShadingGroup *face_wires_shgrp;
- DRWShadingGroup *face_wires_xray_shgrp;
- DRWView *view_wires;
- View3DOverlay overlay;
- float wire_step_param;
- bool clear_stencil;
- bool show_overlays;
-} OVERLAY_PrivateData; /* Transient data */
-
-typedef struct OVERLAY_Shaders {
- /* Face orientation shader */
- struct GPUShader *face_orientation;
- /* Wireframe shader */
- struct GPUShader *select_wireframe;
- struct GPUShader *face_wireframe;
-} OVERLAY_Shaders;
-
-/* *********** STATIC *********** */
-static struct {
- OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN];
-} e_data = {{{NULL}}};
-
-/* Shaders */
-extern char datatoc_overlay_face_orientation_frag_glsl[];
-extern char datatoc_overlay_face_orientation_vert_glsl[];
-
-extern char datatoc_overlay_face_wireframe_vert_glsl[];
-extern char datatoc_overlay_face_wireframe_geom_glsl[];
-extern char datatoc_overlay_face_wireframe_frag_glsl[];
-extern char datatoc_gpu_shader_depth_only_frag_glsl[];
-
-extern char datatoc_common_view_lib_glsl[];
-
-/* Functions */
-static void overlay_engine_init(void *vedata)
-{
- OVERLAY_Data *data = vedata;
- OVERLAY_StorageList *stl = data->stl;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
- }
-
- stl->g_data->clear_stencil = (draw_ctx->v3d->shading.type > OB_SOLID);
-
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
-
- if (!sh_data->face_orientation) {
- /* Face orientation */
- sh_data->face_orientation = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_overlay_face_orientation_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_overlay_face_orientation_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- }
-
- if (!sh_data->face_wireframe) {
- sh_data->select_wireframe = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_overlay_face_wireframe_vert_glsl,
- NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define SELECT_EDGES\n", NULL},
- });
-#if USE_GEOM_SHADER_WORKAROUND
- /* Apple drivers does not support wide wires. Use geometry shader as a workaround. */
- sh_data->face_wireframe = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_overlay_face_wireframe_vert_glsl,
- NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL},
- });
-#else
- sh_data->face_wireframe = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_overlay_face_wireframe_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
-#endif
- }
-
- stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 0.5f);
-}
-
-static void geometry_shader_uniforms(DRWShadingGroup *shgrp)
-{
- DRW_shgroup_uniform_float_copy(shgrp, "wireSize", U.pixelsize * 0.5f);
- DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_vec2(shgrp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
-}
-
-static void overlay_cache_init(void *vedata)
-{
- OVERLAY_Data *data = vedata;
- OVERLAY_PassList *psl = data->psl;
- OVERLAY_StorageList *stl = data->stl;
- OVERLAY_PrivateData *g_data = stl->g_data;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- RegionView3D *rv3d = draw_ctx->rv3d;
- View3D *v3d = draw_ctx->v3d;
- OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- if (v3d) {
- g_data->overlay = v3d->overlay;
- g_data->show_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
- }
- else {
- memset(&g_data->overlay, 0, sizeof(g_data->overlay));
- g_data->show_overlays = false;
- }
-
- if (g_data->show_overlays == false) {
- g_data->overlay.flag = 0;
- }
-
- if (v3d->shading.type == OB_WIRE) {
- g_data->overlay.flag |= V3D_OVERLAY_WIREFRAMES;
- }
-
- {
- /* Face Orientation Pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
- psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
- g_data->face_orientation_shgrp = DRW_shgroup_create(sh_data->face_orientation,
- psl->face_orientation_pass);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(g_data->face_orientation_shgrp, DRW_STATE_CLIP_PLANES);
- }
- }
-
- {
- /* Wireframe */
- const bool use_select = (DRW_state_is_select() || DRW_state_is_depth());
- GPUShader *face_wires_sh = use_select ? sh_data->select_wireframe : sh_data->face_wireframe;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_STENCIL_EQUAL | DRW_STATE_FIRST_VERTEX_CONVENTION;
- psl->face_wireframe_pass = DRW_pass_create("Wires", state);
- g_data->face_wires_shgrp = DRW_shgroup_create(face_wires_sh, psl->face_wireframe_pass);
-
- DRWState state_xray = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_STENCIL |
- DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_STENCIL_NEQUAL |
- DRW_STATE_FIRST_VERTEX_CONVENTION;
- psl->face_wireframe_xray_pass = DRW_pass_create("Wires Only Xray", state_xray);
- g_data->face_wires_xray_shgrp = DRW_shgroup_create(face_wires_sh,
- psl->face_wireframe_xray_pass);
-
- if (use_select || USE_GEOM_SHADER_WORKAROUND) {
- geometry_shader_uniforms(g_data->face_wires_shgrp);
- geometry_shader_uniforms(g_data->face_wires_xray_shgrp);
- }
- g_data->wire_step_param = stl->g_data->overlay.wireframe_threshold - 254.0f / 255.0f;
- }
-}
-
-static void overlay_wire_color_get(const View3D *v3d,
- const Object *ob,
- const bool use_coloring,
- float **rim_col,
- float **wire_col)
-{
-#ifndef NDEBUG
- *rim_col = NULL;
- *wire_col = NULL;
-#endif
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
- *rim_col = G_draw.block.colorDupli;
- *wire_col = G_draw.block.colorDupli;
- }
- else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
- if (ob->base_flag & BASE_SELECTED) {
- if (G.moving & G_TRANSFORM_OBJ) {
- *rim_col = G_draw.block.colorTransform;
- }
- else {
- *rim_col = G_draw.block.colorDupliSelect;
- }
- }
- else {
- *rim_col = G_draw.block.colorDupli;
- }
- *wire_col = G_draw.block.colorDupli;
- }
- else if ((ob->base_flag & BASE_SELECTED) && use_coloring) {
- if (G.moving & G_TRANSFORM_OBJ) {
- *rim_col = G_draw.block.colorTransform;
- }
- else if (ob == draw_ctx->obact) {
- *rim_col = G_draw.block.colorActive;
- }
- else {
- *rim_col = G_draw.block.colorSelect;
- }
- *wire_col = G_draw.block.colorWire;
- }
- else {
- *rim_col = G_draw.block.colorWire;
- *wire_col = G_draw.block.colorBackground;
- }
-
- if (v3d->shading.type == OB_WIRE) {
- if (ELEM(v3d->shading.wire_color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) {
- /* Theses stays valid until next call. So we need to copy them when using them as uniform. */
- static float wire_col_val[3], rim_col_val[3];
- *wire_col = wire_col_val;
- *rim_col = rim_col_val;
-
- if (v3d->shading.wire_color_type == V3D_SHADING_OBJECT_COLOR) {
- linearrgb_to_srgb_v3_v3(*wire_col, ob->color);
- mul_v3_fl(*wire_col, 0.5f);
- copy_v3_v3(*rim_col, *wire_col);
- }
- else {
- uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
- if (ob->id.lib) {
- hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
- }
-
- float hue = BLI_hash_int_01(hash);
- float hsv[3] = {hue, 0.75f, 0.8f};
- hsv_to_rgb_v(hsv, *wire_col);
- copy_v3_v3(*rim_col, *wire_col);
- }
-
- if ((ob->base_flag & BASE_SELECTED) && use_coloring) {
- /* "Normalize" color. */
- add_v3_fl(*wire_col, 1e-4f);
- float brightness = max_fff((*wire_col)[0], (*wire_col)[1], (*wire_col)[2]);
- mul_v3_fl(*wire_col, (0.5f / brightness));
- add_v3_fl(*rim_col, 0.75f);
- }
- else {
- mul_v3_fl(*rim_col, 0.5f);
- add_v3_fl(*wire_col, 0.5f);
- }
- }
- }
- BLI_assert(*rim_col && *wire_col);
-}
-
-static void overlay_cache_populate(void *vedata, Object *ob)
-{
- OVERLAY_Data *data = vedata;
- OVERLAY_StorageList *stl = data->stl;
- OVERLAY_PrivateData *pd = stl->g_data;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
-
- if ((ob->dt < OB_WIRE) || (!DRW_object_is_renderable(ob) && (ob->dt != OB_WIRE))) {
- return;
- }
-
- if (DRW_object_is_renderable(ob) && pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
- struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
- if (geom) {
- DRW_shgroup_call(pd->face_orientation_shgrp, geom, ob);
- }
- }
-
- if ((pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (v3d->shading.type == OB_WIRE) ||
- (ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) {
-
- /* Fast path for duplis. */
- OVERLAY_DupliData **dupli_data = (OVERLAY_DupliData **)DRW_duplidata_get(vedata);
- if (dupli_data) {
- if (*dupli_data == NULL) {
- *dupli_data = MEM_callocN(sizeof(OVERLAY_DupliData), "OVERLAY_DupliData");
- }
- else {
- if ((*dupli_data)->shgrp && (*dupli_data)->geom) {
- if ((*dupli_data)->base_flag == ob->base_flag) {
- DRW_shgroup_call((*dupli_data)->shgrp, (*dupli_data)->geom, ob);
- }
- else {
- /* Continue and create a new Shgroup. */
- }
- }
- else {
- return;
- }
- }
- }
-
- const bool is_edit_mode = BKE_object_is_in_editmode(ob);
- bool has_edit_mesh_cage = false;
- if (ob->type == OB_MESH) {
- /* TODO: Should be its own function. */
- Mesh *me = (Mesh *)ob->data;
- BMEditMesh *embm = me->edit_mesh;
- if (embm) {
- has_edit_mesh_cage = embm->mesh_eval_cage &&
- (embm->mesh_eval_cage != embm->mesh_eval_final);
- }
- }
-
- /* Don't do that in edit Mesh mode, unless there is a modifier preview. */
- if ((!pd->show_overlays) ||
- (((ob != draw_ctx->object_edit) && !is_edit_mode) || has_edit_mesh_cage) ||
- ob->type != OB_MESH) {
- const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
- !DRW_state_is_image_render();
- const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES);
- const bool is_wire = (ob->dt < OB_SOLID);
- const bool is_xray = (ob->dtx & OB_DRAWXRAY);
- const bool use_coloring = (pd->show_overlays && !is_edit_mode && !use_sculpt_pbvh &&
- !has_edit_mesh_cage);
- DRWShadingGroup *shgrp = NULL;
-
- struct GPUBatch *geom;
- geom = DRW_cache_object_face_wireframe_get(ob);
-
- if (geom || use_sculpt_pbvh) {
- if (is_wire && is_xray) {
- shgrp = DRW_shgroup_create_sub(pd->face_wires_xray_shgrp);
- }
- else {
- shgrp = DRW_shgroup_create_sub(pd->face_wires_shgrp);
- }
-
- if (draw_ctx->rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
-
- float wire_step_param = 10.0f;
- if (!use_sculpt_pbvh) {
- wire_step_param = (all_wires) ? 1.0f : pd->wire_step_param;
- }
- DRW_shgroup_uniform_float_copy(shgrp, "wireStepParam", wire_step_param);
-
- if (!(DRW_state_is_select() || DRW_state_is_depth())) {
- float *rim_col, *wire_col;
- overlay_wire_color_get(v3d, ob, use_coloring, &rim_col, &wire_col);
- DRW_shgroup_uniform_vec3_copy(shgrp, "wireColor", wire_col);
- DRW_shgroup_uniform_vec3_copy(shgrp, "rimColor", rim_col);
- DRW_shgroup_stencil_mask(shgrp,
- (is_xray && (is_wire || !pd->clear_stencil)) ? 0x00 : 0xFF);
- }
-
- if (use_sculpt_pbvh) {
- DRW_shgroup_call_sculpt(shgrp, ob, true, false, false);
- }
- else {
- DRW_shgroup_call(shgrp, geom, ob);
- }
- }
-
- if (dupli_data) {
- (*dupli_data)->shgrp = shgrp;
- (*dupli_data)->geom = geom;
- (*dupli_data)->base_flag = ob->base_flag;
- }
- }
- }
-}
-
-static void overlay_draw_scene(void *vedata)
-{
- OVERLAY_Data *data = vedata;
- OVERLAY_PassList *psl = data->psl;
- OVERLAY_StorageList *stl = data->stl;
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- if (DRW_state_is_fbo()) {
- GPU_framebuffer_bind(dfbl->default_fb);
-
- /* In material/rendered mode, Stencil has not be rendered correctly.
- * Clear it to avoid problems.*/
- if (stl->g_data->clear_stencil) {
- GPU_framebuffer_clear_stencil(dfbl->default_fb, 0xFF);
- }
- }
- DRW_draw_pass(psl->face_orientation_pass);
-
- /* Do a depth prepass to lower the depth where the xray wire objects can pass through */
- DRW_draw_pass(psl->face_wireframe_xray_pass);
-
- /* This is replaced by the next code block */
- // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- if (dfbl->multisample_fb != NULL && DRW_state_is_fbo()) {
- DRW_stats_query_start("Multisample Blit");
- GPU_framebuffer_bind(dfbl->multisample_fb);
- GPU_framebuffer_clear_color(dfbl->multisample_fb, (const float[4]){0.0f});
- /* Special blit: we need the original depth and stencil
- * in the Multisample buffer. */
- GPU_framebuffer_blit(
- dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
- DRW_stats_query_end();
-
- /* Redo the prepass so we ge nice AA lines. */
- DRW_draw_pass(psl->face_wireframe_xray_pass);
- }
-
- DRW_view_set_active(stl->g_data->view_wires);
-
- DRW_pass_state_remove(psl->face_wireframe_xray_pass,
- DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_STENCIL_NEQUAL);
- DRW_pass_state_add(psl->face_wireframe_xray_pass,
- DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_STENCIL_ALWAYS);
- DRW_draw_pass(psl->face_wireframe_xray_pass);
-
- DRW_draw_pass(psl->face_wireframe_pass);
-
- DRW_view_set_active(NULL);
-
- /* TODO(fclem): find a way to unify the multisample pass together
- * (non meshes + armature + wireframe) */
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
-}
-
-static void overlay_engine_free(void)
-{
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(OVERLAY_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
-
-DrawEngineType draw_engine_overlay_type = {
- NULL,
- NULL,
- N_("OverlayEngine"),
- &overlay_data_size,
- &overlay_engine_init,
- &overlay_engine_free,
- &overlay_cache_init,
- &overlay_cache_populate,
- NULL,
- NULL,
- &overlay_draw_scene,
- NULL,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
deleted file mode 100644
index 969dc54ab7d..00000000000
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ /dev/null
@@ -1,353 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "BKE_node.h"
-
-#include "BLI_string_utils.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-#include "GPU_texture.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-#include "DNA_mesh_types.h"
-
-#include "DEG_depsgraph_query.h"
-
-extern char datatoc_common_colormanagement_lib_glsl[];
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_paint_texture_vert_glsl[];
-extern char datatoc_paint_texture_frag_glsl[];
-extern char datatoc_paint_wire_vert_glsl[];
-extern char datatoc_paint_wire_frag_glsl[];
-extern char datatoc_paint_face_vert_glsl[];
-extern char datatoc_paint_face_selection_vert_glsl[];
-
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use PAINT_TEXTURE_engine_init() to
- * initialize most of them and PAINT_TEXTURE_cache_init()
- * for PAINT_TEXTURE_PassList */
-
-typedef struct PAINT_TEXTURE_PassList {
- /* Declare all passes here and init them in
- * PAINT_TEXTURE_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *stencil_mask_overlay;
-
- struct DRWPass *wire_select_overlay;
- struct DRWPass *face_select_overlay;
-} PAINT_TEXTURE_PassList;
-
-typedef struct PAINT_TEXTURE_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} PAINT_TEXTURE_FramebufferList;
-
-typedef struct PAINT_TEXTURE_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} PAINT_TEXTURE_TextureList;
-
-typedef struct PAINT_TEXTURE_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
- struct CustomStruct *block;
- struct PAINT_TEXTURE_PrivateData *g_data;
-} PAINT_TEXTURE_StorageList;
-
-typedef struct PAINT_TEXTURE_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- PAINT_TEXTURE_FramebufferList *fbl;
- PAINT_TEXTURE_TextureList *txl;
- PAINT_TEXTURE_PassList *psl;
- PAINT_TEXTURE_StorageList *stl;
-} PAINT_TEXTURE_Data;
-
-typedef struct PAINT_TEXTURE_Shaders {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in PAINT_TEXTURE_engine_init();
- * free in PAINT_TEXTURE_engine_free(); */
- struct GPUShader *stencil_mask_overlay;
-
- struct GPUShader *wire_select_overlay;
- struct GPUShader *face_select_overlay;
-} PAINT_TEXTURE_Shaders;
-
-/* *********** STATIC *********** */
-
-static struct {
- PAINT_TEXTURE_Shaders sh_data[GPU_SHADER_CFG_LEN];
-} e_data = {{{NULL}}}; /* Engine data */
-
-typedef struct PAINT_TEXTURE_PrivateData {
- /* This keeps the references of the shading groups for
- * easy access in PAINT_TEXTURE_cache_populate() */
- DRWShadingGroup *shgroup_stencil_mask;
-
- /* face-mask */
- DRWShadingGroup *lwire_select_shgrp;
- DRWShadingGroup *face_select_shgrp;
-
- DRWView *view_wires;
-} PAINT_TEXTURE_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames. */
-static void PAINT_TEXTURE_engine_init(void *vedata)
-{
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- if (!sh_data->stencil_mask_overlay) {
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
- sh_data->stencil_mask_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_paint_texture_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
- datatoc_paint_texture_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
-
- sh_data->wire_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_paint_wire_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define USE_SELECT\n", NULL},
- });
-
- sh_data->face_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_paint_face_selection_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_view_lib_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- }
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- stl->g_data->shgroup_stencil_mask = NULL;
- }
-
- stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
-}
-
-static DRWShadingGroup *create_texture_paint_stencil_mask_shading_group(
- PAINT_TEXTURE_PassList *psl, const DRWContextState *draw_ctx)
-{
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
-
- DRWShadingGroup *grp = DRW_shgroup_create(sh_data->stencil_mask_overlay,
- psl->stencil_mask_overlay);
- DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
-
- const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0;
- GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D);
- DRW_shgroup_uniform_texture(grp, "maskingImage", stencil);
- DRW_shgroup_uniform_bool_copy(
- grp, "maskingImagePremultiplied", (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL));
- DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1);
- DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted);
- return grp;
-}
-
-static bool PAINT_TEXTURE_stencil_mask_enabled(const ImagePaintSettings *imapaint)
-{
- return imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL;
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void PAINT_TEXTURE_cache_init(void *vedata)
-{
- PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
-
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- /* Stencil Mask */
- if (PAINT_TEXTURE_stencil_mask_enabled(imapaint)) {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
- psl->stencil_mask_overlay = DRW_pass_create("Stencil Mask Pass", state);
- stl->g_data->shgroup_stencil_mask = create_texture_paint_stencil_mask_shading_group(psl,
- draw_ctx);
- }
-
- /* Face Mask */
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- DRWPass *pass = DRW_pass_create("Wire Mask Pass", state);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass);
-
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
-
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->wire_select_overlay = pass;
- stl->g_data->lwire_select_shgrp = shgrp;
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- DRWPass *pass = DRW_pass_create("Face Mask Pass", state);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
- static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
- DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
-
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->face_select_overlay = pass;
- stl->g_data->face_select_shgrp = shgrp;
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
-{
- PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- UNUSED_VARS(psl, stl);
-
- if ((ob->type == OB_MESH) && (draw_ctx->obact == ob)) {
- /* Get geometry cache */
- const Mesh *me_orig = DEG_get_original_object(ob)->data;
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
-
- const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
- const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
- imapaint->stencil != NULL;
-
- if (masking_enabled) {
- if (stl->g_data->shgroup_stencil_mask) {
- struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
- DRW_shgroup_call(stl->g_data->shgroup_stencil_mask, geom, ob);
- }
- }
-
- /* Face Mask */
- if (use_face_sel) {
- struct GPUBatch *geom;
- geom = DRW_cache_mesh_surface_edges_get(ob);
- DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob);
-
- geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob);
- }
- }
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void PAINT_TEXTURE_draw_scene(void *vedata)
-{
- PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
-
- if (psl->stencil_mask_overlay) {
- DRW_draw_pass(psl->stencil_mask_overlay);
- }
-
- DRW_draw_pass(psl->face_select_overlay);
-
- DRW_view_set_active(stl->g_data->view_wires);
- DRW_draw_pass(psl->wire_select_overlay);
-
- DRW_view_set_active(NULL);
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void PAINT_TEXTURE_engine_free(void)
-{
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(PAINT_TEXTURE_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(
- PAINT_TEXTURE_Data);
-
-DrawEngineType draw_engine_paint_texture_type = {
- NULL,
- NULL,
- N_("PaintTextureMode"),
- &PAINT_TEXTURE_data_size,
- &PAINT_TEXTURE_engine_init,
- &PAINT_TEXTURE_engine_free,
- &PAINT_TEXTURE_cache_init,
- &PAINT_TEXTURE_cache_populate,
- NULL,
- NULL, /* draw_background but not needed by mode engines */
- &PAINT_TEXTURE_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c
deleted file mode 100644
index 5d14b3ba414..00000000000
--- a/source/blender/draw/modes/paint_vertex_mode.c
+++ /dev/null
@@ -1,408 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_render.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-#include "DNA_mesh_types.h"
-#include "DNA_view3d_types.h"
-
-#include "DEG_depsgraph_query.h"
-
-extern char datatoc_paint_face_selection_vert_glsl[];
-extern char datatoc_paint_weight_vert_glsl[];
-extern char datatoc_paint_weight_frag_glsl[];
-extern char datatoc_paint_vertex_vert_glsl[];
-extern char datatoc_paint_vertex_frag_glsl[];
-extern char datatoc_paint_wire_vert_glsl[];
-extern char datatoc_paint_wire_frag_glsl[];
-extern char datatoc_paint_vert_frag_glsl[];
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-
-/* *********** LISTS *********** */
-
-enum {
- VERTEX_MODE = 0,
- WEIGHT_MODE = 1,
-};
-#define MODE_LEN (WEIGHT_MODE + 1)
-
-typedef struct PAINT_VERTEX_PassList {
- struct {
- struct DRWPass *color_faces;
- } by_mode[MODE_LEN];
- struct DRWPass *wire_overlay;
- struct DRWPass *wire_select_overlay;
- struct DRWPass *face_select_overlay;
- struct DRWPass *vert_select_overlay;
-} PAINT_VERTEX_PassList;
-
-typedef struct PAINT_VERTEX_StorageList {
- struct PAINT_VERTEX_PrivateData *g_data;
-} PAINT_VERTEX_StorageList;
-
-typedef struct PAINT_VERTEX_Data {
- void *engine_type; /* Required */
- DRWViewportEmptyList *fbl;
- DRWViewportEmptyList *txl;
- PAINT_VERTEX_PassList *psl;
- PAINT_VERTEX_StorageList *stl;
-} PAINT_VERTEX_Data;
-
-typedef struct PAINT_VERTEX_Shaders {
- struct {
- struct GPUShader *color_face_mul_blending;
- struct GPUShader *color_face_alpha_blending;
- struct GPUShader *wire_overlay;
- struct GPUShader *wire_select_overlay;
- } by_mode[MODE_LEN];
- struct GPUShader *face_select_overlay;
- struct GPUShader *vert_select_overlay;
-} PAINT_VERTEX_Shaders;
-
-/* *********** STATIC *********** */
-
-static struct {
- PAINT_VERTEX_Shaders sh_data[GPU_SHADER_CFG_LEN];
-} e_data = {{{{{NULL}}}}}; /* Engine data */
-
-typedef struct PAINT_VERTEX_PrivateData {
- struct {
- DRWShadingGroup *color_shgrp;
- DRWShadingGroup *lwire_shgrp;
- DRWShadingGroup *lwire_select_shgrp;
- } by_mode[MODE_LEN];
- DRWShadingGroup *face_select_shgrp;
- DRWShadingGroup *vert_select_shgrp;
- DRWView *view_wires;
-} PAINT_VERTEX_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-static void PAINT_VERTEX_engine_init(void *vedata)
-{
- PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
-
- if (!sh_data->face_select_overlay) {
- sh_data->by_mode[VERTEX_MODE].color_face_mul_blending = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_paint_vertex_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_paint_vertex_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- sh_data->by_mode[VERTEX_MODE].color_face_alpha_blending = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_paint_vertex_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_paint_vertex_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_ALPHA\n", NULL},
- });
- sh_data->by_mode[WEIGHT_MODE].color_face_mul_blending = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- 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 *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_MUL\n", NULL},
- });
- sh_data->by_mode[WEIGHT_MODE].color_face_alpha_blending = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- 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 *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_ALPHA\n", NULL},
- });
-
- sh_data->face_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_paint_face_selection_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_MUL\n", NULL},
- });
- sh_data->vert_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_paint_wire_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_paint_vert_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define USE_SELECT\n", NULL},
- });
-
- const char *mode_defs[MODE_LEN] = {
- "#define VERTEX_MODE\n",
- "#define WEIGHT_MODE\n",
- };
- for (int i = 0; i < MODE_LEN; i++) {
- sh_data->by_mode[i].wire_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_paint_wire_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, mode_defs[i], NULL},
- });
- sh_data->by_mode[i].wire_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_paint_wire_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, mode_defs[i], "#define USE_SELECT\n", NULL},
- });
- }
- }
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
-}
-
-static void PAINT_VERTEX_cache_init(void *vedata)
-{
- PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
- PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const View3D *v3d = draw_ctx->v3d;
- const RegionView3D *rv3d = draw_ctx->rv3d;
- PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- const bool use_alpha_blending = draw_ctx->v3d->shading.type == OB_WIRE;
- DRWState draw_state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL |
- (use_alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL);
- /* Vertex color pass */
- {
- DRWPass *pass = DRW_pass_create("Vert Color Pass", draw_state);
- GPUShader *shader = use_alpha_blending ?
