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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/modes
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_armature_mode.c273
-rw-r--r--source/blender/draw/modes/edit_curve_mode.c479
-rw-r--r--source/blender/draw/modes/edit_lattice_mode.c349
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c1341
-rw-r--r--source/blender/draw/modes/edit_mesh_mode_intern.h7
-rw-r--r--source/blender/draw/modes/edit_mesh_mode_text.c637
-rw-r--r--source/blender/draw/modes/edit_metaball_mode.c288
-rw-r--r--source/blender/draw/modes/edit_text_mode.c543
-rw-r--r--source/blender/draw/modes/object_mode.c6429
-rw-r--r--source/blender/draw/modes/overlay_mode.c778
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c535
-rw-r--r--source/blender/draw/modes/paint_vertex_mode.c519
-rw-r--r--source/blender/draw/modes/particle_mode.c278
-rw-r--r--source/blender/draw/modes/pose_mode.c452
-rw-r--r--source/blender/draw/modes/sculpt_mode.c291
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl40
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl118
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl60
-rw-r--r--source/blender/draw/modes/shaders/armature_axes_vert.glsl24
-rw-r--r--source/blender/draw/modes/shaders/armature_dof_vert.glsl14
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl8
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl223
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl12
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl49
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl150
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl27
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl152
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl105
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl102
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_frag.glsl6
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_vert.glsl99
-rw-r--r--source/blender/draw/modes/shaders/common_fullscreen_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/common_fxaa_lib.glsl1036
-rw-r--r--source/blender/draw/modes/shaders/common_globals_lib.glsl175
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl188
-rw-r--r--source/blender/draw/modes/shaders/common_hair_refine_vert.glsl68
-rw-r--r--source/blender/draw/modes/shaders/common_view_lib.glsl21
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl160
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl8
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl16
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl20
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl21
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl89
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl8
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl18
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl96
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl2
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl18
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl82
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_geom.glsl14
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_vert.glsl14
-rw-r--r--source/blender/draw/modes/shaders/object_empty_axes_vert.glsl22
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl46
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_vert.glsl14
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl316
-rw-r--r--source/blender/draw/modes/shaders/object_grid_vert.glsl74
-rw-r--r--source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl23
-rw-r--r--source/blender/draw/modes/shaders/object_loose_points_frag.glsl16
-rw-r--r--source/blender/draw/modes/shaders/object_mball_handles_vert.glsl22
-rw-r--r--source/blender/draw/modes/shaders/object_outline_detect_frag.glsl120
-rw-r--r--source/blender/draw/modes/shaders/object_outline_expand_frag.glsl54
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl52
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl10
-rw-r--r--source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl14
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_frag.glsl83
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_vert.glsl32
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl56
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl3
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl16
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl48
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl39
-rw-r--r--source/blender/draw/modes/shaders/paint_face_vert.glsl16
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl30
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_vert.glsl8
-rw-r--r--source/blender/draw/modes/shaders/paint_vert_frag.glsl16
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_frag.glsl15
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_vert.glsl17
-rw-r--r--source/blender/draw/modes/shaders/paint_weight_frag.glsl128
-rw-r--r--source/blender/draw/modes/shaders/paint_weight_vert.glsl8
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_vert.glsl40
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_frag.glsl12
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_vert.glsl82
-rw-r--r--source/blender/draw/modes/shaders/sculpt_mask_vert.glsl6
-rw-r--r--source/blender/draw/modes/shaders/volume_velocity_vert.glsl156
91 files changed, 9223 insertions, 8889 deletions
diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c
index e2af2f10779..12bf4982ffb 100644
--- a/source/blender/draw/modes/edit_armature_mode.c
+++ b/source/blender/draw/modes/edit_armature_mode.c
@@ -33,169 +33,170 @@
/* *********** 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];
+ 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;
+ 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;
+ 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;
+ 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);
-
- /* 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;
- psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
-
- /* distance outline around envelope bones */
- state = DRW_STATE_ADDITIVE | 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 | DRW_STATE_WIRE;
- psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
- psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
- }
+ 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);
+
+ /* 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;
+ psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
+
+ /* distance outline around envelope bones */
+ state = DRW_STATE_ADDITIVE | 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 | DRW_STATE_WIRE;
+ psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
+ 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],
- };
- DRW_shgroup_armature_edit(ob, passes, transp);
- }
- }
+ 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],
+ };
+ 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);
+ 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);
+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,
+ 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
index a1741c7e967..e47393c88c4 100644
--- a/source/blender/draw/modes/edit_curve_mode.c
+++ b/source/blender/draw/modes/edit_curve_mode.c
@@ -56,50 +56,49 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
* 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;
+ 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;
+ 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;
+ 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;
+ 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];
+ 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;
+ /* 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;
+ DRWShadingGroup *overlay_edge_shgrp;
+ DRWShadingGroup *overlay_vert_shgrp;
- int show_handles;
+ int show_handles;
} EDIT_CURVE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -109,223 +108,232 @@ typedef struct EDIT_CURVE_PrivateData {
* (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];
-
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
- }
-
- 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_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, 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_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_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},
- });
-
- }
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ EDIT_CURVE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
+
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
+ }
+
+ 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_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, 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_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_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)
+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_world_clip_planes_from_rv3d(grp, rv3d);
- }
- *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_world_clip_planes_from_rv3d(grp, rv3d);
- }
- *wire_normals_shgrp = grp;
+ 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_world_clip_planes_from_rv3d(grp, rv3d);
+ }
+ *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_world_clip_planes_from_rv3d(grp, rv3d);
+ }
+ *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 | DRW_STATE_WIRE);
- 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 | DRW_STATE_WIRE);
- 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);
-
- 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_world_clip_planes_from_rv3d(grp, rv3d);
- }
- stl->g_data->overlay_edge_shgrp = grp;
-
-
- psl->overlay_vert_pass = DRW_pass_create(
- "Curve Vert Overlay",
- DRW_STATE_WRITE_COLOR | DRW_STATE_POINT);
-
- 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_world_clip_planes_from_rv3d(grp, rv3d);
- }
- stl->g_data->overlay_vert_shgrp = grp;
- }
+ 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 | DRW_STATE_WIRE);
+ 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 | DRW_STATE_WIRE);
+ 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);
+
+ 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_world_clip_planes_from_rv3d(grp, rv3d);
+ }
+ stl->g_data->overlay_edge_shgrp = grp;
+
+ psl->overlay_vert_pass = DRW_pass_create("Curve Vert Overlay",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_POINT);
+
+ 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_world_clip_planes_from_rv3d(grp, rv3d);
+ }
+ 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);
- DRW_shgroup_call_add(wire_shgrp, geom, ob->obmat);
-
- if ((cu->flag & CU_3D) && (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_NORMALS) != 0) {
- static uint instance_len = 2;
- geom = DRW_cache_curve_edge_normal_get(ob);
- DRW_shgroup_call_instances_add(wire_normals_shgrp, geom, ob->obmat, &instance_len);
- }
-
- geom = DRW_cache_curve_edge_overlay_get(ob);
- if (geom) {
- DRW_shgroup_call_add(stl->g_data->overlay_edge_shgrp, geom, ob->obmat);
- }
-
- geom = DRW_cache_curve_vert_overlay_get(ob, stl->g_data->show_handles);
- DRW_shgroup_call_add(stl->g_data->overlay_vert_shgrp, geom, ob->obmat);
- }
- }
-
- if (ob->type == OB_SURF) {
- if (BKE_object_is_in_editmode(ob)) {
- struct GPUBatch *geom = DRW_cache_curve_edge_overlay_get(ob);
- DRW_shgroup_call_add(stl->g_data->overlay_edge_shgrp, geom, ob->obmat);
-
- geom = DRW_cache_curve_vert_overlay_get(ob, false);
- DRW_shgroup_call_add(stl->g_data->overlay_vert_shgrp, geom, ob->obmat);
- }
- }
+ 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);
+ DRW_shgroup_call_add(wire_shgrp, geom, ob->obmat);
+
+ if ((cu->flag & CU_3D) && (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_NORMALS) != 0) {
+ static uint instance_len = 2;
+ geom = DRW_cache_curve_edge_normal_get(ob);
+ DRW_shgroup_call_instances_add(wire_normals_shgrp, geom, ob->obmat, &instance_len);
+ }
+
+ geom = DRW_cache_curve_edge_overlay_get(ob);
+ if (geom) {
+ DRW_shgroup_call_add(stl->g_data->overlay_edge_shgrp, geom, ob->obmat);
+ }
+
+ geom = DRW_cache_curve_vert_overlay_get(ob, stl->g_data->show_handles);
+ DRW_shgroup_call_add(stl->g_data->overlay_vert_shgrp, geom, ob->obmat);
+ }
+ }
+
+ if (ob->type == OB_SURF) {
+ if (BKE_object_is_in_editmode(ob)) {
+ struct GPUBatch *geom = DRW_cache_curve_edge_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->overlay_edge_shgrp, geom, ob->obmat);
+
+ geom = DRW_cache_curve_vert_overlay_get(ob, false);
+ DRW_shgroup_call_add(stl->g_data->overlay_vert_shgrp, geom, ob->obmat);
+ }
+ }
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_CURVE_draw_scene(void *vedata)
{
- EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
+ 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();
+ /* 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);
+ if (!DRW_pass_is_empty(psl->wire_pass)) {
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
- DRW_draw_pass(psl->wire_pass);
+ DRW_draw_pass(psl->wire_pass);
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
- }
+ 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);
+ /* 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);
+ DRW_draw_pass(psl->wire_pass_xray);
- MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl);
- }
+ MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl);
+ }
- /* Thoses 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);
+ /* Thoses 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);
- DRW_state_clip_planes_reset();
+ DRW_state_clip_planes_reset();
}
/* Cleanup when destroying the engine.
@@ -333,30 +341,31 @@ static void EDIT_CURVE_draw_scene(void *vedata)
* 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]);
- }
- }
+ 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,
+ 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
index 3db167fc1fd..273480b8127 100644
--- a/source/blender/draw/modes/edit_lattice_mode.c
+++ b/source/blender/draw/modes/edit_lattice_mode.c
@@ -44,68 +44,68 @@ extern char datatoc_edit_lattice_overlay_frag_glsl[];
* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ 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(); */
+ /* 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];
+ 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;
+ /* 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 *********** */
@@ -115,157 +115,152 @@ typedef struct EDIT_LATTICE_PrivateData {
* (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];
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
- }
- 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_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},
- });
-
- }
+ 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];
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
+ }
+ 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_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__);
- }
-
- {
- psl->wire_pass = DRW_pass_create(
- "Lattice Wire",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
- stl->g_data->wire_shgrp = DRW_shgroup_create(sh_data->wire, psl->wire_pass);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->wire_shgrp, rv3d);
- }
-
- psl->vert_pass = DRW_pass_create(
- "Lattice Verts",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_POINT);
- 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_world_clip_planes_from_rv3d(stl->g_data->vert_shgrp, rv3d);
- }
-
-
- }
+ 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__);
+ }
+
+ {
+ psl->wire_pass = DRW_pass_create("Lattice Wire",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
+ stl->g_data->wire_shgrp = DRW_shgroup_create(sh_data->wire, psl->wire_pass);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->wire_shgrp, rv3d);
+ }
+
+ psl->vert_pass = DRW_pass_create(
+ "Lattice Verts", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_POINT);
+ 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_world_clip_planes_from_rv3d(stl->g_data->vert_shgrp, rv3d);
+ }
+ }
}
/* 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();
+ 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);
+ 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;
+ 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_add(stl->g_data->wire_shgrp, geom, ob->obmat);
+ geom = DRW_cache_lattice_wire_get(ob, true);
+ DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
- geom = DRW_cache_lattice_vert_overlay_get(ob);
- DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat);
- }
- }
+ geom = DRW_cache_lattice_vert_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat);
+ }
+ }
}
/* 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;
+ 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);
+ /* 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;
+ 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();
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- UNUSED_VARS(fbl);
+ UNUSED_VARS(fbl);
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
+ 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);
- */
+ /* 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);
+ /* ... or just render passes on default framebuffer. */
+ DRW_draw_pass(psl->wire_pass);
+ DRW_draw_pass(psl->vert_pass);
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
@@ -273,31 +268,31 @@ static void EDIT_LATTICE_draw_scene(void *vedata)
* 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]);
- }
- }
-
+ 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,
+ 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
index dedf7eac00a..b3b6acf9b7d 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -66,298 +66,316 @@ extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
/* *********** LISTS *********** */
typedef struct EDIT_MESH_PassList {
- struct DRWPass *weight_faces;
- struct DRWPass *depth_hidden_wire;
- struct DRWPass *depth_hidden_wire_in_front;
- struct DRWPass *edit_face_overlay;
- struct DRWPass *edit_face_overlay_in_front;
- struct DRWPass *edit_face_in_front;
- struct DRWPass *edit_face_occluded;
- struct DRWPass *mix_occlude;
- struct DRWPass *facefill_occlude;
- struct DRWPass *normals;
+ struct DRWPass *weight_faces;
+ struct DRWPass *depth_hidden_wire;
+ struct DRWPass *depth_hidden_wire_in_front;
+ struct DRWPass *edit_face_overlay;
+ struct DRWPass *edit_face_overlay_in_front;
+ struct DRWPass *edit_face_in_front;
+ struct DRWPass *edit_face_occluded;
+ struct DRWPass *mix_occlude;
+ struct DRWPass *facefill_occlude;
+ struct DRWPass *normals;
} EDIT_MESH_PassList;
typedef struct EDIT_MESH_FramebufferList {
- struct GPUFrameBuffer *occlude_wire_fb;
- struct GPUFrameBuffer *ghost_wire_fb;
+ struct GPUFrameBuffer *occlude_wire_fb;
+ struct GPUFrameBuffer *ghost_wire_fb;
} EDIT_MESH_FramebufferList;
typedef struct EDIT_MESH_StorageList {
- struct EDIT_MESH_PrivateData *g_data;
+ 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;
+ void *engine_type;
+ EDIT_MESH_FramebufferList *fbl;
+ DRWViewportEmptyList *txl;
+ EDIT_MESH_PassList *psl;
+ EDIT_MESH_StorageList *stl;
} EDIT_MESH_Data;
#define MAX_SHADERS 16
/** 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_mix;
- GPUShader *overlay_facefill;
- GPUShader *normals_face;
- GPUShader *normals_loop;
- GPUShader *normals;
- GPUShader *depth;
+ /* weight */
+ GPUShader *weight_face;
+
+ /* Geometry */
+ GPUShader *overlay_vert;
+ GPUShader *overlay_edge;
+ GPUShader *overlay_edge_flat;
+ GPUShader *overlay_face;
+ GPUShader *overlay_facedot;
+
+ GPUShader *overlay_mix;
+ GPUShader *overlay_facefill;
+ GPUShader *normals_face;
+ GPUShader *normals_loop;
+ GPUShader *normals;
+ GPUShader *depth;
} EDIT_MESH_Shaders;
/* *********** STATIC *********** */
static struct {
- EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
+ EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
- /* temp buffer texture */
- struct GPUTexture *occlude_wire_depth_tx;
- struct GPUTexture *occlude_wire_color_tx;
+ /* temp buffer texture */
+ struct GPUTexture *occlude_wire_depth_tx;
+ struct GPUTexture *occlude_wire_color_tx;
} e_data = {{{NULL}}}; /* Engine data */
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;
-
- DRWShadingGroup *vert_shgrp;
- DRWShadingGroup *edge_shgrp;
- DRWShadingGroup *face_shgrp;
- DRWShadingGroup *face_cage_shgrp;
- DRWShadingGroup *facedot_shgrp;
-
- DRWShadingGroup *vert_shgrp_in_front;
- DRWShadingGroup *edge_shgrp_in_front;
- DRWShadingGroup *face_shgrp_in_front;
- DRWShadingGroup *face_cage_shgrp_in_front;
- DRWShadingGroup *facedot_shgrp_in_front;
-
- DRWShadingGroup *facefill_occluded_shgrp;
-
- int data_mask[4];
- int ghost_ob;
- int edit_ob;
- bool do_zbufclip;
- bool do_faces;
- bool do_edges;
+ /* 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;
+
+ DRWShadingGroup *vert_shgrp;
+ DRWShadingGroup *edge_shgrp;
+ DRWShadingGroup *face_shgrp;
+ DRWShadingGroup *face_cage_shgrp;
+ DRWShadingGroup *facedot_shgrp;
+
+ DRWShadingGroup *vert_shgrp_in_front;
+ DRWShadingGroup *edge_shgrp_in_front;
+ DRWShadingGroup *face_shgrp_in_front;
+ DRWShadingGroup *face_cage_shgrp_in_front;
+ DRWShadingGroup *facedot_shgrp_in_front;
+
+ DRWShadingGroup *facefill_occluded_shgrp;
+
+ 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;
-
- 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)
- });
-
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
- }
-
- 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_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_edit_mesh_overlay_common_lib_glsl);
- /* Use geometry shader to draw edge wireframe. This ensure us
- * the same result accross platforms and more flexibility. But
- * we pay the cost of running a geometry shader.
- * 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},
- });
- MEM_freeN(lib);
-
- sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
-
- sh_data->normals_face = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
- });
-
- sh_data->normals_loop = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
- });
-
- sh_data->normals = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
-
- sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg);
- }
+ EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
+
+ 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)});
+
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
+ }
+
+ 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_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_edit_mesh_overlay_common_lib_glsl);
+ /* Use geometry shader to draw edge wireframe. This ensure us
+ * the same result accross platforms and more flexibility. But
+ * we pay the cost of running a geometry shader.
