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authorClément Foucault <foucault.clem@gmail.com>2019-02-04 22:06:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-02-05 17:02:15 +0300
commita131514d0f79f7b82be526438c125e35beab9f8f (patch)
tree16fb27a321d52435ba4f3e3e1f2cbaf4c36572ac /source/blender/draw/modes
parent112cf6eadff5642af21235aa1cd4eaecd575755d (diff)
Edit Mesh: Fix some problem with new implementation
- Add manual depth offset to vertices and edges. - Revert to plain edge decoration. - Fix active edge coloring. - Remove active face display if not in face selection mode. - Add wide line support.
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c48
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl4
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl15
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl22
4 files changed, 59 insertions, 30 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 01797e9e20c..d9c60115e14 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -38,6 +38,8 @@
#include "BKE_editmesh.h"
#include "BKE_object.h"
+#include "BIF_glutil.h"
+
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
@@ -102,6 +104,7 @@ typedef struct EDIT_MESH_Shaders {
GPUShader *overlay_vert;
GPUShader *overlay_edge;
GPUShader *overlay_edge_flat;
+ GPUShader *overlay_edge_deco;
GPUShader *overlay_face;
GPUShader *overlay_facedot;
@@ -134,6 +137,7 @@ typedef struct EDIT_MESH_PrivateData {
DRWShadingGroup *vert_shgrp;
DRWShadingGroup *edge_shgrp;
+ DRWShadingGroup *edge_deco_shgrp;
DRWShadingGroup *face_shgrp;
DRWShadingGroup *face_cage_shgrp;
DRWShadingGroup *facedot_shgrp;
@@ -200,9 +204,14 @@ static void EDIT_MESH_engine_init(void *vedata)
});
sh_data->overlay_edge_flat = DRW_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_edit_mesh_overlay_frag_glsl, NULL},
+ .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, "#define EDGE\n", "#define FLAT\n", NULL},
});
+ sh_data->overlay_edge_deco = DRW_shader_create_from_arrays({
+ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
+ .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
+ .defs = (const char *[]){world_clip_def_or_empty, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
+ });
sh_data->overlay_vert = DRW_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},
@@ -253,7 +262,7 @@ static DRWPass *edit_mesh_create_overlay_pass(
float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool UNUSED(xray),
DRWState statemod,
DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
- DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp)
+ DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_edge_deco_shgrp, DRWShadingGroup **r_vert_shgrp)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
@@ -262,6 +271,14 @@ static DRWPass *edit_mesh_create_overlay_pass(
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_slot];
const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
+ float winmat[4][4];
+ float viewdist = rv3d->dist;
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ /* special exception for ortho camera (viewdist isnt used for perspective cameras) */
+ if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
+ viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
+ }
+ const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
DRWPass *pass = DRW_pass_create(
"Edit Mesh Face Overlay Pass",
@@ -274,6 +291,7 @@ static DRWPass *edit_mesh_create_overlay_pass(
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 *edge_deco_sh = sh_data->overlay_edge_deco;
/* Faces */
if (select_face) {
grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
@@ -292,6 +310,7 @@ static DRWPass *edit_mesh_create_overlay_pass(
DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
+ DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
}
@@ -301,12 +320,27 @@ static DRWPass *edit_mesh_create_overlay_pass(
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
/* Edges */
+ grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
+ DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
+ DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
+ DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
+ DRW_shgroup_state_enable(grp, DRW_STATE_BLEND);
+ DRW_shgroup_state_enable(grp, DRW_STATE_WIRE_WIDE);
+ /* To match blender loop structure. */
+ DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
+ }
+
grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, 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_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
+ DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
+ DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
/* To match blender loop structure. */
DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
@@ -320,6 +354,7 @@ static DRWPass *edit_mesh_create_overlay_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_float(grp, "edgeScale", edge_width_scale, 1);
+ DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH);
DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
if (rv3d->rflag & RV3D_CLIPPING) {
@@ -375,6 +410,9 @@ static void EDIT_MESH_cache_init(void *vedata)
stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
stl->g_data->do_faces = false;
}
+ if ((tsettings->selectmode & SCE_SELECT_FACE) == 0) {
+ stl->g_data->data_mask[0] &= ~VFLAG_FACE_ACTIVE;
+ }
if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
}
@@ -473,6 +511,7 @@ static void EDIT_MESH_cache_init(void *vedata)
&stl->g_data->face_cage_shgrp,
&stl->g_data->facedot_shgrp,
&stl->g_data->edge_shgrp,
+ &stl->g_data->edge_deco_shgrp,
&stl->g_data->vert_shgrp);
}
else {
@@ -484,6 +523,7 @@ static void EDIT_MESH_cache_init(void *vedata)
&stl->g_data->face_cage_shgrp,
&stl->g_data->facedot_shgrp,
&stl->g_data->edge_shgrp,
+ &stl->g_data->edge_deco_shgrp,
&stl->g_data->vert_shgrp);
/* however we loose the front faces value (because we need the depth of occluded wires and
@@ -533,11 +573,13 @@ static void edit_mesh_add_ob_to_pass(
DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
DRWShadingGroup *vert_shgrp = g_data->vert_shgrp;
DRWShadingGroup *edge_shgrp = g_data->edge_shgrp;
+ DRWShadingGroup *edge_deco_shgrp = g_data->edge_deco_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_add(face_shgrp, geom_tris, ob->obmat);
DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat);
+ DRW_shgroup_call_add(edge_deco_shgrp, geom_edges, ob->obmat);
if (facefill_shgrp) {
DRW_shgroup_call_add(facefill_shgrp, geom_tris, ob->obmat);
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
index 59dcf602d43..682e77c347f 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
@@ -19,12 +19,8 @@ vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, floa
vec4 EDIT_MESH_edge_color_inner(int edge_flag)
{
vec4 color = colorWireEdit;
-#ifdef EDGE_SELECTION
color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color;
-#else
- color = (doEdges && (edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
-#endif
return color;
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index 248d9de7aee..bf41a0a43ae 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -1,11 +1,4 @@
-uniform float edgeScale;
-uniform bool isXray = false;
-
-flat in vec4 finalColorStipple;
-in float dist;
-flat in float base_dist;
-
#ifdef FLAT
flat in vec4 finalColor;
#else
@@ -19,12 +12,6 @@ out vec4 FragColor;
void main()
{
- float dist_px = dist - base_dist;
- dist_px /= fwidth(dist_px);
- float mix_fac = step(0.5, fract(abs(dist_px) * (1.0 / 20.0)));
- if (finalColorStipple.a == 0.0) {
- mix_fac = 1.0;
- }
#if defined(EDGE) && !defined(FLAT)
vec4 prim_col = mix(colorEditMeshMiddle, colorEdgeSelect, finalColor.a);
prim_col = (selectOveride != 0) ? prim_col : finalColor;
@@ -32,5 +19,5 @@ void main()
#else
# define prim_col finalColor
#endif
- FragColor = mix(finalColorStipple, prim_col, mix_fac);
+ FragColor = prim_col;
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index 2c906412ed2..e27e1d01750 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -6,6 +6,7 @@ uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
+uniform float ofs;
in ivec4 data;
in vec3 pos;
@@ -16,12 +17,6 @@ in vec4 norAndFlag;
# define vnor norAndFlag.xyz
#endif
-#ifdef EDGE
-flat out vec4 finalColorStipple;
-flat out float base_dist;
-out float dist;
-#endif
-
#ifdef FLAT
flat out vec4 finalColor;
#else
@@ -33,7 +28,15 @@ flat out int selectOveride;
void main()
{
+#if !defined(FACE)
+ mat4 projmat = ProjectionMatrix;
+ projmat[3][2] -= ofs;
+
+ gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
+#else
+
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+#endif
ivec4 m_data = data & dataMask;
@@ -57,10 +60,10 @@ void main()
selectOveride = (m_data.y & EDGE_SELECTED);
# endif
+#elif defined(EDGE_DECORATION)
float crease = float(m_data.z) / 255.0;
float bweight = float(m_data.w) / 255.0;
- finalColorStipple = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
- base_dist = dist = float(gl_VertexID % 128);
+ finalColor = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
#elif defined(FACE)
finalColor = EDIT_MESH_face_color(m_data.x);
@@ -74,7 +77,8 @@ void main()
#endif
-#ifndef FACE
+#if !defined(FACE) && !defined(EDGE_DECORATION)
+ /* Facing based color blend */
vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
vec3 view_normal = normalize(NormalMatrix * vnor);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)