- sh_data->by_mode[VERTEX_MODE].color_face_alpha_blending :
- sh_data->by_mode[VERTEX_MODE].color_face_mul_blending;
- DRWShadingGroup *shgrp = DRW_shgroup_create(shader, pass);
- DRW_shgroup_uniform_float(shgrp, "opacity", &v3d->overlay.vertex_paint_mode_opacity, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->by_mode[VERTEX_MODE].color_faces = pass;
- stl->g_data->by_mode[VERTEX_MODE].color_shgrp = shgrp;
- }
-
- /* Weight color pass */
- {
- DRWPass *pass = DRW_pass_create("Weight Pass", draw_state);
- GPUShader *shader = use_alpha_blending ?
- sh_data->by_mode[WEIGHT_MODE].color_face_alpha_blending :
- sh_data->by_mode[WEIGHT_MODE].color_face_mul_blending;
- DRWShadingGroup *shgrp = DRW_shgroup_create(shader, pass);
- DRW_shgroup_uniform_bool_copy(
- shgrp, "drawContours", (v3d->overlay.wpaint_flag & V3D_OVERLAY_WPAINT_CONTOURS) != 0);
- DRW_shgroup_uniform_float(shgrp, "opacity", &v3d->overlay.weight_paint_mode_opacity, 1);
- DRW_shgroup_uniform_texture(shgrp, "colorramp", G_draw.weight_ramp);
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->by_mode[WEIGHT_MODE].color_faces = pass;
- stl->g_data->by_mode[WEIGHT_MODE].color_shgrp = shgrp;
- }
-
- {
- DRWPass *pass = DRW_pass_create("Wire Pass",
- (DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA |
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL));
- for (int i = 0; i < MODE_LEN; i++) {
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[i].wire_overlay, pass);
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- stl->g_data->by_mode[i].lwire_shgrp = shgrp;
- }
- psl->wire_overlay = pass;
- }
-
- {
- DRWPass *pass = DRW_pass_create("Wire Mask Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
- DRW_STATE_DEPTH_LESS_EQUAL);
- for (int i = 0; i < MODE_LEN; i++) {
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[i].wire_select_overlay, pass);
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- stl->g_data->by_mode[i].lwire_select_shgrp = shgrp;
- }
- psl->wire_select_overlay = pass;
- }
-
- {
- static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
- DRWPass *pass = DRW_pass_create("Face Mask Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
- DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->face_select_overlay = pass;
- stl->g_data->face_select_shgrp = shgrp;
- }
-
- {
- DRWPass *pass = DRW_pass_create("Vert Mask Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
- DRW_STATE_DEPTH_LESS_EQUAL);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->vert_select_overlay, pass);
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->vert_select_overlay = pass;
- stl->g_data->vert_select_shgrp = shgrp;
- }
-}
-
-static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
-{
- PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const View3D *v3d = draw_ctx->v3d;
-
- if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
- const int draw_mode = (ob->mode == OB_MODE_VERTEX_PAINT) ? VERTEX_MODE : WEIGHT_MODE;
- const Mesh *me = ob->data;
- const Mesh *me_orig = DEG_get_original_object(ob)->data;
- const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
- const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
- const bool use_vert_sel = (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL) != 0;
-
- struct GPUBatch *geom = NULL;
- if (draw_mode == VERTEX_MODE) {
- if (me->mloopcol == NULL) {
- return;
- }
- if (v3d->overlay.vertex_paint_mode_opacity != 0.0f) {
- geom = DRW_cache_mesh_surface_vertpaint_get(ob);
- }
- }
- else {
- if (v3d->overlay.weight_paint_mode_opacity != 0.0f) {
- geom = DRW_cache_mesh_surface_weights_get(ob);
- }
- }
- if (geom != NULL) {
- DRW_shgroup_call(stl->g_data->by_mode[draw_mode].color_shgrp, geom, ob);
- }
-
- if (use_face_sel || use_wire) {
- DRWShadingGroup *shgrp = use_face_sel ? stl->g_data->by_mode[draw_mode].lwire_select_shgrp :
- stl->g_data->by_mode[draw_mode].lwire_shgrp;
- geom = DRW_cache_mesh_surface_edges_get(ob);
- DRW_shgroup_call(shgrp, geom, ob);
- }
-
- if (use_face_sel) {
- geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob);
- }
-
- if (use_vert_sel) {
- geom = DRW_cache_mesh_all_verts_get(ob);
- DRW_shgroup_call(stl->g_data->vert_select_shgrp, geom, ob);
- }
- }
-}
-
-static void PAINT_VERTEX_draw_scene(void *vedata)
-{
- PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
- PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
- for (int i = 0; i < MODE_LEN; i++) {
- DRW_draw_pass(psl->by_mode[i].color_faces);
- }
- DRW_draw_pass(psl->face_select_overlay);
-
- DRW_view_set_active(stl->g_data->view_wires);
- DRW_draw_pass(psl->wire_overlay);
- DRW_draw_pass(psl->wire_select_overlay);
- DRW_draw_pass(psl->vert_select_overlay);
-
- DRW_view_set_active(NULL);
-}
-
-static void PAINT_VERTEX_engine_free(void)
-{
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(PAINT_VERTEX_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
-
-DrawEngineType draw_engine_paint_vertex_type = {
- NULL,
- NULL,
- N_("PaintVertexMode"),
- &PAINT_VERTEX_data_size,
- &PAINT_VERTEX_engine_init,
- &PAINT_VERTEX_engine_free,
- &PAINT_VERTEX_cache_init,
- &PAINT_VERTEX_cache_populate,
- NULL,
- NULL,
- &PAINT_VERTEX_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/particle_mode.c b/source/blender/draw/modes/particle_mode.c
deleted file mode 100644
index fa2c4d9b6a8..00000000000
--- a/source/blender/draw/modes/particle_mode.c
+++ /dev/null
@@ -1,243 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_render.h"
-
-#include "DNA_object_types.h"
-#include "DNA_particle_types.h"
-
-#include "BKE_pointcache.h"
-
-#include "BLI_string_utils.h"
-
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-#include "ED_particle.h"
-
-#include "DEG_depsgraph_query.h"
-
-extern char datatoc_particle_strand_vert_glsl[];
-extern char datatoc_particle_strand_frag_glsl[];
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-
-/* *********** LISTS *********** */
-
-typedef struct PARTICLE_PassList {
- struct DRWPass *psys_edit_pass;
-} PARTICLE_PassList;
-
-typedef struct PARTICLE_FramebufferList {
- struct GPUFrameBuffer *fb;
-} PARTICLE_FramebufferList;
-
-typedef struct PARTICLE_TextureList {
- struct GPUTexture *texture;
-} PARTICLE_TextureList;
-
-typedef struct PARTICLE_StorageList {
- struct CustomStruct *block;
- struct PARTICLE_PrivateData *g_data;
-} PARTICLE_StorageList;
-
-typedef struct PARTICLE_Data {
- void *engine_type; /* Required */
- PARTICLE_FramebufferList *fbl;
- PARTICLE_TextureList *txl;
- PARTICLE_PassList *psl;
- PARTICLE_StorageList *stl;
-} PARTICLE_Data;
-
-/* *********** STATIC *********** */
-
-static struct {
- struct GPUShader *strands_shader;
- struct GPUShader *strands_weight_shader;
- struct GPUShader *points_shader;
-} e_data = {NULL}; /* Engine data */
-
-typedef struct PARTICLE_PrivateData {
- DRWShadingGroup *strands_group;
- DRWShadingGroup *inner_points_group;
- DRWShadingGroup *tip_points_group;
-} PARTICLE_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-static void particle_engine_init(void *UNUSED(vedata))
-{
- if (!e_data.strands_shader) {
- char *lib = BLI_string_joinN(datatoc_common_globals_lib_glsl, datatoc_common_view_lib_glsl);
-
- e_data.strands_shader = DRW_shader_create_with_lib(
- datatoc_particle_strand_vert_glsl, NULL, datatoc_particle_strand_frag_glsl, lib, "");
-
- e_data.strands_weight_shader = DRW_shader_create_with_lib(datatoc_particle_strand_vert_glsl,
- NULL,
- datatoc_particle_strand_frag_glsl,
- lib,
- "#define USE_WEIGHT");
-
- e_data.points_shader = DRW_shader_create_with_lib(datatoc_particle_strand_vert_glsl,
- NULL,
- datatoc_particle_strand_frag_glsl,
- lib,
- "#define USE_POINTS");
- MEM_freeN(lib);
- }
-}
-
-static void particle_cache_init(void *vedata)
-{
- PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
- PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- ParticleEditSettings *pset = PE_settings(draw_ctx->scene);
- const bool use_weight = (pset->brushtype == PE_BRUSH_WEIGHT);
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- /* Create a pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- psl->psys_edit_pass = DRW_pass_create("PSys Edit Pass", state);
-
- GPUShader *strand_shader = (use_weight) ? e_data.strands_weight_shader : e_data.strands_shader;
- stl->g_data->strands_group = DRW_shgroup_create(strand_shader, psl->psys_edit_pass);
- stl->g_data->inner_points_group = DRW_shgroup_create(e_data.points_shader, psl->psys_edit_pass);
- stl->g_data->tip_points_group = DRW_shgroup_create(e_data.points_shader, psl->psys_edit_pass);
-
- DRW_shgroup_uniform_block(stl->g_data->strands_group, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_block(stl->g_data->inner_points_group, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_block(stl->g_data->tip_points_group, "globalsBlock", G_draw.block_ubo);
-}
-
-static void particle_edit_cache_populate(void *vedata,
- Object *object,
- ParticleSystem *psys,
- PTCacheEdit *edit)
-{
- PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- ParticleEditSettings *pset = PE_settings(draw_ctx->scene);
- const bool use_weight = (pset->brushtype == PE_BRUSH_WEIGHT);
- {
- struct GPUBatch *strands = DRW_cache_particles_get_edit_strands(
- object, psys, edit, use_weight);
- DRW_shgroup_call(stl->g_data->strands_group, strands, NULL);
- }
- if (pset->selectmode == SCE_SELECT_POINT) {
- struct GPUBatch *points = DRW_cache_particles_get_edit_inner_points(object, psys, edit);
- DRW_shgroup_call(stl->g_data->inner_points_group, points, NULL);
- }
- if (ELEM(pset->selectmode, SCE_SELECT_POINT, SCE_SELECT_END)) {
- struct GPUBatch *points = DRW_cache_particles_get_edit_tip_points(object, psys, edit);
- DRW_shgroup_call(stl->g_data->tip_points_group, points, NULL);
- }
-}
-
-static void particle_cache_populate(void *vedata, Object *object)
-{
- if (object->mode != OB_MODE_PARTICLE_EDIT) {
- return;
- }
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id);
- /* Usually the edit structure is created by Particle Edit Mode Toggle
- * operator, but sometimes it's invoked after tagging hair as outdated
- * (for example, when toggling edit mode). That makes it impossible to
- * create edit structure for until after next dependency graph evaluation.
- *
- * Ideally, the edit structure will be created here already via some
- * dependency graph callback or so, but currently trying to make it nicer
- * only causes bad level calls and breaks design from the past.
- */
- Object *object_orig = DEG_get_original_object(object);
- PTCacheEdit *edit = PE_create_current(draw_ctx->depsgraph, scene_orig, object_orig);
- if (edit == NULL) {
- /* Happens when trying to edit particles in EMITTER mode without
- * having them cached.
- */
- return;
- }
- /* NOTE: We need to pass evaluated particle system, which we need
- * to find first.
- */
- ParticleSystem *psys = object->particlesystem.first;
- ParticleSystem *psys_orig = object_orig->particlesystem.first;
- while (psys_orig != NULL) {
- if (PE_get_current_from_psys(psys_orig) == edit) {
- break;
- }
- psys = psys->next;
- psys_orig = psys_orig->next;
- }
- if (psys == NULL) {
- printf("Error getting evaluated particle system for edit.\n");
- return;
- }
- particle_edit_cache_populate(vedata, object, psys, edit);
-}
-
-/* Optional: Post-cache_populate callback */
-static void particle_cache_finish(void *UNUSED(vedata))
-{
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void particle_draw_scene(void *vedata)
-{
-
- PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
-
- DRW_draw_pass(psl->psys_edit_pass);
-}
-
-static void particle_engine_free(void)
-{
- DRW_SHADER_FREE_SAFE(e_data.strands_shader);
- DRW_SHADER_FREE_SAFE(e_data.strands_weight_shader);
- DRW_SHADER_FREE_SAFE(e_data.points_shader);
-}
-
-static const DrawEngineDataSize particle_data_size = DRW_VIEWPORT_DATA_SIZE(PARTICLE_Data);
-
-DrawEngineType draw_engine_particle_type = {
- NULL,
- NULL,
- N_("Particle Mode"),
- &particle_data_size,
- &particle_engine_init,
- &particle_engine_free,
- &particle_cache_init,
- &particle_cache_populate,
- &particle_cache_finish,
- NULL, /* draw_background but not needed by mode engines */
- &particle_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c
deleted file mode 100644
index 91e4e2335de..00000000000
--- a/source/blender/draw/modes/pose_mode.c
+++ /dev/null
@@ -1,355 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-#include "BKE_modifier.h"
-
-#include "DNA_modifier_types.h"
-#include "DNA_view3d_types.h"
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "ED_view3d.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-extern char datatoc_pose_selection_vert_glsl[];
-
-/* *********** LISTS *********** */
-/**
- * All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use #POSE_engine_init() to
- * initialize most of them and #POSE_cache_init()
- * for #POSE_PassList
- */
-
-typedef struct POSE_PassList {
- struct DRWPass *bone_solid[2];
- struct DRWPass *bone_transp[2];
- struct DRWPass *bone_outline[2];
- struct DRWPass *bone_wire[2];
- struct DRWPass *bone_envelope[2];
- struct DRWPass *bone_axes;
- struct DRWPass *relationship[2];
- struct DRWPass *bone_selection;
-} POSE_PassList;
-
-typedef struct POSE_StorageList {
- struct POSE_PrivateData *g_data;
-} POSE_StorageList;
-
-typedef struct POSE_Data {
- void *engine_type;
- DRWViewportEmptyList *fbl;
- DRWViewportEmptyList *txl;
- POSE_PassList *psl;
- POSE_StorageList *stl;
-} POSE_Data;
-
-/* *********** STATIC *********** */
-
-typedef struct POSE_PrivateData {
- DRWShadingGroup *bone_selection_shgrp;
- DRWShadingGroup *bone_selection_invert_shgrp;
- GHash *custom_shapes[2];
- float blend_color[4];
- float blend_color_invert[4];
- bool transparent_bones;
-} POSE_PrivateData; /* Transient data */
-
-static struct {
- struct GPUShader *bone_selection_sh;
-} e_data = {NULL};
-
-/* *********** FUNCTIONS *********** */
-static bool POSE_is_bone_selection_overlay_active(void)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const View3D *v3d = draw_ctx->v3d;
- return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) && draw_ctx->object_pose;
-}
-
-static void POSE_engine_init(void *UNUSED(vedata))
-{
- if (!e_data.bone_selection_sh) {
- e_data.bone_selection_sh = DRW_shader_create_with_lib(
- datatoc_pose_selection_vert_glsl,
- NULL,
- datatoc_gpu_shader_uniform_color_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
- }
-}
-
-static void POSE_engine_free(void)
-{
- DRW_SHADER_FREE_SAFE(e_data.bone_selection_sh);
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void POSE_cache_init(void *vedata)
-{
- POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
- POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
- }
- POSE_PrivateData *ppd = stl->g_data;
- ppd->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE);
-
- for (int i = 0; i < 2; i++) {
- /* Solid bones */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
- psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH);
- psl->bone_transp[i] = DRW_pass_create("Bone Transp Pass", state | DRW_STATE_BLEND_ALPHA);
-
- /* Bones Outline */
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
-
- /* Wire bones */
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
-
- /* distance outline around envelope bones */
- state = DRW_STATE_BLEND_ADD | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_CULL_FRONT;
- psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass", state);
-
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
-
- ppd->custom_shapes[i] = BLI_ghash_ptr_new(__func__);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND_ALPHA;
- psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
- }
-
- {
- if (POSE_is_bone_selection_overlay_active()) {
- const float alpha = (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) ?
- 0.0f :
- v3d->overlay.xray_alpha_bone;
- copy_v4_fl4(ppd->blend_color, 0.0f, 0.0f, 0.0f, alpha);
- copy_v4_fl4(ppd->blend_color_invert, 0.0f, 0.0f, 0.0f, pow(alpha, 4));
- DRWShadingGroup *grp;
- psl->bone_selection = DRW_pass_create(
- "Bone Selection", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA);
- grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
- DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color, 1);
- stl->g_data->bone_selection_shgrp = grp;
- grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
- DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color_invert, 1);
- stl->g_data->bone_selection_invert_shgrp = grp;
- }
- }
-}
-
-static bool POSE_is_driven_by_active_armature(Object *ob)
-{
- Object *ob_arm = modifiers_isDeformedByArmature(ob);
- if (ob_arm) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- bool is_active = DRW_pose_mode_armature(ob_arm, draw_ctx->obact);
- if (!is_active && ob_arm->proxy_from) {
- is_active = DRW_pose_mode_armature(ob_arm->proxy_from, draw_ctx->obact);
- }
- return is_active;
- }
- else {
- Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob);
- if (ob_mesh_deform) {
- return POSE_is_driven_by_active_armature(ob_mesh_deform);
- }
- }
- return false;
-}
-
-/* Add geometry to shading groups. Execute for each objects */
-static void POSE_cache_populate(void *vedata, Object *ob)
-{
- POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
- POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- /* In the future this will allow us to implement face gizmos,
- * and similar functionalities. For now we handle only pose bones. */
-
- if (ob->type == OB_ARMATURE) {
- if ((draw_ctx->v3d->flag2 & V3D_HIDE_OVERLAYS) ||
- (draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES)) {
- return;
- }
- if (DRW_pose_mode_armature(ob, draw_ctx->obact)) {
- int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
- bool transp = (ppd->transparent_bones || (ob->dt <= OB_WIRE)) ||
- XRAY_FLAG_ENABLED(draw_ctx->v3d);
-
- DRWArmaturePasses passes = {
- .bone_solid = (transp) ? psl->bone_transp[ghost] : psl->bone_solid[ghost],
- .bone_outline = psl->bone_outline[ghost],
- .bone_wire = psl->bone_wire[ghost],
- .bone_envelope = psl->bone_envelope[ghost],
- .bone_axes = psl->bone_axes,
- .relationship_lines = psl->relationship[ghost],
- .custom_shapes = ppd->custom_shapes[transp],
- };
- DRW_shgroup_armature_pose(ob, passes, transp);
- }
- }
- else if (ob->type == OB_MESH && !DRW_state_is_select() &&
- POSE_is_bone_selection_overlay_active()) {
- struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
- if (geom) {
- if (POSE_is_driven_by_active_armature(ob)) {
- DRW_shgroup_call(ppd->bone_selection_shgrp, geom, ob);
- }
- else {
- DRW_shgroup_call(ppd->bone_selection_invert_shgrp, geom, ob);
- }
- }
- }
-}
-
-static void POSE_cache_finish(void *vedata)
-{
- POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data;
-
- /* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */
- for (int i = 0; i < 2; i++) {
- BLI_ghash_free(ppd->custom_shapes[i], NULL, NULL);
- }
-}
-
-/**
- * Return true if armature should be handled by the pose mode engine.