+ * 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},
+ });
+ MEM_freeN(lib);
+
+ sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl,
+ NULL);
+
+ sh_data->normals_face = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
+ .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
+ });
+
+ sh_data->normals_loop = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
+ .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
+ });
+
+ sh_data->normals = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
+ .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
+ });
+
+ sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg);
+ }
}
-static DRWPass *edit_mesh_create_overlay_pass(
- float *face_alpha, int *data_mask, bool do_edges,
- DRWState statemod,
- DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
- DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp)
+static DRWPass *edit_mesh_create_overlay_pass(float *face_alpha,
+ int *data_mask,
+ bool do_edges,
+ DRWState statemod,
+ DRWShadingGroup **r_face_shgrp,
+ DRWShadingGroup **r_face_cage_shgrp,
+ DRWShadingGroup **r_facedot_shgrp,
+ DRWShadingGroup **r_edge_shgrp,
+ DRWShadingGroup **r_vert_shgrp)
{
- 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;
- const bool show_wide_edge = select_edge && !(draw_ctx->v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT);
-
- 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",
- DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
-
- 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;
-
- /* Faces */
- if (select_face) {
- grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
- 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_world_clip_planes_from_rv3d(grp, rv3d);
- }
- }
-
- grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 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);
- }
-
- /* Cage geom needs to be offseted to avoid Z-fighting. */
- grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
- DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
-
- /* Edges */
- 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_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 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_uniform_float_copy(grp, "edgeScale", show_wide_edge ? 1.75f : 1.0f);
- DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
- /* 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);
- }
-
- /* Verts */
- if (select_vert) {
- grp = *r_vert_shgrp = DRW_shgroup_create(vert_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_copy(grp, "ofs", depth_ofs * 1.5f);
- 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) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
- }
- }
-
- return pass;
+ 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;
+ const bool show_wide_edge = select_edge &&
+ !(draw_ctx->v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT);
+
+ 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",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
+
+ 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;
+
+ /* Faces */
+ if (select_face) {
+ grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
+ 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_world_clip_planes_from_rv3d(grp, rv3d);
+ }
+ }
+
+ grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 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);
+ }
+
+ /* Cage geom needs to be offseted to avoid Z-fighting. */
+ grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
+ DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
+
+ /* Edges */
+ 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_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 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_uniform_float_copy(grp, "edgeScale", show_wide_edge ? 1.75f : 1.0f);
+ DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
+ /* 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);
+ }
+
+ /* Verts */
+ if (select_vert) {
+ grp = *r_vert_shgrp = DRW_shgroup_create(vert_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_copy(grp, "ofs", depth_ofs * 1.5f);
+ 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) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
+ }
+ }
+
+ return pass;
}
static float backwire_opacity;
@@ -366,424 +384,427 @@ static float size_normal;
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;
- 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];
- static float zero = 0.0f;
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
- stl->g_data->ghost_ob = 0;
- stl->g_data->edit_ob = 0;
- stl->g_data->do_faces = true;
- stl->g_data->do_edges = true;
-
- stl->g_data->do_zbufclip = XRAY_FLAG_ENABLED(v3d);
-
- stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
- stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
- stl->g_data->data_mask[2] = 0xFF; /* Crease */
- stl->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) {
- stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
- stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
- stl->g_data->do_faces = false;
- stl->g_data->do_zbufclip = 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;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
- stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
- stl->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) {
- stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
- stl->g_data->do_edges = false;
- }
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
- stl->g_data->data_mask[2] = 0x0;
- }
- if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
- stl->g_data->data_mask[3] = 0x0;
- }
- }
- }
-
- {
- psl->weight_faces = DRW_pass_create(
- "Weight Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
-
- stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
-
- static float alpha = 1.0f;
- DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1);
- DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
- DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
- }
- }
-
- {
- /* 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);
- stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp_hidden_wire, rv3d);
- }
-
- 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);
- stl->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_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp_hidden_wire_in_front, rv3d);
- }
- }
-
- {
- /* Normals */
- psl->normals = DRW_pass_create(
- "Edit Mesh Normals Pass",
- DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
-
- stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
- DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
- DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d);
- }
-
- stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
- DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
- DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d);
- }
-
- stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
- DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
- DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d);
- }
- }
-
- /* For in front option */
- psl->edit_face_overlay_in_front = edit_mesh_create_overlay_pass(
- &face_mod, stl->g_data->data_mask, stl->g_data->do_edges,
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
- &stl->g_data->face_shgrp_in_front,
- &stl->g_data->face_cage_shgrp_in_front,
- &stl->g_data->facedot_shgrp_in_front,
- &stl->g_data->edge_shgrp_in_front,
- &stl->g_data->vert_shgrp_in_front);
-
- if (!stl->g_data->do_zbufclip) {
- psl->edit_face_overlay = edit_mesh_create_overlay_pass(
- &face_mod, stl->g_data->data_mask, stl->g_data->do_edges,
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
- &stl->g_data->face_shgrp,
- &stl->g_data->face_cage_shgrp,
- &stl->g_data->facedot_shgrp,
- &stl->g_data->edge_shgrp,
- &stl->g_data->vert_shgrp);
- }
- else {
- /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
- psl->edit_face_occluded = edit_mesh_create_overlay_pass(
- &zero, stl->g_data->data_mask, stl->g_data->do_edges,
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
- &stl->g_data->face_shgrp,
- &stl->g_data->face_cage_shgrp,
- &stl->g_data->facedot_shgrp,
- &stl->g_data->edge_shgrp,
- &stl->g_data->vert_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. */
- psl->facefill_occlude = DRW_pass_create(
- "Front Face Color",
- DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
- stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, psl->facefill_occlude);
- DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d);
- }
-
- /* 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);
- DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
- DRW_shgroup_call_add(mix_shgrp, quad, NULL);
- DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
- 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);
- }
+ EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
+ EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
+ 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];
+ static float zero = 0.0f;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+ stl->g_data->ghost_ob = 0;
+ stl->g_data->edit_ob = 0;
+ stl->g_data->do_faces = true;
+ stl->g_data->do_edges = true;
+
+ stl->g_data->do_zbufclip = XRAY_FLAG_ENABLED(v3d);
+
+ stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
+ stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
+ stl->g_data->data_mask[2] = 0xFF; /* Crease */
+ stl->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) {
+ stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
+ }
+ if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
+ stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
+ stl->g_data->do_faces = false;
+ stl->g_data->do_zbufclip = 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;
+ }
+ if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
+ stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
+ }
+ if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
+ stl->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) {
+ stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
+ stl->g_data->do_edges = false;
+ }
+ }
+ if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
+ stl->g_data->data_mask[2] = 0x0;
+ }
+ if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
+ stl->g_data->data_mask[3] = 0x0;
+ }
+ }
+ }
+
+ {
+ psl->weight_faces = DRW_pass_create(
+ "Weight Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
+
+ static float alpha = 1.0f;
+ DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1);
+ DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
+ DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
+ }
+ }
+
+ {
+ /* 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);
+ stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth,
+ psl->depth_hidden_wire);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp_hidden_wire, rv3d);
+ }
+
+ 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);
+ stl->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_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp_hidden_wire_in_front, rv3d);
+ }
+ }
+
+ {
+ /* Normals */
+ psl->normals = DRW_pass_create("Edit Mesh Normals Pass",
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR |
+ DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d);
+ }
+
+ stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d);
+ }
+
+ stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d);
+ }
+ }
+
+ /* For in front option */
+ psl->edit_face_overlay_in_front = edit_mesh_create_overlay_pass(
+ &face_mod,
+ stl->g_data->data_mask,
+ stl->g_data->do_edges,
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
+ &stl->g_data->face_shgrp_in_front,
+ &stl->g_data->face_cage_shgrp_in_front,
+ &stl->g_data->facedot_shgrp_in_front,
+ &stl->g_data->edge_shgrp_in_front,
+ &stl->g_data->vert_shgrp_in_front);
+
+ if (!stl->g_data->do_zbufclip) {
+ psl->edit_face_overlay = edit_mesh_create_overlay_pass(&face_mod,
+ stl->g_data->data_mask,
+ stl->g_data->do_edges,
+ DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_BLEND,
+ &stl->g_data->face_shgrp,
+ &stl->g_data->face_cage_shgrp,
+ &stl->g_data->facedot_shgrp,
+ &stl->g_data->edge_shgrp,
+ &stl->g_data->vert_shgrp);
+ }
+ else {
+ /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
+ psl->edit_face_occluded = edit_mesh_create_overlay_pass(&zero,
+ stl->g_data->data_mask,
+ stl->g_data->do_edges,
+ DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_WRITE_DEPTH,
+ &stl->g_data->face_shgrp,
+ &stl->g_data->face_cage_shgrp,
+ &stl->g_data->facedot_shgrp,
+ &stl->g_data->edge_shgrp,
+ &stl->g_data->vert_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. */
+ psl->facefill_occlude = DRW_pass_create(
+ "Front Face Color", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+ stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill,
+ psl->facefill_occlude);
+ DRW_shgroup_uniform_block(
+ stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_ivec4(
+ stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d);
+ }
+
+ /* 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);
+ DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
+ DRW_shgroup_call_add(mix_shgrp, quad, NULL);
+ DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
+ 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);
+ }
}
-static void edit_mesh_add_ob_to_pass(
- Scene *scene, Object *ob,
- DRWShadingGroup *vert_shgrp,
- DRWShadingGroup *edge_shgrp,
- DRWShadingGroup *face_shgrp,
- DRWShadingGroup *face_cage_shgrp,
- DRWShadingGroup *facedot_shgrp,
- DRWShadingGroup *facefill_shgrp)
+static void edit_mesh_add_ob_to_pass(Scene *scene,
+ Object *ob,
+ DRWShadingGroup *vert_shgrp,
+ DRWShadingGroup *edge_shgrp,
+ DRWShadingGroup *face_shgrp,
+ DRWShadingGroup *face_cage_shgrp,
+ DRWShadingGroup *facedot_shgrp,
+ DRWShadingGroup *facefill_shgrp)
{
- struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
- ToolSettings *tsettings = scene->toolsettings;
-
- bool has_edit_mesh_cage = 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);
- }
-
- face_shgrp = (has_edit_mesh_cage) ? face_cage_shgrp : face_shgrp;
- face_shgrp = (facefill_shgrp != NULL) ? facefill_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_add(edge_shgrp, geom_edges, ob->obmat);
- DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
-
- if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
- geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
- DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat);
- }
-
- if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
- geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
- DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat);
- }
+ struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
+ ToolSettings *tsettings = scene->toolsettings;
+
+ bool has_edit_mesh_cage = 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);
+ }
+
+ face_shgrp = (has_edit_mesh_cage) ? face_cage_shgrp : face_shgrp;
+ face_shgrp = (facefill_shgrp != NULL) ? facefill_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_add(edge_shgrp, geom_edges, ob->obmat);
+ DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
+
+ if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
+ geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
+ DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat);
+ }
+
+ if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
+ geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
+ DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat);
+ }
}
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;
- ToolSettings *tsettings = scene->toolsettings;
- 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 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;
-
- bool show_face_dots = (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;
- }
-
- /* Updating uniform */
- backwire_opacity = v3d->overlay.backwire_opacity;
- size_normal = v3d->overlay.normals_length;
-
- face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
-
- if (!g_data->do_faces) {
- face_mod = 0.0f;
- }
-
- if (do_show_weight) {
- geom = DRW_cache_mesh_surface_weights_get(ob);
- DRW_shgroup_call_add(g_data->fweights_shgrp, geom, ob->obmat);
- }
-
- if (do_occlude_wire || do_in_front) {
- geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call_add(do_in_front ? g_data->depth_shgrp_hidden_wire_in_front
- : g_data->depth_shgrp_hidden_wire,
- geom, ob->obmat);
- }
-
- if (vnormals_do) {
- geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
- DRW_shgroup_call_add(g_data->vnormals_shgrp, geom, ob->obmat);
- }
- if (lnormals_do) {
- geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
- DRW_shgroup_call_add(g_data->lnormals_shgrp, geom, ob->obmat);
- }
- if (fnormals_do) {
- geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
- DRW_shgroup_call_add(g_data->fnormals_shgrp, geom, ob->obmat);
- }
-
- if (g_data->do_zbufclip) {
- edit_mesh_add_ob_to_pass(
- scene, ob,
- g_data->vert_shgrp,
- g_data->edge_shgrp,
- g_data->face_shgrp,
- g_data->face_cage_shgrp,
- g_data->facedot_shgrp,
- (g_data->do_faces) ? g_data->facefill_occluded_shgrp : NULL);
- }
- else if (do_in_front) {
- edit_mesh_add_ob_to_pass(
- scene, ob,
- g_data->vert_shgrp_in_front,
- g_data->edge_shgrp_in_front,
- g_data->face_shgrp_in_front,
- g_data->face_cage_shgrp_in_front,
- (show_face_dots) ? g_data->facedot_shgrp_in_front : NULL,
- NULL);
- }
- else {
- edit_mesh_add_ob_to_pass(
- scene, ob,
- g_data->vert_shgrp,
- g_data->edge_shgrp,
- g_data->face_shgrp,
- g_data->face_cage_shgrp,
- (show_face_dots) ? g_data->facedot_shgrp : NULL,
- NULL);
- }
-
- 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);
- }
- }
- }
- }
+ 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;
+ ToolSettings *tsettings = scene->toolsettings;
+ 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 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;
+
+ bool show_face_dots = (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;
+ }
+
+ /* Updating uniform */
+ backwire_opacity = v3d->overlay.backwire_opacity;
+ size_normal = v3d->overlay.normals_length;
+
+ face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
+
+ if (!g_data->do_faces) {
+ face_mod = 0.0f;
+ }
+
+ if (do_show_weight) {
+ geom = DRW_cache_mesh_surface_weights_get(ob);
+ DRW_shgroup_call_add(g_data->fweights_shgrp, geom, ob->obmat);
+ }
+
+ if (do_occlude_wire || do_in_front) {
+ geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(do_in_front ? g_data->depth_shgrp_hidden_wire_in_front :
+ g_data->depth_shgrp_hidden_wire,
+ geom,
+ ob->obmat);
+ }
+
+ if (vnormals_do) {
+ geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
+ DRW_shgroup_call_add(g_data->vnormals_shgrp, geom, ob->obmat);
+ }
+ if (lnormals_do) {
+ geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
+ DRW_shgroup_call_add(g_data->lnormals_shgrp, geom, ob->obmat);
+ }
+ if (fnormals_do) {
+ geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
+ DRW_shgroup_call_add(g_data->fnormals_shgrp, geom, ob->obmat);
+ }
+
+ if (g_data->do_zbufclip) {
+ edit_mesh_add_ob_to_pass(scene,
+ ob,
+ g_data->vert_shgrp,
+ g_data->edge_shgrp,
+ g_data->face_shgrp,
+ g_data->face_cage_shgrp,
+ g_data->facedot_shgrp,
+ (g_data->do_faces) ? g_data->facefill_occluded_shgrp : NULL);
+ }
+ else if (do_in_front) {
+ edit_mesh_add_ob_to_pass(scene,
+ ob,
+ g_data->vert_shgrp_in_front,
+ g_data->edge_shgrp_in_front,
+ g_data->face_shgrp_in_front,
+ g_data->face_cage_shgrp_in_front,
+ (show_face_dots) ? g_data->facedot_shgrp_in_front : NULL,
+ NULL);
+ }
+ else {
+ edit_mesh_add_ob_to_pass(scene,
+ ob,
+ g_data->vert_shgrp,
+ g_data->edge_shgrp,
+ g_data->face_shgrp,
+ g_data->face_cage_shgrp,
+ (show_face_dots) ? g_data->facedot_shgrp : NULL,
+ NULL);
+ }
+
+ 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_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->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_draw_pass(psl->facefill_occlude);
-
- /* 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);
- DRW_draw_pass(psl->edit_face_occluded);
-
- /* 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);
- DRW_draw_pass(psl->edit_face_overlay);
-
- 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);
- DRW_draw_pass(psl->edit_face_overlay_in_front);
- }
-
- DRW_state_clip_planes_reset();
+ 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->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_draw_pass(psl->facefill_occlude);
+
+ /* 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);
+ DRW_draw_pass(psl->edit_face_occluded);
+
+ /* 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);
+ DRW_draw_pass(psl->edit_face_overlay);
+
+ 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);
+ DRW_draw_pass(psl->edit_face_overlay_in_front);
+ }
+
+ DRW_state_clip_planes_reset();
}
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]);
- }
- }
+ 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,
+ 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
index 946615ef66b..706c7b7bd88 100644
--- a/source/blender/draw/modes/edit_mesh_mode_intern.h
+++ b/source/blender/draw/modes/edit_mesh_mode_intern.h
@@ -27,8 +27,9 @@ 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);
+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
index 629cb042562..90396785eb3 100644
--- a/source/blender/draw/modes/edit_mesh_mode_text.c
+++ b/source/blender/draw/modes/edit_mesh_mode_text.c
@@ -42,310 +42,337 @@
#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)
+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.ui_scale);
- 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);
- }
- }
- }
- }
+ /* 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.ui_scale);
+ 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
index 600b77f46bf..90c5676727f 100644
--- a/source/blender/draw/modes/edit_metaball_mode.c
+++ b/source/blender/draw/modes/edit_metaball_mode.c
@@ -42,177 +42,175 @@
* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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() */
- DRWShadingGroup *group;
+ /* This keeps the references of the shading groups for
+ * easy access in EDIT_METABALL_cache_populate() */
+ DRWShadingGroup *group;
} EDIT_METABALL_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void EDIT_METABALL_engine_init(void *UNUSED(vedata))
{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
- }
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
+ }
}
/* 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 | DRW_STATE_WIRE);
- 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 = shgroup_instance_mball_handles(psl->pass, draw_ctx->sh_cfg);
- }
+ 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 | DRW_STATE_WIRE);
+ 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 = shgroup_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();
- DRWShadingGroup *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]);
- }
-
- int select_id = ob->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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(group, draw_scale_xform, &draw_stiffness_radius, color);
- }
- }
- }
+ //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();
+ DRWShadingGroup *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]);
+ }
+
+ int select_id = ob->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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(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);
+ EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
+ /* render passes on default framebuffer. */
+ DRW_draw_pass(psl->pass);
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
- DRW_state_clip_planes_reset();
+ DRW_state_clip_planes_reset();
}
/* Cleanup when destroying the engine.
@@ -220,22 +218,24 @@ static void EDIT_METABALL_draw_scene(void *vedata)
* Mostly used for freeing shaders */
static void EDIT_METABALL_engine_free(void)
{
- // DRW_SHADER_FREE_SAFE(custom_shader);
+ // DRW_SHADER_FREE_SAFE(custom_shader);
}
-static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_METABALL_Data);
+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,
- &EDIT_METABALL_engine_init,
- &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,
+ NULL,
+ NULL,
+ N_("EditMetaballMode"),
+ &EDIT_METABALL_data_size,
+ &EDIT_METABALL_engine_init,
+ &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
index caebc94f3ce..5f44a74b24e 100644
--- a/source/blender/draw/modes/edit_text_mode.c
+++ b/source/blender/draw/modes/edit_text_mode.c
@@ -43,67 +43,67 @@
* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
- DRWShadingGroup *box_shgrp;
- DRWShadingGroup *box_active_shgrp;
+ /* resulting curve as 'wire' for fast editmode drawing */
+ DRWShadingGroup *wire_shgrp;
+ DRWShadingGroup *overlay_select_shgrp;
+ DRWShadingGroup *overlay_cursor_shgrp;
+ DRWShadingGroup *box_shgrp;
+ DRWShadingGroup *box_active_shgrp;
} EDIT_TEXT_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -113,285 +113,285 @@ typedef struct EDIT_TEXT_PrivateData {
* (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);
- }
+ 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 | DRW_STATE_WIRE);
- stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
-
- psl->overlay_select_pass = DRW_pass_create(
- "Font Select",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH);
- 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 | DRW_STATE_WRITE_DEPTH);
- 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 | DRW_STATE_WRITE_DEPTH);
- stl->g_data->box_shgrp = shgroup_dynlines_dashed_uniform_color(psl->text_box_pass, G_draw.block.colorWire, draw_ctx->sh_cfg);
- stl->g_data->box_active_shgrp = shgroup_dynlines_dashed_uniform_color(psl->text_box_pass, G_draw.block.colorActive, draw_ctx->sh_cfg);
- }
+ 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 | DRW_STATE_WIRE);
+ stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
+
+ psl->overlay_select_pass = DRW_pass_create("Font Select",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH);
+ 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 | DRW_STATE_WRITE_DEPTH);
+ 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 | DRW_STATE_WRITE_DEPTH);
+ stl->g_data->box_shgrp = shgroup_dynlines_dashed_uniform_color(
+ psl->text_box_pass, G_draw.block.colorWire, draw_ctx->sh_cfg);
+ stl->g_data->box_active_shgrp = shgroup_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]);
+ 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_add(stl->g_data->overlay_select_shgrp, geom, final_mat);
- }
+ 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_add(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];
+ 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);
+ v2_quad_corners_to_mat4(cursor, mat);
+ mul_m4_m4m4(mat, ob->obmat, mat);
- struct GPUBatch *geom = DRW_cache_quad_get();
- DRW_shgroup_call_add(stl->g_data->overlay_cursor_shgrp, geom, mat);
+ struct GPUBatch *geom = DRW_cache_quad_get();
+ DRW_shgroup_call_add(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;
+ EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
+ const Curve *cu = ob->data;
- DRWShadingGroup *shading_groups[] = {
- stl->g_data->box_active_shgrp,
- stl->g_data->box_shgrp,
- };
+ DRWShadingGroup *shading_groups[] = {
+ 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];
+ 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;
- }
+ if ((tb->w == 0.0f) && (tb->h == 0.0f)) {
+ continue;
+ }
- const bool is_active = i == (cu->actbox - 1);
- DRWShadingGroup *shading_group = shading_groups[is_active ? 0 : 1];
+ const bool is_active = i == (cu->actbox - 1);
+ DRWShadingGroup *shading_group = shading_groups[is_active ? 0 : 1];
- vec[0] = cu->xof + tb->x;
- vec[1] = cu->yof + tb->y + cu->fsize_realtime;
- vec[2] = 0.001;
+ 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);
+ mul_v3_m4v3(vec1, ob->obmat, vec);
+ vec[0] += tb->w;
+ mul_v3_m4v3(vec2, ob->obmat, vec);
- DRW_shgroup_call_dynamic_add(shading_group, vec1);
- DRW_shgroup_call_dynamic_add(shading_group, vec2);
+ DRW_shgroup_call_dynamic_add(shading_group, vec1);
+ DRW_shgroup_call_dynamic_add(shading_group, vec2);
- vec[1] -= tb->h;
- copy_v3_v3(vec1, vec2);
- mul_v3_m4v3(vec2, ob->obmat, vec);
+ vec[1] -= tb->h;
+ copy_v3_v3(vec1, vec2);
+ mul_v3_m4v3(vec2, ob->obmat, vec);
- DRW_shgroup_call_dynamic_add(shading_group, vec1);
- DRW_shgroup_call_dynamic_add(shading_group, vec2);
+ DRW_shgroup_call_dynamic_add(shading_group, vec1);
+ DRW_shgroup_call_dynamic_add(shading_group, vec2);
- vec[0] -= tb->w;
- copy_v3_v3(vec1, vec2);
- mul_v3_m4v3(vec2, ob->obmat, vec);
+ vec[0] -= tb->w;
+ copy_v3_v3(vec1, vec2);
+ mul_v3_m4v3(vec2, ob->obmat, vec);
- DRW_shgroup_call_dynamic_add(shading_group, vec1);
- DRW_shgroup_call_dynamic_add(shading_group, vec2);
+ DRW_shgroup_call_dynamic_add(shading_group, vec1);
+ DRW_shgroup_call_dynamic_add(shading_group, vec2);
- vec[1] += tb->h;
- copy_v3_v3(vec1, vec2);
- mul_v3_m4v3(vec2, ob->obmat, vec);
+ vec[1] += tb->h;
+ copy_v3_v3(vec1, vec2);
+ mul_v3_m4v3(vec2, ob->obmat, vec);
- DRW_shgroup_call_dynamic_add(shading_group, vec1);
- DRW_shgroup_call_dynamic_add(shading_group, vec2);
- }
+ DRW_shgroup_call_dynamic_add(shading_group, vec1);
+ DRW_shgroup_call_dynamic_add(shading_group, 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_add(stl->g_data->wire_shgrp, geom, ob->obmat);
- }
- }
- 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);
- }
- }
+ 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_add(stl->g_data->wire_shgrp, geom, ob->obmat);
+ }
+ }
+ 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;
+ 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);
+ /* 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;
+ 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();
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- UNUSED_VARS(fbl, dfbl, dtxl);
+ 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);
- */
+ /* 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);
+ DRW_draw_pass(psl->wire_pass);
- if (!DRW_pass_is_empty(psl->text_box_pass)) {
- DRW_draw_pass(psl->text_box_pass);
- }
+ if (!DRW_pass_is_empty(psl->text_box_pass)) {
+ DRW_draw_pass(psl->text_box_pass);
+ }
- set_inverted_drawing(1);
- DRW_draw_pass(psl->overlay_select_pass);
- DRW_draw_pass(psl->overlay_cursor_pass);
- set_inverted_drawing(0);
+ set_inverted_drawing(1);
+ DRW_draw_pass(psl->overlay_select_pass);
+ DRW_draw_pass(psl->overlay_cursor_pass);
+ set_inverted_drawing(0);
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
@@ -399,22 +399,23 @@ static void EDIT_TEXT_draw_scene(void *vedata)
* Mostly used for freeing shaders */
static void EDIT_TEXT_engine_free(void)
{
- // DRW_SHADER_FREE_SAFE(custom_shader);
+ // 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,
+ 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
index 7b6519a6863..ec49b4dbe51 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -95,3339 +95,3464 @@ 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 *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;
} OBJECT_PassList;
typedef struct OBJECT_FramebufferList {
- struct GPUFrameBuffer *outlines_fb;
- struct GPUFrameBuffer *blur_fb;