- */
-bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- /* Pose armature is handled by pose mode engine. */
- if (((ob == active_ob) || (ob->mode & OB_MODE_POSE)) &&
- ((draw_ctx->object_mode & OB_MODE_POSE) != 0)) {
- return true;
- }
-
- /* Armature parent is also handled by pose mode engine. */
- if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) {
- if (ob == draw_ctx->object_pose) {
- return true;
- }
- }
-
- return false;
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void POSE_draw_scene(void *vedata)
-{
- POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active();
-
- if (DRW_state_is_select()) {
- DRW_draw_pass(psl->bone_outline[0]);
- DRW_draw_pass(psl->bone_solid[0]);
- DRW_draw_pass(psl->bone_wire[0]);
- DRW_draw_pass(psl->bone_outline[1]);
- DRW_draw_pass(psl->bone_solid[1]);
- DRW_draw_pass(psl->bone_wire[1]);
- return;
- }
-
- if (bone_selection_overlay) {
- GPU_framebuffer_bind(dfbl->default_fb);
- DRW_draw_pass(psl->bone_selection);
- GPU_framebuffer_bind(dfbl->depth_only_fb);
- GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0);
- GPU_framebuffer_bind(dfbl->default_fb);
- }
-
- DRW_draw_pass(psl->bone_envelope[0]);
- DRW_draw_pass(psl->bone_transp[0]);
-
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- DRW_draw_pass(psl->bone_solid[0]);
- DRW_draw_pass(psl->bone_outline[0]);
- DRW_draw_pass(psl->bone_wire[0]);
- DRW_draw_pass(psl->relationship[0]);
-
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
-
- if (!DRW_pass_is_empty(psl->bone_envelope[1]) || !DRW_pass_is_empty(psl->bone_transp[1]) ||
- !DRW_pass_is_empty(psl->bone_solid[1]) || !DRW_pass_is_empty(psl->bone_outline[1]) ||
- !DRW_pass_is_empty(psl->bone_wire[1]) || !DRW_pass_is_empty(psl->relationship[1])) {
- if (DRW_state_is_fbo()) {
- GPU_framebuffer_bind(dfbl->default_fb);
- GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
- }
-
- DRW_draw_pass(psl->bone_envelope[1]);
- DRW_draw_pass(psl->bone_solid[1]);
- DRW_draw_pass(psl->bone_transp[1]);
- DRW_draw_pass(psl->bone_outline[1]);
- DRW_draw_pass(psl->bone_wire[1]);
- DRW_draw_pass(psl->relationship[1]);
- }
-
- /* Draw axes with linesmooth and outside of multisample buffer. */
- DRW_draw_pass(psl->bone_axes);
-}
-
-static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data);
-
-DrawEngineType draw_engine_pose_type = {
- NULL,
- NULL,
- N_("PoseMode"),
- &POSE_data_size,
- &POSE_engine_init,
- &POSE_engine_free,
- &POSE_cache_init,
- &POSE_cache_populate,
- &POSE_cache_finish,
- NULL,
- &POSE_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
deleted file mode 100644
index f32eb3b73ba..00000000000
--- a/source/blender/draw/modes/sculpt_mode.c
+++ /dev/null
@@ -1,197 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "DNA_object_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
-
-#include "BKE_pbvh.h"
-#include "BKE_paint.h"
-#include "BKE_subdiv_ccg.h"
-
-/* If builtin shaders are needed */
-#include "GPU_shader.h"
-
-#include "draw_common.h"
-#include "draw_mode_engines.h"
-
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_sculpt_mask_vert_glsl[];
-extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use SCULPT_engine_init() to
- * initialize most of them and SCULPT_cache_init()
- * for SCULPT_PassList */
-
-typedef struct SCULPT_PassList {
- /* Declare all passes here and init them in
- * SCULPT_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *pass;
-} SCULPT_PassList;
-
-typedef struct SCULPT_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} SCULPT_FramebufferList;
-
-typedef struct SCULPT_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} SCULPT_TextureList;
-
-typedef struct SCULPT_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
- struct CustomStruct *block;
- struct SCULPT_PrivateData *g_data;
-} SCULPT_StorageList;
-
-typedef struct SCULPT_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- SCULPT_FramebufferList *fbl;
- SCULPT_TextureList *txl;
- SCULPT_PassList *psl;
- SCULPT_StorageList *stl;
-} SCULPT_Data;
-
-/* *********** STATIC *********** */
-
-static struct {
- struct GPUShader *shader_mask;
-} e_data = {NULL}; /* Engine data */
-
-typedef struct SCULPT_PrivateData {
- DRWShadingGroup *mask_overlay_grp;
-} SCULPT_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void SCULPT_engine_init(void *vedata)
-{
- SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
- SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
-
- UNUSED_VARS(txl, fbl, stl);
-
- if (!e_data.shader_mask) {
- e_data.shader_mask = DRW_shader_create_with_lib(datatoc_sculpt_mask_vert_glsl,
- NULL,
- datatoc_gpu_shader_3D_smooth_color_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
- }
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void SCULPT_cache_init(void *vedata)
-{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
-
- if (!stl->g_data) {
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL;
- psl->pass = DRW_pass_create("Sculpt Pass", state);
-
- DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass);
- DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
- stl->g_data->mask_overlay_grp = shgrp;
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void SCULPT_cache_populate(void *vedata, Object *ob)
-{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
-
- UNUSED_VARS(psl, stl);
-
- if (ob->sculpt) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- if ((ob == draw_ctx->obact) &&
- (BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) ||
- !ob->sculpt->deform_modifiers_active || ob->sculpt->shapekey_active)) {
- PBVH *pbvh = ob->sculpt->pbvh;
- if (pbvh && pbvh_has_mask(pbvh)) {
- DRW_shgroup_call_sculpt(stl->g_data->mask_overlay_grp, ob, false, true, false);
- }
- }
- }
-}
-
-static void SCULPT_draw_scene(void *vedata)
-{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
-
- DRW_draw_pass(psl->pass);
-}
-
-static void SCULPT_engine_free(void)
-{
- DRW_SHADER_FREE_SAFE(e_data.shader_mask);
-}
-
-static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
-
-DrawEngineType draw_engine_sculpt_type = {
- NULL,
- NULL,
- N_("SculptMode"),
- &SCULPT_data_size,
- &SCULPT_engine_init,
- &SCULPT_engine_free,
- &SCULPT_cache_init,
- &SCULPT_cache_populate,
- NULL,
- NULL, /* draw_background but not needed by mode engines */
- &SCULPT_draw_scene,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl b/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
deleted file mode 100644
index b81f9f639ca..00000000000
--- a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 4) out;
-
-uniform mat4 ProjectionMatrix;
-uniform vec2 viewportSize;
-uniform int lineThickness = 2;
-
-in vec4 finalColor_geom[];
-in vec2 ssPos[];
-
-out vec4 finalColor;
-
-vec2 compute_dir(vec2 v0, vec2 v1)
-{
- vec2 dir = normalize(v1 - v0 + 1e-8);
- dir = vec2(-dir.y, dir.x);
- return dir;
-}
-
-void main(void)
-{
- vec2 t;
- vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) / viewportSize;
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- finalColor = finalColor_geom[0];
- t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[0].gl_Position.w : 1.0));
- gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0);
- EmitVertex();
- gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0);
- EmitVertex();
-
- finalColor = finalColor_geom[1];
- t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[1].gl_Position.w : 1.0));
- gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0);
- EmitVertex();
- gl_Position = gl_in[1].gl_Position - vec4(t, 0.0, 0.0);
- EmitVertex();
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl b/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl
deleted file mode 100644
index b4d8abfe180..00000000000
--- a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl
+++ /dev/null
@@ -1,95 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewProjectionMatrix;
-uniform vec2 viewportSize;
-
-uniform int frameCurrent;
-uniform int frameStart;
-uniform int frameEnd;
-uniform int cacheStart;
-uniform bool selected;
-uniform bool useCustomColor;
-uniform vec3 customColor;
-
-in vec3 pos;
-
-out vec2 ssPos;
-out vec4 finalColor_geom;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-#define SET_INTENSITY(A, B, C, min, max) \
- (((1.0 - (float(C - B) / float(C - A))) * (max - min)) + min)
-
-void main()
-{
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
-
- ssPos = proj(gl_Position);
-
- int frame = gl_VertexID + cacheStart;
-
- float intensity; /* how faint */
-
- vec3 blend_base = (abs(frame - frameCurrent) == 1) ?
- colorCurrentFrame.rgb :
- colorBackground.rgb; /* "bleed" cframe color to ease color blending */
-
- /* TODO: We might want something more consistent with custom color and standard colors. */
- if (frame < frameCurrent) {
- if (useCustomColor) {
- /* Custom color: previous frames color is darker than current frame */
- finalColor_geom.rgb = customColor * 0.25;
- }
- else {
- /* black - before frameCurrent */
- if (selected) {
- intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.25, 0.75);
- }
- else {
- intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.68, 0.92);
- }
- finalColor_geom.rgb = mix(colorWire.rgb, blend_base, intensity);
- }
- }
- else if (frame > frameCurrent) {
- if (useCustomColor) {
- /* Custom color: next frames color is equal to user selected color */
- finalColor_geom.rgb = customColor;
- }
- else {
- /* blue - after frameCurrent */
- if (selected) {
- intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.25, 0.75);
- }
- else {
- intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.68, 0.92);
- }
-
- finalColor_geom.rgb = mix(colorBonePose.rgb, blend_base, intensity);
- }
- }
- else {
- if (useCustomColor) {
- /* Custom color: current frame color is slightly darker than user selected color */
- finalColor_geom.rgb = customColor * 0.5;
- }
- else {
- /* green - on frameCurrent */
- if (selected) {
- intensity = 0.5f;
- }
- else {
- intensity = 0.99f;
- }
- finalColor_geom.rgb = clamp(
- mix(colorCurrentFrame.rgb, colorBackground.rgb, intensity) - 0.1, 0.0, 0.1);
- }
- }
-
- finalColor_geom.a = 1.0;
-}
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl b/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl
deleted file mode 100644
index 70267e78d9e..00000000000
--- a/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-
-uniform int pointSize = 2;
-uniform int frameCurrent;
-uniform int cacheStart;
-uniform bool showKeyFrames = true;
-uniform bool useCustomColor;
-uniform vec3 customColor;
-uniform int stepSize;
-
-in vec3 pos;
-in int flag;
-
-#define MOTIONPATH_VERT_SEL (1 << 0)
-#define MOTIONPATH_VERT_KEY (1 << 1)
-
-out vec4 finalColor;
-
-void main()
-{
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
- gl_PointSize = float(pointSize + 2);
-
- int frame = gl_VertexID + cacheStart;
- finalColor = (useCustomColor) ? vec4(customColor, 1.0) : vec4(1.0);
-
- /* Bias to reduce z fighting with the path */
- gl_Position.z -= 1e-4;
-
- if (gl_VertexID % stepSize == 0) {
- gl_PointSize = float(pointSize) + 4;
- }
-
- if (showKeyFrames) {
- if ((flag & MOTIONPATH_VERT_KEY) != 0) {
- gl_PointSize = float(pointSize + 5);
- finalColor = colorVertexSelect;
- /* Bias more to get these on top of regular points */
- gl_Position.z -= 1e-4;
- }
- /* Draw big green dot where the current frame is.
- * NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
- */
- if (frame == frameCurrent) {
- gl_PointSize = float(pointSize + 8);
- finalColor = colorCurrentFrame;
- /* Bias more to get these on top of keyframes */
- gl_Position.z -= 1e-4;
- }
- }
-}
diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
deleted file mode 100644
index d7ed3e9ab71..00000000000
--- a/source/blender/draw/modes/shaders/armature_axes_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screenVecs[3];
-
-/* ---- Instantiated Attrs ---- */
-in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
-in vec2 screenPos;
-in vec3 colorAxis;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
- vec3 y_axis = InstanceModelMatrix[1].xyz;
- vec3 bone_loc = InstanceModelMatrix[3].xyz;
- vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis);
- vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
- /* Scale uniformly by axis length */
- spos *= length(chosen_axis);
-
- vec4 pos_4d = vec4(wpos + spos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-
- finalColor.rgb = mix(colorAxis, color.rgb, color.a);
- finalColor.a = 1.0;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_dof_vert.glsl b/source/blender/draw/modes/shaders/armature_dof_vert.glsl
deleted file mode 100644
index 321614835a1..00000000000
--- a/source/blender/draw/modes/shaders/armature_dof_vert.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-in vec2 amin;
-in vec2 amax;
-
-flat out vec4 finalColor;
-
-vec3 sphere_project(float ax, float az)
-{
- float sine = 1.0 - ax * ax - az * az;
- float q3 = sqrt(max(0.0, sine));
-
- return vec3(-az * q3, 0.5 - sine, ax * q3) * 2.0;
-}
-
-void main()
-{
- vec3 final_pos = sphere_project(pos.x * abs((pos.x > 0.0) ? amax.x : amin.x),
- pos.y * abs((pos.y > 0.0) ? amax.y : amin.y));
- gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(final_pos, 1.0));
- finalColor = color;
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
deleted file mode 100644
index 61aaf153e83..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
+++ /dev/null
@@ -1,15 +0,0 @@
-
-flat in vec3 finalStateColor; /* UNUSED */
-flat in vec3 finalBoneColor; /* UNUSED */
-in vec3 normalView;
-
-out vec4 fragColor;
-
-uniform vec4 color = vec4(1.0, 1.0, 1.0, 0.2);
-
-void main()
-{
- float n = normalize(normalView).z;
- n = 1.0 - clamp(-n, 0.0, 1.0);
- fragColor = color * n;
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
deleted file mode 100644
index c0bde90bf28..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
+++ /dev/null
@@ -1,171 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ViewProjectionMatrix;
-uniform mat4 ProjectionMatrix;
-
-uniform vec2 viewportSize;
-uniform float lineThickness = 2.0;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos0;
-in vec2 pos1;
-in vec2 pos2;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in vec4 headSphere;
-in vec4 tailSphere;
-in vec4 outlineColorSize;
-in vec3 xAxis;
-
-flat out vec4 finalColor;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2)
-{
- vec2 dir = normalize(v2 - v0);
- dir = vec2(dir.y, -dir.x);
- return dir;
-}
-
-mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs)
-{
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz : -ViewMatrixInverse[2].xyz;
-
- /* Sphere center distance from the camera (persp) in world space. */
- float cam_dist = length(cam_ray);
-
- /* Compute view aligned orthonormal space. */
- vec3 z_axis = cam_ray / cam_dist;
- vec3 x_axis = normalize(cross(bone_vec, z_axis));
- vec3 y_axis = cross(z_axis, x_axis);
- z_ofs = 0.0;
-
- if (is_persp) {
- /* For perspective, the projected sphere radius
- * can be bigger than the center disc. Compute the
- * max angular size and compensate by sliding the disc
- * towards the camera and scale it accordingly. */
- const float half_pi = 3.1415926 * 0.5;
- float rad = sphere.w;
- /* Let be :
- * V the view vector origin.
- * O the sphere origin.
- * T the point on the target circle.
- * We compute the angle between (OV) and (OT). */
- float a = half_pi - asin(rad / cam_dist);
- float cos_b = cos(a);
- float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
-
- x_axis *= sin_b;
- y_axis *= sin_b;
- z_ofs = -rad * cos_b;
- }
-
- return mat3(x_axis, y_axis, z_axis);
-}
-
-struct Bone {
- vec3 vec;
- float sinb;
-};
-
-bool bone_blend_starts(vec3 p, Bone b)
-{
- /* we just want to know when the head sphere starts interpolating. */
- return dot(p, b.vec) > -b.sinb;
-}
-
-vec3 get_outline_point(vec2 pos,
- vec4 sph_near,
- vec4 sph_far,
- mat3 mat_near,
- mat3 mat_far,
- float z_ofs_near,
- float z_ofs_far,
- Bone b)
-{
- /* Compute outline position on the nearest sphere and check
- * if it penetrates the capsule body. If it does, put this
- * vertex on the farthest sphere. */
- vec3 wpos = mat_near * vec3(pos * sph_near.w, z_ofs_near);
- if (bone_blend_starts(wpos, b)) {
- wpos = sph_far.xyz + mat_far * vec3(pos * sph_far.w, z_ofs_far);
- }
- else {
- wpos += sph_near.xyz;
- }
- return wpos;
-}
-
-void main()
-{
- float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz);
- float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz);
- // float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz);
- // float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz);
-
- vec4 sph_near, sph_far;
- if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) {
- sph_near = tailSphere;
- sph_far = headSphere;
- }
- else {
- sph_near = headSphere;
- sph_far = tailSphere;
- }
-
- vec3 bone_vec = (sph_far.xyz - sph_near.xyz) + 1e-8;
-
- Bone b;
- float bone_lenrcp = 1.0 / max(1e-8, sqrt(dot(bone_vec, bone_vec)));
- b.sinb = (sph_far.w - sph_near.w) * bone_lenrcp * sph_near.w;
- b.vec = bone_vec * bone_lenrcp;
-
- float z_ofs_near, z_ofs_far;
- mat3 mat_near = compute_mat(sph_near, bone_vec, z_ofs_near);
- mat3 mat_far = compute_mat(sph_far, bone_vec, z_ofs_far);
-
- vec3 wpos0 = get_outline_point(
- pos0, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
- vec3 wpos1 = get_outline_point(
- pos1, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
- vec3 wpos2 = get_outline_point(
- pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
-
- vec4 pos_4d = vec4(wpos1, 1.0);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-
- vec4 V = ViewMatrix * pos_4d;
- float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0;
-
- vec4 p0 = ViewProjectionMatrix * vec4(wpos0, 1.0);
- vec4 p1 = ProjectionMatrix * V;
- vec4 p2 = ViewProjectionMatrix * vec4(wpos2, 1.0);
-
- /* compute position from 3 vertex because the change in direction
- * can happen very quicky and lead to very thin edges. */
- vec2 ss0 = proj(p0);
- vec2 ss1 = proj(p1);
- vec2 ss2 = proj(p2);
- vec2 edge_dir = compute_dir(ss0, ss1, ss2);
-
- bool outer = ((gl_VertexID & 1) == 1);
- vec2 t = outlineColorSize.w * (lineThickness / viewportSize);
- t *= pres_fac;
- t = (outer) ? t : vec2(0.0);
-
- gl_Position = p1;
- gl_Position.xy += t * edge_dir;
-
- finalColor = vec4(outlineColorSize.rgb, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
deleted file mode 100644
index 424cc92b930..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-uniform float alpha = 0.6;
-
-flat in vec3 finalStateColor;
-flat in vec3 finalBoneColor;
-in vec3 normalView;
-
-out vec4 fragColor;
-
-void main()
-{
- /* Smooth lighting factor. */
- const float s = 0.2; /* [0.0-0.5] range */
- float n = normalize(normalView).z;
- float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
- fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
- fragColor.a = alpha;
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
deleted file mode 100644
index d9567bb84f4..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ViewProjectionMatrix;
-
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in vec4 headSphere;
-in vec4 tailSphere;
-in vec3 xAxis;
-in vec3 stateColor;
-in vec3 boneColor;
-
-flat out vec3 finalStateColor;
-flat out vec3 finalBoneColor;
-out vec3 normalView;
-
-void main()
-{
- vec3 bone_vec = tailSphere.xyz - headSphere.xyz;
- float bone_len = max(1e-8, sqrt(dot(bone_vec, bone_vec)));
- float bone_lenrcp = 1.0 / bone_len;
-#ifdef SMOOTH_ENVELOPE
- float sinb = (tailSphere.w - headSphere.w) * bone_lenrcp;
-#else
- const float sinb = 0.0;
-#endif
-
- vec3 y_axis = bone_vec * bone_lenrcp;
- vec3 z_axis = normalize(cross(xAxis, -y_axis));
- vec3 x_axis = cross(y_axis, z_axis); /* cannot trust xAxis to be orthogonal. */
-
- vec3 sp, nor;
- nor = sp = pos.xyz;
-
- /* In bone space */
- bool is_head = (pos.z < -sinb);
- sp *= (is_head) ? headSphere.w : tailSphere.w;
- sp.z += (is_head) ? 0.0 : bone_len;
-
- /* Convert to world space */
- mat3 bone_mat = mat3(x_axis, y_axis, z_axis);
- sp = bone_mat * sp.xzy + headSphere.xyz;
- nor = bone_mat * nor.xzy;
-
- normalView = mat3(ViewMatrix) * nor;
-
- finalStateColor = stateColor;
- finalBoneColor = boneColor;
-
- vec4 pos_4d = vec4(sp, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
deleted file mode 100644
index dc84b8924d1..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
+++ /dev/null
@@ -1,117 +0,0 @@
-
-layout(lines_adjacency) in;
-layout(triangle_strip, max_vertices = 6) out;
-
-in vec4 pPos[];
-in vec3 vPos[];
-in vec2 ssPos[];
-in vec2 ssNor[];
-in vec4 vColSize[];
-
-flat out vec4 finalColor;
-uniform vec2 viewportSize;
-uniform float lineThickness = 2.0;
-
-vec2 compute_dir(vec2 v0, vec2 v1)
-{
- vec2 dir = normalize(v1 - v0);
- dir = vec2(-dir.y, dir.x);
- return dir;
-}
-
-void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp)
-{
- float fac = dot(-hidden_dir, edge_dir);
- edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
-
- vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
- gl_Position = pPos[1];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- EmitVertex();
-
- t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
- gl_Position = pPos[2];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
-#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void emit_corner(const int e, vec2 thick, bool is_persp)
-{
- vec2 corner_dir = ssNor[e];
- vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0);
-
- gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[e].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main(void)
-{
- finalColor = vec4(vColSize[0].rgb, 1.0);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
- vec3 v10 = vPos[0] - vPos[1];
- vec3 v12 = vPos[2] - vPos[1];
- vec3 v13 = vPos[3] - vPos[1];
-
- vec3 n0 = cross(v12, v10);
- vec3 n3 = cross(v13, v12);
-
- float fac0 = dot(view_vec, n0);
- float fac3 = dot(view_vec, n3);
-
- /* If one of the face is perpendicular to the view,
- * consider it and outline edge. */
- if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) {
- /* If both adjacent verts are facing the camera the same way,
- * then it isn't an outline edge. */
- if (sign(fac0) == sign(fac3)) {
- return;
- }
- }
-
- /* Don't outline if concave edge. */
- if (dot(n0, v13) > 0.0001) {
- return;
- }
-
- vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
- vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
-
- vec2 hidden_point;
- /* Take the farthest point to compute edge direction
- * (avoid problems with point behind near plane).
- * If the chosen point is parallel to the edge in screen space,
- * choose the other point anyway.
- * This fixes some issue with cubes in orthographic views.*/
- if (vPos[0].z < vPos[3].z) {
- hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
- }
- else {
- hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0];
- }
- vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
-
- emit_corner(1, thick, is_persp);
- emit_edge(edge_dir, hidden_dir, thick, is_persp);
- emit_corner(2, thick, is_persp);
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
deleted file mode 100644
index fb2735c196c..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-
-uniform vec2 viewportSize;
-
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-in vec3 snor;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 outlineColorSize;
-
-out vec4 pPos;
-out vec3 vPos;
-out vec2 ssPos;
-out vec2 ssNor;
-out vec4 vColSize;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-void main()
-{
- vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
- vec4 viewpos = ViewMatrix * worldPosition;
-
- vPos = viewpos.xyz;
- pPos = ProjectionMatrix * viewpos;
-
- /* This is slow and run per vertex, but it's still faster than
- * doing it per instance on CPU and sending it on via instance attribute. */
- mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
- /* TODO FIX: there is still a problem with this vector
- * when the bone is scaled or in persp mode. But it's
- * barelly visible at the outline corners. */
- ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
-
- ssPos = proj(pPos);
-
- vColSize = outlineColorSize;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
deleted file mode 100644
index 39963344dd8..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-
-uniform float alpha = 0.6;
-
-in vec4 finalColor;
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = vec4(finalColor.rgb, alpha);
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
deleted file mode 100644
index df6a9ce2d76..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-in vec3 nor;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec3 boneColor;
-in vec3 stateColor;
-
-out vec4 finalColor;
-
-void main()
-{
- /* This is slow and run per vertex, but it's still faster than
- * doing it per instance on CPU and sending it on via instance attribute. */
- mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
- vec3 normal = normalize(normal_world_to_view(normal_mat * nor));
-
- /* Do lighting at an angle to avoid flat shading on front facing bone. */
- const vec3 light = vec3(0.1, 0.1, 0.8);
- float n = dot(normal, light);
-
- /* Smooth lighting factor. */
- const float s = 0.2; /* [0.0-0.5] range */
- float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
- finalColor.rgb = mix(stateColor, boneColor, fac);
- finalColor.a = 1.0;
-
- vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
- gl_Position = ViewProjectionMatrix * worldPosition;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
deleted file mode 100644
index 70a7f495af9..00000000000
--- a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
+++ /dev/null
@@ -1,107 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-uniform vec2 viewportSize;
-uniform float lineThickness = 2.0;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos0;
-in vec2 pos1;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 outlineColorSize;
-
-flat out vec4 finalColor;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-vec2 compute_dir(vec2 v0, vec2 v1, vec2 c)
-{
- vec2 dir = normalize(v1 - v0);
- dir = vec2(dir.y, -dir.x);
- /* The model matrix can be scaled negativly.