- struct GPUFrameBuffer *expand_fb;
- struct GPUFrameBuffer *ghost_fb;
+ 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;
+ 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;
+ 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_empty_image;
- GPUShader *object_empty_image_wire;
- GPUShader *grid;
- GPUShader *part_dot;
- GPUShader *part_prim;
- GPUShader *part_axis;
- GPUShader *lightprobe_grid;
- GPUShader *loose_points;
+ /* 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_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 */
- DRWShadingGroup *plain_axes;
- DRWShadingGroup *cube;
- DRWShadingGroup *circle;
- DRWShadingGroup *sphere;
- DRWShadingGroup *sphere_solid;
- DRWShadingGroup *cylinder;
- DRWShadingGroup *capsule_cap;
- DRWShadingGroup *capsule_body;
- DRWShadingGroup *cone;
- DRWShadingGroup *single_arrow;
- DRWShadingGroup *single_arrow_line;
- DRWShadingGroup *empty_axes;
-
- /* Force Field */
- DRWShadingGroup *field_wind;
- DRWShadingGroup *field_force;
- DRWShadingGroup *field_vortex;
- DRWShadingGroup *field_curve_sta;
- DRWShadingGroup *field_curve_end;
- DRWShadingGroup *field_tube_limit;
- DRWShadingGroup *field_cone_limit;
-
- /* Grease Pencil */
- DRWShadingGroup *gpencil_axes;
-
- /* Speaker */
- DRWShadingGroup *speaker;
-
- /* Probe */
- DRWShadingGroup *probe_cube;
- DRWShadingGroup *probe_planar;
- DRWShadingGroup *probe_grid;
-
- /* MetaBalls */
- DRWShadingGroup *mball_handle;
-
- /* Lights */
- DRWShadingGroup *light_center;
- DRWShadingGroup *light_groundpoint;
- DRWShadingGroup *light_groundline;
- DRWShadingGroup *light_circle;
- DRWShadingGroup *light_circle_shadow;
- DRWShadingGroup *light_sunrays;
- DRWShadingGroup *light_distance;
- DRWShadingGroup *light_buflimit;
- DRWShadingGroup *light_buflimit_points;
- DRWShadingGroup *light_area_sphere;
- DRWShadingGroup *light_area_square;
- DRWShadingGroup *light_area_disk;
- DRWShadingGroup *light_hemi;
- DRWShadingGroup *light_spot_cone;
- DRWShadingGroup *light_spot_blend;
- DRWShadingGroup *light_spot_pyramid;
- DRWShadingGroup *light_spot_blend_rect;
- DRWShadingGroup *light_spot_volume;
- DRWShadingGroup *light_spot_volume_rect;
- DRWShadingGroup *light_spot_volume_outside;
- DRWShadingGroup *light_spot_volume_rect_outside;
-
- /* Helpers */
- DRWShadingGroup *relationship_lines;
- DRWShadingGroup *constraint_lines;
-
- /* Camera */
- DRWShadingGroup *camera;
- DRWShadingGroup *camera_frame;
- DRWShadingGroup *camera_tria;
- DRWShadingGroup *camera_focus;
- DRWShadingGroup *camera_clip;
- DRWShadingGroup *camera_clip_points;
- DRWShadingGroup *camera_mist;
- DRWShadingGroup *camera_mist_points;
- DRWShadingGroup *camera_stereo_plane;
- DRWShadingGroup *camera_stereo_plane_wires;
- DRWShadingGroup *camera_stereo_volume;
- DRWShadingGroup *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 */
- DRWShadingGroup *texspace;
+ /* 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 */
+ DRWShadingGroup *plain_axes;
+ DRWShadingGroup *cube;
+ DRWShadingGroup *circle;
+ DRWShadingGroup *sphere;
+ DRWShadingGroup *sphere_solid;
+ DRWShadingGroup *cylinder;
+ DRWShadingGroup *capsule_cap;
+ DRWShadingGroup *capsule_body;
+ DRWShadingGroup *cone;
+ DRWShadingGroup *single_arrow;
+ DRWShadingGroup *single_arrow_line;
+ DRWShadingGroup *empty_axes;
+
+ /* Force Field */
+ DRWShadingGroup *field_wind;
+ DRWShadingGroup *field_force;
+ DRWShadingGroup *field_vortex;
+ DRWShadingGroup *field_curve_sta;
+ DRWShadingGroup *field_curve_end;
+ DRWShadingGroup *field_tube_limit;
+ DRWShadingGroup *field_cone_limit;
+
+ /* Grease Pencil */
+ DRWShadingGroup *gpencil_axes;
+
+ /* Speaker */
+ DRWShadingGroup *speaker;
+
+ /* Probe */
+ DRWShadingGroup *probe_cube;
+ DRWShadingGroup *probe_planar;
+ DRWShadingGroup *probe_grid;
+
+ /* MetaBalls */
+ DRWShadingGroup *mball_handle;
+
+ /* Lights */
+ DRWShadingGroup *light_center;
+ DRWShadingGroup *light_groundpoint;
+ DRWShadingGroup *light_groundline;
+ DRWShadingGroup *light_circle;
+ DRWShadingGroup *light_circle_shadow;
+ DRWShadingGroup *light_sunrays;
+ DRWShadingGroup *light_distance;
+ DRWShadingGroup *light_buflimit;
+ DRWShadingGroup *light_buflimit_points;
+ DRWShadingGroup *light_area_sphere;
+ DRWShadingGroup *light_area_square;
+ DRWShadingGroup *light_area_disk;
+ DRWShadingGroup *light_hemi;
+ DRWShadingGroup *light_spot_cone;
+ DRWShadingGroup *light_spot_blend;
+ DRWShadingGroup *light_spot_pyramid;
+ DRWShadingGroup *light_spot_blend_rect;
+ DRWShadingGroup *light_spot_volume;
+ DRWShadingGroup *light_spot_volume_rect;
+ DRWShadingGroup *light_spot_volume_outside;
+ DRWShadingGroup *light_spot_volume_rect_outside;
+
+ /* Helpers */
+ DRWShadingGroup *relationship_lines;
+ DRWShadingGroup *constraint_lines;
+
+ /* Camera */
+ DRWShadingGroup *camera;
+ DRWShadingGroup *camera_frame;
+ DRWShadingGroup *camera_tria;
+ DRWShadingGroup *camera_focus;
+ DRWShadingGroup *camera_clip;
+ DRWShadingGroup *camera_clip_points;
+ DRWShadingGroup *camera_mist;
+ DRWShadingGroup *camera_mist_points;
+ DRWShadingGroup *camera_stereo_plane;
+ DRWShadingGroup *camera_stereo_plane_wires;
+ DRWShadingGroup *camera_stereo_volume;
+ DRWShadingGroup *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 */
+ DRWShadingGroup *texspace;
} OBJECT_ShadingGroupList;
typedef struct OBJECT_PrivateData {
- OBJECT_ShadingGroupList sgl;
- OBJECT_ShadingGroupList sgl_ghost;
-
- /* Outlines */
- DRWShadingGroup *outlines_active;
- DRWShadingGroup *outlines_select;
- DRWShadingGroup *outlines_select_dupli;
- DRWShadingGroup *outlines_transform;
-
- /* Lightprobes */
- DRWShadingGroup *lightprobes_cube_select;
- DRWShadingGroup *lightprobes_cube_select_dupli;
- DRWShadingGroup *lightprobes_cube_active;
- DRWShadingGroup *lightprobes_cube_transform;
-
- DRWShadingGroup *lightprobes_planar_select;
- DRWShadingGroup *lightprobes_planar_select_dupli;
- DRWShadingGroup *lightprobes_planar_active;
- DRWShadingGroup *lightprobes_planar_transform;
-
- /* Objects Centers */
- DRWShadingGroup *center_active;
- DRWShadingGroup *center_selected;
- DRWShadingGroup *center_deselected;
- DRWShadingGroup *center_selected_lib;
- DRWShadingGroup *center_deselected_lib;
-
- /* Outlines id offset (accessed as an array) */
- int id_ofs_active;
- int id_ofs_select;
- int id_ofs_select_dupli;
- int id_ofs_transform;
-
- int id_ofs_prb_active;
- int id_ofs_prb_select;
- int id_ofs_prb_select_dupli;
- int id_ofs_prb_transform;
-
- bool xray_enabled;
- bool xray_enabled_and_not_wire;
+ OBJECT_ShadingGroupList sgl;
+ OBJECT_ShadingGroupList sgl_ghost;
+
+ /* Outlines */
+ DRWShadingGroup *outlines_active;
+ DRWShadingGroup *outlines_select;
+ DRWShadingGroup *outlines_select_dupli;
+ DRWShadingGroup *outlines_transform;
+
+ /* Lightprobes */
+ DRWShadingGroup *lightprobes_cube_select;
+ DRWShadingGroup *lightprobes_cube_select_dupli;
+ DRWShadingGroup *lightprobes_cube_active;
+ DRWShadingGroup *lightprobes_cube_transform;
+
+ DRWShadingGroup *lightprobes_planar_select;
+ DRWShadingGroup *lightprobes_planar_select_dupli;
+ DRWShadingGroup *lightprobes_planar_active;
+ DRWShadingGroup *lightprobes_planar_transform;
+
+ /* Objects Centers */
+ DRWShadingGroup *center_active;
+ DRWShadingGroup *center_selected;
+ DRWShadingGroup *center_deselected;
+ DRWShadingGroup *center_selected_lib;
+ DRWShadingGroup *center_deselected_lib;
+
+ /* Outlines id offset (accessed as an array) */
+ int id_ofs_active;
+ int id_ofs_select;
+ int id_ofs_select_dupli;
+ int id_ofs_transform;
+
+ int id_ofs_prb_active;
+ int id_ofs_prb_select;
+ int id_ofs_prb_select_dupli;
+ int id_ofs_prb_transform;
+
+ bool xray_enabled;
+ bool xray_enabled_and_not_wire;
} OBJECT_PrivateData; /* Transient data */
static struct {
- /* Instance Data format */
- struct GPUVertFormat *particle_format;
- struct GPUVertFormat *empty_image_format;
- struct GPUVertFormat *empty_image_wire_format;
-
- OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN];
-
- float camera_pos[3];
- float grid_settings[5];
- 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];
- 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;
+ /* Instance Data format */
+ struct GPUVertFormat *particle_format;
+ struct GPUVertFormat *empty_image_format;
+ struct GPUVertFormat *empty_image_wire_format;
+
+ OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN];
+
+ float camera_pos[3];
+ float grid_settings[5];
+ 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];
+ 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;
} 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),
+ 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]);
+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_gpu_shader_3D_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_object_outline_prepass_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_object_outline_prepass_geom_glsl, NULL},
- .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, 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_object_empty_image_vert_glsl, NULL},
- .frag = (const char *[]){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_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},
- });
- }
-
- /* Grid */
- sh_data->grid = DRW_shader_create_with_lib(
- datatoc_object_grid_vert_glsl, NULL,
- datatoc_object_grid_frag_glsl,
- datatoc_common_globals_lib_glsl, NULL);
-
- /* Particles */
- sh_data->part_prim = DRW_shader_create(
- datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL);
-
- sh_data->part_axis = DRW_shader_create(
- datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl,
- "#define USE_AXIS\n");
-
- sh_data->part_dot = DRW_shader_create(
- datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
-
- /* Lightprobes */
- sh_data->lightprobe_grid = DRW_shader_create(
- datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, 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 invviewmat[4][4], invwinmat[4][4];
- float viewmat[4][4], winmat[4][4];
- View3D *v3d = draw_ctx->v3d;
- Scene *scene = draw_ctx->scene;
- RegionView3D *rv3d = draw_ctx->rv3d;
- float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
- float grid_res;
-
- 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;
- e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
-
- DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
- DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
- DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV);
- DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
-
- /* Setup camera pos */
- copy_v3_v3(e_data.camera_pos, invviewmat[3]);
-
- /* if perps */
- if (winmat[3][3] == 0.0f) {
- float fov;
- float viewvecs[2][4] = {
- {1.0f, -1.0f, -1.0f, 1.0f},
- {-1.0f, 1.0f, -1.0f, 1.0f},
- };
-
- /* convert the view vectors to view space */
- for (int i = 0; i < 2; i++) {
- mul_m4_v4(invwinmat, viewvecs[i]);
- mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
- }
-
- fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
- grid_res = fabsf(tanf(fov)) / grid_scale;
-
- 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 (rv3d->view != RV3D_VIEW_USER) {
- /* Allow 3 more subdivisions. */
- grid_scale /= powf(v3d->gridsubdiv, 3);
- }
-
- float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
- grid_res = viewdist / grid_scale;
-
- if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
- e_data.draw_grid = true;
- 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 = true;
- 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 = true;
- 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[4] = {0.0f, 0.0f, -1.0f, 0.0f};
- mul_m4_v4(invviewmat, zvec);
-
- /* 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) && (e_data.camera_pos[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_settings[0] = dist / 2.0f; /* gridDistance */
- e_data.grid_settings[1] = grid_res; /* gridResolution */
- e_data.grid_settings[2] = grid_scale; /* gridScale */
- e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
- e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) : 0.0f; /* 1/log(gridSubdiv) */
-
- 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;
- }
- }
-
- copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
- invert_v2(e_data.inv_viewport_size);
+ 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_gpu_shader_3D_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_object_outline_prepass_vert_glsl, NULL},
+ .geom = (const char *[]){sh_cfg_data->lib, datatoc_object_outline_prepass_geom_glsl, NULL},
+ .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, 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_object_empty_image_vert_glsl, NULL},
+ .frag = (const char *[]){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_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},
+ });
+ }
+
+ /* Grid */
+ sh_data->grid = DRW_shader_create_with_lib(datatoc_object_grid_vert_glsl,
+ NULL,
+ datatoc_object_grid_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ NULL);
+
+ /* Particles */
+ sh_data->part_prim = DRW_shader_create(datatoc_object_particle_prim_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ NULL);
+
+ sh_data->part_axis = DRW_shader_create(datatoc_object_particle_prim_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ "#define USE_AXIS\n");
+
+ sh_data->part_dot = DRW_shader_create(
+ datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
+
+ /* Lightprobes */
+ sh_data->lightprobe_grid = DRW_shader_create(datatoc_object_lightprobe_grid_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_flat_id_frag_glsl,
+ 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 invviewmat[4][4], invwinmat[4][4];
+ float viewmat[4][4], winmat[4][4];
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
+ float grid_res;
+
+ 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;
+ e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
+
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV);
+ DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
+
+ /* Setup camera pos */
+ copy_v3_v3(e_data.camera_pos, invviewmat[3]);
+
+ /* if perps */
+ if (winmat[3][3] == 0.0f) {
+ float fov;
+ float viewvecs[2][4] = {
+ {1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f},
+ };
+
+ /* convert the view vectors to view space */
+ for (int i = 0; i < 2; i++) {
+ mul_m4_v4(invwinmat, viewvecs[i]);
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
+ }
+
+ fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
+ grid_res = fabsf(tanf(fov)) / grid_scale;
+
+ 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 (rv3d->view != RV3D_VIEW_USER) {
+ /* Allow 3 more subdivisions. */
+ grid_scale /= powf(v3d->gridsubdiv, 3);
+ }
+
+ float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
+ grid_res = viewdist / grid_scale;
+
+ if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
+ e_data.draw_grid = true;
+ 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 = true;
+ 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 = true;
+ 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[4] = {0.0f, 0.0f, -1.0f, 0.0f};
+ mul_m4_v4(invviewmat, zvec);
+
+ /* 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) && (e_data.camera_pos[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_settings[0] = dist / 2.0f; /* gridDistance */
+ e_data.grid_settings[1] = grid_res; /* gridResolution */
+ e_data.grid_settings[2] = grid_scale; /* gridScale */
+ e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
+ e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) :
+ 0.0f; /* 1/log(gridSubdiv) */
+
+ 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;
+ }
+ }
+
+ 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.particle_format);
- 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]);
- }
- }
+ MEM_SAFE_FREE(e_data.particle_format);
+ 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, const int *ofs, GPUShader *sh, eGPUShaderConfig sh_cfg)
+static DRWShadingGroup *shgroup_outline(DRWPass *pass,
+ const int *ofs,
+ GPUShader *sh,
+ eGPUShaderConfig sh_cfg)
{
- DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
- }
- return grp;
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
+ 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)
+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);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
- if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
- }
- return grp;
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
+ 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)
+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_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
- }
- return grp;
+ 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_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
+ return grp;
}
-static int *shgroup_theme_id_to_probe_outline_counter(
- OBJECT_StorageList *stl, int theme_id, const int base_flag)
+static int *shgroup_theme_id_to_probe_outline_counter(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->id_ofs_prb_select_dupli;
- case TH_TRANSFORM:
- default:
- return &stl->g_data->id_ofs_prb_transform;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return &stl->g_data->id_ofs_prb_active;
- case TH_SELECT:
- return &stl->g_data->id_ofs_prb_select;
- case TH_TRANSFORM:
- default:
- return &stl->g_data->id_ofs_prb_transform;
- }
+ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_prb_select_dupli;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_prb_transform;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return &stl->g_data->id_ofs_prb_active;
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_prb_select;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_prb_transform;
+ }
}
-static int *shgroup_theme_id_to_outline_counter(
- OBJECT_StorageList *stl, int theme_id, const int base_flag)
+static int *shgroup_theme_id_to_outline_counter(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->id_ofs_select_dupli;
- case TH_TRANSFORM:
- default:
- return &stl->g_data->id_ofs_transform;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return &stl->g_data->id_ofs_active;
- case TH_SELECT:
- return &stl->g_data->id_ofs_select;
- case TH_TRANSFORM:
- default:
- return &stl->g_data->id_ofs_transform;
- }
+ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_select_dupli;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_transform;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return &stl->g_data->id_ofs_active;
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_select;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_transform;
+ }
}
-static DRWShadingGroup *shgroup_theme_id_to_probe_planar_outline_shgrp(
- OBJECT_StorageList *stl, int theme_id)
+static DRWShadingGroup *shgroup_theme_id_to_probe_planar_outline_shgrp(OBJECT_StorageList *stl,
+ int theme_id)
{
- /* does not increment counter */
- switch (theme_id) {
- case TH_ACTIVE:
- return stl->g_data->lightprobes_planar_active;
- case TH_SELECT:
- return stl->g_data->lightprobes_planar_select;
- case TH_TRANSFORM:
- default:
- return stl->g_data->lightprobes_planar_transform;
- }
+ /* does not increment counter */
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->lightprobes_planar_active;
+ case TH_SELECT:
+ return stl->g_data->lightprobes_planar_select;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_planar_transform;
+ }
}
-static DRWShadingGroup *shgroup_theme_id_to_probe_cube_outline_shgrp(
- OBJECT_StorageList *stl, int theme_id, const int base_flag)
+static DRWShadingGroup *shgroup_theme_id_to_probe_cube_outline_shgrp(OBJECT_StorageList *stl,
+ int theme_id,
+ const int base_flag)
{
- /* does not increment counter */
- if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
- switch (theme_id) {
- case TH_ACTIVE:
- case TH_SELECT:
- return stl->g_data->lightprobes_cube_select_dupli;
- case TH_TRANSFORM:
- default:
- return stl->g_data->lightprobes_cube_transform;
- }
- }
-
- switch (theme_id) {
- case TH_ACTIVE:
- return stl->g_data->lightprobes_cube_active;
- case TH_SELECT:
- return stl->g_data->lightprobes_cube_select;
- case TH_TRANSFORM:
- default:
- return stl->g_data->lightprobes_cube_transform;
- }
+ /* does not increment counter */
+ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return stl->g_data->lightprobes_cube_select_dupli;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_cube_transform;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->lightprobes_cube_active;
+ case TH_SELECT:
+ return stl->g_data->lightprobes_cube_select;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_cube_transform;
+ }
}
-static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(
- OBJECT_StorageList *stl, int theme_id, const int base_flag)
+static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(OBJECT_StorageList *stl,
+ int theme_id,
+ const int base_flag)
{
- int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag);
- *counter += 1;
-
- 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;
- }
+ int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag);
+ *counter += 1;
+
+ 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_wire(
- OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag)
+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;
- }
+ 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)
+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;
- }
+ 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;
- }
+ 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)
+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;
-
- if (ob->data != NULL) {
- tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false);
- if (tex) {
- size[0] = GPU_texture_width(tex);
- size[1] = GPU_texture_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);
- /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
- DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
- DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
- 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_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
- }
- DRW_shgroup_call_add(grp, DRW_cache_image_plane_wire_get(), ob->obmat);
- }
-
- 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_float_copy(grp, "aspectX", image_aspect[0]);
- DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
- 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_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_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
- }
- DRW_shgroup_call_add(grp, DRW_cache_image_plane_get(), ob->obmat);
- }
+ /* 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;
+
+ if (ob->data != NULL) {
+ tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false);
+ if (tex) {
+ size[0] = GPU_texture_width(tex);
+ size[1] = GPU_texture_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);
+ /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
+ DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
+ DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
+ 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_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
+ DRW_shgroup_call_add(grp, DRW_cache_image_plane_wire_get(), ob->obmat);
+ }
+
+ 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_float_copy(grp, "aspectX", image_aspect[0]);
+ DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
+ 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_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_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+ }
+ DRW_shgroup_call_add(grp, DRW_cache_image_plane_get(), ob->obmat);
+ }
}
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();
- OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_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;
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
- psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
-
- GPUShader *sh = sh_data->outline_prepass;
-
- if (g_data->xray_enabled_and_not_wire) {
- sh = sh_data->outline_prepass_wire;
- }
-
- g_data->outlines_select = shgroup_outline(psl->outlines, &g_data->id_ofs_select, sh, draw_ctx->sh_cfg);
- g_data->outlines_select_dupli = shgroup_outline(psl->outlines, &g_data->id_ofs_select_dupli, sh, draw_ctx->sh_cfg);
- g_data->outlines_transform = shgroup_outline(psl->outlines, &g_data->id_ofs_transform, sh, draw_ctx->sh_cfg);
- g_data->outlines_active = shgroup_outline(psl->outlines, &g_data->id_ofs_active, sh, draw_ctx->sh_cfg);
-
- g_data->id_ofs_select = 0;
- g_data->id_ofs_select_dupli = 0;
- g_data->id_ofs_active = 0;
- g_data->id_ofs_transform = 0;
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_POINT;
- DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
- struct GPUBatch *sphere = DRW_cache_sphere_get();
- struct GPUBatch *quad = DRW_cache_quad_get();
-
- /* Cubemap */
- g_data->lightprobes_cube_select = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select);
- g_data->lightprobes_cube_select_dupli = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select_dupli);
- g_data->lightprobes_cube_active = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_active);
- g_data->lightprobes_cube_transform = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_transform);
-
- /* Planar */
- g_data->lightprobes_planar_select = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select);
- g_data->lightprobes_planar_select_dupli = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select_dupli);
- g_data->lightprobes_planar_active = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_active);
- g_data->lightprobes_planar_transform = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_transform);
-
- g_data->id_ofs_prb_select = 0;
- g_data->id_ofs_prb_select_dupli = 0;
- g_data->id_ofs_prb_active = 0;
- g_data->id_ofs_prb_transform = 0;
- }
-
- {
- 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_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4);
- DRW_shgroup_call_add(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_add(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_add(grp, quad, NULL);
- }
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
- 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_add(grp, quad, NULL);
- }
-
- {
- /* Grid pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
- 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;
- static float mat[4][4];
- unit_m4(mat);
-
- /* 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, "cameraPos", e_data.camera_pos, 1);
- DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 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_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
- DRW_shgroup_call_add(grp, geom, mat);
-
- 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_call_add(grp, geom, mat);
-
- 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_add(grp, geom, mat);
- }
-
- 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;
- sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
-
- /* distance outline around envelope bones */
- state = DRW_STATE_ADDITIVE | 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 | DRW_STATE_WIRE;
- 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 | DRW_STATE_POINT | DRW_STATE_WIRE;
- 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 | DRW_STATE_WIRE;
- sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state);
-
- /* Empties */
- geom = DRW_cache_plain_axes_get();
- sgl->plain_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_empty_cube_get();
- sgl->cube = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_circle_get();
- sgl->circle = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_empty_sphere_get();
- sgl->sphere = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_sphere_get();
- sgl->sphere_solid = shgroup_instance_solid(sgl->non_meshes, geom);
-
- geom = DRW_cache_empty_cylinder_get();
- sgl->cylinder = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_empty_capsule_cap_get();
- sgl->capsule_cap = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_empty_capsule_body_get();
- sgl->capsule_body = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_empty_cone_get();
- sgl->cone = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_arrow_get();
- sgl->single_arrow = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_get();
- sgl->single_arrow_line = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_bone_arrows_get();
- sgl->empty_axes = shgroup_instance_empty_axes(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Force Field */
- geom = DRW_cache_field_wind_get();
- sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_field_force_get();
- sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_field_vortex_get();
- sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_screenspace_circle_get();
- sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Grease Pencil */
- geom = DRW_cache_gpencil_axes_get();
- sgl->gpencil_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Speaker */
- geom = DRW_cache_speaker_get();
- sgl->speaker = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* Probe */
- static float probeSize = 14.0f;
- geom = DRW_cache_lightprobe_cube_get();
- sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg);
-
- geom = DRW_cache_lightprobe_grid_get();
- sgl->probe_grid = shgroup_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 = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, draw_ctx->sh_cfg);
-
- /* Camera */
- geom = DRW_cache_camera_get();
- sgl->camera = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_camera_frame_get();
- sgl->camera_frame = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_camera_tria_get();
- sgl->camera_tria = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_plain_axes_get();
- sgl->camera_focus = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_get();
- sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
- sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_endpoints_get();
- sgl->camera_clip_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
- sgl->camera_mist_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_quad_wires_get();
- sgl->camera_stereo_plane_wires = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
- DRW_shgroup_state_enable(sgl->camera_stereo_plane_wires, DRW_STATE_WIRE);
-
- geom = DRW_cache_empty_cube_get();
- sgl->camera_stereo_volume_wires = shgroup_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 = shgroup_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);
- DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
- DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);
- DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND);
- DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND);
- DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND);
-
- /* Metaballs Handles */
- sgl->mball_handle = shgroup_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 */
-
- /* start with buflimit because we don't want stipples */
- geom = DRW_cache_single_line_get();
- sgl->light_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+ 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();
+ OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_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;
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_WIRE;
+ psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
+
+ GPUShader *sh = sh_data->outline_prepass;
+
+ if (g_data->xray_enabled_and_not_wire) {
+ sh = sh_data->outline_prepass_wire;
+ }
+
+ g_data->outlines_select = shgroup_outline(
+ psl->outlines, &g_data->id_ofs_select, sh, draw_ctx->sh_cfg);
+ g_data->outlines_select_dupli = shgroup_outline(
+ psl->outlines, &g_data->id_ofs_select_dupli, sh, draw_ctx->sh_cfg);
+ g_data->outlines_transform = shgroup_outline(
+ psl->outlines, &g_data->id_ofs_transform, sh, draw_ctx->sh_cfg);
+ g_data->outlines_active = shgroup_outline(
+ psl->outlines, &g_data->id_ofs_active, sh, draw_ctx->sh_cfg);
+
+ g_data->id_ofs_select = 0;
+ g_data->id_ofs_select_dupli = 0;
+ g_data->id_ofs_active = 0;
+ g_data->id_ofs_transform = 0;
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_POINT;
+ DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
+ struct GPUBatch *sphere = DRW_cache_sphere_get();
+ struct GPUBatch *quad = DRW_cache_quad_get();
+
+ /* Cubemap */
+ g_data->lightprobes_cube_select = shgroup_instance_outline(
+ pass, sphere, &g_data->id_ofs_prb_select);
+ g_data->lightprobes_cube_select_dupli = shgroup_instance_outline(
+ pass, sphere, &g_data->id_ofs_prb_select_dupli);
+ g_data->lightprobes_cube_active = shgroup_instance_outline(
+ pass, sphere, &g_data->id_ofs_prb_active);
+ g_data->lightprobes_cube_transform = shgroup_instance_outline(
+ pass, sphere, &g_data->id_ofs_prb_transform);
+
+ /* Planar */
+ g_data->lightprobes_planar_select = shgroup_instance_outline(
+ pass, quad, &g_data->id_ofs_prb_select);
+ g_data->lightprobes_planar_select_dupli = shgroup_instance_outline(
+ pass, quad, &g_data->id_ofs_prb_select_dupli);
+ g_data->lightprobes_planar_active = shgroup_instance_outline(
+ pass, quad, &g_data->id_ofs_prb_active);
+ g_data->lightprobes_planar_transform = shgroup_instance_outline(
+ pass, quad, &g_data->id_ofs_prb_transform);
+
+ g_data->id_ofs_prb_select = 0;
+ g_data->id_ofs_prb_select_dupli = 0;
+ g_data->id_ofs_prb_active = 0;
+ g_data->id_ofs_prb_transform = 0;
+ }
+
+ {
+ 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_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4);
+ DRW_shgroup_call_add(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_add(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_add(grp, quad, NULL);
+ }
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
+ 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_add(grp, quad, NULL);
+ }
+
+ {
+ /* Grid pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
+ 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;
+ static float mat[4][4];
+ unit_m4(mat);
+
+ /* 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, "cameraPos", e_data.camera_pos, 1);
+ DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 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_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, geom, mat);
+
+ 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_call_add(grp, geom, mat);
+
+ 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_add(grp, geom, mat);
+ }
+
+ 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;
+ sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
+
+ /* distance outline around envelope bones */
+ state = DRW_STATE_ADDITIVE | 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 |
+ DRW_STATE_WIRE;
+ 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 | DRW_STATE_POINT | DRW_STATE_WIRE;
+ 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 | DRW_STATE_WIRE;
+ sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state);
+
+ /* Empties */
+ geom = DRW_cache_plain_axes_get();
+ sgl->plain_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_empty_cube_get();
+ sgl->cube = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_circle_get();
+ sgl->circle = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_empty_sphere_get();
+ sgl->sphere = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_sphere_get();
+ sgl->sphere_solid = shgroup_instance_solid(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_cylinder_get();
+ sgl->cylinder = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_empty_capsule_cap_get();
+ sgl->capsule_cap = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_empty_capsule_body_get();
+ sgl->capsule_body = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_empty_cone_get();
+ sgl->cone = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_single_arrow_get();
+ sgl->single_arrow = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_single_line_get();
+ sgl->single_arrow_line = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_bone_arrows_get();
+ sgl->empty_axes = shgroup_instance_empty_axes(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ /* Force Field */
+ geom = DRW_cache_field_wind_get();
+ sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_field_force_get();
+ sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_field_vortex_get();
+ sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_screenspace_circle_get();
+ sgl->field_curve_sta = shgroup_instance_screen_aligned(
+ sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ /* Grease Pencil */
+ geom = DRW_cache_gpencil_axes_get();
+ sgl->gpencil_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ /* Speaker */
+ geom = DRW_cache_speaker_get();
+ sgl->speaker = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ /* Probe */
+ static float probeSize = 14.0f;
+ geom = DRW_cache_lightprobe_cube_get();
+ sgl->probe_cube = shgroup_instance_screenspace(
+ sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_lightprobe_grid_get();
+ sgl->probe_grid = shgroup_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 = shgroup_instance_screenspace(
+ sgl->non_meshes, geom, &probePlanarSize, draw_ctx->sh_cfg);
+
+ /* Camera */
+ geom = DRW_cache_camera_get();
+ sgl->camera = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_camera_frame_get();
+ sgl->camera_frame = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_camera_tria_get();
+ sgl->camera_tria = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_plain_axes_get();
+ sgl->camera_focus = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_single_line_get();
+ sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+ sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ sgl->camera_clip_points = shgroup_distance_lines_instance(
+ sgl->non_meshes, geom, draw_ctx->sh_cfg);
+ sgl->camera_mist_points = shgroup_distance_lines_instance(
+ sgl->non_meshes, geom, draw_ctx->sh_cfg);
- sgl->light_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLightNoAlpha, &gb->sizeLightCenter, draw_ctx->sh_cfg);
+ geom = DRW_cache_quad_wires_get();
+ sgl->camera_stereo_plane_wires = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+ DRW_shgroup_state_enable(sgl->camera_stereo_plane_wires, DRW_STATE_WIRE);
+
+ geom = DRW_cache_empty_cube_get();
+ sgl->camera_stereo_volume_wires = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
- geom = DRW_cache_light_get();
- sgl->light_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
- geom = DRW_cache_light_shadows_get();
- sgl->light_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLightCircleShadow, draw_ctx->sh_cfg);
+ BLI_listbase_clear(&sgl->camera_path);
- geom = DRW_cache_light_sunrays_get();
- sgl->light_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
+ /* Texture Space */
+ geom = DRW_cache_empty_cube_get();
+ sgl->texspace = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
- sgl->light_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
- sgl->light_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
-
- geom = DRW_cache_screenspace_circle_get();
- sgl->light_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_area_square_get();
- sgl->light_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_area_disk_get();
- sgl->light_area_disk = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_hemi_get();
- sgl->light_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_get();
- sgl->light_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_single_line_endpoints_get();
- sgl->light_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_spot_get();
- sgl->light_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_circle_get();
- sgl->light_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_spot_square_get();
- sgl->light_spot_pyramid = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_square_get();
- sgl->light_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
-
- /* -------- STIPPLES ------- */
-
- /* Relationship Lines */
- sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorWire, draw_ctx->sh_cfg);
- sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorGridAxisZ, draw_ctx->sh_cfg);
-
- /* Force Field Curve Guide End (here because of stipple) */
- /* TODO port to shader stipple */
- geom = DRW_cache_screenspace_circle_get();
- sgl->field_curve_end = shgroup_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 = shgroup_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 = shgroup_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 | DRW_STATE_CULL_FRONT;
- sgl->transp_shapes = psl->transp_shapes[i] = DRW_pass_create("Transparent Shapes", state);
-
- /* Spot cones */
- geom = DRW_cache_light_spot_volume_get();
- sgl->light_spot_volume = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_spot_square_volume_get();
- sgl->light_spot_volume_rect = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_light_spot_volume_get();
- sgl->light_spot_volume_outside = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
- DRW_shgroup_state_disable(sgl->light_spot_volume_outside, DRW_STATE_CULL_FRONT);
- DRW_shgroup_state_enable(sgl->light_spot_volume_outside, DRW_STATE_CULL_BACK);
-
- geom = DRW_cache_light_spot_square_volume_get();
- sgl->light_spot_volume_rect_outside = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
- DRW_shgroup_state_disable(sgl->light_spot_volume_rect_outside, DRW_STATE_CULL_FRONT);
- DRW_shgroup_state_enable(sgl->light_spot_volume_rect_outside, DRW_STATE_CULL_BACK);
-
- /* Camera stereo volumes */
- geom = DRW_cache_cube_get();
- sgl->camera_stereo_volume = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
-
- geom = DRW_cache_quad_get();
- sgl->camera_stereo_plane = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
- DRW_shgroup_state_disable(sgl->camera_stereo_plane, DRW_STATE_CULL_FRONT);
- }
-
- {
- /* Object Center pass grouped by State */
- DRWShadingGroup *grp;
- static float outlineWidth, size;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
- psl->ob_center = DRW_pass_create("Obj Center Pass", state);
-
- outlineWidth = 1.0f * U.pixelsize;
- size = U.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_point_batch_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_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
- }
- stl->g_data->center_active = grp;
-
- /* Select */
- grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
- }
- stl->g_data->center_selected = grp;
-
- /* Deselect */
- grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
- }
- stl->g_data->center_deselected = grp;
-
- /* Select (library) */
- grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
- }
- stl->g_data->center_selected_lib = grp;
-
- /* Deselect (library) */
- grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
- DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
- }
- stl->g_data->center_deselected_lib = grp;
- }
-
- {
- /* Particle Pass */
- psl->particle = DRW_pass_create(
- "Particle Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_POINT | DRW_STATE_BLEND);
- }
+ /* 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);
+ DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND);
+
+ /* Metaballs Handles */
+ sgl->mball_handle = shgroup_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 */
+
+ /* start with buflimit because we don't want stipples */
+ geom = DRW_cache_single_line_get();
+ sgl->light_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ sgl->light_center = shgroup_dynpoints_uniform_color(
+ sgl->non_meshes, gb->colorLightNoAlpha, &gb->sizeLightCenter, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_get();
+ sgl->light_circle = shgroup_instance_screenspace(
+ sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
+ geom = DRW_cache_light_shadows_get();
+ sgl->light_circle_shadow = shgroup_instance_screenspace(
+ sgl->non_meshes, geom, &gb->sizeLightCircleShadow, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_sunrays_get();
+ sgl->light_sunrays = shgroup_instance_screenspace(
+ sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
+
+ sgl->light_groundline = shgroup_groundlines_uniform_color(
+ sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
+ sgl->light_groundpoint = shgroup_groundpoints_uniform_color(
+ sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_screenspace_circle_get();
+ sgl->light_area_sphere = shgroup_instance_screen_aligned(
+ sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_area_square_get();
+ sgl->light_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_area_disk_get();
+ sgl->light_area_disk = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_hemi_get();
+ sgl->light_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_single_line_get();
+ sgl->light_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ sgl->light_buflimit_points = shgroup_distance_lines_instance(
+ sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_spot_get();
+ sgl->light_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_circle_get();
+ sgl->light_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_spot_square_get();
+ sgl->light_spot_pyramid = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_square_get();
+ sgl->light_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
+
+ /* -------- STIPPLES ------- */
+
+ /* Relationship Lines */
+ sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(
+ sgl->non_meshes, gb->colorWire, draw_ctx->sh_cfg);
+ sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(
+ sgl->non_meshes, gb->colorGridAxisZ, draw_ctx->sh_cfg);
+
+ /* Force Field Curve Guide End (here because of stipple) */
+ /* TODO port to shader stipple */
+ geom = DRW_cache_screenspace_circle_get();
+ sgl->field_curve_end = shgroup_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 = shgroup_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 = shgroup_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 |
+ DRW_STATE_CULL_FRONT;
+ sgl->transp_shapes = psl->transp_shapes[i] = DRW_pass_create("Transparent Shapes", state);
+
+ /* Spot cones */
+ geom = DRW_cache_light_spot_volume_get();
+ sgl->light_spot_volume = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_spot_square_volume_get();
+ sgl->light_spot_volume_rect = shgroup_instance_alpha(
+ sgl->transp_shapes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_light_spot_volume_get();
+ sgl->light_spot_volume_outside = shgroup_instance_alpha(
+ sgl->transp_shapes, geom, draw_ctx->sh_cfg);
+ DRW_shgroup_state_disable(sgl->light_spot_volume_outside, DRW_STATE_CULL_FRONT);
+ DRW_shgroup_state_enable(sgl->light_spot_volume_outside, DRW_STATE_CULL_BACK);
+
+ geom = DRW_cache_light_spot_square_volume_get();
+ sgl->light_spot_volume_rect_outside = shgroup_instance_alpha(
+ sgl->transp_shapes, geom, draw_ctx->sh_cfg);
+ DRW_shgroup_state_disable(sgl->light_spot_volume_rect_outside, DRW_STATE_CULL_FRONT);
+ DRW_shgroup_state_enable(sgl->light_spot_volume_rect_outside, DRW_STATE_CULL_BACK);
+
+ /* Camera stereo volumes */
+ geom = DRW_cache_cube_get();
+ sgl->camera_stereo_volume = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
+
+ geom = DRW_cache_quad_get();
+ sgl->camera_stereo_plane = shgroup_instance_alpha(sgl->transp_shapes, geom, draw_ctx->sh_cfg);
+ DRW_shgroup_state_disable(sgl->camera_stereo_plane, DRW_STATE_CULL_FRONT);
+ }
+
+ {
+ /* Object Center pass grouped by State */
+ DRWShadingGroup *grp;
+ static float outlineWidth, size;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
+ psl->ob_center = DRW_pass_create("Obj Center Pass", state);
+
+ outlineWidth = 1.0f * U.pixelsize;
+ size = U.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_point_batch_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_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
+ }
+ stl->g_data->center_active = grp;
+
+ /* Select */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
+ }
+ stl->g_data->center_selected = grp;
+
+ /* Deselect */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
+ }
+ stl->g_data->center_deselected = grp;
+
+ /* Select (library) */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
+ }
+ stl->g_data->center_selected_lib = grp;
+
+ /* Deselect (library) */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
+ }
+ stl->g_data->center_deselected_lib = grp;
+ }
+
+ {
+ /* Particle Pass */
+ psl->particle = DRW_pass_create("Particle Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_POINT |
+ DRW_STATE_BLEND);
+ }
}
-static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
+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_shgroup_call_dynamic_add(sgl->mball_handle, draw_scale_xform, &ml->rad, color);
- }
+ 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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_center, ob->obmat[3]);
- }
- }
-
- /* First circle */
- DRW_shgroup_call_dynamic_add(sgl->light_circle, ob->obmat[3], color);
-
- /* draw dashed outer circle for shadow */
- DRW_shgroup_call_dynamic_add(sgl->light_circle_shadow, ob->obmat[3], color);
-
- /* Distance */
- if (ELEM(la->type, LA_SUN, LA_AREA)) {
- DRW_shgroup_call_dynamic_add(sgl->light_distance, color, &zero, &la->dist, ob->obmat);
- }
-
- copy_m4_m4(shapemat, ob->obmat);
-
- if (la->type == LA_SUN) {
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_spot_blend_rect, color, &one, spotblendmat);
- }
-
- if (la->mode & LA_SHOW_CONE) {
-
- DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_rect, cone_inside, &one, shapemat);
- DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_rect_outside, cone_outside, &one, shapemat);
- }
- }
- else {
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_spot_blend, color, &one, spotblendmat);
- }
-
- if (la->mode & LA_SHOW_CONE) {
- DRW_shgroup_call_dynamic_add(sgl->light_spot_volume, cone_inside, &one, shapemat);
- DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_outside, cone_outside, &one, shapemat);
- }
- }
-
- DRW_shgroup_call_dynamic_add(sgl->light_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_area_disk, color, &la->area_size, shapemat);
- }
- else {
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_area_sphere, color, &la->area_size, shapemat);
- }
-
- /* Line and point going to the ground */
- DRW_shgroup_call_dynamic_add(sgl->light_groundline, ob->obmat[3]);
- DRW_shgroup_call_dynamic_add(sgl->light_groundpoint, ob->obmat[3]);
+ 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_shgroup_call_dynamic_add(sgl->light_center, ob->obmat[3]);
+ }
+ }
+
+ /* First circle */
+ DRW_shgroup_call_dynamic_add(sgl->light_circle, ob->obmat[3], color);
+
+ /* draw dashed outer circle for shadow */
+ DRW_shgroup_call_dynamic_add(sgl->light_circle_shadow, ob->obmat[3], color);
+
+ /* Distance */
+ if (ELEM(la->type, LA_SUN, LA_AREA)) {
+ DRW_shgroup_call_dynamic_add(sgl->light_distance, color, &zero, &la->dist, ob->obmat);
+ }
+
+ copy_m4_m4(shapemat, ob->obmat);
+
+ if (la->type == LA_SUN) {
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_spot_blend_rect, color, &one, spotblendmat);
+ }
+
+ if (la->mode & LA_SHOW_CONE) {
+
+ DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_rect, cone_inside, &one, shapemat);
+ DRW_shgroup_call_dynamic_add(
+ sgl->light_spot_volume_rect_outside, cone_outside, &one, shapemat);
+ }
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_spot_blend, color, &one, spotblendmat);
+ }
+
+ if (la->mode & LA_SHOW_CONE) {
+ DRW_shgroup_call_dynamic_add(sgl->light_spot_volume, cone_inside, &one, shapemat);
+ DRW_shgroup_call_dynamic_add(sgl->light_spot_volume_outside, cone_outside, &one, shapemat);
+ }
+ }
+
+ DRW_shgroup_call_dynamic_add(
+ sgl->light_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
+ DRW_shgroup_call_dynamic_add(
+ 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_shgroup_call_dynamic_add(sgl->light_area_disk, color, &la->area_size, shapemat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->light_area_sphere, color, &la->area_size, shapemat);
+ }
+
+ /* Line and point going to the ground */
+ DRW_shgroup_call_dynamic_add(sgl->light_groundline, ob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->light_groundpoint, ob->obmat[3]);
}
-static GPUBatch *batch_camera_path_get(
- ListBase *camera_paths, const MovieTrackingReconstruction *reconstruction)
+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;
+ 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);
- }
+ 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])
+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));
-
- 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_shgroup_call_dynamic_add(
- sgl->camera_frame, color, cam->runtime.drw_corners[eye],
- &cam->runtime.drw_depth[eye], cam->runtime.drw_tria, obmat);
-
- DRW_shgroup_call_dynamic_add(
- 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_shgroup_call_dynamic_add(sgl->relationship_lines, origin[0]);
- DRW_shgroup_call_dynamic_add(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};
- 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_shgroup_call_dynamic_add(sgl->camera_stereo_plane, color_plane[0], &one, plane_mat);
- }
- DRW_shgroup_call_dynamic_add(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;
- 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_shgroup_call_dynamic_add(sgl->camera_stereo_volume, color_volume[eye], &one, persinv);
- }
- DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv);
- }
- }
+ 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));
+
+ 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_shgroup_call_dynamic_add(sgl->camera_frame,
+ color,
+ cam->runtime.drw_corners[eye],
+ &cam->runtime.drw_depth[eye],
+ cam->runtime.drw_tria,
+ obmat);
+
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->relationship_lines, origin[0]);
+ DRW_shgroup_call_dynamic_add(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};
+ 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_shgroup_call_dynamic_add(sgl->camera_stereo_plane, color_plane[0], &one, plane_mat);
+ }
+ DRW_shgroup_call_dynamic_add(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;
+ 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_shgroup_call_dynamic_add(sgl->camera_stereo_volume, color_volume[eye], &one, persinv);
+ }
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv);
+ }
+ }
}
-static void camera_view3d_reconstruction(
- OBJECT_ShadingGroupList *sgl,
- Scene *scene,
- View3D *v3d,
- const Object *camera_object,
- Object *ob,
- const float color[4],
- const bool is_select)
+static void camera_view3d_reconstruction(OBJECT_ShadingGroupList *sgl,
+ Scene *scene,
+ View3D *v3d,
+ const 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;
-
- 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(camera_object->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);
- }
-
- 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_shgroup_call_dynamic_add(sgl->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_add(shading_group, geom, camera_mat);
- }
- }
- }
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Camera *cam = ob->data;
+
+ 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(camera_object->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);
+ }
+
+ 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_shgroup_call_dynamic_add(sgl->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_add(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;
- const 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) {
- /* 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_shgroup_call_dynamic_add(
- 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_shgroup_call_dynamic_add(
- 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_shgroup_call_dynamic_add(
- 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_shgroup_call_dynamic_add(
- sgl->camera_focus, (is_active ? col_hi : col),
- &cam->drawsize, cam->runtime.drw_focusmat);
-
- DRW_shgroup_call_dynamic_add(
- sgl->camera_clip, color,
- &cam->clip_start, &cam->clip_end, cam->runtime.drw_normalmat);
- DRW_shgroup_call_dynamic_add(
- 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_shgroup_call_dynamic_add(
- sgl->camera_mist, color,
- &world->miststa, &world->mistend, cam->runtime.drw_normalmat);
- DRW_shgroup_call_dynamic_add(
- 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);
+ 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;
+ const 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) {
+ /* 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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(
+ sgl->camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->runtime.drw_focusmat);
+
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_clip, color, &cam->clip_start, &cam->clip_end, cam->runtime.drw_normalmat);
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(
+ sgl->camera_mist, color, &world->miststa, &world->mistend, cam->runtime.drw_normalmat);
+ DRW_shgroup_call_dynamic_add(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])
+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])
{
- switch (draw_type) {
- case OB_PLAINAXES:
- DRW_shgroup_call_dynamic_add(sgl->plain_axes, color, draw_size, mat);
- break;
- case OB_SINGLE_ARROW:
- DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, draw_size, mat);
- DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, draw_size, mat);
- break;
- case OB_CUBE:
- DRW_shgroup_call_dynamic_add(sgl->cube, color, draw_size, mat);
- break;
- case OB_CIRCLE:
- DRW_shgroup_call_dynamic_add(sgl->circle, color, draw_size, mat);
- break;
- case OB_EMPTY_SPHERE:
- DRW_shgroup_call_dynamic_add(sgl->sphere, color, draw_size, mat);
- break;
- case OB_EMPTY_CONE:
- DRW_shgroup_call_dynamic_add(sgl->cone, color, draw_size, mat);
- break;
- case OB_ARROWS:
- DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, draw_size, mat);
- break;
- case OB_EMPTY_IMAGE:
- BLI_assert(!"Should never happen, use DRW_shgroup_empty instead.");
- break;
- }
+ switch (draw_type) {
+ case OB_PLAINAXES:
+ DRW_shgroup_call_dynamic_add(sgl->plain_axes, color, draw_size, mat);
+ break;
+ case OB_SINGLE_ARROW:
+ DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, draw_size, mat);
+ DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, draw_size, mat);
+ break;
+ case OB_CUBE:
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, draw_size, mat);
+ break;
+ case OB_CIRCLE:
+ DRW_shgroup_call_dynamic_add(sgl->circle, color, draw_size, mat);
+ break;
+ case OB_EMPTY_SPHERE:
+ DRW_shgroup_call_dynamic_add(sgl->sphere, color, draw_size, mat);
+ break;
+ case OB_EMPTY_CONE:
+ DRW_shgroup_call_dynamic_add(sgl->cone, color, draw_size, mat);
+ break;
+ case OB_ARROWS:
+ DRW_shgroup_call_dynamic_add(sgl->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)
+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;
- }
+ 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_shgroup_call_dynamic_add(sgl->field_wind, color, &pd->drawvec1, ob->obmat);
- break;
- case PFIELD_FORCE:
- DRW_shgroup_call_dynamic_add(sgl->field_force, color, &pd->drawvec1, ob->obmat);
- break;
- case PFIELD_VORTEX:
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat);
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->maxdist, ob->obmat);
- }
-
- if ((pd->flag & PFIELD_USEMIN) != 0) {
- DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->mindist, ob->obmat);
- }
- }
- else if (pd->falloff == PFIELD_FALL_TUBE) {
- if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
- DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
- }
-
- if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
- }
-
- if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
- DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat);
- }
- }
+ 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_shgroup_call_dynamic_add(sgl->field_wind, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_FORCE:
+ DRW_shgroup_call_dynamic_add(sgl->field_force, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_VORTEX:
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat);
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->maxdist, ob->obmat);
+ }
+
+ if ((pd->flag & PFIELD_USEMIN) != 0) {
+ DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->mindist, ob->obmat);
+ }
+ }
+ else if (pd->falloff == PFIELD_FALL_TUBE) {
+ if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
+ DRW_shgroup_call_dynamic_add(
+ sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
+ }
+
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ DRW_shgroup_call_dynamic_add(
+ 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_shgroup_call_dynamic_add(
+ sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
+ }
+
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ DRW_shgroup_call_dynamic_add(
+ 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)
+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 voxel_cubemat[4][4] = {{0.0f}};
- voxel_cubemat[0][0] = 1.0f / (float)sds->res[0];
- voxel_cubemat[1][1] = 1.0f / (float)sds->res[1];
- voxel_cubemat[2][2] = 1.0f / (float)sds->res[2];
- voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f;
- voxel_cubemat[3][3] = 1.0f;
- translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f);
- mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat);
-
- DRW_shgroup_call_dynamic_add(sgl->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 invviewmat[4][4];
- DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
-
- const int axis = (sds->slice_axis == SLICE_AXIS_AUTO)
- ? axis_dominant_v3_single(invviewmat[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_int_copy(grp, "sliceAxis", slice_axis);
- DRW_shgroup_call_procedural_lines_add(grp, line_count, ob->obmat);
-
- BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
+ 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 voxel_cubemat[4][4] = {{0.0f}};
+ voxel_cubemat[0][0] = 1.0f / (float)sds->res[0];
+ voxel_cubemat[1][1] = 1.0f / (float)sds->res[1];
+ voxel_cubemat[2][2] = 1.0f / (float)sds->res[2];
+ voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f;
+ voxel_cubemat[3][3] = 1.0f;
+ translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f);
+ mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat);
+
+ DRW_shgroup_call_dynamic_add(sgl->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 invviewmat[4][4];
+ DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
+
+ const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ?