- * Use projected sphere center to determine
- * the outline direction. */
- vec2 cv = c - v0;
- dir = (dot(dir, cv) > 0.0) ? -dir : dir;
- return dir;
-}
-
-void main()
-{
- mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
- mat4 sphereMatrix = inverse(model_view_matrix);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- /* This is the local space camera ray (not normalize).
- * In perspective mode it's also the viewspace position
- * of the sphere center. */
- vec3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : vec3(0.0, 0.0, -1.0);
- cam_ray = mat3(sphereMatrix) * cam_ray;
-
- /* Sphere center distance from the camera (persp) in local space. */
- float cam_dist = length(cam_ray);
-
- /* Compute view aligned orthonormal space. */
- vec3 z_axis = cam_ray / cam_dist;
- vec3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis));
- vec3 y_axis = cross(z_axis, x_axis);
- float z_ofs = 0.0;
-
- if (is_persp) {
- /* For perspective, the projected sphere radius
- * can be bigger than the center disc. Compute the
- * max angular size and compensate by sliding the disc
- * towards the camera and scale it accordingly. */
- const float half_pi = 3.1415926 * 0.5;
- const float rad = 0.05;
- /* Let be (in local space):
- * V the view vector origin.
- * O the sphere origin.
- * T the point on the target circle.
- * We compute the angle between (OV) and (OT). */
- float a = half_pi - asin(rad / cam_dist);
- float cos_b = cos(a);
- float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
-
- x_axis *= sin_b;
- y_axis *= sin_b;
- z_ofs = -rad * cos_b;
- }
-
- /* Camera oriented position (but still in local space) */
- vec3 cam_pos0 = x_axis * pos0.x + y_axis * pos0.y + z_axis * z_ofs;
- vec3 cam_pos1 = x_axis * pos1.x + y_axis * pos1.y + z_axis * z_ofs;
-
- vec4 V = model_view_matrix * vec4(cam_pos0, 1.0);
- vec4 p0 = ProjectionMatrix * V;
- vec4 p1 = ProjectionMatrix * (model_view_matrix * vec4(cam_pos1, 1.0));
- vec4 c = ProjectionMatrix * vec4(model_view_matrix[3].xyz, 1.0);
-
- vec2 ssc = proj(c);
- vec2 ss0 = proj(p0);
- vec2 ss1 = proj(p1);
- vec2 edge_dir = compute_dir(ss0, ss1, ssc);
-
- bool outer = ((gl_VertexID & 1) == 1);
-
- vec2 t = outlineColorSize.w * (lineThickness / viewportSize);
- t *= (is_persp) ? abs(V.z) : 1.0;
- t = (outer) ? t : vec2(0.0);
-
- gl_Position = p0;
- gl_Position.xy += t * edge_dir;
-
- finalColor = vec4(outlineColorSize.rgb, 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- vec4 worldPosition = InstanceModelMatrix * vec4(cam_pos0, 1.0);
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
deleted file mode 100644
index 93edbe940fd..00000000000
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
+++ /dev/null
@@ -1,80 +0,0 @@
-
-#extension GL_ARB_conservative_depth : enable
-
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ProjectionMatrix;
-uniform float alpha = 0.4;
-
-flat in vec3 finalStateColor;
-flat in vec3 finalBoneColor;
-flat in mat4 sphereMatrix;
-in vec3 viewPosition;
-
-#ifdef GL_ARB_conservative_depth
-/* Saves a lot of overdraw! */
-layout(depth_greater) out float gl_FragDepth;
-#endif
-
-out vec4 fragColor;
-
-#define cameraPos ViewMatrixInverse[3].xyz
-
-float get_depth_from_view_z(float z)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- z = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
- }
- else {
- z = z * ProjectionMatrix[2][2] / (1.0 - ProjectionMatrix[3][2]);
- }
- return z * 0.5 + 0.5;
-}
-
-void main()
-{
- const float sphere_radius = 0.05;
-
- bool is_perp = (ProjectionMatrix[3][3] == 0.0);
- vec3 ray_ori_view = (is_perp) ? vec3(0.0) : viewPosition.xyz;
- vec3 ray_dir_view = (is_perp) ? viewPosition : vec3(0.0, 0.0, -1.0);
-
- /* Single matrix mul without branch. */
- vec4 mul_vec = (is_perp) ? vec4(ray_dir_view, 0.0) : vec4(ray_ori_view, 1.0);
- vec3 mul_res = (sphereMatrix * mul_vec).xyz;
-
- /* Reminder :
- * sphereMatrix[3] is the view space origin in sphere space (sph_ori -> view_ori).
- * sphereMatrix[2] is the view space Z axis in sphere space. */
-
- /* convert to sphere local space */
- vec3 ray_ori = (is_perp) ? sphereMatrix[3].xyz : mul_res;
- vec3 ray_dir = (is_perp) ? mul_res : -sphereMatrix[2].xyz;
- float ray_len = length(ray_dir);
- ray_dir /= ray_len;
-
- /* Line to sphere intersect */
- const float sphere_radius_sqr = sphere_radius * sphere_radius;
- float b = dot(ray_ori, ray_dir);
- float c = dot(ray_ori, ray_ori) - sphere_radius_sqr;
- float h = b * b - c;
- float t = -sqrt(max(0.0, h)) - b;
-
- /* Compute dot product for lighting */
- vec3 p = ray_dir * t + ray_ori; /* Point on sphere */
- vec3 n = normalize(p); /* Normal is just the point in sphere space, normalized. */
- vec3 l = normalize(sphereMatrix[2].xyz); /* Just the view Z axis in the sphere space. */
-
- /* Smooth lighting factor. */
- const float s = 0.2; /* [0.0-0.5] range */
- float fac = clamp((dot(n, l) * (1.0 - s)) + s, 0.0, 1.0);
- fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
-
- /* 2x2 dither pattern to smooth the lighting. */
- float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25;
- dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */
-
- fragColor = vec4(fragColor.rgb + dither, alpha);
-
- t /= ray_len;
- gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z);
-}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
deleted file mode 100644
index 38a721616a0..00000000000
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
+++ /dev/null
@@ -1,88 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec3 stateColor;
-in vec3 boneColor;
-
-flat out vec3 finalStateColor;
-flat out vec3 finalBoneColor;
-flat out mat4 sphereMatrix;
-out vec3 viewPosition;
-
-/* Sphere radius */
-const float rad = 0.05;
-
-void main()
-{
- mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
- sphereMatrix = inverse(model_view_matrix);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- /* This is the local space camera ray (not normalize).
- * In perspective mode it's also the viewspace position
- * of the sphere center. */
- vec3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : vec3(0.0, 0.0, -1.0);
- cam_ray = mat3(sphereMatrix) * cam_ray;
-
- /* Sphere center distance from the camera (persp) in local space. */
- float cam_dist = length(cam_ray);
-
- /* Compute view aligned orthonormal space. */
- vec3 z_axis = cam_ray / cam_dist;
- vec3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis));
- vec3 y_axis = cross(z_axis, x_axis);
-
- float z_ofs = -rad - 1e-8; /* offset to the front of the sphere */
- if (is_persp) {
- /* For perspective, the projected sphere radius
- * can be bigger than the center disc. Compute the
- * max angular size and compensate by sliding the disc
- * towards the camera and scale it accordingly. */
- const float half_pi = 3.1415926 * 0.5;
- /* Let be (in local space):
- * V the view vector origin.
- * O the sphere origin.
- * T the point on the target circle.
- * We compute the angle between (OV) and (OT). */
- float a = half_pi - asin(rad / cam_dist);
- float cos_b = cos(a);
- float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
-#if 1
- /* Instead of choosing the biggest circle in screenspace,
- * we choose the nearest with the same angular size. This
- * permit us to leverage GL_ARB_conservative_depth in the
- * fragment shader. */
- float minor = cam_dist - rad;
- float major = cam_dist - cos_b * rad;
- float fac = minor / major;
- sin_b *= fac;
-#else
- z_ofs = -rad * cos_b;
-#endif
- x_axis *= sin_b;
- y_axis *= sin_b;
- }
-
- /* Camera oriented position (but still in local space) */
- vec3 cam_pos = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs;
-
- vec4 pos_4d = vec4(cam_pos, 1.0);
- vec4 V = model_view_matrix * pos_4d;
- gl_Position = ProjectionMatrix * V;
- viewPosition = V.xyz;
-
- finalStateColor = stateColor;
- finalBoneColor = boneColor;
-
-#ifdef USE_WORLD_CLIP_PLANES
- vec4 worldPosition = InstanceModelMatrix * pos_4d;
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_stick_frag.glsl b/source/blender/draw/modes/shaders/armature_stick_frag.glsl
deleted file mode 100644
index ba89619e051..00000000000
--- a/source/blender/draw/modes/shaders/armature_stick_frag.glsl
+++ /dev/null
@@ -1,13 +0,0 @@
-
-noperspective in float colorFac;
-flat in vec4 finalWireColor;
-flat in vec4 finalInnerColor;
-
-out vec4 fragColor;
-
-void main()
-{
- float fac = smoothstep(1.0, 0.2, colorFac);
- fragColor.rgb = mix(finalInnerColor.rgb, finalWireColor.rgb, fac);
- fragColor.a = 1.0;
-}
diff --git a/source/blender/draw/modes/shaders/armature_stick_vert.glsl b/source/blender/draw/modes/shaders/armature_stick_vert.glsl
deleted file mode 100644
index fd8a12fcd2c..00000000000
--- a/source/blender/draw/modes/shaders/armature_stick_vert.glsl
+++ /dev/null
@@ -1,97 +0,0 @@
-
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewProjectionMatrix;
-
-uniform mat4 ViewMatrix;
-uniform vec2 viewportSize;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos; /* bone aligned screen space */
-in uint flag;
-
-#define COL_WIRE 1u /* (1 << 0) */
-#define COL_HEAD 2u /* (1 << 1) */
-#define COL_TAIL 4u /* (1 << 2) */
-#define COL_BONE 8u /* (1 << 3) */
-
-#define POS_HEAD 16u /* (1 << 4) */
-#define POS_TAIL 32u /* (1 << 5) */ /* UNUSED */
-#define POS_BONE 64u /* (1 << 6) */
-
-/* ---- Per instance Attrs ---- */
-in vec3 boneStart;
-in vec3 boneEnd;
-in vec4 wireColor; /* alpha encode if we do wire. If 0.0 we dont. */
-in vec4 boneColor; /* alpha encode if we do bone. If 0.0 we dont. */
-in vec4 headColor; /* alpha encode if we do head. If 0.0 we dont. */
-in vec4 tailColor; /* alpha encode if we do tail. If 0.0 we dont. */
-
-#define do_wire (wireColor.a > 0.0)
-#define is_head bool(flag & POS_HEAD)
-#define is_bone bool(flag & POS_BONE)
-
-noperspective out float colorFac;
-flat out vec4 finalWireColor;
-flat out vec4 finalInnerColor;
-
-uniform float stickSize = 5.0; /* might be dependent on DPI setting in the future. */
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-void main()
-{
- finalInnerColor = ((flag & COL_HEAD) != 0u) ? headColor : tailColor;
- finalInnerColor = ((flag & COL_BONE) != 0u) ? boneColor : finalInnerColor;
- finalWireColor = (do_wire) ? wireColor : finalInnerColor;
- /* Make the color */
- colorFac = ((flag & COL_WIRE) == 0u) ? ((flag & COL_BONE) != 0u) ? 1.0 : 2.0 : 0.0;
-
- vec4 boneStart_4d = vec4(boneStart, 1.0);
- vec4 boneEnd_4d = vec4(boneEnd, 1.0);
- vec4 v0 = ViewMatrix * boneStart_4d;
- vec4 v1 = ViewMatrix * boneEnd_4d;
-
- /* Clip the bone to the camera origin plane (not the clip plane)
- * to avoid glitches if one end is behind the camera origin (in persp). */
- float clip_dist = (ProjectionMatrix[3][3] == 0.0) ?
- -1e-7 :
- 1e20; /* hardcoded, -1e-8 is giving gliches. */
- vec3 bvec = v1.xyz - v0.xyz;
- vec3 clip_pt = v0.xyz + bvec * ((v0.z - clip_dist) / -bvec.z);
- if (v0.z > clip_dist) {
- v0.xyz = clip_pt;
- }
- else if (v1.z > clip_dist) {
- v1.xyz = clip_pt;
- }
-
- vec4 p0 = ProjectionMatrix * v0;
- vec4 p1 = ProjectionMatrix * v1;
-
- float h = (is_head) ? p0.w : p1.w;
-
- vec2 x_screen_vec = normalize(proj(p1) - proj(p0) + 1e-8);
- vec2 y_screen_vec = vec2(x_screen_vec.y, -x_screen_vec.x);
-
- /* 2D screen aligned pos at the point */
- vec2 vpos = pos.x * x_screen_vec + pos.y * y_screen_vec;
- vpos *= (ProjectionMatrix[3][3] == 0.0) ? h : 1.0;
- vpos *= (do_wire) ? 1.0 : 0.5;
-
- if (finalInnerColor.a > 0.0) {
- gl_Position = (is_head) ? p0 : p1;
- gl_Position.xy += stickSize * (vpos / viewportSize);
- gl_Position.z += (is_bone) ? 0.0 : 1e-6; /* Avoid Z fighting of head/tails. */
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((is_head ? boneStart_4d : boneEnd_4d).xyz);
-#endif
- }
- else {
- gl_Position = vec4(0.0);
- }
-}
diff --git a/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl b/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl
deleted file mode 100644
index 45f711296f3..00000000000
--- a/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-float linearrgb_to_srgb(float c)
-{
- if (c < 0.0031308) {
- return (c < 0.0) ? 0.0 : c * 12.92;
- }
- else {
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
-}
-
-vec4 texture_read_as_linearrgb(sampler2D tex, bool premultiplied, vec2 co)
-{
- /* By convention image textures return scene linear colors, but
- * overlays still assume srgb. */
- vec4 color = texture(tex, co);
- /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
- if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) {
- color.rgb = color.rgb / color.a;
- }
- return color;
-}
-
-vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
-{
- vec4 color = texture_read_as_linearrgb(tex, premultiplied, co);
- color.r = linearrgb_to_srgb(color.r);
- color.g = linearrgb_to_srgb(color.g);
- color.b = linearrgb_to_srgb(color.b);
- return color;
-}
diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
deleted file mode 100644
index 8a7fb97d98c..00000000000
--- a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-
-out vec4 uvcoordsvar;
-
-void main()
-{
- int v = gl_VertexID % 3;
- float x = -1.0 + float((v & 1) << 2);
- float y = -1.0 + float((v & 2) << 1);
- gl_Position = vec4(x, y, 1.0, 1.0);
- uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0);
-}
diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
deleted file mode 100644
index 9928f350fd0..00000000000
--- a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
+++ /dev/null
@@ -1,884 +0,0 @@
-//----------------------------------------------------------------------------------
-// File: es3-kepler\FXAA/FXAA3_11.h
-// SDK Version: v3.00
-// Email: gameworks@nvidia.com
-// Site: http://developer.nvidia.com/
-//
-// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
-//
-// Redistribution and use in source and binary forms, with or without
-// modification, are permitted provided that the following conditions
-// are met:
-// * Redistributions of source code must retain the above copyright
-// notice, this list of conditions and the following disclaimer.
-// * Redistributions in binary form must reproduce the above copyright
-// notice, this list of conditions and the following disclaimer in the
-// documentation and/or other materials provided with the distribution.
-// * Neither the name of NVIDIA CORPORATION nor the names of its
-// contributors may be used to endorse or promote products derived
-// from this software without specific prior written permission.
-//
-// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
-// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
-// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
-// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
-// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
-// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-//
-//----------------------------------------------------------------------------------
-
-/* BLENDER MODIFICATIONS:
- *
- * - (#B1#) Compute luma on the fly using BT. 709 luma function
- * - (#B2#) main function instead of #include, due to lack of
- * ARB_shading_language_include in 3.3
- * - (#B3#) version and extension directives
- * - removed "FXAA Console" algorithm support and shader parameters
- * - removed HLSL support shims
- * - (#B4#) change luma sampling to compute, not use A channel
- * (this also removes GATHER4_ALPHA support)
- * - removed all the console shaders (only remaining algorithm is "FXAA PC
- * Quality")
- *
- * Note that this file doesn't follow the coding style guidelines.
- */
-
-/*============================================================================
- FXAA QUALITY - TUNING KNOBS
-------------------------------------------------------------------------------
-NOTE the other tuning knobs are now in the shader function inputs!
-============================================================================*/
-#ifndef FXAA_QUALITY__PRESET
-//
-// Choose the quality preset.
-// This needs to be compiled into the shader as it effects code.
-// Best option to include multiple presets is to
-// in each shader define the preset, then include this file.
-//
-// OPTIONS
-// -----------------------------------------------------------------------
-// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
-// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
-// 39 - no dither, very expensive
-//
-// NOTES
-// -----------------------------------------------------------------------
-// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
-// 13 = about same speed as FXAA 3.9 and better than 12
-// 23 = closest to FXAA 3.9 visually and performance wise
-// _ = the lowest digit is directly related to performance
-// _ = the highest digit is directly related to style
-//
-# define FXAA_QUALITY__PRESET 12
-#endif
-
-/*============================================================================
-
- FXAA QUALITY - PRESETS
-
-============================================================================*/
-
-/*============================================================================
- FXAA QUALITY - MEDIUM DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 10)
-# define FXAA_QUALITY__PS 3
-# define FXAA_QUALITY__P0 1.5
-# define FXAA_QUALITY__P1 3.0
-# define FXAA_QUALITY__P2 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 11)
-# define FXAA_QUALITY__PS 4
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 3.0
-# define FXAA_QUALITY__P3 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 12)
-# define FXAA_QUALITY__PS 5
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 4.0
-# define FXAA_QUALITY__P4 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 13)
-# define FXAA_QUALITY__PS 6
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 4.0
-# define FXAA_QUALITY__P5 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 14)
-# define FXAA_QUALITY__PS 7
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 4.0
-# define FXAA_QUALITY__P6 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 15)
-# define FXAA_QUALITY__PS 8
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 4.0
-# define FXAA_QUALITY__P7 12.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - LOW DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 20)
-# define FXAA_QUALITY__PS 3
-# define FXAA_QUALITY__P0 1.5
-# define FXAA_QUALITY__P1 2.0
-# define FXAA_QUALITY__P2 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 21)
-# define FXAA_QUALITY__PS 4
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 22)
-# define FXAA_QUALITY__PS 5
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 23)
-# define FXAA_QUALITY__PS 6
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 24)
-# define FXAA_QUALITY__PS 7
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 3.0
-# define FXAA_QUALITY__P6 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 25)
-# define FXAA_QUALITY__PS 8
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 4.0
-# define FXAA_QUALITY__P7 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 26)
-# define FXAA_QUALITY__PS 9
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 4.0
-# define FXAA_QUALITY__P8 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 27)
-# define FXAA_QUALITY__PS 10
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 4.0
-# define FXAA_QUALITY__P9 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 28)
-# define FXAA_QUALITY__PS 11
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 2.0
-# define FXAA_QUALITY__P9 4.0
-# define FXAA_QUALITY__P10 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 29)
-# define FXAA_QUALITY__PS 12
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 2.0
-# define FXAA_QUALITY__P9 2.0
-# define FXAA_QUALITY__P10 4.0
-# define FXAA_QUALITY__P11 8.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - EXTREME QUALITY
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 39)
-# define FXAA_QUALITY__PS 12
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.0
-# define FXAA_QUALITY__P2 1.0
-# define FXAA_QUALITY__P3 1.0
-# define FXAA_QUALITY__P4 1.0
-# define FXAA_QUALITY__P5 1.5
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 2.0
-# define FXAA_QUALITY__P9 2.0
-# define FXAA_QUALITY__P10 4.0
-# define FXAA_QUALITY__P11 8.0
-#endif
-
-#define FxaaSat(x) clamp(x, 0.0, 1.0)
-
-#ifdef FXAA_ALPHA
-
-# define FxaaTexTop(t, p) textureLod(t, p, 0.0).aaaa
-# define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o).aaaa
-# define FxaaLuma(rgba) rgba.a
-
-#else
-
-# define FxaaTexTop(t, p) textureLod(t, p, 0.0)
-# define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
-
-/* (#B1#) */
-float FxaaLuma(vec4 rgba)
-{
- // note: sqrt because the sampled colors are in a linear colorspace!
- // this approximates a perceptual conversion, which is good enough for the
- // algorithm
- return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)));
-}
-
-#endif
-
-/*============================================================================
-
- FXAA3 QUALITY - PC
-
-============================================================================*/
-/*--------------------------------------------------------------------------*/
-vec4 FxaaPixelShader(
- //
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy} = center of pixel
- vec2 pos,
- //
- // Input color texture.
- // {rgb_} = color in linear or perceptual color space
- sampler2D tex,
- //
- // Only used on FXAA Quality.
- // This must be from a constant/uniform.
- // {x_} = 1.0/screenWidthInPixels
- // {_y} = 1.0/screenHeightInPixels
- vec2 fxaaQualityRcpFrame,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__SUBPIX define.
- // It is here now to allow easier tuning.
- // Choose the amount of sub-pixel aliasing removal.
- // This can effect sharpness.
- // 1.00 - upper limit (softer)
- // 0.75 - default amount of filtering
- // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- // 0.25 - almost off
- // 0.00 - completely off
- float fxaaQualitySubpix,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // The minimum amount of local contrast required to apply algorithm.
- // 0.333 - too little (faster)
- // 0.250 - low quality
- // 0.166 - default
- // 0.125 - high quality
- // 0.063 - overkill (slower)
- float fxaaQualityEdgeThreshold,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // 0.0833 - upper limit (default, the start of visible unfiltered edges)
- // 0.0625 - high quality (faster)
- // 0.0312 - visible limit (slower)
- float fxaaQualityEdgeThresholdMin)
-{
- /*--------------------------------------------------------------------------*/
- vec2 posM;
- posM.x = pos.x;
- posM.y = pos.y;
- vec4 rgbyM = FxaaTexTop(tex, posM);
- float lumaM = FxaaLuma(rgbyM); // (#B4#)
- float lumaS = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, 1), fxaaQualityRcpFrame.xy));
- float lumaE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, 0), fxaaQualityRcpFrame.xy));
- float lumaN = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, -1), fxaaQualityRcpFrame.xy));
- float lumaW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 0), fxaaQualityRcpFrame.xy));
- /*--------------------------------------------------------------------------*/
- float maxSM = max(lumaS, lumaM);
- float minSM = min(lumaS, lumaM);
- float maxESM = max(lumaE, maxSM);
- float minESM = min(lumaE, minSM);
- float maxWN = max(lumaN, lumaW);
- float minWN = min(lumaN, lumaW);
- float rangeMax = max(maxWN, maxESM);
- float rangeMin = min(minWN, minESM);
- float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
- float range = rangeMax - rangeMin;
- float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
- bool earlyExit = range < rangeMaxClamped;
- /*--------------------------------------------------------------------------*/
- if (earlyExit) {
- return rgbyM;
- }
- /*--------------------------------------------------------------------------*/
- float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, -1), fxaaQualityRcpFrame.xy));
- float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, 1), fxaaQualityRcpFrame.xy));
- float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, -1), fxaaQualityRcpFrame.xy));
- float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 1), fxaaQualityRcpFrame.xy));
- /*--------------------------------------------------------------------------*/
- float lumaNS = lumaN + lumaS;
- float lumaWE = lumaW + lumaE;
- float subpixRcpRange = 1.0 / range;
- float subpixNSWE = lumaNS + lumaWE;
- float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
- float edgeVert1 = (-2.0 * lumaM) + lumaWE;
- /*--------------------------------------------------------------------------*/
- float lumaNESE = lumaNE + lumaSE;
- float lumaNWNE = lumaNW + lumaNE;
- float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
- float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
- /*--------------------------------------------------------------------------*/
- float lumaNWSW = lumaNW + lumaSW;
- float lumaSWSE = lumaSW + lumaSE;
- float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
- float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
- float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
- float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
- float edgeHorz = abs(edgeHorz3) + edgeHorz4;
- float edgeVert = abs(edgeVert3) + edgeVert4;
- /*--------------------------------------------------------------------------*/
- float subpixNWSWNESE = lumaNWSW + lumaNESE;
- float lengthSign = fxaaQualityRcpFrame.x;
- bool horzSpan = edgeHorz >= edgeVert;
- float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
- /*--------------------------------------------------------------------------*/
- if (!horzSpan) {
- lumaN = lumaW;
- }
- if (!horzSpan) {
- lumaS = lumaE;
- }
- if (horzSpan) {
- lengthSign = fxaaQualityRcpFrame.y;
- }
- float subpixB = (subpixA * (1.0 / 12.0)) - lumaM;
- /*--------------------------------------------------------------------------*/
- float gradientN = lumaN - lumaM;
- float gradientS = lumaS - lumaM;
- float lumaNN = lumaN + lumaM;
- float lumaSS = lumaS + lumaM;
- bool pairN = abs(gradientN) >= abs(gradientS);
- float gradient = max(abs(gradientN), abs(gradientS));
- if (pairN) {
- lengthSign = -lengthSign;
- }
- float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
- /*--------------------------------------------------------------------------*/
- vec2 posB;
- posB.x = posM.x;
- posB.y = posM.y;
- vec2 offNP;
- offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
- offNP.y = (horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
- if (!horzSpan) {
- posB.x += lengthSign * 0.5;
- }
- if (horzSpan) {
- posB.y += lengthSign * 0.5;
- }
- /*--------------------------------------------------------------------------*/
- vec2 posN;
- posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
- posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
- vec2 posP;
- posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
- posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
- float subpixD = ((-2.0) * subpixC) + 3.0;
- float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
- float subpixE = subpixC * subpixC;
- float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
- /*--------------------------------------------------------------------------*/
- if (!pairN) {
- lumaNN = lumaSS;
- }
- float gradientScaled = gradient * 1.0 / 4.0;
- float lumaMM = lumaM - lumaNN * 0.5;
- float subpixF = subpixD * subpixE;
- bool lumaMLTZero = lumaMM < 0.0;
- /*--------------------------------------------------------------------------*/
- lumaEndN -= lumaNN * 0.5;
- lumaEndP -= lumaNN * 0.5;
- bool doneN = abs(lumaEndN) >= gradientScaled;
- bool doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P1;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P1;
- }
- bool doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P1;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P1;
- }
- /*--------------------------------------------------------------------------*/
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P2;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P2;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P2;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P2;
- }
- /*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PS > 3)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P3;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P3;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P3;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P3;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 4)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P4;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P4;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P4;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P4;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 5)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P5;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P5;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P5;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P5;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 6)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P6;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P6;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P6;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P6;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 7)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P7;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P7;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P7;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P7;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 8)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P8;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P8;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P8;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P8;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 9)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P9;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P9;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P9;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P9;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 10)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P10;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P10;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P10;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P10;
- }
- /*-------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 11)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P11;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P11;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P11;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P11;
- }
- /*-----------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 12)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P12;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P12;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P12;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P12;
- }
- /*-----------------------------------------------------------------------*/
- }
-# endif
- /*-------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-#endif
- /*--------------------------------------------------------------------------*/
- }
- /*--------------------------------------------------------------------------*/
- float dstN = posM.x - posN.x;
- float dstP = posP.x - posM.x;
- if (!horzSpan) {
- dstN = posM.y - posN.y;
- }
- if (!horzSpan) {
- dstP = posP.y - posM.y;
- }
- /*--------------------------------------------------------------------------*/
- bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
- float spanLength = (dstP + dstN);
- bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
- float spanLengthRcp = 1.0 / spanLength;
- /*--------------------------------------------------------------------------*/
- bool directionN = dstN < dstP;
- float dst = min(dstN, dstP);
- bool goodSpan = directionN ? goodSpanN : goodSpanP;
- float subpixG = subpixF * subpixF;
- float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
- float subpixH = subpixG * fxaaQualitySubpix;
- /*--------------------------------------------------------------------------*/
- float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
- float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
- if (!horzSpan) {
- posM.x += pixelOffsetSubpix * lengthSign;
- }
- if (horzSpan) {
- posM.y += pixelOffsetSubpix * lengthSign;
- }
- return vec4(FxaaTexTop(tex, posM).xyz, lumaM);
-}
-/*==========================================================================*/
diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/modes/shaders/common_globals_lib.glsl
deleted file mode 100644
index d147b193ccf..00000000000
--- a/source/blender/draw/modes/shaders/common_globals_lib.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-
-/* keep in sync with GlobalsUboStorage */
-layout(std140) uniform globalsBlock
-{
- vec4 colorWire;
- vec4 colorWireEdit;
- vec4 colorActive;
- vec4 colorSelect;
- vec4 colorDupliSelect;
- vec4 colorDupli;
- vec4 colorLibrarySelect;
- vec4 colorLibrary;
- vec4 colorTransform;
- vec4 colorLight;
- vec4 colorSpeaker;
- vec4 colorCamera;
- vec4 colorEmpty;
- vec4 colorVertex;
- vec4 colorVertexSelect;
- vec4 colorVertexUnreferenced;
- vec4 colorVertexMissingData;
- vec4 colorEditMeshActive;
- vec4 colorEdgeSelect;
- vec4 colorEdgeSeam;
- vec4 colorEdgeSharp;
- vec4 colorEdgeCrease;
- vec4 colorEdgeBWeight;
- vec4 colorEdgeFaceSelect;
- vec4 colorEdgeFreestyle;
- vec4 colorFace;
- vec4 colorFaceSelect;
- vec4 colorFaceFreestyle;
- vec4 colorNormal;
- vec4 colorVNormal;
- vec4 colorLNormal;
- vec4 colorFaceDot;
- vec4 colorSkinRoot;
- vec4 colorDeselect;
- vec4 colorOutline;
- vec4 colorLightNoAlpha;
-
- vec4 colorBackground;
- vec4 colorEditMeshMiddle;
-
- vec4 colorHandleFree;
- vec4 colorHandleAuto;
- vec4 colorHandleVect;
- vec4 colorHandleAlign;
- vec4 colorHandleAutoclamp;
- vec4 colorHandleSelFree;
- vec4 colorHandleSelAuto;
- vec4 colorHandleSelVect;
- vec4 colorHandleSelAlign;
- vec4 colorHandleSelAutoclamp;
- vec4 colorNurbUline;
- vec4 colorNurbVline;
- vec4 colorNurbSelUline;
- vec4 colorNurbSelVline;
- vec4 colorActiveSpline;
-
- vec4 colorBonePose;
-
- vec4 colorCurrentFrame;
-
- vec4 colorGrid;
- vec4 colorGridEmphasise;
- vec4 colorGridAxisX;
- vec4 colorGridAxisY;
- vec4 colorGridAxisZ;
-
- float sizeLightCenter;
- float sizeLightCircle;
- float sizeLightCircleShadow;
- float sizeVertex;
- float sizeEdge;
- float sizeEdgeFix;
- float sizeFaceDot;
-
- float pad_globalsBlock;
-};
-
-/* data[0] (1st byte flags) */
-#define FACE_ACTIVE (1 << 0)
-#define FACE_SELECTED (1 << 1)
-#define FACE_FREESTYLE (1 << 2)
-#define VERT_UV_SELECT (1 << 3)
-#define VERT_UV_PINNED (1 << 4)
-#define EDGE_UV_SELECT (1 << 5)
-#define FACE_UV_ACTIVE (1 << 6)
-#define FACE_UV_SELECT (1 << 7)
-/* data[1] (2st byte flags) */
-#define VERT_ACTIVE (1 << 0)
-#define VERT_SELECTED (1 << 1)
-#define EDGE_ACTIVE (1 << 2)
-#define EDGE_SELECTED (1 << 3)
-#define EDGE_SEAM (1 << 4)
-#define EDGE_SHARP (1 << 5)
-#define EDGE_FREESTYLE (1 << 6)
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
deleted file mode 100644
index cbcdc947bc7..00000000000
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ /dev/null
@@ -1,206 +0,0 @@
-/**
- * Library to create hairs dynamically from control points.
- * This is less bandwidth intensive than fetching the vertex attributes
- * but does more ALU work per vertex. This also reduces the amount
- * of data the CPU has to precompute and transfer for each update.
- */
-
-/**
- * hairStrandsRes: Number of points per hair strand.
- * 2 - no subdivision
- * 3+ - 1 or more interpolated points per hair.
- */
-uniform int hairStrandsRes = 8;
-
-/**
- * hairThicknessRes : Subdiv around the hair.
- * 1 - Wire Hair: Only one pixel thick, independent of view distance.
- * 2 - Polystrip Hair: Correct width, flat if camera is parallel.
- * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
- */
-uniform int hairThicknessRes = 1;
-
-/* Hair thickness shape. */
-uniform float hairRadRoot = 0.01;
-uniform float hairRadTip = 0.0;
-uniform float hairRadShape = 0.5;
-uniform bool hairCloseTip = true;
-
-uniform mat4 hairDupliMatrix;
-
-/* -- Per control points -- */
-uniform samplerBuffer hairPointBuffer; /* RGBA32F */
-#define point_position xyz
-#define point_time w /* Position along the hair length */
-
-/* -- Per strands data -- */
-uniform usamplerBuffer hairStrandBuffer; /* R32UI */
-uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
-
-/* Not used, use one buffer per uv layer */
-// uniform samplerBuffer hairUVBuffer; /* RG32F */
-// uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
-
-/* -- Subdivision stage -- */
-/**
- * We use a transform feedback to preprocess the strands and add more subdivision to it.
- * For the moment these are simple smooth interpolation but one could hope to see the full
- * children particle modifiers being evaluated at this stage.
- *
- * If no more subdivision is needed, we can skip this step.
- */
-
-#ifdef HAIR_PHASE_SUBDIV
-int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
-{
- float time_per_strand_seg = 1.0 / float(strand_segments);
-
- float ratio = local_time / time_per_strand_seg;
- interp_time = fract(ratio);
-
- return int(ratio);
-}
-
-void hair_get_interp_attrs(
- out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
-{
- float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
-
- int hair_id = gl_VertexID / hairStrandsRes;
- int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
- int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
-
- int id = hair_get_base_id(local_time, strand_segments, interp_time);
-
- int ofs_id = id + strand_offset;
-
- data0 = texelFetch(hairPointBuffer, ofs_id - 1);
- data1 = texelFetch(hairPointBuffer, ofs_id);
- data2 = texelFetch(hairPointBuffer, ofs_id + 1);
- data3 = texelFetch(hairPointBuffer, ofs_id + 2);
-
- if (id <= 0) {
- /* root points. Need to reconstruct previous data. */
- data0 = data1 * 2.0 - data2;
- }
- if (id + 1 >= strand_segments) {
- /* tip points. Need to reconstruct next data. */
- data3 = data2 * 2.0 - data1;
- }
-}
-#endif
-
-/* -- Drawing stage -- */
-/**
- * For final drawing, the vertex index and the number of vertex per segment
- */
-
-#ifndef HAIR_PHASE_SUBDIV
-int hair_get_strand_id(void)
-{
- return gl_VertexID / (hairStrandsRes * hairThicknessRes);
-}
-
-int hair_get_base_id(void)
-{
- return gl_VertexID / hairThicknessRes;
-}
-
-/* Copied from cycles. */
-float hair_shaperadius(float shape, float root, float tip, float time)
-{
- float radius = 1.0 - time;
-
- if (shape < 0.0) {
- radius = pow(radius, 1.0 + shape);
- }
- else {
- radius = pow(radius, 1.0 / (1.0 - shape));
- }
-
- if (hairCloseTip && (time > 0.99)) {
- return 0.0;
- }
-
- return (radius * (root - tip)) + tip;
-}
-
-# ifdef OS_MAC
-in float dummy;
-# endif
-
-void hair_get_pos_tan_binor_time(bool is_persp,
- mat4 invmodel_mat,
- vec3 camera_pos,
- vec3 camera_z,
- out vec3 wpos,
- out vec3 wtan,
- out vec3 wbinor,
- out float time,
- out float thickness,
- out float thick_time)
-{
- int id = hair_get_base_id();
- vec4 data = texelFetch(hairPointBuffer, id);
- wpos = data.point_position;
- time = data.point_time;
-
-# ifdef OS_MAC
- /* Generate a dummy read to avoid the driver bug with shaders having no
- * vertex reads on macOS (T60171) */
- wpos.y += dummy * 0.0;
-# endif
-
- if (time == 0.0) {
- /* Hair root */
- wtan = texelFetch(hairPointBuffer, id + 1).point_position - wpos;
- }
- else {
- wtan = wpos - texelFetch(hairPointBuffer, id - 1).point_position;
- }
-
- wpos = (hairDupliMatrix * vec4(wpos, 1.0)).xyz;
- wtan = -normalize(mat3(hairDupliMatrix) * wtan);
-
- vec3 camera_vec = (is_persp) ? camera_pos - wpos : camera_z;
- wbinor = normalize(cross(camera_vec, wtan));
-
- thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time);
-
- if (hairThicknessRes > 1) {
- thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
- thick_time = thickness * (thick_time * 2.0 - 1.0);
-
- /* Take object scale into account.
- * NOTE: This only works fine with uniform scaling. */
- float scale = 1.0 / length(mat3(invmodel_mat) * wbinor);
-
- wpos += wbinor * thick_time * scale;
- }
-}
-
-vec2 hair_get_customdata_vec2(const samplerBuffer cd_buf)
-{
- int id = hair_get_strand_id();
- return texelFetch(cd_buf, id).rg;
-}
-
-vec3 hair_get_customdata_vec3(const samplerBuffer cd_buf)
-{
- int id = hair_get_strand_id();
- return texelFetch(cd_buf, id).rgb;
-}
-
-vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
-{
- int id = hair_get_strand_id();
- return texelFetch(cd_buf, id).rgba;
-}
-
-vec3 hair_get_strand_pos(void)
-{
- int id = hair_get_strand_id() * hairStrandsRes;
- return texelFetch(hairPointBuffer, id).point_position;
-}
-
-#endif
diff --git a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
deleted file mode 100644
index 3f5e3f8226f..00000000000
--- a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
+++ /dev/null
@@ -1,71 +0,0 @@
-
-/* To be compiled with common_hair_lib.glsl */
-
-out vec4 finalColor;
-
-vec4 get_weights_cardinal(float t)
-{
- float t2 = t * t;
- float t3 = t2 * t;
-#if defined(CARDINAL)
- float fc = 0.71;
-#else /* defined(CATMULL_ROM) */
- float fc = 0.5;
-#endif
-
- vec4 weights;
- /* GLSL Optimized version of key_curve_position_weights() */
- float fct = t * fc;
- float fct2 = t2 * fc;
- float fct3 = t3 * fc;
- weights.x = (fct2 * 2.0 - fct3) - fct;
- weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
- weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
- weights.w = fct3 - fct2;
- return weights;
-}
-
-/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
-vec4 get_weights_bspline(float t)
-{
- float t2 = t * t;
- float t3 = t2 * t;
-
- vec4 weights;
- /* GLSL Optimized version of key_curve_position_weights() */
- weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
- weights.y = (0.5 * t3 - t2 + 0.66666666);
- weights.w = (0.16666666 * t3);
- return weights;
-}
-
-vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
-{
- return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
-}
-
-#ifdef TF_WORKAROUND
-uniform int targetWidth;
-uniform int targetHeight;
-uniform int idOffset;
-#endif
-
-void main(void)
-{
- float interp_time;
- vec4 data0, data1, data2, data3;
- hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
-
- vec4 weights = get_weights_cardinal(interp_time);
- finalColor = interp_data(data0, data1, data2, data3, weights);
-
-#ifdef TF_WORKAROUND
- int id = gl_VertexID - idOffset;
- gl_Position.x = ((float(id % targetWidth) + 0.5) / float(targetWidth)) * 2.0 - 1.0;
- gl_Position.y = ((float(id / targetWidth) + 0.5) / float(targetHeight)) * 2.0 - 1.0;
- gl_Position.z = 0.0;
- gl_Position.w = 1.0;
-
- gl_PointSize = 1.0;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/modes/shaders/common_view_lib.glsl
deleted file mode 100644
index 76089d1ae41..00000000000
--- a/source/blender/draw/modes/shaders/common_view_lib.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-#define COMMON_VIEW_LIB
-#define DRW_RESOURCE_CHUNK_LEN 512
-
-/* keep in sync with DRWManager.view_data */
-layout(std140) uniform viewBlock
-{
- /* Same order as DRWViewportMatrixType */
- mat4 ViewProjectionMatrix;
- mat4 ViewProjectionMatrixInverse;
- mat4 ViewMatrix;
- mat4 ViewMatrixInverse;
- mat4 ProjectionMatrix;
- mat4 ProjectionMatrixInverse;
-
- vec4 clipPlanes[6];
-
- /* TODO move it elsewhere. */
- vec4 CameraTexCoFactors;
-};
-
-#ifdef world_clip_planes_calc_clip_distance
-# undef world_clip_planes_calc_clip_distance
-# define world_clip_planes_calc_clip_distance(p) \
- _world_clip_planes_calc_clip_distance(p, clipPlanes)
-#endif
-
-uniform int resourceChunk;
-
-#ifdef GPU_VERTEX_SHADER
-# ifdef GL_ARB_shader_draw_parameters
-# define baseInstance gl_BaseInstanceARB
-# else /* no ARB_shader_draw_parameters */
-uniform int baseInstance;
-# endif
-
-# ifdef IN_PLACE_INSTANCES
-/* When drawing instances of an object at the same position. */
-# define instanceId 0
-# elif defined(GPU_DEPRECATED_AMD_DRIVER)
-/* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
- * the gl_InstanceID is incremented by the 2 bit component of the attrib.
- * Ignore gl_InstanceID then. */
-# define instanceId 0
-# else
-# define instanceId gl_InstanceID
-# endif
-
-# define resource_id (baseInstance + instanceId)
-
-/* Use this to declare and pass the value if
- * the fragment shader uses the resource_id. */
-# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
-# define RESOURCE_ID_VARYING_GEOM flat out int resourceIDGeom;
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
-# define PASS_RESOURCE_ID_GEOM resourceIDGeom = resource_id;
-#endif
-
-/* If used in a fragment / geometry shader, we pass
- * resource_id as varying. */
-#ifdef GPU_GEOMETRY_SHADER
-# define RESOURCE_ID_VARYING \
- flat out int resourceIDFrag; \
- flat in int resourceIDGeom[];
-
-# define resource_id resourceIDGeom
-# define PASS_RESOURCE_ID(i) resourceIDFrag = resource_id[i];
-#endif
-
-#ifdef GPU_FRAGMENT_SHADER
-flat in int resourceIDFrag;
-# define resource_id resourceIDFrag
-#endif
-
-#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC)
-struct ObjectMatrices {
- mat4 drw_modelMatrix;
- mat4 drw_modelMatrixInverse;
-};
-
-layout(std140) uniform modelBlock
-{
- ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
-};
-
-# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
-# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
-
-#else /* GPU_INTEL */
-/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
- * So for now we just force using the legacy path. */
-/* Note that this is also a workaround of a problem on osx (amd or nvidia)
- * and older amd driver on windows. */
-uniform mat4 ModelMatrix;
-uniform mat4 ModelMatrixInverse;
-#endif
-
-#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
-
-/** Transform shortcuts. */
-/* Rule of thumb: Try to reuse world positions and normals because converting though viewspace
- * will always be decomposed in at least 2 matrix operation. */
-
-/**
- * Some clarification:
- * Usually Normal matrix is transpose(inverse(ViewMatrix * ModelMatrix))
- *
- * But since it is slow to multiply matrices we decompose it. Decomposing
- * inversion and transposition both invert the product order leaving us with
- * the same original order:
- * transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
- *
- * Knowing that the view matrix is orthogonal, the transpose is also the inverse.
- * Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
- * ViewMatrix * transpose(ModelMatrixInverse)
- **/
-#define normal_object_to_view(n) (mat3(ViewMatrix) * (transpose(mat3(ModelMatrixInverse)) * n))
-#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n)
-#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
-#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
-
-#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
-#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
-#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
-#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
-#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
-#define point_view_to_world(p) ((ViewMatrixInverse * vec4(p, 1.0)).xyz)
-#define point_world_to_ndc(p) (ViewProjectionMatrix * vec4(p, 1.0))
-#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
-#define point_world_to_view(p) ((ViewMatrix * vec4(p, 1.0)).xyz)
-
-/* Due to some shader compiler bug, we somewhat need to access gl_VertexID
- * to make vertex shaders work. even if it's actually dead code. */
-#ifdef GPU_INTEL
-# define GPU_INTEL_VERTEX_SHADER_WORKAROUND gl_Position.x = float(gl_VertexID);
-#else
-# define GPU_INTEL_VERTEX_SHADER_WORKAROUND
-#endif
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
deleted file mode 100644
index d5674e8f570..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
+++ /dev/null
@@ -1,115 +0,0 @@
-
-/* Keep the same value of `ACTIVE_NURB` in `draw_cache_imp_curve.c` */
-#define ACTIVE_NURB 1 << 2
-#define EVEN_U_BIT 1 << 3
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 10) out;
-
-uniform vec2 viewportSize;
-uniform bool showCurveHandles;
-
-flat in int vertFlag[];
-
-out vec4 finalColor;
-
-void output_line(vec2 offset, vec4 color)
-{
- finalColor = color;
-
- gl_Position = gl_in[0].gl_Position;
- gl_Position.xy += offset * gl_in[0].gl_Position.w;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- EmitVertex();
-
- gl_Position = gl_in[1].gl_Position;
- gl_Position.xy += offset * gl_in[1].gl_Position.w;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main()
-{
- vec4 v1 = gl_in[0].gl_Position;
- vec4 v2 = gl_in[1].gl_Position;
-
- int is_active_nurb = (vertFlag[1] & ACTIVE_NURB);
- int color_id = (vertFlag[1] >> 4);
-
- /* Don't output any edges if we don't show handles */
- if (!showCurveHandles && (color_id < 5)) {
- return;
- }
-
- bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
-
- vec4 inner_color;
- if (color_id == 0) {
- inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
- }
- else if (color_id == 1) {
- inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
- }
- else if (color_id == 2) {
- inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
- }
- else if (color_id == 3) {
- inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
- }
- else if (color_id == 4) {
- inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
- }
- else {
- bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0);
- bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);
- if (is_u_segment) {
- inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
- }
- else {
- inner_color = (is_selected) ? colorNurbSelVline : colorNurbVline;
- }
- }
-
- vec4 outer_color = (is_active_nurb != 0) ?
- mix(colorActiveSpline,
- inner_color,
- 0.25) /* Minimize active color bleeding on inner_color. */
- :
- vec4(inner_color.rgb, 0.0);
-
- vec2 v1_2 = (v2.xy / v2.w - v1.xy / v1.w);
- vec2 offset = sizeEdge * 4.0 / viewportSize; /* 4.0 is eyeballed */
-
- if (abs(v1_2.x * viewportSize.x) < abs(v1_2.y * viewportSize.y)) {
- offset.y = 0.0;
- }
- else {
- offset.x = 0.0;
- }
-
- /* draw the transparent border (AA). */
- if (is_active_nurb != 0) {
- offset *= 0.75; /* Don't make the active "halo" appear very thick. */
- output_line(offset * 2.0, vec4(colorActiveSpline.rgb, 0.0));
- }
-
- /* draw the outline. */
- output_line(offset, outer_color);
-
- /* draw the core of the line. */
- output_line(vec2(0.0), inner_color);
-
- /* draw the outline. */
- output_line(-offset, outer_color);
-
- /* draw the transparent border (AA). */
- if (is_active_nurb != 0) {
- output_line(offset * -2.0, vec4(colorActiveSpline.rgb, 0.0));
- }
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
deleted file mode 100644
index 590c2905be6..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-/* Draw Curve Handles */
-
-in vec3 pos;
-in int data;
-
-flat out int vertFlag;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- vertFlag = data;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
deleted file mode 100644
index 6eec43d99be..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-/* Draw Curve Vertices */
-
-uniform vec2 viewportSize;
-
-in vec3 pos;
-in int data;
-
-out vec4 finalColor;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- if ((data & VERT_SELECTED) != 0) {
- if ((data & VERT_ACTIVE) != 0) {
- finalColor = colorEditMeshActive;
- }
- else {
- finalColor = colorVertexSelect;
- }
- }
- else {
- finalColor = colorVertex;
- }
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- gl_PointSize = sizeVertex * 2.0;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl
deleted file mode 100644
index e1d5319ffb9..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl
+++ /dev/null
@@ -1,28 +0,0 @@
-/* Draw Curve Normals */
-
-uniform float normalSize;
-
-in vec3 pos;
-in vec3 nor;
-in vec3 tan;
-in float rad;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 final_pos = pos;
-
- float flip = (gl_InstanceID != 0) ? -1.0 : 1.0;
-
- if (gl_VertexID % 2 == 0) {
- final_pos += normalSize * rad * (flip * nor - tan);
- }
-
- vec3 world_pos = point_object_to_world(final_pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
deleted file mode 100644
index e674b802f65..00000000000
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-flat in int vertFlag;
-
-out vec4 FragColor;
-
-void main()
-{
- /* TODO: vertex size */
-
- if ((vertFlag & VERT_SELECTED) != 0) {
- FragColor = colorVertexSelect;
- }
- else if ((vertFlag & VERT_ACTIVE) != 0) {
- FragColor = colorEditMeshActive;
- }
- else {
- FragColor = colorVertex;
- }
-}
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
deleted file mode 100644
index bc1975bac81..00000000000
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/* Draw Lattice Vertices */
-
-uniform vec2 viewportSize;
-
-in vec3 pos;
-in int data;
-
-/* these are the same for all vertices
- * and does not need interpolation */
-flat out int vertFlag;
-flat out int clipCase;
-
-/* See fragment shader */
-noperspective out vec4 eData1;
-flat out vec4 eData2;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- clipCase = 0;
-
- vec3 world_pos = point_object_to_world(pos);
- vec4 pPos = point_world_to_ndc(world_pos);
-
- /* only vertex position 0 is used */
- eData1 = eData2 = vec4(1e10);
- eData2.zw = proj(pPos);
-
- vertFlag = data;
-
- gl_PointSize = sizeVertex * 2.0;
- gl_Position = pPos;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
deleted file mode 100644
index b79bae45f23..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
+++ /dev/null
@@ -1,76 +0,0 @@
-
-uniform bool selectFaces = true;
-uniform bool selectEdges = true;
-
-vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, float bweight)
-{
- vec4 color = vec4(0.0);
- color = ((edge_flag & EDGE_FREESTYLE) != 0) ? colorEdgeFreestyle : color;
- color = ((edge_flag & EDGE_SHARP) != 0) ? colorEdgeSharp : color;
- color = (crease > 0.0) ? vec4(colorEdgeCrease.rgb, crease) : color;
- color = (bweight > 0.0) ? vec4(colorEdgeBWeight.rgb, bweight) : color;
- color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color;
- return color;
-}
-
-vec4 EDIT_MESH_edge_color_inner(int edge_flag)
-{
- vec4 color = colorWireEdit;
- vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45);
- color = ((edge_flag & EDGE_SELECTED) != 0) ? color_select : color;
- color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color;
-
- color.a = (selectEdges || (edge_flag & (EDGE_SELECTED | EDGE_ACTIVE)) != 0) ? 1.0 : 0.4;
- return color;
-}
-
-vec4 EDIT_MESH_edge_vertex_color(int vertex_flag)
-{
- vec4 color = colorWireEdit;
- vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45);
-
- bool edge_selected = (vertex_flag & (VERT_ACTIVE | VERT_SELECTED)) != 0;
- color = (edge_selected) ? color_select : color;
-
- color.a = (selectEdges || edge_selected) ? 1.0 : 0.4;
- return color;
-}
-
-vec4 EDIT_MESH_vertex_color(int vertex_flag)
-{
- if ((vertex_flag & VERT_ACTIVE) != 0) {
- return vec4(colorEditMeshActive.xyz, 1.0);
- }
- else if ((vertex_flag & VERT_SELECTED) != 0) {
- return colorVertexSelect;
- }
- else {
- return colorVertex;
- }
-}
-
-vec4 EDIT_MESH_face_color(int face_flag)
-{
- vec4 color = colorFace;
- vec4 color_active = mix(colorFaceSelect, colorEditMeshActive, 0.5);
- color = ((face_flag & FACE_FREESTYLE) != 0) ? colorFaceFreestyle : color;
- color = ((face_flag & FACE_SELECTED) != 0) ? colorFaceSelect : color;
- color = ((face_flag & FACE_ACTIVE) != 0) ? color_active : color;
- color.a *= ((face_flag & (FACE_FREESTYLE | FACE_SELECTED | FACE_ACTIVE)) == 0 || selectFaces) ?
- 1.0 :
- 0.5;
- return color;
-}
-
-vec4 EDIT_MESH_facedot_color(float facedot_flag)
-{
- if (facedot_flag < 0.0f) {
- return vec4(colorEditMeshActive.xyz, 1.0);
- }
- else if (facedot_flag > 0.0f) {
- return colorFaceDot;
- }
- else {
- return colorVertex;
- }
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
deleted file mode 100644
index a8371958ec2..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-flat in vec4 faceColor;
-out vec4 FragColor;
-
-void main()
-{
- FragColor = faceColor;
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
deleted file mode 100644
index df37c6fb0bc..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
+++ /dev/null
@@ -1,23 +0,0 @@
-
-uniform ivec4 dataMask = ivec4(0xFF);
-
-in vec3 pos;
-in ivec4 data;
-
-flat out vec4 faceColor;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- ivec4 data_m = data & dataMask;
-
- faceColor = EDIT_MESH_face_color(data_m.x);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
deleted file mode 100644
index 7fe3cea8a42..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
-
-/**
- * We want to know how much a pixel is covered by a line.
- * We replace the square pixel with acircle of the same area and try to find the intersection area.
- * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
- * The formula for the area uses inverse trig function and is quite complexe. Instead,
- * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- */
-#define DISC_RADIUS (M_1_SQRTPI * 1.05)
-#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
-#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
-
-flat in vec4 finalColorOuter_f;
-in vec4 finalColor_f;
-noperspective in float edgeCoord_f;
-
-out vec4 FragColor;
-
-void main()
-{
- float dist = abs(edgeCoord_f) - max(sizeEdge - 0.5, 0.0);
- float dist_outer = dist - max(sizeEdge, 1.0);
-#ifdef USE_SMOOTH_WIRE
- float mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
- float mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
-#else
- float mix_w = step(0.5, dist);
- float mix_w_outer = step(0.5, dist_outer);
-#endif
- /* Line color & alpha. */
- FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
- /* Line edges shape. */
- FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w);
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
deleted file mode 100644
index 047bd1dccc6..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
+++ /dev/null
@@ -1,91 +0,0 @@
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 4) out;
-
-uniform vec2 viewportSize;
-uniform vec2 viewportSizeInv;
-
-in vec4 finalColor[2];
-in vec4 finalColorOuter[2];
-in int selectOveride[2];
-
-flat out vec4 finalColorOuter_f;
-out vec4 finalColor_f;
-noperspective out float edgeCoord_f;
-
-void do_vertex(vec4 color, vec4 pos, float coord, vec2 offset)
-{
- finalColor_f = color;
- edgeCoord_f = coord;
- gl_Position = pos;
- /* Multiply offset by 2 because gl_Position range is [-1..1]. */
- gl_Position.xy += offset * 2.0 * pos.w;
- /* Correct but fails due to an AMD compiler bug, see: T62792.
- * Do inline instead. */
-#if 0
- world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main()
-{
- vec2 ss_pos[2];
-
- /* Clip line against near plane to avoid deformed lines. */
- vec4 pos0 = gl_in[0].gl_Position;
- vec4 pos1 = gl_in[1].gl_Position;
- vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
- bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
- if (all(clipped)) {
- /* Totally clipped. */
- return;
- }
-
- vec4 pos01 = pos0 - pos1;
- float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
- if (clipped.y) {
- pos1 += pos01 * ofs;
- }
- else if (clipped.x) {
- pos0 -= pos01 * (1.0 - ofs);
- }
-
- ss_pos[0] = pos0.xy / pos0.w;
- ss_pos[1] = pos1.xy / pos1.w;
-
- vec2 line = ss_pos[0] - ss_pos[1];
- line = abs(line) * viewportSize;
-
- finalColorOuter_f = finalColorOuter[0];
- float half_size = sizeEdge;
- /* Enlarge edge for flag display. */
- half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge, 1.0) : 0.0;
-
-#ifdef USE_SMOOTH_WIRE
- /* Add 1 px for AA */
- half_size += 0.5;
-#endif
-
- vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
-
- bool horizontal = line.x > line.y;
- edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
-
-#ifdef USE_WORLD_CLIP_PLANES
- /* Due to an AMD glitch, this line was moved out of the `do_vertex`
- * function (see T62792). */
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- do_vertex(finalColor[0], pos0, half_size, edge_ofs.xy);
- do_vertex(finalColor[0], pos0, -half_size, -edge_ofs.xy);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- vec4 final_color = (selectOveride[0] == 0) ? finalColor[1] : finalColor[0];
- do_vertex(final_color, pos1, half_size, edge_ofs.xy);
- do_vertex(final_color, pos1, -half_size, -edge_ofs.xy);
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl
deleted file mode 100644
index 9a53038a252..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-
-in vec2 pos;
-
-void main()
-{
- gl_Position = vec4(pos, 1.0, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl
deleted file mode 100644
index 8d96c0e418f..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl
+++ /dev/null
@@ -1,8 +0,0 @@
-out vec4 fragColor;
-
-in vec4 weightColor;
-
-void main()
-{
- fragColor = weightColor;
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl
deleted file mode 100644
index b89a3f407f9..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-in vec3 pos;
-in float weight;
-
-uniform sampler1D weightTex;
-
-out vec4 weightColor;
-
-vec3 weight_to_rgb(float t)
-{
- if (t < 0.0) {
- /* Minimum color, grey */
- return vec3(0.25, 0.25, 0.25);
- }
- else if (t > 1.0) {
- /* Error color */
- return vec3(1.0, 0.0, 1.0);
- }
- else {
- return texture(weightTex, t).rgb;
- }
-}
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- weightColor = vec4(weight_to_rgb(weight), 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
deleted file mode 100644
index a3fcfd880d3..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-
-out vec4 FragColor;
-
-uniform sampler2D wireColor;
-uniform sampler2D wireDepth;
-uniform sampler2D sceneDepth;
-uniform float alpha;
-
-void main()
-{
- ivec2 uv = ivec2(gl_FragCoord.xy);
- float wire_depth = texelFetch(wireDepth, uv, 0).r;
- float scene_depth = texelFetch(sceneDepth, uv, 0).r;
- vec4 wire_color = texelFetch(wireColor, uv, 0).rgba;
-
- FragColor = wire_color;
-
- /* Modulate alpha if occluded */
- if (wire_depth > scene_depth) {
- FragColor.a *= alpha;
- }
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
deleted file mode 100644
index af0a47f1858..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ /dev/null
@@ -1,79 +0,0 @@
-
-uniform float faceAlphaMod;
-uniform ivec4 dataMask = ivec4(0xFF);
-
-in ivec4 data;
-in vec3 pos;
-#ifndef FACEDOT
-in vec3 vnor;
-#else
-in vec4 norAndFlag;
-# define vnor norAndFlag.xyz
-#endif
-
-out vec4 finalColor;
-out vec4 finalColorOuter;
-#ifdef USE_GEOM_SHADER
-out int selectOveride;
-#endif
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- ivec4 m_data = data & dataMask;
-
-#if defined(VERT)
- finalColor = EDIT_MESH_vertex_color(m_data.y);
- gl_PointSize = sizeVertex * 2.0;
- /* Make selected and active vertex always on top. */
- if ((data.x & VERT_SELECTED) != 0) {
- gl_Position.z -= 1e-7;
- }
- if ((data.x & VERT_ACTIVE) != 0) {
- gl_Position.z -= 1e-7;
- }
-
-#elif defined(EDGE)
-# ifdef FLAT
- finalColor = EDIT_MESH_edge_color_inner(m_data.y);
- selectOveride = 1;
-# else
- finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
- selectOveride = (m_data.y & EDGE_SELECTED);
-# endif
-
- float crease = float(m_data.z) / 255.0;
- float bweight = float(m_data.w) / 255.0;
- finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
-
-#elif defined(FACE)
- finalColor = EDIT_MESH_face_color(m_data.x);
- finalColor.a *= faceAlphaMod;
-
-#elif defined(FACEDOT)
- finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
- /* Bias Facedot Z position in clipspace. */
- gl_Position.z -= 0.00035;
- gl_PointSize = sizeFaceDot;
-
-#endif
-
-#if !defined(FACE)
- /* Facing based color blend */
- vec3 vpos = point_world_to_view(world_pos);
- vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4);
- vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
- float facing = dot(view_vec, view_normal);
- facing = 1.0 - abs(facing) * 0.2;
-
- finalColor.rgb = mix(colorEditMeshMiddle.rgb, finalColor.rgb, facing);
-#endif
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl
deleted file mode 100644
index 5187571b27b..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-/* Need dedicated obmat since we use instancing attribs
- * (we cannot let have baseinstance mess them). */
-uniform vec4 editModelMat[4];
-uniform vec3 screen_vecs[2];
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in float size;
-in vec3 local_pos;
-
-flat out vec4 finalColor;
-
-void main()
-{
- mat4 obmat = mat4(editModelMat[0], editModelMat[1], editModelMat[2], editModelMat[3]);
- /* Could be optimized... but it is only for a handful of verts so not a priority. */
- mat3 imat = inverse(mat3(obmat));
- vec3 right = normalize(imat * vec3(screen_vecs[0]));
- vec3 up = normalize(imat * vec3(screen_vecs[1]));
- vec3 screen_pos = (right * pos.x + up * pos.y) * size;
- vec4 pos_4d = obmat * vec4(local_pos + screen_pos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
- finalColor = colorSkinRoot;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_normals_geom.glsl b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
deleted file mode 100644
index 5f43c13478d..00000000000
--- a/source/blender/draw/modes/shaders/edit_normals_geom.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-layout(points) in;
-layout(line_strip, max_vertices = 2) out;
-
-flat in vec4 v1[1];
-flat in vec4 v2[1];
-
-void main()
-{
- for (int v = 0; v < 2; v++) {
- gl_Position = (v == 0) ? v1[0] : v2[0];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- EmitVertex();
- }
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/edit_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
deleted file mode 100644
index 384d13923f6..00000000000
--- a/source/blender/draw/modes/shaders/edit_normals_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-uniform float normalSize;
-
-in vec3 pos;
-
-#ifdef LOOP_NORMALS
-in vec3 lnor;
-# define nor lnor
-
-#elif defined(FACE_NORMALS)
-in vec4 norAndFlag;
-# define nor norAndFlag.xyz
-#else
-
-in vec3 vnor;
-# define nor vnor
-#endif
-
-flat out vec4 v1;
-flat out vec4 v2;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 n = normalize(normal_object_to_world(nor));
-
- vec3 world_pos = point_object_to_world(pos);
-
- v1 = point_world_to_ndc(world_pos);
- v2 = point_world_to_ndc(world_pos + n * normalSize);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl b/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
deleted file mode 100644
index 7804ebdb8c9..00000000000
--- a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-in vec2 texCoord_interp;
-out vec4 fragColor;
-
-uniform sampler2D image;
-uniform float alpha;
-uniform bool imagePremultiplied;
-
-void main()
-{
-#ifdef DRW_STATE_DO_COLOR_MANAGEMENT
- /* render engine has already applied the view transform. We sample the
- * camera images as srgb*/
- vec4 color = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
-
-#else
- /* Render engine renders in linearrgb. We sample the camera images as
- * linearrgb */
- vec4 color = texture_read_as_linearrgb(image, imagePremultiplied, texCoord_interp);
-#endif
-
- color.a *= alpha;
- color.rgb *= color.a;
-
- fragColor = color;
-}
diff --git a/source/blender/draw/modes/shaders/object_camera_image_vert.glsl b/source/blender/draw/modes/shaders/object_camera_image_vert.glsl
deleted file mode 100644
index 61b88c013aa..00000000000
--- a/source/blender/draw/modes/shaders/object_camera_image_vert.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-uniform mat4 TransformMat;
-uniform float flipX;
-uniform float flipY;
-uniform float depth;
-
-in vec2 texCoord;
-in vec2 pos;
-
-out vec2 texCoord_interp;
-
-void main()
-{
- vec4 position = TransformMat * vec4((pos - 0.5) * 2.0, 1.0, 1.0);
- gl_Position = vec4(position.xy, depth, 1.0);
-
- vec2 uv_mul = vec2(flipX, flipY);
- texCoord_interp = texCoord * uv_mul;
-}
diff --git a/source/blender/draw/modes/shaders/object_color_axes_vert.glsl b/source/blender/draw/modes/shaders/object_color_axes_vert.glsl
deleted file mode 100644
index 239dec30c42..00000000000
--- a/source/blender/draw/modes/shaders/object_color_axes_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screenVecs[3];
-
-/* ---- Instantiated Attrs ---- */
-in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
-in vec2 screenPos;
-in vec3 colorAxis;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- float draw_size = 4.0;
- vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
- vec3 loc = InstanceModelMatrix[3].xyz;
- vec3 wpos = loc + chosen_axis * fract(axis) * draw_size;
- vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
- /* Scale uniformly by axis length */
- spos *= length(chosen_axis) * draw_size;
-
- vec4 pos_4d = vec4(wpos + spos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-
- finalColor.rgb = mix(colorAxis, color.rgb, color.a);
- finalColor.a = 1.0;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
deleted file mode 100644
index 43c8e313fc3..00000000000
--- a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-
-uniform vec3 screenVecs[3];
-
-/* ---- Instantiated Attrs ---- */
-in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
-in vec2 screenPos;
-
-/* ---- Per instance Attrs ---- */
-in vec3 color;
-in float size;
-in mat4 InstanceModelMatrix;
-
-flat out vec4 finalColor;
-
-void main()
-{
- float draw_size = 4.0 * size;
- vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
- vec3 loc = InstanceModelMatrix[3].xyz;
- vec3 wpos = loc + chosen_axis * fract(axis) * draw_size;
- vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
- /* Scale uniformly by axis length */
- spos *= length(chosen_axis) * draw_size;
-
- vec4 pos_4d = vec4(wpos + spos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-
- finalColor = vec4(color, 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
deleted file mode 100644
index e33aa6cdcc1..00000000000
--- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-
-flat in vec4 finalColor;
-
-#ifndef USE_WIRE
-in vec2 texCoord_interp;
-#endif
-
-out vec4 fragColor;
-
-#ifndef USE_WIRE
-uniform sampler2D image;
-uniform bool imagePremultiplied;
-#endif
-
-uniform int depthMode;
-uniform bool useAlphaTest;
-
-void main()
-{
-#ifdef USE_WIRE
- fragColor = finalColor;
-#else
- vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
- fragColor = finalColor * tex_col;
-
- if (useAlphaTest) {
- /* Arbitrary discard anything below 5% opacity.