+ axis_dominant_v3_single(invviewmat[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_int_copy(grp, "sliceAxis", slice_axis);
+ DRW_shgroup_call_procedural_lines_add(grp, line_count, ob->obmat);
+
+ 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);
+ /* 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);
+ float *color;
+ static float one = 1.0f;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
- DRW_shgroup_call_dynamic_add(sgl->speaker, color, &one, ob->obmat);
+ DRW_shgroup_call_dynamic_add(sgl->speaker, color, &one, ob->obmat);
}
typedef struct OBJECT_LightProbeEngineData {
- DrawData dd;
+ DrawData dd;
- float increment_x[3];
- float increment_y[3];
- float increment_z[3];
- float corner[3];
+ float increment_x[3];
+ float increment_y[3];
+ float increment_z[3];
+ float corner[3];
} OBJECT_LightProbeEngineData;
-static void DRW_shgroup_lightprobe(
- OBJECT_Shaders *sh_data, OBJECT_StorageList *stl, OBJECT_PassList *psl,
- Object *ob, ViewLayer *view_layer)
+static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
+ OBJECT_StorageList *stl,
+ OBJECT_PassList *psl,
+ Object *ob,
+ ViewLayer *view_layer)
{
- 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;
-
- OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure(
- &ob->id,
- &draw_engine_object_type,
- sizeof(OBJECT_LightProbeEngineData),
- NULL,
- NULL);
-
- if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) {
- int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag);
-
- if (prb->type == LIGHTPROBE_TYPE_GRID) {
- /* 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(prb_data->corner, -1.0f);
- add_v3_v3(prb_data->corner, half_cell_dim);
- mul_m4_v3(ob->obmat, prb_data->corner);
-
- /* Opposite neighbor cell. */
- copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
- add_v3_v3(prb_data->increment_x, half_cell_dim);
- add_v3_fl(prb_data->increment_x, -1.0f);
- mul_m4_v3(ob->obmat, prb_data->increment_x);
- sub_v3_v3(prb_data->increment_x, prb_data->corner);
-
- copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
- add_v3_v3(prb_data->increment_y, half_cell_dim);
- add_v3_fl(prb_data->increment_y, -1.0f);
- mul_m4_v3(ob->obmat, prb_data->increment_y);
- sub_v3_v3(prb_data->increment_y, prb_data->corner);
-
- copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
- add_v3_v3(prb_data->increment_z, half_cell_dim);
- add_v3_fl(prb_data->increment_z, -1.0f);
- mul_m4_v3(ob->obmat, prb_data->increment_z);
- sub_v3_v3(prb_data->increment_z, prb_data->corner);
-
- 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_int_copy(grp, "call_id", *call_id);
- DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
- DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
- DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
- DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
- DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
- DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
- DRW_shgroup_call_procedural_points_add(grp, cell_count, NULL);
- }
- else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
- float draw_size = 1.0f;
- float probe_cube_mat[4][4];
- // prb_data->draw_size = prb->data_draw_size * 0.1f;
- // unit_m4(prb_data->probe_cube_mat);
- // copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
-
- DRWShadingGroup *grp = shgroup_theme_id_to_probe_cube_outline_shgrp(stl, theme_id, ob->base_flag);
- /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
- * to keep the call ids correct. */
- zero_m4(probe_cube_mat);
- DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, probe_cube_mat);
- }
- else {
- float draw_size = 1.0f;
- DRWShadingGroup *grp = shgroup_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
- DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, ob->obmat);
- }
-
- *call_id += 1;
- }
-
- switch (prb->type) {
- case LIGHTPROBE_TYPE_PLANAR:
- DRW_shgroup_call_dynamic_add(sgl->probe_planar, ob->obmat[3], color);
- break;
- case LIGHTPROBE_TYPE_GRID:
- DRW_shgroup_call_dynamic_add(sgl->probe_grid, ob->obmat[3], color);
- break;
- case LIGHTPROBE_TYPE_CUBE:
- default:
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->single_arrow, color, &ob->empty_drawsize, mat);
- DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, &ob->empty_drawsize, mat);
-
- copy_m4_m4(mat, ob->obmat);
- zero_v3(mat[2]);
-
- DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->cube, color, &prb->distgridinf, ob->obmat);
- DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
-
- copy_m4_m4(rangemat, ob->obmat);
- normalize_v3(rangemat[2]);
- mul_v3_fl(rangemat[2], prb->distfalloff);
-
- DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
- }
- else {
- DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distgridinf, ob->obmat);
- DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->cube, color, dist, obmat);
- }
- else {
- DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->light_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
- DRW_shgroup_call_dynamic_add(sgl->light_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
- }
- }
- }
-
- /* Line and point going to the ground */
- if (prb->type == LIGHTPROBE_TYPE_CUBE) {
- DRW_shgroup_call_dynamic_add(sgl->light_groundline, ob->obmat[3]);
- DRW_shgroup_call_dynamic_add(sgl->light_groundpoint, ob->obmat[3]);
- }
+ 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;
+
+ OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure(
+ &ob->id, &draw_engine_object_type, sizeof(OBJECT_LightProbeEngineData), NULL, NULL);
+
+ if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) {
+ int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag);
+
+ if (prb->type == LIGHTPROBE_TYPE_GRID) {
+ /* 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(prb_data->corner, -1.0f);
+ add_v3_v3(prb_data->corner, half_cell_dim);
+ mul_m4_v3(ob->obmat, prb_data->corner);
+
+ /* Opposite neighbor cell. */
+ copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
+ add_v3_v3(prb_data->increment_x, half_cell_dim);
+ add_v3_fl(prb_data->increment_x, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_x);
+ sub_v3_v3(prb_data->increment_x, prb_data->corner);
+
+ copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
+ add_v3_v3(prb_data->increment_y, half_cell_dim);
+ add_v3_fl(prb_data->increment_y, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_y);
+ sub_v3_v3(prb_data->increment_y, prb_data->corner);
+
+ copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
+ add_v3_v3(prb_data->increment_z, half_cell_dim);
+ add_v3_fl(prb_data->increment_z, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_z);
+ sub_v3_v3(prb_data->increment_z, prb_data->corner);
+
+ 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_int_copy(grp, "call_id", *call_id);
+ DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
+ DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
+ DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
+ DRW_shgroup_call_procedural_points_add(grp, cell_count, NULL);
+ }
+ else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
+ float draw_size = 1.0f;
+ float probe_cube_mat[4][4];
+ // prb_data->draw_size = prb->data_draw_size * 0.1f;
+ // unit_m4(prb_data->probe_cube_mat);
+ // copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
+
+ DRWShadingGroup *grp = shgroup_theme_id_to_probe_cube_outline_shgrp(
+ stl, theme_id, ob->base_flag);
+ /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
+ * to keep the call ids correct. */
+ zero_m4(probe_cube_mat);
+ DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, probe_cube_mat);
+ }
+ else {
+ float draw_size = 1.0f;
+ DRWShadingGroup *grp = shgroup_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
+ DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, ob->obmat);
+ }
+
+ *call_id += 1;
+ }
+
+ switch (prb->type) {
+ case LIGHTPROBE_TYPE_PLANAR:
+ DRW_shgroup_call_dynamic_add(sgl->probe_planar, ob->obmat[3], color);
+ break;
+ case LIGHTPROBE_TYPE_GRID:
+ DRW_shgroup_call_dynamic_add(sgl->probe_grid, ob->obmat[3], color);
+ break;
+ case LIGHTPROBE_TYPE_CUBE:
+ default:
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->single_arrow, color, &ob->empty_drawsize, mat);
+ DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, &ob->empty_drawsize, mat);
+
+ copy_m4_m4(mat, ob->obmat);
+ zero_v3(mat[2]);
+
+ DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->cube, color, &prb->distgridinf, ob->obmat);
+ DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
+
+ copy_m4_m4(rangemat, ob->obmat);
+ normalize_v3(rangemat[2]);
+ mul_v3_fl(rangemat[2], prb->distfalloff);
+
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distgridinf, ob->obmat);
+ DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->cube, color, dist, obmat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(
+ sgl->light_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
+ DRW_shgroup_call_dynamic_add(
+ sgl->light_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
+ }
+ }
+ }
+
+ /* Line and point going to the ground */
+ if (prb->type == LIGHTPROBE_TYPE_CUBE) {
+ DRW_shgroup_call_dynamic_add(sgl->light_groundline, ob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->light_groundpoint, ob->obmat[3]);
+ }
}
-static void DRW_shgroup_relationship_lines(
- OBJECT_ShadingGroupList *sgl,
- Depsgraph *depsgraph,
- Scene *scene,
- Object *ob)
+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_shgroup_call_dynamic_add(sgl->relationship_lines, ob->runtime.parent_display_origin);
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob1->obmat[3]);
- DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
- }
- if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) {
- DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob2->obmat[3]);
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->constraint_lines, camob->obmat[3]);
- DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->constraint_lines, ct->matrix[3]);
- DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]);
- }
-
- if (cti->flush_constraint_targets) {
- cti->flush_constraint_targets(curcon, &targets, 1);
- }
- }
- }
- }
-
- BKE_constraints_clear_evalob(cob);
- }
+ if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->runtime.parent_display_origin);
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob1->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
+ }
+ if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) {
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob2->obmat[3]);
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->constraint_lines, camob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(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_shgroup_call_dynamic_add(sgl->constraint_lines, ct->matrix[3]);
+ DRW_shgroup_call_dynamic_add(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)
+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);
- DRWShadingGroup *shgroup;
-
- if (ob == OBACT(view_layer)) {
- shgroup = stl->g_data->center_active;
- }
- else if (ob->base_flag & BASE_SELECTED) {
- if (is_library) {
- shgroup = stl->g_data->center_selected_lib;
- }
- else {
- shgroup = stl->g_data->center_selected;
- }
- }
- else if (v3d->flag & V3D_DRAW_CENTERS) {
- if (is_library) {
- shgroup = stl->g_data->center_deselected_lib;
- }
- else {
- shgroup = stl->g_data->center_deselected;
- }
- }
- else {
- return;
- }
-
- DRW_shgroup_call_dynamic_add(shgroup, ob->obmat[3]);
+ if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) {
+ return;
+ }
+ const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob);
+ DRWShadingGroup *shgroup;
+
+ if (ob == OBACT(view_layer)) {
+ shgroup = stl->g_data->center_active;
+ }
+ else if (ob->base_flag & BASE_SELECTED) {
+ if (is_library) {
+ shgroup = stl->g_data->center_selected_lib;
+ }
+ else {
+ shgroup = stl->g_data->center_selected;
+ }
+ }
+ else if (v3d->flag & V3D_DRAW_CENTERS) {
+ if (is_library) {
+ shgroup = stl->g_data->center_deselected_lib;
+ }
+ else {
+ shgroup = stl->g_data->center_deselected;
+ }
+ }
+ else {
+ return;
+ }
+
+ DRW_shgroup_call_dynamic_add(shgroup, 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, NULL, &texcosize);
- break;
- case ID_CU:
- {
- Curve *cu = (Curve *)ob_data;
- if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
- BKE_curve_texspace_calc(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_shgroup_call_dynamic_add(sgl->texspace, color, &one, tmp);
+ 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, NULL, &texcosize);
+ break;
+ case ID_CU: {
+ Curve *cu = (Curve *)ob_data;
+ if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
+ BKE_curve_texspace_calc(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_shgroup_call_dynamic_add(sgl->texspace, color, &one, tmp);
}
static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
{
- 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_center_aabb(bb, center);
- BKE_boundbox_calc_size_aabb(bb, size);
-
- switch (ob->boundtype) {
- case OB_BOUND_BOX:
- size_to_mat4(tmp, size);
- copy_v3_v3(tmp[3], center);
- mul_m4_m4m4(tmp, ob->obmat, tmp);
- DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->capsule_body, color, &one, final_mat);
- break;
- }
+ 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_center_aabb(bb, center);
+ BKE_boundbox_calc_size_aabb(bb, size);
+
+ switch (ob->boundtype) {
+ case OB_BOUND_BOX:
+ size_to_mat4(tmp, size);
+ copy_v3_v3(tmp[3], center);
+ mul_m4_m4m4(tmp, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->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_shgroup_call_dynamic_add(sgl->capsule_body, color, &one, final_mat);
+ break;
+ }
}
-static void OBJECT_cache_populate_particles(
- OBJECT_Shaders *sh_data,
- Object *ob,
- OBJECT_PassList *psl)
+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;
-
- static float mat[4][4];
- unit_m4(mat);
-
- if (draw_as != PART_DRAW_PATH) {
- struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
- DRWShadingGroup *shgrp = NULL;
- static int screen_space[2] = {0, 1};
- static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
- static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
-
- /* Dummy particle format for instancing to work. */
- DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTR_FLOAT, 1}});
-
- Material *ma = give_current_material(ob, part->omat);
-
- switch (draw_as) {
- 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_add(shgrp, geom, mat);
- break;
- case PART_DRAW_CROSS:
- shgrp = DRW_shgroup_instance_create(
- sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS),
- e_data.particle_format);
- 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_int(shgrp, "screen_space", &screen_space[0], 1);
- break;
- case PART_DRAW_CIRC:
- shgrp = DRW_shgroup_instance_create(
- sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC),
- e_data.particle_format);
- 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_int(shgrp, "screen_space", &screen_space[1], 1);
- break;
- case PART_DRAW_AXIS:
- shgrp = DRW_shgroup_instance_create(
- sh_data->part_axis, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS),
- e_data.particle_format);
- DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
- break;
- default:
- break;
- }
-
- if (shgrp) {
- if (draw_as != PART_DRAW_DOT) {
- DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
- DRW_shgroup_instance_batch(shgrp, geom);
- }
- }
- }
- }
+ 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;
+
+ static float mat[4][4];
+ unit_m4(mat);
+
+ if (draw_as != PART_DRAW_PATH) {
+ struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
+ DRWShadingGroup *shgrp = NULL;
+ static int screen_space[2] = {0, 1};
+ static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
+ static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
+
+ /* Dummy particle format for instancing to work. */
+ DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTR_FLOAT, 1}});
+
+ Material *ma = give_current_material(ob, part->omat);
+
+ switch (draw_as) {
+ 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_add(shgrp, geom, mat);
+ break;
+ case PART_DRAW_CROSS:
+ shgrp = DRW_shgroup_instance_create(sh_data->part_prim,
+ psl->particle,
+ DRW_cache_particles_get_prim(PART_DRAW_CROSS),
+ e_data.particle_format);
+ 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_int(shgrp, "screen_space", &screen_space[0], 1);
+ break;
+ case PART_DRAW_CIRC:
+ shgrp = DRW_shgroup_instance_create(sh_data->part_prim,
+ psl->particle,
+ DRW_cache_particles_get_prim(PART_DRAW_CIRC),
+ e_data.particle_format);
+ 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_int(shgrp, "screen_space", &screen_space[1], 1);
+ break;
+ case PART_DRAW_AXIS:
+ shgrp = DRW_shgroup_instance_create(sh_data->part_axis,
+ psl->particle,
+ DRW_cache_particles_get_prim(PART_DRAW_AXIS),
+ e_data.particle_format);
+ DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
+ break;
+ default:
+ break;
+ }
+
+ if (shgrp) {
+ if (draw_as != PART_DRAW_DOT) {
+ DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
+ DRW_shgroup_instance_batch(shgrp, geom);
+ }
+ }
+ }
+ }
}
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;
- }
- }
- }
- }
- }
+ 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;
+ }
+ }
+ }
+ }
+ }
}
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 moving the camera. */
- (((rv3d->persp == RV3D_CAMOB) && ((ID *)v3d->camera == ob->id.orig_id)) == 0));
-
- 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;
-
- /* 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 (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);
- DRWShadingGroup *shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag);
- if (shgroup != NULL) {
- DRW_shgroup_call_object_add(shgroup, geom, ob);
- }
- }
- }
- }
-
- switch (ob->type) {
- case OB_MESH:
- {
- if (hide_object_extra) {
- break;
- }
- Mesh *me = ob->data;
- if (!is_edit_mode && me->totedge == 0) {
- struct GPUBatch *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);
- }
- DRWShadingGroup *shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call_object_add(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) {
- struct GPUBatch *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);
- }
- DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call_object_add(shgroup, geom, ob);
- }
- }
- }
- break;
- }
- case OB_SURF:
- {
- if (hide_object_extra) {
- break;
- }
- struct GPUBatch *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);
- }
- DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call_object_add(shgroup, geom, ob);
- break;
- }
- case OB_LATTICE:
- {
- if (!is_edit_mode) {
- if (hide_object_extra) {
- break;
- }
- struct GPUBatch *geom = DRW_cache_lattice_wire_get(ob, false);
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
-
- DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call_object_add(shgroup, geom, ob);
- }
- break;
- }
- case OB_CURVE:
- {
- if (!is_edit_mode) {
- if (hide_object_extra) {
- break;
- }
- struct GPUBatch *geom = DRW_cache_curve_edge_wire_get(ob);
- if (theme_id == TH_UNDEFINED) {
- theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
- }
- DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call_object_add(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);
- break;
- case OB_EMPTY:
- if (hide_object_extra) {
- 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);
- 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 */
- };
- 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) {
- struct GPUBatch *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);
- }
- DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
- DRW_shgroup_call_object_add(shgroup, geom, ob);
- }
- }
- break;
- }
- default:
- break;
- }
-
- 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);
- }
-
- /* 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 != 0);
- 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);
- }
-
- if (ob->dtx & OB_AXIS) {
- float *color, axes_size = 1.0f;
- DRW_object_wire_theme_get(ob, view_layer, &color);
-
- DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, &axes_size, ob->obmat);
- }
-
- 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);
- }
- }
+ 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 moving the camera. */
+ (((rv3d->persp == RV3D_CAMOB) &&
+ ((ID *)v3d->camera == ob->id.orig_id)) == 0));
+
+ 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;
+
+ /* 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 (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);
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_outline_or_null(
+ stl, theme_id, ob->base_flag);
+ if (shgroup != NULL) {
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ }
+ }
+
+ switch (ob->type) {
+ case OB_MESH: {
+ if (hide_object_extra) {
+ break;
+ }
+ Mesh *me = ob->data;
+ if (!is_edit_mode && me->totedge == 0) {
+ struct GPUBatch *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);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(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) {
+ struct GPUBatch *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);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ }
+ break;
+ }
+ case OB_SURF: {
+ if (hide_object_extra) {
+ break;
+ }
+ struct GPUBatch *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);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ break;
+ }
+ case OB_LATTICE: {
+ if (!is_edit_mode) {
+ if (hide_object_extra) {
+ break;
+ }
+ struct GPUBatch *geom = DRW_cache_lattice_wire_get(ob, false);
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ break;
+ }
+ case OB_CURVE: {
+ if (!is_edit_mode) {
+ if (hide_object_extra) {
+ break;
+ }
+ struct GPUBatch *geom = DRW_cache_curve_edge_wire_get(ob);
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(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);
+ break;
+ case OB_EMPTY:
+ if (hide_object_extra) {
+ 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);
+ 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 */
+ };
+ 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) {
+ struct GPUBatch *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);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ break;
+ }
+ default:
+ break;
+ }
+
+ 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);
+ }
+
+ /* 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 != 0);
+ 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);
+ }
+
+ if (ob->dtx & OB_AXIS) {
+ float *color, axes_size = 1.0f;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, &axes_size, ob->obmat);
+ }
+
+ 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;
+ 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);
+ DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties);
+ DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties);
}
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 id_len_select = g_data->id_ofs_select;
- int id_len_select_dupli = g_data->id_ofs_select_dupli;
- int id_len_active = g_data->id_ofs_active;
- int id_len_transform = g_data->id_ofs_transform;
-
- int id_len_prb_select = g_data->id_ofs_prb_select;
- int id_len_prb_select_dupli = g_data->id_ofs_prb_select_dupli;
- int id_len_prb_active = g_data->id_ofs_prb_active;
- int id_len_prb_transform = g_data->id_ofs_prb_transform;
-
- int outline_calls = id_len_select + id_len_select_dupli + id_len_active + id_len_transform;
- outline_calls += id_len_prb_select + id_len_prb_select_dupli + id_len_prb_active + id_len_prb_transform;
-
- float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
- /* Don't draw Transparent passes in MSAA buffer. */
-// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
- DRW_draw_pass(stl->g_data->sgl.transp_shapes);
-
- MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- DRW_draw_pass(stl->g_data->sgl.bone_solid);
- DRW_draw_pass(stl->g_data->sgl.bone_wire);
- DRW_draw_pass(stl->g_data->sgl.bone_outline);
- DRW_draw_pass(stl->g_data->sgl.non_meshes);
- DRW_draw_pass(psl->particle);
- DRW_draw_pass(stl->g_data->sgl.bone_axes);
-
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
-
- DRW_draw_pass(stl->g_data->sgl.image_empties);
-
- if (DRW_state_is_fbo() && outline_calls > 0) {
- DRW_stats_group_start("Outlines");
-
- g_data->id_ofs_active = 1;
- g_data->id_ofs_select = g_data->id_ofs_active + id_len_active + id_len_prb_active + 1;
- g_data->id_ofs_select_dupli = g_data->id_ofs_select + id_len_select + id_len_prb_select + 1;
- g_data->id_ofs_transform = g_data->id_ofs_select_dupli + id_len_select_dupli + id_len_prb_select_dupli + 1;
-
- g_data->id_ofs_prb_active = g_data->id_ofs_active + id_len_active;
- g_data->id_ofs_prb_select = g_data->id_ofs_select + id_len_select;
- g_data->id_ofs_prb_select_dupli = g_data->id_ofs_select_dupli + id_len_select_dupli;
- g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_len_transform;
-
- /* 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 (outline_calls > 0) {
- 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->ob_center);
+ 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 id_len_select = g_data->id_ofs_select;
+ int id_len_select_dupli = g_data->id_ofs_select_dupli;
+ int id_len_active = g_data->id_ofs_active;
+ int id_len_transform = g_data->id_ofs_transform;
+
+ int id_len_prb_select = g_data->id_ofs_prb_select;
+ int id_len_prb_select_dupli = g_data->id_ofs_prb_select_dupli;
+ int id_len_prb_active = g_data->id_ofs_prb_active;
+ int id_len_prb_transform = g_data->id_ofs_prb_transform;
+
+ int outline_calls = id_len_select + id_len_select_dupli + id_len_active + id_len_transform;
+ outline_calls += id_len_prb_select + id_len_prb_select_dupli + id_len_prb_active +
+ id_len_prb_transform;
+
+ float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ /* Don't draw Transparent passes in MSAA buffer. */
+ // DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
+ DRW_draw_pass(stl->g_data->sgl.transp_shapes);
+
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
+
+ DRW_draw_pass(stl->g_data->sgl.bone_solid);
+ DRW_draw_pass(stl->g_data->sgl.bone_wire);
+ DRW_draw_pass(stl->g_data->sgl.bone_outline);
+ DRW_draw_pass(stl->g_data->sgl.non_meshes);
+ DRW_draw_pass(psl->particle);
+ DRW_draw_pass(stl->g_data->sgl.bone_axes);
+
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
+
+ DRW_draw_pass(stl->g_data->sgl.image_empties);
+
+ if (DRW_state_is_fbo() && outline_calls > 0) {
+ DRW_stats_group_start("Outlines");
+
+ g_data->id_ofs_active = 1;
+ g_data->id_ofs_select = g_data->id_ofs_active + id_len_active + id_len_prb_active + 1;
+ g_data->id_ofs_select_dupli = g_data->id_ofs_select + id_len_select + id_len_prb_select + 1;
+ g_data->id_ofs_transform = g_data->id_ofs_select_dupli + id_len_select_dupli +
+ id_len_prb_select_dupli + 1;
+
+ g_data->id_ofs_prb_active = g_data->id_ofs_active + id_len_active;
+ g_data->id_ofs_prb_select = g_data->id_ofs_select + id_len_select;
+ g_data->id_ofs_prb_select_dupli = g_data->id_ofs_select_dupli + id_len_select_dupli;
+ g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_len_transform;
+
+ /* 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 (outline_calls > 0) {
+ 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->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,
+ 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
index f2cafd51666..4d583066f44 100644
--- a/source/blender/draw/modes/overlay_mode.c
+++ b/source/blender/draw/modes/overlay_mode.c
@@ -39,51 +39,51 @@
#include "draw_mode_engines.h"
#ifdef __APPLE__
-#define USE_GEOM_SHADER_WORKAROUND 1
+# define USE_GEOM_SHADER_WORKAROUND 1
#else
-#define USE_GEOM_SHADER_WORKAROUND 0