- * Note that this could be exposed to the User. */
- if (tex_col.a < 0.05) {
- discard;
- }
- else {
- fragColor.a = 1.0;
- }
- }
-#endif
-
- if (depthMode == DEPTH_BACK) {
- gl_FragDepth = 0.999999;
-#ifdef USE_WIRE
- gl_FragDepth -= 1e-5;
-#endif
- }
- else if (depthMode == DEPTH_FRONT) {
- gl_FragDepth = 0.000001;
-#ifdef USE_WIRE
- gl_FragDepth -= 1e-5;
-#endif
- }
- else if (depthMode == DEPTH_UNCHANGED) {
- gl_FragDepth = gl_FragCoord.z;
- }
-}
diff --git a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
deleted file mode 100644
index 36e86290be7..00000000000
--- a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-uniform vec2 aspect;
-uniform float size;
-uniform vec2 offset;
-#ifdef USE_WIRE
-uniform vec3 color;
-#else
-uniform vec4 objectColor;
-#endif
-
-in vec2 texCoord;
-in vec2 pos;
-
-flat out vec4 finalColor;
-
-#ifndef USE_WIRE
-out vec2 texCoord_interp;
-#endif
-
-void main()
-{
- vec3 pos = vec3((pos + offset) * (size * aspect), 0.0);
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-#ifdef USE_WIRE
- gl_Position.z -= 1e-5;
- finalColor = vec4(color, 1.0);
-#else
- texCoord_interp = texCoord;
- finalColor = objectColor;
-#endif
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
deleted file mode 100644
index 751d839eb79..00000000000
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ /dev/null
@@ -1,249 +0,0 @@
-
-/* Infinite grid
- * Author: Clément Foucault */
-
-/* We use the normalized local position to avoid precision
- * loss during interpolation. */
-in vec3 local_pos;
-
-out vec4 FragColor;
-
-uniform vec3 planeAxes;
-uniform vec3 screenVecs[2];
-uniform float gridDistance;
-uniform float meshSize;
-uniform float lineKernel = 0.0;
-uniform sampler2D depthBuffer;
-
-#define cameraPos (ViewMatrixInverse[3].xyz)
-
-uniform int gridFlag;
-
-#define STEPS_LEN 8
-uniform float gridSteps[STEPS_LEN] = float[](0.001, 0.01, 0.1, 1.0, 10.0, 100.0, 1000.0, 10000.0);
-
-#define AXIS_X (1 << 0)
-#define AXIS_Y (1 << 1)
-#define AXIS_Z (1 << 2)
-#define GRID (1 << 3)
-#define PLANE_XY (1 << 4)
-#define PLANE_XZ (1 << 5)
-#define PLANE_YZ (1 << 6)
-#define GRID_BACK (1 << 9) /* grid is behind objects */
-
-#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
-
-/**
- * We want to know how much a pixel is covered by a line.
- * We replace the square pixel with acircle of the same area and try to find the intersection area.
- * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
- * The formula for the area uses inverse trig function and is quite complexe. Instead,
- * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- */
-#define DISC_RADIUS (M_1_SQRTPI * 1.05)
-#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
-#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
-
-float get_grid(vec2 co, vec2 fwidthCos, float grid_size)
-{
- float half_size = grid_size / 2.0;
- /* triangular wave pattern, amplitude is [0, half_size] */
- vec2 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
- /* modulate by the absolute rate of change of the coordinates
- * (make lines have the same width under perspective) */
- grid_domain /= fwidthCos;
-
- /* collapse waves */
- float line_dist = min(grid_domain.x, grid_domain.y);
-
- return 1.0 - smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, line_dist - lineKernel);
-}
-
-vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
-{
- vec3 axes_domain = abs(co);
- /* modulate by the absolute rate of change of the coordinates
- * (make line have the same width under perspective) */
- axes_domain /= fwidthCos;
-
- return 1.0 - smoothstep(GRID_LINE_SMOOTH_START,
- GRID_LINE_SMOOTH_END,
- axes_domain - (line_size + lineKernel));
-}
-
-#define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0))
-
-void main()
-{
- vec3 wPos = local_pos * meshSize;
- vec3 dFdxPos = dFdx(wPos);
- vec3 dFdyPos = dFdy(wPos);
- vec3 fwidthPos = abs(dFdxPos) + abs(dFdyPos);
- wPos += cameraPos * planeAxes;
-
- float dist, fade;
- /* if persp */
- if (ProjectionMatrix[3][3] == 0.0) {
- vec3 viewvec = cameraPos - wPos;
- dist = length(viewvec);
- viewvec /= dist;
-
- float angle;
- if ((gridFlag & PLANE_XZ) != 0) {
- angle = viewvec.y;
- }
- else if ((gridFlag & PLANE_YZ) != 0) {
- angle = viewvec.x;
- }
- else {
- angle = viewvec.z;
- }
-
- angle = 1.0 - abs(angle);
- angle *= angle;
- fade = 1.0 - angle * angle;
- fade *= 1.0 - smoothstep(0.0, gridDistance, dist - gridDistance);
- }
- else {
- dist = abs(gl_FragCoord.z * 2.0 - 1.0);
- fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
- dist = 1.0; /* avoid branch after */
-
- if ((gridFlag & PLANE_XY) != 0) {
- float angle = 1.0 - abs(ViewMatrixInverse[2].z);
- dist = 1.0 + angle * 2.0;
- angle *= angle;
- fade *= 1.0 - angle * angle;
- }
- }
-
- if ((gridFlag & GRID) != 0) {
- /* Using `max(dot(dFdxPos, screenVecs[0]), dot(dFdyPos, screenVecs[1]))`
- * would be more accurate, but not really necessary. */
- float grid_res = dot(dFdxPos, screenVecs[0]);
-
- /* The gride begins to appear when it comprises 4 pixels */
- grid_res *= 4;
-
- /* from biggest to smallest */
- vec4 scale;
-#if 0
- int step_id = 0;
- scale[0] = 0.0;
- scale[1] = gridSteps[0];
- while (scale[1] < grid_res && step_id != STEPS_LEN - 1) {
- scale[0] = scale[1];
- scale[1] = gridSteps[++step_id];
- }
- scale[2] = gridSteps[min(step_id + 1, STEPS_LEN - 1)];
- scale[3] = gridSteps[min(step_id + 2, STEPS_LEN - 1)];
-#else
- /* For more efficiency, unroll the loop above. */
- if (gridSteps[0] > grid_res) {
- scale = vec4(0.0, gridSteps[0], gridSteps[1], gridSteps[2]);
- }
- else if (gridSteps[1] > grid_res) {
- scale = vec4(gridSteps[0], gridSteps[1], gridSteps[2], gridSteps[3]);
- }
- else if (gridSteps[2] > grid_res) {
- scale = vec4(gridSteps[1], gridSteps[2], gridSteps[3], gridSteps[4]);
- }
- else if (gridSteps[3] > grid_res) {
- scale = vec4(gridSteps[2], gridSteps[3], gridSteps[4], gridSteps[5]);
- }
- else if (gridSteps[4] > grid_res) {
- scale = vec4(gridSteps[3], gridSteps[4], gridSteps[5], gridSteps[6]);
- }
- else if (gridSteps[5] > grid_res) {
- scale = vec4(gridSteps[4], gridSteps[5], gridSteps[6], gridSteps[7]);
- }
- else if (gridSteps[6] > grid_res) {
- scale = vec4(gridSteps[5], gridSteps[6], gridSteps[7], gridSteps[7]);
- }
- else {
- scale = vec4(gridSteps[6], gridSteps[7], gridSteps[7], gridSteps[7]);
- }
-#endif
- float blend = 1.0 - linearstep(scale[0], scale[1], grid_res);
- blend = blend * blend * blend;
-
- vec2 grid_pos, grid_fwidth;
- if ((gridFlag & PLANE_XZ) != 0) {
- grid_pos = wPos.xz;
- grid_fwidth = fwidthPos.xz;
- }
- else if ((gridFlag & PLANE_YZ) != 0) {
- grid_pos = wPos.yz;
- grid_fwidth = fwidthPos.yz;
- }
- else {
- grid_pos = wPos.xy;
- grid_fwidth = fwidthPos.xy;
- }
-
- float gridA = get_grid(grid_pos, grid_fwidth, scale[1]);
- float gridB = get_grid(grid_pos, grid_fwidth, scale[2]);
- float gridC = get_grid(grid_pos, grid_fwidth, scale[3]);
-
- FragColor = colorGrid;
- FragColor.a *= gridA * blend;
- FragColor = mix(FragColor, mix(colorGrid, colorGridEmphasise, blend), gridB);
- FragColor = mix(FragColor, colorGridEmphasise, gridC);
- }
- else {
- FragColor = vec4(colorGrid.rgb, 0.0);
- }
-
- if ((gridFlag & (AXIS_X | AXIS_Y | AXIS_Z)) != 0) {
- /* Setup axes 'domains' */
- vec3 axes_dist, axes_fwidth;
-
- if ((gridFlag & AXIS_X) != 0) {
- axes_dist.x = dot(wPos.yz, planeAxes.yz);
- axes_fwidth.x = dot(fwidthPos.yz, planeAxes.yz);
- }
- if ((gridFlag & AXIS_Y) != 0) {
- axes_dist.y = dot(wPos.xz, planeAxes.xz);
- axes_fwidth.y = dot(fwidthPos.xz, planeAxes.xz);
- }
- if ((gridFlag & AXIS_Z) != 0) {
- axes_dist.z = dot(wPos.xy, planeAxes.xy);
- axes_fwidth.z = dot(fwidthPos.xy, planeAxes.xy);
- }
-
- /* Computing all axes at once using vec3 */
- vec3 axes = get_axes(axes_dist, axes_fwidth, 0.1);
-
- if ((gridFlag & AXIS_X) != 0) {
- FragColor.a = max(FragColor.a, axes.x);
- FragColor.rgb = (axes.x < 1e-8) ? FragColor.rgb : colorGridAxisX.rgb;
- }
- if ((gridFlag & AXIS_Y) != 0) {
- FragColor.a = max(FragColor.a, axes.y);
- FragColor.rgb = (axes.y < 1e-8) ? FragColor.rgb : colorGridAxisY.rgb;
- }
- if ((gridFlag & AXIS_Z) != 0) {
- FragColor.a = max(FragColor.a, axes.z);
- FragColor.rgb = (axes.z < 1e-8) ? FragColor.rgb : colorGridAxisZ.rgb;
- }
- }
-
- /* Add a small bias so the grid will always
- * be on top of a mesh with the same depth. */
- float grid_depth = gl_FragCoord.z - 6e-8 - fwidth(gl_FragCoord.z);
- float scene_depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
- if ((gridFlag & GRID_BACK) != 0) {
- fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
- }
- else {
- /* Manual, non hard, depth test:
- * Progressively fade the grid below occluders
- * (avoids popping visuals due to depth buffer precision) */
- /* Harder settings tend to flicker more,
- * but have less "see through" appearance. */
- const float test_hardness = 1e7;
- fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
- }
-
- FragColor.a *= fade;
-}
diff --git a/source/blender/draw/modes/shaders/object_grid_vert.glsl b/source/blender/draw/modes/shaders/object_grid_vert.glsl
deleted file mode 100644
index 496bb011c74..00000000000
--- a/source/blender/draw/modes/shaders/object_grid_vert.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-
-/* Infinite grid
- * Clément Foucault */
-
-uniform vec3 planeAxes;
-uniform float meshSize;
-
-uniform int gridFlag;
-
-#define cameraPos (ViewMatrixInverse[3].xyz)
-
-#define PLANE_XY (1 << 4)
-#define PLANE_XZ (1 << 5)
-#define PLANE_YZ (1 << 6)
-#define CLIP_Z_POS (1 << 7)
-#define CLIP_Z_NEG (1 << 8)
-
-in vec3 pos;
-
-out vec3 local_pos;
-
-void main()
-{
- vec3 vert_pos;
-
- /* Project camera pos to the needed plane */
- if ((gridFlag & PLANE_XY) != 0) {
- vert_pos = vec3(pos.x, pos.y, 0.0);
- }
- else if ((gridFlag & PLANE_XZ) != 0) {
- vert_pos = vec3(pos.x, 0.0, pos.y);
- }
- else {
- vert_pos = vec3(0.0, pos.x, pos.y);
- }
-
- local_pos = vert_pos;
-
- vec3 real_pos = cameraPos * planeAxes + vert_pos * meshSize;
-
- /* Used for additional Z axis */
- if ((gridFlag & CLIP_Z_POS) != 0) {
- real_pos.z = clamp(real_pos.z, 0.0, 1e30);
- local_pos.z = clamp(local_pos.z, 0.0, 1.0);
- }
- if ((gridFlag & CLIP_Z_NEG) != 0) {
- real_pos.z = clamp(real_pos.z, -1e30, 0.0);
- local_pos.z = clamp(local_pos.z, -1.0, 0.0);
- }
-
- gl_Position = ViewProjectionMatrix * vec4(real_pos, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
deleted file mode 100644
index 144024a7d5d..00000000000
--- a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
+++ /dev/null
@@ -1,31 +0,0 @@
-
-uniform ivec3 grid_resolution;
-uniform vec3 corner;
-uniform vec3 increment_x;
-uniform vec3 increment_y;
-uniform vec3 increment_z;
-
-flat out int objectId;
-
-void main()
-{
- vec3 ls_cell_location;
- /* Keep in sync with update_irradiance_probe */
- ls_cell_location.z = float(gl_VertexID % grid_resolution.z);
- ls_cell_location.y = float((gl_VertexID / grid_resolution.z) % grid_resolution.y);
- ls_cell_location.x = float(gl_VertexID / (grid_resolution.z * grid_resolution.y));
-
- vec3 ws_cell_location = corner +
- (increment_x * ls_cell_location.x + increment_y * ls_cell_location.y +
- increment_z * ls_cell_location.z);
-
- gl_Position = ViewProjectionMatrix * vec4(ws_cell_location, 1.0);
- gl_PointSize = 2.0f;
-
- /* ID 0 is nothing (background) */
- objectId = resource_handle + 1;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(ws_cell_location);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
deleted file mode 100644
index 5730cb2d96e..00000000000
--- a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-uniform vec4 color;
-uniform vec4 innerColor;
-
-out vec4 fragColor;
-
-void main()
-{
- vec2 centered = abs(gl_PointCoord - vec2(0.5));
- float dist = max(centered.x, centered.y);
-
- float fac = dist * dist * 4.0;
- fragColor = mix(innerColor, color, 0.45 + fac * 0.65);
-
- /* Make the effect more like a fresnel by offsetting
- * the depth and creating mini-spheres.
- * Disabled as it has performance impact. */
- // gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
-}
diff --git a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
deleted file mode 100644
index 9414309570b..00000000000
--- a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view,
- * and scales the shape according to per-instance attributes
- * Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screen_vecs[2];
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in mat3x4 ScaleTranslationMatrix;
-in float radius;
-in vec3 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- mat3 Scamat = mat3(ScaleTranslationMatrix);
- vec4 world_pos = vec4(ScaleTranslationMatrix[0][3],
- ScaleTranslationMatrix[1][3],
- ScaleTranslationMatrix[2][3],
- 1.0);
-
- vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
- world_pos.xyz += Scamat * (screen_pos * radius);
-
- gl_Position = ViewProjectionMatrix * world_pos;
- finalColor = vec4(color, 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
deleted file mode 100644
index 7b86d477a39..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ /dev/null
@@ -1,87 +0,0 @@
-
-in vec4 uvcoordsvar;
-
-out vec4 FragColor;
-
-uniform usampler2D outlineId;
-uniform sampler2D outlineDepth;
-uniform sampler2D sceneDepth;
-
-uniform float alphaOcclu;
-uniform vec2 viewportSize;
-
-void main()
-{
- ivec2 texel = ivec2(gl_FragCoord.xy);
-
-#ifdef GPU_ARB_texture_gather
- vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
- vec2 uv = ceil(gl_FragCoord.xy) * texel_size;
-
- /* Samples order is CW starting from top left. */
- uvec4 tmp1 = textureGather(outlineId, uv - texel_size);
- uvec4 tmp2 = textureGather(outlineId, uv);
-
- uint ref_id = tmp1.y;
- uvec4 id = uvec4(tmp1.xz, tmp2.xz);
-#else
- uvec4 id;
- uint ref_id = texelFetch(outlineId, texel, 0).r;
- id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
- id.y = texelFetchOffset(outlineId, texel, 0, ivec2(0, -1)).r;
- id.z = texelFetchOffset(outlineId, texel, 0, ivec2(0, 1)).r;
- id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r;
-#endif
-
-#ifdef WIRE
- /* We want only 2px outlines. */
- /* TODO optimize, don't sample if we don't need to. */
- id.xy = uvec2(ref_id);
-#endif
-
- bool outline = any(notEqual(id, uvec4(ref_id)));
-
- ivec2 depth_texel = texel;
- /* If texel is an outline but has no valid id ...
- * replace id and depth texel by a valid one.
- * This keeps the outline thickness consistent everywhere. */
- if (ref_id == 0u && outline) {
- depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
- depth_texel = (id.y != 0u) ? texel + ivec2(0, -1) : depth_texel;
- depth_texel = (id.z != 0u) ? texel + ivec2(0, 1) : depth_texel;
- depth_texel = (id.w != 0u) ? texel + ivec2(1, 0) : depth_texel;
-
- ref_id = (id.x != 0u) ? id.x : ref_id;
- ref_id = (id.y != 0u) ? id.y : ref_id;
- ref_id = (id.z != 0u) ? id.z : ref_id;
- ref_id = (id.w != 0u) ? id.w : ref_id;
- }
-
- float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
- float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
-
- /* Avoid bad cases of zfighting for occlusion only. */
- const float epsilon = 3.0 / 8388608.0;
- bool occluded = (ref_depth > scene_depth + epsilon);
-
- /* WATCH: Keep in sync with outlineId of the prepass. */
- uint color_id = ref_id >> 14u;
- if (ref_id == 0u) {
- FragColor = vec4(0.0);
- }
- else if (color_id == 1u) {
- FragColor = colorSelect;
- }
- else if (color_id == 2u) {
- FragColor = colorDupliSelect;
- }
- else if (color_id == 3u) {
- FragColor = colorActive;
- }
- else {
- FragColor = colorTransform;
- }
-
- FragColor.a *= (occluded) ? alphaOcclu : 1.0;
- FragColor.a = (outline) ? FragColor.a : 0.0;
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
deleted file mode 100644
index cb9fe0e7c36..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-
-in vec4 uvcoordsvar;
-
-out vec4 FragColor;
-
-uniform sampler2D outlineColor;
-
-uniform float alpha;
-uniform bool doExpand;
-
-void main()
-{
- ivec2 uv = ivec2(gl_FragCoord.xy);
- FragColor = texelFetch(outlineColor, uv, 0).rgba;
-
- vec4 color[4];
- color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2(1, 0)).rgba;
- color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, 1)).rgba;
- color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
- color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, -1)).rgba;
-
- vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
-
- vec4 tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
- bvec4 btests = equal(tests, vec4(1.0));
-
- if (FragColor.a != 0.0) {
- return;
- }
-
-#ifdef LARGE_OUTLINE
- if (!any(btests)) {
- color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2(2, 0)).rgba;
- color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, 2)).rgba;
- color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-2, 0)).rgba;
- color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, -2)).rgba;
-
- values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
-
- tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
- btests = equal(tests, vec4(1.0));
- }
-#endif
-
- FragColor = (btests.x) ? color[0] : FragColor;
- FragColor = (btests.y) ? color[1] : FragColor;
- FragColor = (btests.z) ? color[2] : FragColor;
- FragColor = (btests.w) ? color[3] : FragColor;
-
- FragColor.a *= (!doExpand) ? 0.0 : 1.0;
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
deleted file mode 100644
index 5d6c4881b5b..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-/* Should be 2 bits only [0..3]. */
-uniform int outlineId;
-
-flat in int objectId;
-
-/* using uint because 16bit uint can contain more ids than int. */
-out uint outId;
-
-/* Replace top 2 bits (of the 16bit output) by outlineId.
- * This leaves 16K different IDs to create outlines between objects.
- * SHIFT = (32 - (16 - 2)) */
-#define SHIFT 18u
-
-void main()
-{
- outId = (uint(outlineId) << 14u) | ((uint(objectId) << SHIFT) >> SHIFT);
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
deleted file mode 100644
index b32913dcd60..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-
-layout(lines_adjacency) in;
-layout(line_strip, max_vertices = 2) out;
-
-in vec3 vPos[];
-in int objectId_g[];
-
-flat out int objectId;
-
-void vert_from_gl_in(int v)
-{
- gl_Position = gl_in[v].gl_Position;
- objectId = objectId_g[v];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
-#endif
-}
-
-void main()
-{
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
-
- vec3 v10 = vPos[0] - vPos[1];
- vec3 v12 = vPos[2] - vPos[1];
- vec3 v13 = vPos[3] - vPos[1];
-
- vec3 n0 = cross(v12, v10);
- vec3 n3 = cross(v13, v12);
-
- float fac0 = dot(view_vec, n0);
- float fac3 = dot(view_vec, n3);
-
- /* If both adjacent verts are facing the camera the same way,
- * then it isn't an outline edge. */
- if (sign(fac0) == sign(fac3)) {
- return;
- }
-
- /* Don't outline if concave edge. */
- /* That would hide a lot of non useful edge but it flickers badly.
- * TODO revisit later... */
- // if (dot(n0, v13) > 0.01)
- // return;
-
- vert_from_gl_in(1);
- EmitVertex();
-
- vert_from_gl_in(2);
- EmitVertex();
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
deleted file mode 100644
index 7740f9a4af2..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
+++ /dev/null
@@ -1,29 +0,0 @@
-
-in vec3 pos;
-
-#ifdef USE_GEOM
-out vec3 vPos;
-out int objectId_g;
-# define objectId objectId_g
-#else
-
-flat out int objectId;
-#endif
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
-#ifdef USE_GEOM
- vPos = point_world_to_view(world_pos);
-#endif
- gl_Position = point_world_to_ndc(world_pos);
- /* Small bias to always be on top of the geom. */
- gl_Position.z -= 1e-3;
-
- /* ID 0 is nothing (background) */
- objectId = resource_handle + 1;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl b/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
deleted file mode 100644
index ba5d073a9c2..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
+++ /dev/null
@@ -1,21 +0,0 @@
-
-in vec4 uvcoordsvar;
-
-out vec4 FragColor;
-
-uniform sampler2D outlineBluredColor;
-uniform vec2 rcpDimensions;
-
-void main()
-{
-#ifdef USE_FXAA
- float aa_alpha =
- FxaaPixelShader(uvcoordsvar.st, outlineBluredColor, rcpDimensions, 1.0, 0.166, 0.0833).r;
-#endif
-
- FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
-
-#ifdef USE_FXAA
- FragColor.a = aa_alpha;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
deleted file mode 100644
index d15580056b0..00000000000
--- a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-
-uniform vec3 color;
-uniform vec3 outlineColor;
-uniform sampler1D ramp;
-
-in vec4 radii;
-flat in float finalVal;
-
-out vec4 fragColor;
-
-void main()
-{
- float dist = length(gl_PointCoord - vec2(0.5));
-
- // transparent outside of point
- // --- 0 ---
- // smooth transition
- // --- 1 ---
- // pure outline color
- // --- 2 ---
- // smooth transition
- // --- 3 ---
- // pure point color
- // ...