+# define USE_GEOM_SHADER_WORKAROUND 0
#endif
/* Structures */
typedef struct OVERLAY_StorageList {
- struct OVERLAY_PrivateData *g_data;
+ struct OVERLAY_PrivateData *g_data;
} OVERLAY_StorageList;
typedef struct OVERLAY_PassList {
- struct DRWPass *face_orientation_pass;
- struct DRWPass *face_wireframe_pass;
+ struct DRWPass *face_orientation_pass;
+ struct DRWPass *face_wireframe_pass;
} OVERLAY_PassList;
typedef struct OVERLAY_Data {
- void *engine_type;
- DRWViewportEmptyList *fbl;
- DRWViewportEmptyList *txl;
- OVERLAY_PassList *psl;
- OVERLAY_StorageList *stl;
+ 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;
- BLI_mempool *wire_color_mempool;
- View3DOverlay overlay;
- float wire_step_param;
- bool ghost_stencil_test;
- bool show_overlays;
+ DRWShadingGroup *face_orientation_shgrp;
+ DRWShadingGroup *face_wires_shgrp;
+ BLI_mempool *wire_color_mempool;
+ View3DOverlay overlay;
+ float wire_step_param;
+ bool ghost_stencil_test;
+ 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;
+ /* 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];
+ OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}};
/* Shaders */
@@ -98,404 +98,402 @@ extern char datatoc_gpu_shader_depth_only_frag_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 (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
- }
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
- }
- stl->g_data->ghost_stencil_test = false;
-
- 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_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_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},
- });
+ 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 (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
+ }
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
+ }
+ stl->g_data->ghost_stencil_test = false;
+
+ 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_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_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_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},
- });
+ /* 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_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_overlay_face_wireframe_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
+ sh_data->face_wireframe = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, 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
- }
+ }
}
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;
- OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- const DRWContextState *DCS = DRW_context_state_get();
-
- View3D *v3d = DCS->v3d;
- 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;
-
- if (ELEM(v3d->shading.wire_color_type,
- V3D_SHADING_OBJECT_COLOR,
- V3D_SHADING_RANDOM_COLOR))
- {
- g_data->wire_color_mempool = BLI_mempool_create(sizeof(float[3]), 0, 512, 0);
- }
- }
-
- {
- /* Face Orientation Pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
- 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_world_clip_planes_from_rv3d(g_data->face_orientation_shgrp, rv3d);
- }
- }
-
- {
- /* Wireframe */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
- DRW_STATE_FIRST_VERTEX_CONVENTION | DRW_STATE_OFFSET_NEGATIVE;
- float wire_size = U.pixelsize * 0.5f;
-
- 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);
-
- 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;
-
- psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
-
- g_data->face_wires_shgrp = DRW_shgroup_create(face_wires_sh, psl->face_wireframe_pass);
- DRW_shgroup_uniform_float(g_data->face_wires_shgrp, "wireStepParam", &g_data->wire_step_param, 1);
- DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "ofs", depth_ofs);
- if (use_select || USE_GEOM_SHADER_WORKAROUND) {
- DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "wireSize", wire_size);
- DRW_shgroup_uniform_vec2(g_data->face_wires_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_vec2(g_data->face_wires_shgrp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
- }
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(g_data->face_wires_shgrp, rv3d);
- }
-
- g_data->wire_step_param = stl->g_data->overlay.wireframe_threshold - 254.0f / 255.0f;
- }
+ 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;
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
+
+ const DRWContextState *DCS = DRW_context_state_get();
+
+ View3D *v3d = DCS->v3d;
+ 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;
+
+ if (ELEM(v3d->shading.wire_color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) {
+ g_data->wire_color_mempool = BLI_mempool_create(sizeof(float[3]), 0, 512, 0);
+ }
+ }
+
+ {
+ /* Face Orientation Pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
+ 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_world_clip_planes_from_rv3d(g_data->face_orientation_shgrp, rv3d);
+ }
+ }
+
+ {
+ /* Wireframe */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
+ DRW_STATE_FIRST_VERTEX_CONVENTION | DRW_STATE_OFFSET_NEGATIVE;
+ float wire_size = U.pixelsize * 0.5f;
+
+ 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);
+
+ 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;
+
+ psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
+
+ g_data->face_wires_shgrp = DRW_shgroup_create(face_wires_sh, psl->face_wireframe_pass);
+ DRW_shgroup_uniform_float(
+ g_data->face_wires_shgrp, "wireStepParam", &g_data->wire_step_param, 1);
+ DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "ofs", depth_ofs);
+ if (use_select || USE_GEOM_SHADER_WORKAROUND) {
+ DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "wireSize", wire_size);
+ DRW_shgroup_uniform_vec2(
+ g_data->face_wires_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_vec2(
+ g_data->face_wires_shgrp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
+ }
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(g_data->face_wires_shgrp, rv3d);
+ }
+
+ 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 OVERLAY_PrivateData *pd, const Object *ob, const bool use_coloring,
- float **rim_col, float **wire_col)
+static void overlay_wire_color_get(const View3D *v3d,
+ const OVERLAY_PrivateData *pd,
+ const Object *ob,
+ const bool use_coloring,
+ float **rim_col,
+ float **wire_col)
{
#ifndef NDEBUG
- *rim_col = NULL;
- *wire_col = NULL;
+ *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))
- {
- *wire_col = BLI_mempool_alloc(pd->wire_color_mempool);
- *rim_col = BLI_mempool_alloc(pd->wire_color_mempool);
-
- 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);
+ 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)) {
+ *wire_col = BLI_mempool_alloc(pd->wire_color_mempool);
+ *rim_col = BLI_mempool_alloc(pd->wire_color_mempool);
+
+ 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_add(pd->face_orientation_shgrp, geom, ob->obmat);
- }
- }
-
- if ((pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
- (v3d->shading.type == OB_WIRE) ||
- (ob->dtx & OB_DRAWWIRE) ||
- (ob->dt == OB_WIRE))
- {
- 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 is_active = (ob == draw_ctx->obact);
- const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
- const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES);
- const bool is_wire = (ob->dt < OB_SOLID);
- const bool use_coloring = (pd->show_overlays && !is_edit_mode && !is_sculpt_mode && !has_edit_mesh_cage);
- const int stencil_mask = (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF;
- float *rim_col, *wire_col;
- DRWShadingGroup *shgrp = NULL;
-
- overlay_wire_color_get(v3d, pd, ob, use_coloring, &rim_col, &wire_col);
-
- struct GPUBatch *geom;
- geom = DRW_cache_object_face_wireframe_get(ob);
-
- if (geom || is_sculpt_mode) {
- shgrp = DRW_shgroup_create_sub(pd->face_wires_shgrp);
-
- float wire_step_param = 10.0f;
- if (!is_sculpt_mode) {
- 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())) {
- DRW_shgroup_stencil_mask(shgrp, stencil_mask);
- DRW_shgroup_uniform_vec3(shgrp, "wireColor", wire_col, 1);
- DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
- }
-
- if (is_sculpt_mode) {
- DRW_shgroup_call_sculpt_wires_add(shgrp, ob, ob->obmat);
- }
- else {
- DRW_shgroup_call_add(shgrp, geom, ob->obmat);
- }
- }
- if (is_wire && shgrp != NULL) {
- /* If object is wireframe, don't try to use stencil test. */
- DRW_shgroup_state_disable(shgrp, DRW_STATE_STENCIL_EQUAL);
-
- if (ob->dtx & OB_DRAWXRAY) {
- DRW_shgroup_state_disable(shgrp, DRW_STATE_DEPTH_LESS_EQUAL);
- }
- }
- else if ((ob->dtx & OB_DRAWXRAY) && shgrp != NULL) {
- pd->ghost_stencil_test = true;
- }
- }
- }
+ 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_add(pd->face_orientation_shgrp, geom, ob->obmat);
+ }
+ }
+
+ if ((pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (v3d->shading.type == OB_WIRE) ||
+ (ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) {
+ 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 is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES);
+ const bool is_wire = (ob->dt < OB_SOLID);
+ const bool use_coloring = (pd->show_overlays && !is_edit_mode && !is_sculpt_mode &&
+ !has_edit_mesh_cage);
+ const int stencil_mask = (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF;
+ float *rim_col, *wire_col;
+ DRWShadingGroup *shgrp = NULL;
+
+ overlay_wire_color_get(v3d, pd, ob, use_coloring, &rim_col, &wire_col);
+
+ struct GPUBatch *geom;
+ geom = DRW_cache_object_face_wireframe_get(ob);
+
+ if (geom || is_sculpt_mode) {
+ shgrp = DRW_shgroup_create_sub(pd->face_wires_shgrp);
+
+ float wire_step_param = 10.0f;
+ if (!is_sculpt_mode) {
+ 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())) {
+ DRW_shgroup_stencil_mask(shgrp, stencil_mask);
+ DRW_shgroup_uniform_vec3(shgrp, "wireColor", wire_col, 1);
+ DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
+ }
+
+ if (is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_wires_add(shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_add(shgrp, geom, ob->obmat);
+ }
+ }
+ if (is_wire && shgrp != NULL) {
+ /* If object is wireframe, don't try to use stencil test. */
+ DRW_shgroup_state_disable(shgrp, DRW_STATE_STENCIL_EQUAL);
+
+ if (ob->dtx & OB_DRAWXRAY) {
+ DRW_shgroup_state_disable(shgrp, DRW_STATE_DEPTH_LESS_EQUAL);
+ }
+ }
+ else if ((ob->dtx & OB_DRAWXRAY) && shgrp != NULL) {
+ pd->ghost_stencil_test = true;
+ }
+ }
+ }
}
static void overlay_cache_finish(void *vedata)
{
- OVERLAY_Data *data = vedata;
- OVERLAY_PassList *psl = data->psl;
- OVERLAY_StorageList *stl = data->stl;
-
- const DRWContextState *ctx = DRW_context_state_get();
- View3D *v3d = ctx->v3d;
-
- /* only in solid mode */
- if (v3d->shading.type == OB_SOLID && !XRAY_FLAG_ENABLED(v3d)) {
- if (stl->g_data->ghost_stencil_test) {
- DRW_pass_state_add(psl->face_wireframe_pass, DRW_STATE_STENCIL_EQUAL);
- }
- }
+ OVERLAY_Data *data = vedata;
+ OVERLAY_PassList *psl = data->psl;
+ OVERLAY_StorageList *stl = data->stl;
+
+ const DRWContextState *ctx = DRW_context_state_get();
+ View3D *v3d = ctx->v3d;
+
+ /* only in solid mode */
+ if (v3d->shading.type == OB_SOLID && !XRAY_FLAG_ENABLED(v3d)) {
+ if (stl->g_data->ghost_stencil_test) {
+ DRW_pass_state_add(psl->face_wireframe_pass, DRW_STATE_STENCIL_EQUAL);
+ }
+ }
}
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);
- }
- DRW_draw_pass(psl->face_orientation_pass);
-
- /* This is replaced by the next code block */
- // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
-
- if (dfbl->multisample_fb != NULL) {
- 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();
- }
-
- DRW_draw_pass(psl->face_wireframe_pass);
-
- /* TODO(fclem): find a way to unify the multisample pass together
- * (non meshes + armature + wireframe) */
- MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
-
- /* XXX TODO(fclem) do not discard data after drawing! Store them per viewport. */
- if (stl->g_data->wire_color_mempool) {
- BLI_mempool_destroy(stl->g_data->wire_color_mempool);
- stl->g_data->wire_color_mempool = NULL;
- }
+ 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);
+ }
+ DRW_draw_pass(psl->face_orientation_pass);
+
+ /* This is replaced by the next code block */
+ // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
+
+ if (dfbl->multisample_fb != NULL) {
+ 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();
+ }
+
+ DRW_draw_pass(psl->face_wireframe_pass);
+
+ /* TODO(fclem): find a way to unify the multisample pass together
+ * (non meshes + armature + wireframe) */
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
+
+ /* XXX TODO(fclem) do not discard data after drawing! Store them per viewport. */
+ if (stl->g_data->wire_color_mempool) {
+ BLI_mempool_destroy(stl->g_data->wire_color_mempool);
+ stl->g_data->wire_color_mempool = NULL;
+ }
}
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]);
- }
- }
+ 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,
- &overlay_cache_finish,
- NULL,
- &overlay_draw_scene,
- NULL,
- NULL,
- NULL,
+ NULL,
+ NULL,
+ N_("OverlayEngine"),
+ &overlay_data_size,
+ &overlay_engine_init,
+ &overlay_engine_free,
+ &overlay_cache_init,
+ &overlay_cache_populate,
+ &overlay_cache_finish,
+ 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
index 83dfdd3284f..84852ff7ab3 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -55,72 +55,72 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
* 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 *image_faces;
+ /* Declare all passes here and init them in
+ * PAINT_TEXTURE_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *image_faces;
- struct DRWPass *wire_overlay;
- struct DRWPass *face_overlay;
+ struct DRWPass *wire_overlay;
+ struct DRWPass *face_overlay;
} PAINT_TEXTURE_PassList;
typedef struct PAINT_TEXTURE_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
/* *********** STATIC *********** */
static struct {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in PAINT_TEXTURE_engine_init();
- * free in PAINT_TEXTURE_engine_free(); */
- struct GPUShader *fallback_sh;
- struct GPUShader *image_sh;
- struct GPUShader *image_masking_sh;
-
- struct GPUShader *wire_overlay_shader;
- struct GPUShader *face_overlay_shader;
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in PAINT_TEXTURE_engine_init();
+ * free in PAINT_TEXTURE_engine_free(); */
+ struct GPUShader *fallback_sh;
+ struct GPUShader *image_sh;
+ struct GPUShader *image_masking_sh;
+
+ struct GPUShader *wire_overlay_shader;
+ struct GPUShader *face_overlay_shader;
} 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_fallback;
- DRWShadingGroup **shgroup_image_array;
-
- /* face-mask */
- DRWShadingGroup *lwire_shgrp;
- DRWShadingGroup *face_shgrp;
+ /* This keeps the references of the shading groups for
+ * easy access in PAINT_TEXTURE_cache_populate() */
+ DRWShadingGroup *shgroup_fallback;
+ DRWShadingGroup **shgroup_image_array;
+
+ /* face-mask */
+ DRWShadingGroup *lwire_shgrp;
+ DRWShadingGroup *face_shgrp;
} PAINT_TEXTURE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -129,235 +129,246 @@ typedef struct PAINT_TEXTURE_PrivateData {
* It is called for every frames. */
static void PAINT_TEXTURE_engine_init(void *UNUSED(vedata))
{
- if (!e_data.fallback_sh) {
- e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
-
- e_data.image_sh = DRW_shader_create_with_lib(
- datatoc_paint_texture_vert_glsl, NULL,
- datatoc_paint_texture_frag_glsl,
- datatoc_common_globals_lib_glsl, NULL);
-
- e_data.image_masking_sh = DRW_shader_create_with_lib(
- datatoc_paint_texture_vert_glsl, NULL,
- datatoc_paint_texture_frag_glsl,
- datatoc_common_globals_lib_glsl,
- "#define TEXTURE_PAINT_MASK\n");
-
- e_data.wire_overlay_shader = DRW_shader_create_with_lib(
- datatoc_paint_wire_vert_glsl, NULL,
- datatoc_paint_wire_frag_glsl,
- datatoc_common_globals_lib_glsl,
- "#define VERTEX_MODE\n");
-
- e_data.face_overlay_shader = DRW_shader_create(
- datatoc_paint_face_vert_glsl, NULL,
- datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
- }
+ if (!e_data.fallback_sh) {
+ e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ e_data.image_sh = DRW_shader_create_with_lib(datatoc_paint_texture_vert_glsl,
+ NULL,
+ datatoc_paint_texture_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ NULL);
+
+ e_data.image_masking_sh = DRW_shader_create_with_lib(datatoc_paint_texture_vert_glsl,
+ NULL,
+ datatoc_paint_texture_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define TEXTURE_PAINT_MASK\n");
+
+ e_data.wire_overlay_shader = DRW_shader_create_with_lib(datatoc_paint_wire_vert_glsl,
+ NULL,
+ datatoc_paint_wire_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_MODE\n");
+
+ e_data.face_overlay_shader = DRW_shader_create(
+ datatoc_paint_face_vert_glsl, NULL, datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
+ }
}
-static DRWShadingGroup *create_texture_paint_shading_group(
- PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp)
+static DRWShadingGroup *create_texture_paint_shading_group(PAINT_TEXTURE_PassList *psl,
+ const struct GPUTexture *texture,
+ const DRWContextState *draw_ctx,
+ const bool nearest_interp)
{
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
- const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL;
-
- DRWShadingGroup *grp = DRW_shgroup_create(
- masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces);
- DRW_shgroup_uniform_texture(grp, "image", texture);
- 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);
- DRW_shgroup_uniform_bool_copy(grp, "nearestInterp", nearest_interp);
-
- if (masking_enabled) {
- const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0;
- GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D, false);
- DRW_shgroup_uniform_texture(grp, "maskingImage", stencil);
- DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1);
- DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted);
- }
- return grp;
+ Scene *scene = draw_ctx->scene;
+ const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
+ const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
+ imapaint->stencil != NULL;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(
+ masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces);
+ DRW_shgroup_uniform_texture(grp, "image", texture);
+ 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);
+ DRW_shgroup_uniform_bool_copy(grp, "nearestInterp", nearest_interp);
+
+ if (masking_enabled) {
+ const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0;
+ GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D, false);
+ DRW_shgroup_uniform_texture(grp, "maskingImage", stencil);
+ DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1);
+ DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted);
+ }
+ return grp;
}
/* 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;
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- stl->g_data->shgroup_image_array = NULL;
- }
-
- {
- /* Create a pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
- psl->image_faces = DRW_pass_create("Image Color Pass", state);
-
- stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
-
- /* Uniforms need a pointer to it's value so be sure it's accessible at
- * any given time (i.e. use static vars) */
- static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
- DRW_shgroup_uniform_vec4(stl->g_data->shgroup_fallback, "color", color, 1);
-
- MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Object *ob = draw_ctx->obact;
- if (ob && ob->type == OB_MESH) {
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
- const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
- const Mesh *me = ob->data;
- const int mat_nr = max_ii(1, me->totcol);
-
- stl->g_data->shgroup_image_array = MEM_mallocN(
- sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
-
- if (use_material_slots) {
- for (int i = 0; i < mat_nr; i++) {
- Material *ma = give_current_material(ob, i + 1);
- Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
- int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp : 0;
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false);
-
- if (tex) {
- DRWShadingGroup *grp = create_texture_paint_shading_group(psl, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
- stl->g_data->shgroup_image_array[i] = grp;
- }
- else {
- stl->g_data->shgroup_image_array[i] = NULL;
- }
- }
- }
- else {
- Image *ima = imapaint->canvas;
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false);
-
- if (tex) {
- DRWShadingGroup *grp = create_texture_paint_shading_group(psl, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
- stl->g_data->shgroup_image_array[0] = grp;
- }
- else {
- stl->g_data->shgroup_image_array[0] = NULL;
- }
- }
- }
- }
-
- /* Face Mask */
- {
- psl->wire_overlay = DRW_pass_create(
- "Wire Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE);
-
- stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
- DRW_shgroup_uniform_block(stl->g_data->lwire_shgrp, "globalsBlock", G_draw.block_ubo);
- }
-
- {
- psl->face_overlay = DRW_pass_create(
- "Face Mask Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
-
- stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
-
- static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
- DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
- }
+ PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
+ PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ stl->g_data->shgroup_image_array = NULL;
+ }
+
+ {
+ /* Create a pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
+ psl->image_faces = DRW_pass_create("Image Color Pass", state);
+
+ stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
+
+ /* Uniforms need a pointer to it's value so be sure it's accessible at
+ * any given time (i.e. use static vars) */
+ static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
+ DRW_shgroup_uniform_vec4(stl->g_data->shgroup_fallback, "color", color, 1);
+
+ MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Object *ob = draw_ctx->obact;
+ if (ob && ob->type == OB_MESH) {
+ Scene *scene = draw_ctx->scene;
+ const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
+ const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
+ const Mesh *me = ob->data;
+ const int mat_nr = max_ii(1, me->totcol);
+
+ stl->g_data->shgroup_image_array = MEM_mallocN(
+ sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
+
+ if (use_material_slots) {
+ for (int i = 0; i < mat_nr; i++) {
+ Material *ma = give_current_material(ob, i + 1);
+ Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima :
+ NULL;
+ int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp :
+ 0;
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false);
+
+ if (tex) {
+ DRWShadingGroup *grp = create_texture_paint_shading_group(
+ psl, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
+ stl->g_data->shgroup_image_array[i] = grp;
+ }
+ else {
+ stl->g_data->shgroup_image_array[i] = NULL;
+ }
+ }
+ }
+ else {
+ Image *ima = imapaint->canvas;
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false);
+
+ if (tex) {
+ DRWShadingGroup *grp = create_texture_paint_shading_group(
+ psl, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
+ stl->g_data->shgroup_image_array[0] = grp;
+ }
+ else {
+ stl->g_data->shgroup_image_array[0] = NULL;
+ }
+ }
+ }
+ }
+
+ /* Face Mask */
+ {
+ psl->wire_overlay = DRW_pass_create("Wire Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_OFFSET_NEGATIVE);
+
+ stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
+ DRW_shgroup_uniform_block(stl->g_data->lwire_shgrp, "globalsBlock", G_draw.block_ubo);
+ }
+
+ {
+ psl->face_overlay = DRW_pass_create("Face Mask Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+
+ stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
+
+ static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
+ DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
+ }
}
/* 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 = ob->data;
- const Mesh *me_orig = DEG_get_original_object(ob)->data;
- Scene *scene = draw_ctx->scene;
- const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity != 0.0; //DRW_object_is_mode_shade(ob) == true;
- const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
- const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
-
- if (use_surface) {
- if (me->mloopuv != NULL) {
- if (use_material_slots) {
- int mat_nr = max_ii(1, me->totcol);
- struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
-
- for (int i = 0; i < mat_nr; i++) {
- const int index = use_material_slots ? i : 0;
- if ((i < me->totcol) && stl->g_data->shgroup_image_array[index]) {
- DRW_shgroup_call_add(stl->g_data->shgroup_image_array[index], geom_array[i], ob->obmat);
- }
- else {
- DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat);
- }
- }
- }
- else {
- if (stl->g_data->shgroup_image_array[0]) {
- struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
- DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat);
- }
- }
- }
- else {
- struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
- }
- }
-
- /* Face Mask */
- if (use_face_sel) {
- struct GPUBatch *geom;
- geom = DRW_cache_mesh_surface_edges_get(ob);
- DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
-
- geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
- }
- }
+ 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 = ob->data;
+ const Mesh *me_orig = DEG_get_original_object(ob)->data;
+ Scene *scene = draw_ctx->scene;
+ const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity !=
+ 0.0; //DRW_object_is_mode_shade(ob) == true;
+ const bool use_material_slots = (scene->toolsettings->imapaint.mode ==
+ IMAGEPAINT_MODE_MATERIAL);
+ const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
+
+ if (use_surface) {
+ if (me->mloopuv != NULL) {
+ if (use_material_slots) {
+ int mat_nr = max_ii(1, me->totcol);
+ struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
+
+ for (int i = 0; i < mat_nr; i++) {
+ const int index = use_material_slots ? i : 0;
+ if ((i < me->totcol) && stl->g_data->shgroup_image_array[index]) {
+ DRW_shgroup_call_add(
+ stl->g_data->shgroup_image_array[index], geom_array[i], ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat);
+ }
+ }
+ }
+ else {
+ if (stl->g_data->shgroup_image_array[0]) {
+ struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
+ DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat);
+ }
+ }
+ }
+ else {
+ struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
+ }
+ }
+
+ /* Face Mask */
+ if (use_face_sel) {
+ struct GPUBatch *geom;
+ geom = DRW_cache_mesh_surface_edges_get(ob);
+ DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
+
+ geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
+ }
+ }
}
/* Optional: Post-cache_populate callback */
static void PAINT_TEXTURE_cache_finish(void *vedata)
{
- PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
+ PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
+ PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
- /* Do something here! dependent on the objects gathered */
- UNUSED_VARS(psl);
+ /* Do something here! dependent on the objects gathered */
+ UNUSED_VARS(psl);
- MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
+ MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
}
/* 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_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
+ PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
+ PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- UNUSED_VARS(fbl, dfbl, dtxl);
+ UNUSED_VARS(fbl, dfbl, dtxl);
- DRW_draw_pass(psl->image_faces);
+ DRW_draw_pass(psl->image_faces);
- DRW_draw_pass(psl->face_overlay);
- DRW_draw_pass(psl->wire_overlay);
+ DRW_draw_pass(psl->face_overlay);
+ DRW_draw_pass(psl->wire_overlay);
}
/* Cleanup when destroying the engine.