- // dist = 0 at center of point
-
- float midStroke = 0.5 * (radii[1] + radii[2]);
-
- if (dist > midStroke) {
- if (finalVal < 0.0) {
- fragColor.rgb = outlineColor;
- }
- else {
- fragColor.rgb = texture(ramp, finalVal).rgb;
- }
-
- fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist));
- }
- else {
- if (finalVal < 0.0) {
- fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
- }
- else {
- fragColor.rgb = texture(ramp, finalVal).rgb;
- }
-
- fragColor.a = 1.0;
- }
-
- if (fragColor.a == 0.0) {
- discard;
- }
-}
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
deleted file mode 100644
index f98ae9a9515..00000000000
--- a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-uniform float pixel_size;
-uniform float size;
-
-in vec3 pos;
-in float val;
-
-out vec4 radii;
-flat out float finalVal;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
-
- float view_z = dot(ViewMatrixInverse[2].xyz, world_pos - ViewMatrixInverse[3].xyz);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- float psize = (is_persp) ? (size / (-view_z * pixel_size)) : (size / pixel_size);
- gl_Position = point_world_to_ndc(world_pos);
-
- gl_PointSize = psize;
-
- // calculate concentric radii in pixels
- float radius = 0.5 * psize;
-
- // start at the outside and progress toward the center
- radii[0] = radius;
- radii[1] = radius - 1.0;
- radii[2] = radius - 1.0;
- radii[3] = radius - 2.0;
-
- // convert to PointCoord units
- radii /= psize;
-
- finalVal = val;
-}
diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
deleted file mode 100644
index 46aceb245f4..00000000000
--- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-
-uniform bool screen_space;
-uniform float draw_size;
-uniform vec3 color;
-uniform sampler1D ramp;
-
-/* ---- Instantiated Attrs ---- */
-in vec3 inst_pos;
-in int axis;
-
-/* ---- Per instance Attrs ---- */
-in vec3 pos;
-in vec4 rot;
-in float val;
-
-flat out vec4 finalColor;
-
-vec3 rotate(vec3 vec, vec4 quat)
-{
- /* The quaternion representation here stores the w component in the first index */
- return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
-}
-
-void main()
-{
- if (screen_space) {
- gl_Position = ViewMatrix * (ModelMatrix * vec4(pos, 1.0));
- gl_Position.xyz += inst_pos * draw_size;
- gl_Position = ProjectionMatrix * gl_Position;
- }
- else {
- float size = draw_size;
-
- if (axis > -1) {
- size *= 2;
- }
-
- vec3 pos_rot = pos + rotate(inst_pos * size, rot);
- gl_Position = point_object_to_ndc(pos_rot);
- }
-
-#ifdef USE_AXIS
- if (axis == 0) {
- finalColor = vec4(1.0, 0.0, 0.0, 1.0);
- }
- else if (axis == 1) {
- finalColor = vec4(0.0, 1.0, 0.0, 1.0);
- }
- else {
- finalColor = vec4(0.0, 0.0, 1.0, 1.0);
- }
-#else
- if (val < 0.0) {
- finalColor = vec4(color, 1.0);
- }
- else {
- finalColor = vec4(texture(ramp, val).rgb, 1.0);
- }
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
deleted file mode 100644
index 1ed35b4a421..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform vec3 color_towards = vec3(0.0, 0.0, 1.0);
-uniform vec3 color_outwards = vec3(1.0, 0.0, 0.0);
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = vec4(gl_FrontFacing ? color_towards : color_outwards, 0.7);
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
deleted file mode 100644
index 2dd84c0a060..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
+++ /dev/null
@@ -1,12 +0,0 @@
-
-in vec3 pos;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
deleted file mode 100644
index 9414d25e71e..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
+++ /dev/null
@@ -1,23 +0,0 @@
-
-uniform vec3 wireColor;
-uniform vec3 rimColor;
-
-flat in float edgeSharpness;
-in float facing;
-
-out vec4 fragColor;
-
-void main()
-{
- if (edgeSharpness < 0.0) {
- discard;
- }
-
- float facing_clamped = clamp(abs(facing), 0.0, 1.0);
-
- vec3 final_front_col = mix(rimColor, wireColor, 0.4);
- vec3 final_rim_col = mix(rimColor, wireColor, 0.1);
-
- fragColor.rgb = mix(final_rim_col, final_front_col, facing_clamped);
- fragColor.a = 1.0f;
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
deleted file mode 100644
index 6ae52d43a48..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-
-/* This shader is only used for edge selection and OSX workaround for large wires. */
-
-uniform float wireSize;
-uniform vec2 viewportSize;
-uniform vec2 viewportSizeInv;
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 4) out;
-
-in float facing_g[];
-in float edgeSharpness_g[];
-
-#ifndef SELECT_EDGES
-out float facing;
-flat out float edgeSharpness;
-#endif
-
-void do_vertex(const int i, float coord, vec2 offset)
-{
-#ifndef SELECT_EDGES
- edgeSharpness = edgeSharpness_g[i];
- facing = facing_g[i];
-#endif
- gl_Position = gl_in[i].gl_Position;
- /* Multiply offset by 2 because gl_Position range is [-1..1]. */
- gl_Position.xy += offset * 2.0 * gl_Position.w;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main()
-{
- vec2 ss_pos[2];
- ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
- ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
-
- vec2 line = ss_pos[0] - ss_pos[1];
- line = abs(line) * viewportSize;
-
- float half_size = wireSize;
-
- vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
-
- bool horizontal = line.x > line.y;
- edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
-
- if (edgeSharpness_g[0] < 0.0) {
- return;
- }
-
- do_vertex(0, half_size, edge_ofs.xy);
- do_vertex(0, -half_size, -edge_ofs.xy);
- do_vertex(1, half_size, edge_ofs.xy);
- do_vertex(1, -half_size, -edge_ofs.xy);
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
deleted file mode 100644
index 722f62d9b6d..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-
-uniform float wireStepParam;
-
-in vec3 pos;
-in vec3 nor;
-in float wd; /* wiredata */
-
-float get_edge_sharpness(float wd)
-{
-#ifndef USE_SCULPT
- return ((wd == 0.0) ? -1.5 : wd) + wireStepParam;
-#else
- return 1.0;
-#endif
-}
-
-/* Geometry shader version */
-#if defined(SELECT_EDGES) || defined(USE_GEOM)
-out float facing_g;
-out float edgeSharpness_g;
-
-#else /* USE_GEOM */
-out float facing;
-flat out float edgeSharpness;
-# define facing_g facing
-# define edgeSharpness_g edgeSharpness
-
-#endif /* SELECT_EDGES */
-
-void main()
-{
- vec3 wpos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(wpos);
-
- vec3 wnor = normalize(normal_object_to_world(nor));
- facing_g = dot(wnor, ViewMatrixInverse[2].xyz);
- edgeSharpness_g = get_edge_sharpness(wd);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wpos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl b/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl
deleted file mode 100644
index 4b5191ead07..00000000000
--- a/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-in vec3 pos;
-in vec4 nor; /* select flag on the 4th component */
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- /* Don't draw faces that are selected. */
- if (nor.w > 0.0) {
- gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
- }
- else {
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
- }
-}
diff --git a/source/blender/draw/modes/shaders/paint_face_vert.glsl b/source/blender/draw/modes/shaders/paint_face_vert.glsl
deleted file mode 100644
index af362f24a85..00000000000
--- a/source/blender/draw/modes/shaders/paint_face_vert.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-in vec3 pos;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
deleted file mode 100644
index edd7c2af001..00000000000
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-in vec2 masking_uv_interp;
-
-out vec4 fragColor;
-
-uniform float alpha = 1.0;
-
-uniform sampler2D maskingImage;
-uniform bool maskingImagePremultiplied;
-uniform vec3 maskingColor;
-uniform bool maskingInvertStencil;
-
-void main()
-{
-
- vec4 mask = vec4(
- texture_read_as_srgb(maskingImage, maskingImagePremultiplied, masking_uv_interp).rgb, 1.0);
- if (maskingInvertStencil) {
- mask.rgb = 1.0 - mask.rgb;
- }
- float mask_step = smoothstep(0, 3.0, mask.r + mask.g + mask.b);
- mask.rgb *= maskingColor;
- mask.a = mask_step * alpha;
-
- fragColor = mask;
-}
diff --git a/source/blender/draw/modes/shaders/paint_texture_vert.glsl b/source/blender/draw/modes/shaders/paint_texture_vert.glsl
deleted file mode 100644
index ddfc2b51437..00000000000
--- a/source/blender/draw/modes/shaders/paint_texture_vert.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-
-in vec3 pos;
-in vec2 mu; /* masking uv map */
-
-out vec2 masking_uv_interp;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- masking_uv_interp = mu;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_vert_frag.glsl b/source/blender/draw/modes/shaders/paint_vert_frag.glsl
deleted file mode 100644
index 3303dfa6173..00000000000
--- a/source/blender/draw/modes/shaders/paint_vert_frag.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-
-flat in vec4 finalColor;
-out vec4 fragColor;
-
-void main()
-{
- vec2 centered = gl_PointCoord - vec2(0.5);
- float dist_squared = dot(centered, centered);
- const float rad_squared = 0.25;
-
- // round point with jaggy edges
- if (dist_squared > rad_squared) {
- discard;
- }
-
- fragColor = finalColor;
-}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
deleted file mode 100644
index f03e3410ec3..00000000000
--- a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
-
-in vec3 finalColor;
-
-out vec4 fragColor;
-uniform float opacity = 1.0;
-
-vec3 linear_to_srgb_attr(vec3 c)
-{
- c = max(c, vec3(0.0));
- vec3 c1 = c * 12.92;
- vec3 c2 = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
- return mix(c1, c2, step(vec3(0.0031308), c));
-}
-
-void main()
-{
- vec3 color = linear_to_srgb_attr(finalColor);
-#ifdef DRW_STATE_BLEND_ALPHA
- fragColor = vec4(color, opacity);
-#else
- fragColor.rgb = mix(vec3(1.0), color, opacity);
- fragColor.a = 1.0;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
deleted file mode 100644
index 24033432a48..00000000000
--- a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-
-in vec3 pos;
-in vec3 ac; /* active color */
-
-out vec3 finalColor;
-
-vec3 srgb_to_linear_attr(vec3 c)
-{
- c = max(c, vec3(0.0));
- vec3 c1 = c * (1.0 / 12.92);
- vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
- return mix(c1, c2, step(vec3(0.04045), c));
-}
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- finalColor = srgb_to_linear_attr(ac);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_weight_frag.glsl b/source/blender/draw/modes/shaders/paint_weight_frag.glsl
deleted file mode 100644
index 76b7719be64..00000000000
--- a/source/blender/draw/modes/shaders/paint_weight_frag.glsl
+++ /dev/null
@@ -1,105 +0,0 @@
-
-in vec2 weight_interp; /* (weight, alert) */
-
-out vec4 fragColor;
-
-uniform float opacity = 1.0;
-uniform sampler1D colorramp;
-
-uniform bool drawContours = false;
-
-float contours(float value, float steps, float width_px, float max_rel_width, float gradient)
-{
- /* Minimum visible and minimum full strength line width in screen space for fade out. */
- const float min_width_px = 1.3, fade_width_px = 2.3;
- /* Line is thinner towards the increase in the weight gradient by this factor. */
- const float hi_bias = 2.0;
-
- /* Don't draw lines at 0 or 1. */
- float rel_value = value * steps;
-
- if (rel_value < 0.5 || rel_value > steps - 0.5) {
- return 0.0;
- }
-
- /* Check if completely invisible due to fade out. */
- float rel_gradient = gradient * steps;
- float rel_min_width = min_width_px * rel_gradient;
-
- if (max_rel_width <= rel_min_width) {
- return 0.0;
- }
-
- /* Main shape of the line, accounting for width bias and maximum weight space width. */
- float rel_width = width_px * rel_gradient;
-
- float offset = fract(rel_value + 0.5) - 0.5;
-
- float base_alpha = 1.0 - max(offset * hi_bias, -offset) / min(max_rel_width, rel_width);
-
- /* Line fadeout when too thin in screen space. */
- float rel_fade_width = fade_width_px * rel_gradient;
-
- float fade_alpha = (max_rel_width - rel_min_width) / (rel_fade_width - rel_min_width);
-
- return clamp(base_alpha, 0.0, 1.0) * clamp(fade_alpha, 0.0, 1.0);
-}
-
-vec4 contour_grid(float weight, float weight_gradient)
-{
- /* Fade away when the gradient is too low to avoid big fills and noise. */
- float flt_eps = max(1e-8, 1e-6 * weight);
-
- if (weight_gradient <= flt_eps) {
- return vec4(0.0);
- }
-
- /* Three levels of grid lines */
- float grid10 = contours(weight, 10.0, 5.0, 0.3, weight_gradient);
- float grid100 = contours(weight, 100.0, 3.5, 0.35, weight_gradient) * 0.6;
- float grid1000 = contours(weight, 1000.0, 2.5, 0.4, weight_gradient) * 0.25;
-
- /* White lines for 0.1 and 0.01, and black for 0.001 */
- vec4 grid = vec4(1.0) * max(grid10, grid100);
-
- grid.a = max(grid.a, grid1000);
-
- return grid * clamp((weight_gradient - flt_eps) / flt_eps, 0.0, 1.0);
-}
-
-void main()
-{
- float alert = weight_interp.y;
- vec4 color;
-
- /* Missing vertex group alert color. Uniform in practice. */
- if (alert > 1.1) {
- color = colorVertexMissingData;
- }
- /* Weights are available */
- else {
- float weight = weight_interp.x;
- vec4 weight_color = texture(colorramp, weight, 0);
-
- /* Contour display */
- if (drawContours) {
- /* This must be executed uniformly for all fragments */
- float weight_gradient = length(vec2(dFdx(weight), dFdy(weight)));
-
- vec4 grid = contour_grid(weight, weight_gradient);
-
- weight_color = grid + weight_color * (1 - grid.a);
- }
-
- /* Zero weight alert color. Nonlinear blend to reduce impact. */
- color = mix(weight_color, colorVertexUnreferenced, alert * alert);
- }
-
-#ifdef DRW_STATE_BLEND_ALPHA
- /* alpha blending mix */
- fragColor = vec4(color.rgb, opacity);
-#else
- /* mix with 1.0 -> is like opacity when using multiply blend mode */
- fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_weight_vert.glsl b/source/blender/draw/modes/shaders/paint_weight_vert.glsl
deleted file mode 100644
index 330cc7d19f4..00000000000
--- a/source/blender/draw/modes/shaders/paint_weight_vert.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-in float weight;
-in vec3 pos;
-
-out vec2 weight_interp; /* (weight, alert) */
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- /* Separate actual weight and alerts for independent interpolation */
- weight_interp = max(vec2(weight, -weight), 0.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
deleted file mode 100644
index 6c214534812..00000000000
--- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl
+++ /dev/null
@@ -1,8 +0,0 @@
-
-flat in vec4 finalColor;
-out vec4 fragColor;
-
-void main()
-{
- fragColor = finalColor;
-}
diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/modes/shaders/paint_wire_vert.glsl
deleted file mode 100644
index 5857ffc9960..00000000000
--- a/source/blender/draw/modes/shaders/paint_wire_vert.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-
-in vec3 pos;
-in vec4 nor; /* flag stored in w */
-
-flat out vec4 finalColor;
-
-void main()
-{
-#ifdef USE_SELECT
- bool is_select = (nor.w > 0.0);
- bool is_hidden = (nor.w < 0.0);
-#else
- bool is_select = false;
- bool is_hidden = false;
-#endif
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- /* Add offset in Z to avoid zfighting and render selected wires on top. */
- /* TODO scale this bias using znear and zfar range. */
- gl_Position.z -= (is_select ? 2e-4 : 1e-4);
-
- 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
-
-#ifdef USE_SELECT
- finalColor = (is_select) ? colSel : colorWire;
- finalColor.a = nor.w;
-#else
-# ifdef VERTEX_MODE
- finalColor.xyz = colorWire.xyz;
- finalColor.a = 1.0;
-# else
- /* Weight paint needs a light color to contrasts with dark weights. */
- finalColor = vec4(1, 1, 1, 0.2);
-# endif
-#endif
-
- /* Needed for Radeon (TM) RX 480 Graphics. */
-#if defined(GPU_ATI)
- gl_PointSize = sizeVertex * 2.0;
-#endif
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/particle_strand_frag.glsl b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
deleted file mode 100644
index 49d843b7e0e..00000000000
--- a/source/blender/draw/modes/shaders/particle_strand_frag.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-
-in vec4 finalColor;
-#ifdef USE_POINTS
-in vec2 radii;
-#endif
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = finalColor;
-
-#ifdef USE_POINTS
- float dist = length(gl_PointCoord - vec2(0.5));
-
- fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
-
- if (fragColor.a == 0.0) {
- discard;
- }
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/particle_strand_vert.glsl b/source/blender/draw/modes/shaders/particle_strand_vert.glsl
deleted file mode 100644
index 45fadb4ed5e..00000000000
--- a/source/blender/draw/modes/shaders/particle_strand_vert.glsl
+++ /dev/null
@@ -1,71 +0,0 @@
-
-in vec3 pos;
-in float color;
-
-out vec4 finalColor;
-#ifdef USE_POINTS
-out vec2 radii;
-#endif
-
-vec3 weight_to_rgb(float weight)
-{
- vec3 r_rgb;
- float blend = ((weight / 2.0) + 0.5);
-
- if (weight <= 0.25) { /* blue->cyan */
- r_rgb[0] = 0.0;
- r_rgb[1] = blend * weight * 4.0;
- r_rgb[2] = blend;
- }
- else if (weight <= 0.50) { /* cyan->green */
- r_rgb[0] = 0.0;
- r_rgb[1] = blend;
- r_rgb[2] = blend * (1.0 - ((weight - 0.25) * 4.0));
- }
- else if (weight <= 0.75) { /* green->yellow */
- r_rgb[0] = blend * ((weight - 0.50) * 4.0);
- r_rgb[1] = blend;
- r_rgb[2] = 0.0;
- }
- else if (weight <= 1.0) { /* yellow->red */
- r_rgb[0] = blend;
- r_rgb[1] = blend * (1.0 - ((weight - 0.75) * 4.0));
- r_rgb[2] = 0.0;
- }
- else {
- /* exceptional value, unclamped or nan,
- * avoid uninitialized memory use */
- r_rgb[0] = 1.0;
- r_rgb[1] = 0.0;
- r_rgb[2] = 1.0;
- }
-
- return r_rgb;
-}
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WEIGHT
- finalColor = vec4(weight_to_rgb(color), 1.0);
-#else
- finalColor = mix(colorWire, colorEdgeSelect, color);
-#endif
-
-#ifdef USE_POINTS
- float size = sizeVertex * 2.0;
- gl_PointSize = size;
-
- /* calculate concentric radii in pixels */
- float radius = sizeVertex;
-
- /* start at the outside and progress toward the center */
- radii[0] = radius;
- radii[1] = radius - 1.0;
-
- /* convert to PointCoord units */
- radii /= size;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/pose_selection_vert.glsl b/source/blender/draw/modes/shaders/pose_selection_vert.glsl
deleted file mode 100644
index 2dd84c0a060..00000000000
--- a/source/blender/draw/modes/shaders/pose_selection_vert.glsl
+++ /dev/null
@@ -1,12 +0,0 @@
-
-in vec3 pos;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl b/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
deleted file mode 100644
index 7b026836690..00000000000
--- a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
+++ /dev/null
@@ -1,16 +0,0 @@
-
-uniform float maskOpacity;
-
-in vec3 pos;
-in float msk;
-
-out vec4 finalColor;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- float mask = 1.0 - (msk * maskOpacity);
- finalColor = vec4(mask, mask, mask, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl b/source/blender/draw/modes/shaders/volume_velocity_vert.glsl
deleted file mode 100644
index 64f88bd74fa..00000000000
--- a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl
+++ /dev/null
@@ -1,117 +0,0 @@
-
-uniform sampler3D velocityX;
-uniform sampler3D velocityY;
-uniform sampler3D velocityZ;
-uniform float displaySize = 1.0;
-uniform float slicePosition;
-uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
-
-/* SmokeDomainSettings.cell_size */
-uniform vec3 cellSize;
-/* SmokeDomainSettings.p0 */
-uniform vec3 domainOriginOffset;
-/* SmokeDomainSettings.res_min */
-uniform ivec3 adaptiveCellOffset;
-
-flat out vec4 finalColor;
-
-const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5),
- vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5),
- vec3(0.2 * 0.866, -0.2 * 0.5, -0.5),
- vec3(0.0, 0.0, 0.5));
-
-const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3);
-
-/* Straight Port from BKE_defvert_weight_to_rgb()
- * TODO port this to a color ramp. */
-vec3 weight_to_color(float weight)
-{
- vec3 r_rgb = vec3(0.0);
- float blend = ((weight / 2.0) + 0.5);
-
- if (weight <= 0.25) { /* blue->cyan */
- r_rgb.g = blend * weight * 4.0;
- r_rgb.b = blend;
- }
- else if (weight <= 0.50) { /* cyan->green */
- r_rgb.g = blend;
- r_rgb.b = blend * (1.0 - ((weight - 0.25) * 4.0));
- }
- else if (weight <= 0.75) { /* green->yellow */
- r_rgb.r = blend * ((weight - 0.50) * 4.0);
- r_rgb.g = blend;
- }
- else if (weight <= 1.0) { /* yellow->red */
- r_rgb.r = blend;
- r_rgb.g = blend * (1.0 - ((weight - 0.75) * 4.0));
- }
- else {
- /* exceptional value, unclamped or nan,
- * avoid uninitialized memory use */
- r_rgb = vec3(1.0, 0.0, 1.0);
- }
-
- return r_rgb;
-}
-
-mat3 rotation_from_vector(vec3 v)
-{
- /* Add epsilon to avoid NaN. */
- vec3 N = normalize(v + 1e-8);
- vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 T = normalize(cross(UpVector, N));
- vec3 B = cross(N, T);
- return mat3(T, B, N);
-}
-
-void main()
-{
-#ifdef USE_NEEDLE
- int cell = gl_VertexID / 12;
-#else
- int cell = gl_VertexID / 2;
-#endif
-
- ivec3 volume_size = textureSize(velocityX, 0);
-
- ivec3 cell_ofs = ivec3(0);
- ivec3 cell_div = volume_size;
- if (sliceAxis == 0) {
- cell_ofs.x = int(slicePosition * float(volume_size.x));
- cell_div.x = 1;
- }
- else if (sliceAxis == 1) {
- cell_ofs.y = int(slicePosition * float(volume_size.y));
- cell_div.y = 1;
- }
- else if (sliceAxis == 2) {
- cell_ofs.z = int(slicePosition * float(volume_size.z));
- cell_div.z = 1;
- }
-
- ivec3 cell_co;
- cell_co.x = cell % cell_div.x;
- cell_co.y = (cell / cell_div.x) % cell_div.y;
- cell_co.z = cell / (cell_div.x * cell_div.y);
- cell_co += cell_ofs;
-
- vec3 pos = domainOriginOffset + cellSize * (vec3(cell_co + adaptiveCellOffset) + 0.5);
-
- vec3 velocity;
- velocity.x = texelFetch(velocityX, cell_co, 0).r;
- velocity.y = texelFetch(velocityY, cell_co, 0).r;
- velocity.z = texelFetch(velocityZ, cell_co, 0).r;
-
- finalColor = vec4(weight_to_color(length(velocity)), 1.0);
-
-#ifdef USE_NEEDLE
- mat3 rot_mat = rotation_from_vector(velocity);
- vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]];
- pos += rotated_pos * length(velocity) * displaySize * cellSize;
-#else
- pos += ((gl_VertexID % 2) == 1) ? velocity * displaySize * cellSize : vec3(0.0);
-#endif
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-}