@@ -365,25 +376,27 @@ static void PAINT_TEXTURE_draw_scene(void *vedata)
* Mostly used for freeing shaders */
static void PAINT_TEXTURE_engine_free(void)
{
- DRW_SHADER_FREE_SAFE(e_data.image_sh);
- DRW_SHADER_FREE_SAFE(e_data.image_masking_sh);
- DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
- DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader);
+ DRW_SHADER_FREE_SAFE(e_data.image_sh);
+ DRW_SHADER_FREE_SAFE(e_data.image_masking_sh);
+ DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
+ DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader);
}
-static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_TEXTURE_Data);
+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,
- &PAINT_TEXTURE_cache_finish,
- NULL, /* draw_background but not needed by mode engines */
- &PAINT_TEXTURE_draw_scene,
- NULL,
- NULL,
+ NULL,
+ NULL,
+ N_("PaintTextureMode"),
+ &PAINT_TEXTURE_data_size,
+ &PAINT_TEXTURE_engine_init,
+ &PAINT_TEXTURE_engine_free,
+ &PAINT_TEXTURE_cache_init,
+ &PAINT_TEXTURE_cache_populate,
+ &PAINT_TEXTURE_cache_finish,
+ 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
index 95ee3729c77..ef3af1255eb 100644
--- a/source/blender/draw/modes/paint_vertex_mode.c
+++ b/source/blender/draw/modes/paint_vertex_mode.c
@@ -48,305 +48,318 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
/* *********** LISTS *********** */
enum {
- VERTEX_MODE = 0,
- WEIGHT_MODE = 1,
+ 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;
+ 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;
+ 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;
+ 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;
- struct GPUShader *wire_overlay;
- struct GPUShader *wire_select_overlay;
- } by_mode[MODE_LEN];
- struct GPUShader *face_select_overlay;
- struct GPUShader *vert_select_overlay;
+ struct {
+ struct GPUShader *color_face;
+ 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];
+ 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;
+ struct {
+ DRWShadingGroup *color_shgrp;
+ DRWShadingGroup *lwire_shgrp;
+ DRWShadingGroup *lwire_select_shgrp;
+ } by_mode[MODE_LEN];
+ DRWShadingGroup *face_select_shgrp;
+ DRWShadingGroup *vert_select_shgrp;
} PAINT_VERTEX_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
- }
- 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 = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, 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[WEIGHT_MODE].color_face = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
-
- sh_data->face_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_paint_face_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- sh_data->vert_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_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_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_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},
- });
- }
- }
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
+
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
+ }
+ 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 = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, 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[WEIGHT_MODE].color_face = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_globals_lib_glsl,
+ datatoc_paint_weight_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_common_globals_lib_glsl,
+ datatoc_paint_weight_frag_glsl,
+ NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
+ });
+
+ sh_data->face_select_overlay = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_paint_face_vert_glsl, NULL},
+ .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
+ });
+ sh_data->vert_select_overlay = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_globals_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_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_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},
+ });
+ }
+ }
}
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];
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- /* Vertex color pass */
- {
- DRWPass *pass = DRW_pass_create(
- "Vert Color Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[VERTEX_MODE].color_face, pass);
- DRW_shgroup_uniform_float_copy(shgrp, "white_factor", 1.0f - v3d->overlay.vertex_paint_mode_opacity);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(shgrp, rv3d);
- }
- 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",
- DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[WEIGHT_MODE].color_face, 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_world_clip_planes_from_rv3d(shgrp, rv3d);
- }
- 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_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE);
- 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_world_clip_planes_from_rv3d(shgrp, rv3d);
- }
- 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 | DRW_STATE_OFFSET_NEGATIVE);
- 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_world_clip_planes_from_rv3d(shgrp, rv3d);
- }
- stl->g_data->by_mode[i].lwire_select_shgrp = shgrp;
- }
- psl->wire_select_overlay = pass;
- }
-
- {
- static 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);
- 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_world_clip_planes_from_rv3d(shgrp, rv3d);
- }
- 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 | DRW_STATE_OFFSET_NEGATIVE);
- 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_world_clip_planes_from_rv3d(shgrp, rv3d);
- }
- psl->vert_select_overlay = pass;
- stl->g_data->vert_select_shgrp = shgrp;
- }
+ 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];
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ /* Vertex color pass */
+ {
+ DRWPass *pass = DRW_pass_create(
+ "Vert Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[VERTEX_MODE].color_face, pass);
+ DRW_shgroup_uniform_float_copy(
+ shgrp, "white_factor", 1.0f - v3d->overlay.vertex_paint_mode_opacity);
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ DRW_shgroup_world_clip_planes_from_rv3d(shgrp, rv3d);
+ }
+ 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", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[WEIGHT_MODE].color_face, 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_world_clip_planes_from_rv3d(shgrp, rv3d);
+ }
+ 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_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE);
+ 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_world_clip_planes_from_rv3d(shgrp, rv3d);
+ }
+ 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 | DRW_STATE_OFFSET_NEGATIVE);
+ 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_world_clip_planes_from_rv3d(shgrp, rv3d);
+ }
+ stl->g_data->by_mode[i].lwire_select_shgrp = shgrp;
+ }
+ psl->wire_select_overlay = pass;
+ }
+
+ {
+ static 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);
+ 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_world_clip_planes_from_rv3d(shgrp, rv3d);
+ }
+ 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 | DRW_STATE_OFFSET_NEGATIVE);
+ 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_world_clip_planes_from_rv3d(shgrp, rv3d);
+ }
+ 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_add(stl->g_data->by_mode[draw_mode].color_shgrp, geom, ob->obmat);
- }
-
- 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_add(shgrp, geom, ob->obmat);
- }
-
- if (use_face_sel) {
- geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call_add(stl->g_data->face_select_shgrp, geom, ob->obmat);
- }
-
- if (use_vert_sel) {
- geom = DRW_cache_mesh_all_verts_get(ob);
- DRW_shgroup_call_add(stl->g_data->vert_select_shgrp, geom, ob->obmat);
- }
- }
+ 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_add(stl->g_data->by_mode[draw_mode].color_shgrp, geom, ob->obmat);
+ }
+
+ 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_add(shgrp, geom, ob->obmat);
+ }
+
+ if (use_face_sel) {
+ geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(stl->g_data->face_select_shgrp, geom, ob->obmat);
+ }
+
+ if (use_vert_sel) {
+ geom = DRW_cache_mesh_all_verts_get(ob);
+ DRW_shgroup_call_add(stl->g_data->vert_select_shgrp, geom, ob->obmat);
+ }
+ }
}
static void PAINT_VERTEX_draw_scene(void *vedata)
{
- PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
- for (int i = 0; i < MODE_LEN; i++) {
- DRW_draw_pass(psl->by_mode[i].color_faces);
- }
- DRW_draw_pass(psl->wire_overlay);
- DRW_draw_pass(psl->wire_select_overlay);
- DRW_draw_pass(psl->vert_select_overlay);
- DRW_draw_pass(psl->face_select_overlay);
+ PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
+ for (int i = 0; i < MODE_LEN; i++) {
+ DRW_draw_pass(psl->by_mode[i].color_faces);
+ }
+ DRW_draw_pass(psl->wire_overlay);
+ DRW_draw_pass(psl->wire_select_overlay);
+ DRW_draw_pass(psl->vert_select_overlay);
+ DRW_draw_pass(psl->face_select_overlay);
}
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]);
- }
- }
+ 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,
+ 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
index 3090322fc80..600a29fecb4 100644
--- a/source/blender/draw/modes/particle_mode.c
+++ b/source/blender/draw/modes/particle_mode.c
@@ -43,101 +43,96 @@ extern char datatoc_common_globals_lib_glsl[];
/* *********** LISTS *********** */
typedef struct PARTICLE_PassList {
- struct DRWPass *psys_edit_pass;
+ struct DRWPass *psys_edit_pass;
} PARTICLE_PassList;
typedef struct PARTICLE_FramebufferList {
- struct GPUFrameBuffer *fb;
+ struct GPUFrameBuffer *fb;
} PARTICLE_FramebufferList;
typedef struct PARTICLE_TextureList {
- struct GPUTexture *texture;
+ struct GPUTexture *texture;
} PARTICLE_TextureList;
typedef struct PARTICLE_StorageList {
- struct CustomStruct *block;
- struct PARTICLE_PrivateData *g_data;
+ 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;
+ 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;
+ 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;
+ 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) {
- e_data.strands_shader = DRW_shader_create_with_lib(
- datatoc_particle_strand_vert_glsl,
- NULL,
- datatoc_particle_strand_frag_glsl,
- datatoc_common_globals_lib_glsl,
- "");
-
- e_data.strands_weight_shader = DRW_shader_create_with_lib(
- datatoc_particle_strand_vert_glsl,
- NULL,
- datatoc_particle_strand_frag_glsl,
- datatoc_common_globals_lib_glsl,
- "#define USE_WEIGHT");
-
- e_data.points_shader = DRW_shader_create_with_lib(
- datatoc_particle_strand_vert_glsl,
- NULL,
- datatoc_particle_strand_frag_glsl,
- datatoc_common_globals_lib_glsl,
- "#define USE_POINTS");
- }
+ if (!e_data.strands_shader) {
+ e_data.strands_shader = DRW_shader_create_with_lib(datatoc_particle_strand_vert_glsl,
+ NULL,
+ datatoc_particle_strand_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "");
+
+ e_data.strands_weight_shader = DRW_shader_create_with_lib(datatoc_particle_strand_vert_glsl,
+ NULL,
+ datatoc_particle_strand_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define USE_WEIGHT");
+
+ e_data.points_shader = DRW_shader_create_with_lib(datatoc_particle_strand_vert_glsl,
+ NULL,
+ datatoc_particle_strand_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define USE_POINTS");
+ }
}
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 */
- psl->psys_edit_pass = DRW_pass_create("PSys Edit Pass",
- (DRW_STATE_WRITE_COLOR |
- DRW_STATE_WRITE_DEPTH |
- DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_WIRE |
- DRW_STATE_POINT));
-
- 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);
+ 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 */
+ psl->psys_edit_pass = DRW_pass_create("PSys Edit Pass",
+ (DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE |
+ DRW_STATE_POINT));
+
+ 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,
@@ -145,69 +140,66 @@ static void particle_edit_cache_populate(void *vedata,
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_add(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_add(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_add(stl->g_data->tip_points_group, points, NULL);
- }
+ 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_add(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_add(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_add(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);
+ 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 */
@@ -219,32 +211,32 @@ static void particle_cache_finish(void *UNUSED(vedata))
static void particle_draw_scene(void *vedata)
{
- PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
+ PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
- DRW_draw_pass(psl->psys_edit_pass);
+ 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);
+ 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);
+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,
+ 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
index c445335b587..5e3353414f5 100644
--- a/source/blender/draw/modes/pose_mode.c
+++ b/source/blender/draw/modes/pose_mode.c
@@ -45,56 +45,55 @@
*/
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;
+ 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;
+ struct POSE_PrivateData *g_data;
} POSE_StorageList;
typedef struct POSE_Data {
- void *engine_type;
- DRWViewportEmptyList *fbl;
- DRWViewportEmptyList *txl;
- POSE_PassList *psl;
- POSE_StorageList *stl;
+ 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;
- float blend_color[4];
- float blend_color_invert[4];
- bool transparent_bones;
+ DRWShadingGroup *bone_selection_shgrp;
+ DRWShadingGroup *bone_selection_invert_shgrp;
+ float blend_color[4];
+ float blend_color_invert[4];
+ bool transparent_bones;
} POSE_PrivateData; /* Transient data */
static struct {
- struct GPUShader *bone_selection_sh;
+ 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;
+ 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 = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
- }
+ if (!e_data.bone_selection_sh) {
+ e_data.bone_selection_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
}
static void POSE_engine_free(void)
@@ -105,130 +104,131 @@ static void POSE_engine_free(void)
* 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);
-
- /* 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;
- psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
-
- /* distance outline around envelope bones */
- state = DRW_STATE_ADDITIVE | 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 | DRW_STATE_WIRE;
- psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
- 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);
- 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;
- }
- }
+ 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);
+
+ /* 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;
+ psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
+
+ /* distance outline around envelope bones */
+ state = DRW_STATE_ADDITIVE | 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 | DRW_STATE_WIRE;
+ psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
+ 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);
+ 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;
+ 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],
- };
- 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_object_add(ppd->bone_selection_shgrp, geom, ob);
- }
- else {
- DRW_shgroup_call_object_add(ppd->bone_selection_invert_shgrp, geom, 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],
+ };
+ 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_object_add(ppd->bone_selection_shgrp, geom, ob);
+ }
+ else {
+ DRW_shgroup_call_object_add(ppd->bone_selection_invert_shgrp, geom, ob);
+ }
+ }
+ }
}
/**
@@ -236,100 +236,96 @@ static void POSE_cache_populate(void *vedata, Object *ob)
*/
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;
+ 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);
+ 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,
- NULL,
- NULL,
- &POSE_draw_scene,
- NULL,
- NULL,
+ NULL,
+ NULL,
+ N_("PoseMode"),
+ &POSE_data_size,
+ &POSE_engine_init,
+ &POSE_engine_free,
+ &POSE_cache_init,
+ &POSE_cache_populate,
+ NULL,
+ NULL,
+ &POSE_draw_scene,
+ NULL,
+ NULL,
};
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
index ead539bc30f..b25a8af795b 100644
--- a/source/blender/draw/modes/sculpt_mode.c
+++ b/source/blender/draw/modes/sculpt_mode.c
@@ -48,60 +48,60 @@ extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
* for SCULPT_PassList */
typedef struct SCULPT_PassList {
- /* Declare all passes here and init them in
- * SCULPT_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *pass;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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 {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in SCULPT_engine_init();
- * free in SCULPT_engine_free(); */
- struct GPUShader *shader_smooth;
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in SCULPT_engine_init();
+ * free in SCULPT_engine_free(); */
+ struct GPUShader *shader_smooth;
} e_data = {NULL}; /* Engine data */
typedef struct SCULPT_PrivateData {
- /* This keeps the references of the shading groups for
- * easy access in SCULPT_cache_populate() */
- DRWShadingGroup *group_flat;
- DRWShadingGroup *group_smooth;
+ /* This keeps the references of the shading groups for
+ * easy access in SCULPT_cache_populate() */
+ DRWShadingGroup *group_flat;
+ DRWShadingGroup *group_smooth;
} SCULPT_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -111,137 +111,143 @@ typedef struct SCULPT_PrivateData {
* (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;
+ 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);
+ UNUSED_VARS(txl, fbl, stl);
- if (!e_data.shader_smooth) {
- e_data.shader_smooth = DRW_shader_create(datatoc_sculpt_mask_vert_glsl, NULL,
- datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL);
- }
+ if (!e_data.shader_smooth) {
+ e_data.shader_smooth = DRW_shader_create(
+ datatoc_sculpt_mask_vert_glsl, NULL, datatoc_gpu_shader_3D_smooth_color_frag_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__);
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
- psl->pass = DRW_pass_create("Sculpt Pass", state);
- stl->g_data->group_smooth = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
- }
+ 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__);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
+ psl->pass = DRW_pass_create("Sculpt Pass", state);
+ stl->g_data->group_smooth = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
+ }
}
-static void sculpt_draw_mask_cb(
- DRWShadingGroup *shgroup,
- void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
- void *user_data)
+static void sculpt_draw_mask_cb(DRWShadingGroup *shgroup,
+ void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
+ void *user_data)
{
- Object *ob = user_data;
- PBVH *pbvh = ob->sculpt->pbvh;
-
- if (pbvh) {
- BKE_pbvh_draw_cb(
- pbvh, NULL, NULL, false, false, true,
- (void (*)(void *, struct GPUBatch *))draw_fn, shgroup);
- }
+ Object *ob = user_data;
+ PBVH *pbvh = ob->sculpt->pbvh;
+
+ if (pbvh) {
+ BKE_pbvh_draw_cb(pbvh,
+ NULL,
+ NULL,
+ false,
+ false,
+ true,
+ (void (*)(void *, struct GPUBatch *))draw_fn,
+ shgroup);
+ }
}
static void sculpt_update_pbvh_normals(Object *object)
{
- Mesh *mesh = object->data;
- PBVH *pbvh = object->sculpt->pbvh;
- SubdivCCG *subdiv_ccg = mesh->runtime.subdiv_ccg;
- if (pbvh == NULL || subdiv_ccg == NULL) {
- return;
- }
- BKE_sculpt_bvh_update_from_ccg(pbvh, subdiv_ccg);
- struct CCGFace **faces;
- int num_faces;
- BKE_pbvh_get_grid_updates(pbvh, 1, (void ***)&faces, &num_faces);
- if (num_faces > 0) {
- BKE_subdiv_ccg_update_normals(subdiv_ccg, faces, num_faces);
- MEM_freeN(faces);
- }
+ Mesh *mesh = object->data;
+ PBVH *pbvh = object->sculpt->pbvh;
+ SubdivCCG *subdiv_ccg = mesh->runtime.subdiv_ccg;
+ if (pbvh == NULL || subdiv_ccg == NULL) {
+ return;
+ }
+ BKE_sculpt_bvh_update_from_ccg(pbvh, subdiv_ccg);
+ struct CCGFace **faces;
+ int num_faces;
+ BKE_pbvh_get_grid_updates(pbvh, 1, (void ***)&faces, &num_faces);
+ if (num_faces > 0) {
+ BKE_subdiv_ccg_update_normals(subdiv_ccg, faces, num_faces);
+ MEM_freeN(faces);
+ }
}
/* 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->type == OB_MESH) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- if (ob->sculpt && (ob == draw_ctx->obact)) {
- sculpt_update_pbvh_normals(ob);
-
- /* XXX, needed for dyntopo-undo (which clears).
- * probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */
- if (ob->sculpt->pbvh == NULL) {
- /* create PBVH immediately (would be created on the fly too,
- * but this avoids waiting on first stroke) */
- Scene *scene = draw_ctx->scene;
-
- BKE_sculpt_update_mesh_elements(draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
- }
-
- PBVH *pbvh = ob->sculpt->pbvh;
- if (pbvh && pbvh_has_mask(pbvh)) {
- DRW_shgroup_call_generate_add(stl->g_data->group_smooth, sculpt_draw_mask_cb, ob, ob->obmat);
- }
- }
- }
+ SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+ SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
+
+ UNUSED_VARS(psl, stl);
+
+ if (ob->type == OB_MESH) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if (ob->sculpt && (ob == draw_ctx->obact)) {
+ sculpt_update_pbvh_normals(ob);
+
+ /* XXX, needed for dyntopo-undo (which clears).
+ * probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */
+ if (ob->sculpt->pbvh == NULL) {
+ /* create PBVH immediately (would be created on the fly too,
+ * but this avoids waiting on first stroke) */
+ Scene *scene = draw_ctx->scene;
+
+ BKE_sculpt_update_mesh_elements(
+ draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
+ }
+
+ PBVH *pbvh = ob->sculpt->pbvh;
+ if (pbvh && pbvh_has_mask(pbvh)) {
+ DRW_shgroup_call_generate_add(
+ stl->g_data->group_smooth, sculpt_draw_mask_cb, ob, ob->obmat);
+ }
+ }
+ }
}
/* Optional: Post-cache_populate callback */
static void SCULPT_cache_finish(void *vedata)
{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
+ SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+ SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
- /* Do something here! dependent on the objects gathered */
- UNUSED_VARS(psl, stl);
+ /* Do something here! dependent on the objects gathered */
+ UNUSED_VARS(psl, stl);
}
/* Draw time ! Control rendering pipeline from here */
static void SCULPT_draw_scene(void *vedata)
{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
- SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
+ SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+ SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- UNUSED_VARS(fbl, dfbl, dtxl);
+ 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);
- */
+ /* 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->pass);
+ /* ... or just render passes on default framebuffer. */
+ DRW_draw_pass(psl->pass);
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
@@ -249,22 +255,23 @@ static void SCULPT_draw_scene(void *vedata)
* Mostly used for freeing shaders */
static void SCULPT_engine_free(void)
{
- DRW_SHADER_FREE_SAFE(e_data.shader_smooth);
+ DRW_SHADER_FREE_SAFE(e_data.shader_smooth);
}
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,
- &SCULPT_cache_finish,
- NULL, /* draw_background but not needed by mode engines */
- &SCULPT_draw_scene,
- NULL,
- NULL,
+ NULL,
+ NULL,
+ N_("SculptMode"),
+ &SCULPT_data_size,
+ &SCULPT_engine_init,
+ &SCULPT_engine_free,
+ &SCULPT_cache_init,
+ &SCULPT_cache_populate,
+ &SCULPT_cache_finish,
+ 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
index d9d59880e99..b81f9f639ca 100644
--- a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
+++ b/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
@@ -13,26 +13,30 @@ 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;
+ 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();
+ 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
index 276f4004fb6..b4d8abfe180 100644
--- a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl
+++ b/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl
@@ -19,73 +19,77 @@ out vec4 finalColor_geom;
/* project to screen space */
vec2 proj(vec4 pos)
{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+ 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)
+#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);
+ gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
- ssPos = proj(gl_Position);
+ ssPos = proj(gl_Position);
- int frame = gl_VertexID + cacheStart;
+ int frame = gl_VertexID + cacheStart;
- float intensity; /* how faint */
+ float intensity; /* how faint */
- vec3 blend_base = (abs(frame - frameCurrent) == 1) ? colorCurrentFrame.rgb : colorBackground.rgb; /* "bleed" cframe color to ease color blending */
+ 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);
- }
+ /* 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.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;
+ 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
index f662cf5afde..70267e78d9e 100644
--- a/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl
+++ b/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl
@@ -19,34 +19,34 @@ 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;
- }
- }
+ 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
index ac640f0c303..a689dce4d70 100644
--- a/source/blender/draw/modes/shaders/armature_axes_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
@@ -17,21 +17,21 @@ 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);
+ 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;
+ 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;
+ finalColor.rgb = mix(colorAxis, color.rgb, color.a);
+ finalColor.a = 1.0;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * 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
index d9d56862140..321614835a1 100644
--- a/source/blender/draw/modes/shaders/armature_dof_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_dof_vert.glsl
@@ -15,16 +15,16 @@ 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));
+ 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;
+ 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;
+ 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
index cecc5447c7c..61aaf153e83 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
@@ -1,6 +1,6 @@
flat in vec3 finalStateColor; /* UNUSED */
-flat in vec3 finalBoneColor; /* UNUSED */
+flat in vec3 finalBoneColor; /* UNUSED */
in vec3 normalView;
out vec4 fragColor;
@@ -9,7 +9,7 @@ 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;
+ 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
index 7e78f600518..1e7fc4d11b8 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
@@ -27,139 +27,148 @@ flat out vec4 finalColor;
/* project to screen space */
vec2 proj(vec4 pos)
{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+ 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;
+ 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);
+ 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; };
+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;
+ /* 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)
+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;
+ /* 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);
+ 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((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
- vec4 V = ViewMatrix * pos_4d;
- float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0;
+ 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);
+ 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);
+ /* 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);
+ 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;
+ gl_Position = p1;
+ gl_Position.xy += t * edge_dir;
- finalColor = vec4(outlineColorSize.rgb, 1.0);
+ 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
index 78b29296601..424cc92b930 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
@@ -9,10 +9,10 @@ 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;
+ /* 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
index 880c8c6262c..7f8ccc0c95a 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
@@ -6,7 +6,6 @@ uniform mat4 ViewProjectionMatrix;
uniform mat4 ModelMatrix;
#endif
-
/* ---- Instantiated Attrs ---- */
in vec3 pos;
@@ -24,40 +23,40 @@ 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;
+ 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;
+ float sinb = (tailSphere.w - headSphere.w) * bone_lenrcp;
#else
- const float sinb = 0.0;
+ 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 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;
+ 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;
+ /* 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;
+ /* 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;
+ normalView = mat3(ViewMatrix) * nor;
- finalStateColor = stateColor;
- finalBoneColor = boneColor;
+ finalStateColor = stateColor;
+ finalBoneColor = boneColor;
- vec4 pos_4d = vec4(sp, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
+ vec4 pos_4d = vec4(sp, 1.0);
+ gl_Position = ViewProjectionMatrix * pos_4d;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * 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
index 0fdd874f1fd..54315863a2e 100644
--- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
@@ -15,104 +15,104 @@ 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;
+ 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;
+ 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];
+ 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);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
+ EmitVertex();
+ gl_Position.xy += t * edge_dir;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
- t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
- gl_Position = pPos[2];
+ 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);
+ world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
+ EmitVertex();
+ gl_Position.xy += t * edge_dir;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
#endif
- EmitVertex();
+ 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);
+ 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);
+ 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);
+ world_clip_planes_set_clip_distance(gl_in[e].gl_ClipDistance);
#endif
- EmitVertex();
+ 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();
+ 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
index b190d834a61..82a483d91a5 100644
--- a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
@@ -22,31 +22,31 @@ out vec4 vColSize;
/* project to screen space */
vec2 proj(vec4 pos)
{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}
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 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
+ /* 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 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
- vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
- vec4 viewpos = ViewMatrix * worldPosition;
+ vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
+ vec4 viewpos = ViewMatrix * worldPosition;
- vPos = viewpos.xyz;
- pPos = ProjectionMatrix * viewpos;
+ vPos = viewpos.xyz;
+ pPos = ProjectionMatrix * viewpos;
- /* 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((NormalMatrix * snor).xy);
+ /* 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((NormalMatrix * snor).xy);
- ssPos = proj(pPos);
+ ssPos = proj(pPos);
- vColSize = outlineColorSize;
+ vColSize = outlineColorSize;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
+ 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
index 45748bf5644..39963344dd8 100644
--- a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
@@ -7,5 +7,5 @@ out vec4 fragColor;
void main()
{
- fragColor = vec4(finalColor.rgb, alpha);
+ 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
index 8463ffab447..2df25bf0e03 100644
--- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
@@ -19,24 +19,23 @@ out vec4 finalColor;
void main()
{
- mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
- vec3 normal = normalize(NormalMatrix * nor);
+ mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
+ vec3 normal = normalize(NormalMatrix * 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);
+ /* 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;
+ /* 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;
+ vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
+ gl_Position = ViewProjectionMatrix * worldPosition;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
+ 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
index a48148a9a50..70a7f495af9 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
@@ -17,91 +17,91 @@ flat out vec4 finalColor;
/* project to screen space */
vec2 proj(vec4 pos)
{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+ 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;
+ 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);
+ 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);
+ 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
index a0fdd55931f..93edbe940fd 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
@@ -21,61 +21,60 @@ out vec4 fragColor;
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;
+ 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);
+ 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
index 0a2a2959120..38a721616a0 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
@@ -20,69 +20,69 @@ const float rad = 0.05;
void main()
{
- mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
- sphereMatrix = inverse(model_view_matrix);
+ mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
+ sphereMatrix = inverse(model_view_matrix);
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ 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;
+ /* 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);
+ /* 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);
+ /* 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));
+ 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;
+ /* 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;
+ z_ofs = -rad * cos_b;
#endif
- x_axis *= sin_b;
- y_axis *= sin_b;
- }
+ 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;
+ /* 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;
+ 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;
+ finalStateColor = stateColor;
+ finalBoneColor = boneColor;
#ifdef USE_WORLD_CLIP_PLANES
- vec4 worldPosition = InstanceModelMatrix * pos_4d;
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
+ 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
index d03cf4c0366..ba89619e051 100644
--- a/source/blender/draw/modes/shaders/armature_stick_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_stick_frag.glsl
@@ -7,7 +7,7 @@ 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;
+ 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
index 3f1aef47dce..9e5a3d76c0d 100644
--- a/source/blender/draw/modes/shaders/armature_stick_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_stick_vert.glsl
@@ -14,9 +14,9 @@ in uint flag;
#define COL_TAIL 4u /* (1 << 2) */
#define COL_BONE 8u /* (1 << 3) */
-#define POS_HEAD 16u /* (1 << 4) */
+#define POS_HEAD 16u /* (1 << 4) */
#define POS_TAIL 32u /* (1 << 5) */ /* UNUSED */
-#define POS_BONE 64u /* (1 << 6) */
+#define POS_BONE 64u /* (1 << 6) */
/* ---- Per instance Attrs ---- */
in vec3 boneStart;
@@ -39,57 +39,60 @@ uniform float stickSize = 5.0; /* might be dependent on DPI setting in the futur
/* project to screen space */
vec2 proj(vec4 pos)
{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+ 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. */
+ 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((ModelMatrix * (is_head ? boneStart_4d : boneEnd_4d)).xyz);
+ world_clip_planes_calc_clip_distance(
+ (ModelMatrix * (is_head ? boneStart_4d : boneEnd_4d)).xyz);
#endif
- }
- else {
- gl_Position = vec4(0.0);
- }
+ }
+ else {
+ gl_Position = vec4(0.0);
+ }
}
diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
index e5c5ccc97bf..a1e6bb0f43d 100644
--- a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
+++ b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
@@ -5,6 +5,6 @@ out vec4 uvcoordsvar;
void main()
{
- uvcoordsvar = vec4(uvs, 0.0, 0.0);
- gl_Position = vec4(pos, 1.0, 1.0);
+ uvcoordsvar = vec4(uvs, 0.0, 0.0);
+ gl_Position = vec4(pos, 1.0, 1.0);
}
diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
index 236ac5c67f0..dcb7c0ba7f2 100644
--- a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
@@ -54,27 +54,27 @@
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
+//
+// 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
/*============================================================================
@@ -87,218 +87,219 @@ NOTE the other tuning knobs are now in the shader function inputs!
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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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
+# 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)
+# 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)));
+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
@@ -355,323 +356,426 @@ vec4 FxaaPixelShader(
// 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;
+ 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__P8;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
+ 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__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;
+ 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__P9;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
+ 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__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;
+ 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__P10;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
+ 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__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;
+ 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__P11;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
+ 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__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;
+ 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;
+ 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;
-/*--------------------------------------------------------------------------*/
+ 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
+ /*--------------------------------------------------------------------------*/
}
- #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);
+#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
index 88540b13941..3cc6ac9a5a4 100644
--- a/source/blender/draw/modes/shaders/common_globals_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_globals_lib.glsl
@@ -1,101 +1,102 @@
/* 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 colorDeselect;
- vec4 colorOutline;
- vec4 colorLightNoAlpha;
+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 colorDeselect;
+ vec4 colorOutline;
+ vec4 colorLightNoAlpha;
- vec4 colorBackground;
- vec4 colorEditMeshMiddle;
+ 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 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 colorBonePose;
- vec4 colorCurrentFrame;
+ vec4 colorCurrentFrame;
- vec4 colorGrid;
- vec4 colorGridEmphasise;
- vec4 colorGridAxisX;
- vec4 colorGridAxisY;
- vec4 colorGridAxisZ;
+ 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 sizeLightCenter;
+ float sizeLightCircle;
+ float sizeLightCircleShadow;
+ float sizeVertex;
+ float sizeEdge;
+ float sizeEdgeFix;
+ float sizeFaceDot;
- float gridDistance;
- float gridResolution;
- float gridSubdivisions;
- float gridScale;
+ float gridDistance;
+ float gridResolution;
+ float gridSubdivisions;
+ float gridScale;
- float pad_globalsBlock;
+ float pad_globalsBlock;
};
/* data[0] (1nd 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)
+#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)
+#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
index 14df29f2e94..02254908232 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -30,11 +30,11 @@ uniform mat4 hairDupliMatrix;
/* -- Per control points -- */
uniform samplerBuffer hairPointBuffer; /* RGBA32F */
-#define point_position xyz
-#define point_time w /* Position along the hair length */
+#define point_position xyz
+#define point_time w /* Position along the hair length */
/* -- Per strands data -- */
-uniform usamplerBuffer hairStrandBuffer; /* R32UI */
+uniform usamplerBuffer hairStrandBuffer; /* R32UI */
uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* Not used, use one buffer per uv layer */
@@ -53,39 +53,40 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
#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 time_per_strand_seg = 1.0 / float(strand_segments);
- float ratio = local_time / time_per_strand_seg;
- interp_time = fract(ratio);
+ float ratio = local_time / time_per_strand_seg;
+ interp_time = fract(ratio);
- return int(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)
+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);
+ 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 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 id = hair_get_base_id(local_time, strand_segments, interp_time);
- int ofs_id = id + strand_offset;
+ 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);
+ 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;
- }
+ 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
@@ -97,102 +98,109 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v
#ifndef HAIR_PHASE_SUBDIV
int hair_get_strand_id(void)
{
- return gl_VertexID / (hairStrandsRes * hairThicknessRes);
+ return gl_VertexID / (hairStrandsRes * hairThicknessRes);
}
int hair_get_base_id(void)
{
- return gl_VertexID / hairThicknessRes;
+ return gl_VertexID / hairThicknessRes;
}
/* Copied from cycles. */
float hair_shaperadius(float shape, float root, float tip, float time)
{
- float radius = 1.0 - 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 (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;
- }
+ if (hairCloseTip && (time > 0.99)) {
+ return 0.0;
+ }
- return (radius * (root - tip)) + tip;
+ return (radius * (root - tip)) + tip;
}
-#ifdef OS_MAC
+# 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)
+# 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 = mat3(hairDupliMatrix) * wtan;
-
- vec3 camera_vec = (is_persp) ? wpos - camera_pos : -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;
- }
+ 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 = mat3(hairDupliMatrix) * wtan;
+
+ vec3 camera_vec = (is_persp) ? wpos - camera_pos : -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;
+ 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;
+ 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;
+ 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;
+ 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
index c193c307e01..3f5e3f8226f 100644
--- a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
@@ -5,43 +5,43 @@ out vec4 finalColor;
vec4 get_weights_cardinal(float t)
{
- float t2 = t * t;
- float t3 = t2 * t;
+ float t2 = t * t;
+ float t3 = t2 * t;
#if defined(CARDINAL)
- float fc = 0.71;
+ float fc = 0.71;
#else /* defined(CATMULL_ROM) */
- float fc = 0.5;
+ 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;
+ 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;
+ 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 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;
+ return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
}
#ifdef TF_WORKAROUND
@@ -52,20 +52,20 @@ uniform int idOffset;
void main(void)
{
- float interp_time;
- vec4 data0, data1, data2, data3;
- hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
+ 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);
+ 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;
+ 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;
+ 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
index d261d263a6f..de9c4e2a96e 100644
--- a/source/blender/draw/modes/shaders/common_view_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_view_lib.glsl
@@ -1,14 +1,15 @@
/* 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;
+layout(std140) uniform viewBlock
+{
+ /* Same order as DRWViewportMatrixType */
+ mat4 ViewProjectionMatrix;
+ mat4 ViewProjectionMatrixInverse;
+ mat4 ViewMatrix;
+ mat4 ViewMatrixInverse;
+ mat4 ProjectionMatrix;
+ mat4 ProjectionMatrixInverse;
- vec4 CameraTexCoFactors;
+ vec4 CameraTexCoFactors;
- vec4 clipPlanes[2];
+ vec4 clipPlanes[2];
};
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
index c2ab0ecfd40..0a152cefaed 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
@@ -1,7 +1,7 @@
/* Keep the same value of `ACTIVE_NURB` in `draw_cache_imp_curve.c` */
-#define ACTIVE_NURB 1 << 2
-#define EVEN_U_BIT 1 << 3
+#define ACTIVE_NURB 1 << 2
+#define EVEN_U_BIT 1 << 3
layout(lines) in;
layout(triangle_strip, max_vertices = 10) out;
@@ -15,88 +15,96 @@ out vec4 finalColor;
void output_line(vec2 offset, vec4 color)
{
- finalColor = color;
+ finalColor = color;
- gl_Position = gl_in[0].gl_Position;
- gl_Position.xy += offset * gl_in[0].gl_Position.w;
+ 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);
+ world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
- gl_Position = gl_in[1].gl_Position;
- gl_Position.xy += offset * gl_in[1].gl_Position.w;
+ 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);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- EmitVertex();
+ 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();
+ 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
index f92aab3254c..b7166382b19 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
@@ -9,11 +9,11 @@ flat out int vertFlag;
void main()
{
- vec4 pos_4d = vec4(pos, 1.0);
- gl_Position = ModelViewProjectionMatrix * pos_4d;
- vertFlag = data;
+ vec4 pos_4d = vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * pos_4d;
+ vertFlag = data;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#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
index b7ffb56ad30..4718f11db65 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
@@ -10,22 +10,22 @@ out vec4 finalColor;
void main()
{
- if ((data & VERT_SELECTED) != 0) {
- if ((data & VERT_ACTIVE) != 0) {
- finalColor = colorEditMeshActive;
- }
- else {
- finalColor = colorVertexSelect;
- }
- }
- else {
- finalColor = colorVertex;
- }
+ if ((data & VERT_SELECTED) != 0) {
+ if ((data & VERT_ACTIVE) != 0) {
+ finalColor = colorEditMeshActive;
+ }
+ else {
+ finalColor = colorVertexSelect;
+ }
+ }
+ else {
+ finalColor = colorVertex;
+ }
- vec4 pos_4d = vec4(pos, 1.0);
- gl_Position = ModelViewProjectionMatrix * pos_4d;
- gl_PointSize = sizeVertex * 2.0;
+ vec4 pos_4d = vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * pos_4d;
+ gl_PointSize = sizeVertex * 2.0;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#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
index da05d224283..02244086711 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl
@@ -10,18 +10,18 @@ in float rad;
void main()
{
- vec3 final_pos = pos;
+ vec3 final_pos = pos;
- float flip = (gl_InstanceID != 0) ? -1.0 : 1.0;
+ float flip = (gl_InstanceID != 0) ? -1.0 : 1.0;
- if (gl_VertexID % 2 == 0) {
- final_pos += normalSize * rad * (flip * nor - tan);
- }
+ if (gl_VertexID % 2 == 0) {
+ final_pos += normalSize * rad * (flip * nor - tan);
+ }
- vec4 final_pos_4d = vec4(final_pos, 1.0);
- gl_Position = ModelViewProjectionMatrix * final_pos_4d;
+ vec4 final_pos_4d = vec4(final_pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * final_pos_4d;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * final_pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * final_pos_4d).xyz);
#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
index 92caa4620d7..e674b802f65 100644
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
@@ -5,15 +5,15 @@ out vec4 FragColor;
void main()
{
- /* TODO: vertex size */
+ /* TODO: vertex size */
- if ((vertFlag & VERT_SELECTED) != 0) {
- FragColor = colorVertexSelect;
- }
- else if ((vertFlag & VERT_ACTIVE) != 0) {
- FragColor = colorEditMeshActive;
- }
- else {
- FragColor = colorVertex;
- }
+ 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
index bf0357632e6..3cf808f3c52 100644
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
@@ -20,26 +20,25 @@ flat out vec4 eData2;
/* project to screen space */
vec2 proj(vec4 pos)
{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}
void main()
{
- clipCase = 0;
+ clipCase = 0;
- vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
- /* only vertex position 0 is used */
- eData1 = eData2 = vec4(1e10);
- eData2.zw = proj(pPos);
+ /* only vertex position 0 is used */
+ eData1 = eData2 = vec4(1e10);
+ eData2.zw = proj(pPos);
- vertFlag = data;
+ vertFlag = data;
- gl_PointSize = sizeVertex;
- gl_Position = pPos;
+ gl_PointSize = sizeVertex;
+ gl_Position = pPos;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#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
index 6563945af39..ffabfd3fcee 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
@@ -3,68 +3,69 @@ uniform bool doEdges = 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 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;
- color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
- color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color;
- return color;
+ vec4 color = colorWireEdit;
+ color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
+ color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color;
+ return color;
}
vec4 EDIT_MESH_edge_vertex_color(int vertex_flag)
{
- vec4 color = colorWireEdit;
- color = (doEdges && (vertex_flag & (VERT_ACTIVE | VERT_SELECTED)) != 0) ? colorEdgeSelect : color;
- return color;
+ vec4 color = colorWireEdit;
+ color = (doEdges && (vertex_flag & (VERT_ACTIVE | VERT_SELECTED)) != 0) ? colorEdgeSelect :
+ color;
+ 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;
- }
+ 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)
{
- if ((face_flag & FACE_ACTIVE) != 0) {
- return mix(colorFaceSelect, colorEditMeshActive, 0.5);
- }
- else if ((face_flag & FACE_SELECTED) != 0) {
- return colorFaceSelect;
- }
- else if ((face_flag & FACE_FREESTYLE) != 0) {
- return colorFaceFreestyle;
- }
- else {
- return colorFace;
- }
+ if ((face_flag & FACE_ACTIVE) != 0) {
+ return mix(colorFaceSelect, colorEditMeshActive, 0.5);
+ }
+ else if ((face_flag & FACE_SELECTED) != 0) {
+ return colorFaceSelect;
+ }
+ else if ((face_flag & FACE_FREESTYLE) != 0) {
+ return colorFaceFreestyle;
+ }
+ else {
+ return colorFace;
+ }
}
vec4 EDIT_MESH_facedot_color(float facedot_flag)
{
- if (facedot_flag < 0.0f) {
- return colorEditMeshActive;
- }
- else if (facedot_flag > 0.0f) {
- return colorFaceDot;
- }
- else {
- return colorVertex;
- }
+ if (facedot_flag < 0.0f) {
+ return colorEditMeshActive;
+ }
+ 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
index 2e729009a38..a8371958ec2 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
@@ -3,5 +3,5 @@ out vec4 FragColor;
void main()
{
- FragColor = faceColor;
+ 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
index 1c2338f0913..c84d97fa1c5 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
@@ -10,13 +10,13 @@ flat out vec4 faceColor;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- ivec4 data_m = data & dataMask;
+ ivec4 data_m = data & dataMask;
- faceColor = EDIT_MESH_face_color(data_m.x);
+ faceColor = EDIT_MESH_face_color(data_m.x);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#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
index 59fb8e7fc90..3418732afc2 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -1,5 +1,5 @@
-#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
+#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
/**
* We want to know how much a pixel is covered by a line.
@@ -22,15 +22,15 @@ out vec4 FragColor;
void main()
{
- float dist = abs(edgeCoord_f) - max(sizeEdge * edgeScale - 0.5, 0.0);
- float dist_outer = dist - max(sizeEdge * edgeScale, 1.0);
+ float dist = abs(edgeCoord_f) - max(sizeEdge * edgeScale - 0.5, 0.0);
+ float dist_outer = dist - max(sizeEdge * edgeScale, 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);
+ 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);
+ float mix_w = step(0.5, dist);
+ float mix_w_outer = step(0.5, dist_outer);
#endif
- FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
- FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w);
+ FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
+ 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
index d5d9f213b94..6e59de12260 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
@@ -16,65 +16,65 @@ noperspective out float edgeCoord_f;
void do_vertex(const int i, vec4 pos, float coord, vec2 offset)
{
- finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0];
- 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;
+ finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0];
+ 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;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
#endif
- EmitVertex();
+ 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 * edgeScale;
- /* Enlarge edge for flag display. */
- half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge * edgeScale, 1.0) : 0.0;
+ 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 * edgeScale;
+ /* Enlarge edge for flag display. */
+ half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge * edgeScale, 1.0) : 0.0;
#ifdef USE_SMOOTH_WIRE
- /* Add 1 px for AA */
- half_size += 0.5;
+ /* Add 1 px for AA */
+ half_size += 0.5;
#endif
- vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
+ 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;
+ bool horizontal = line.x > line.y;
+ edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
- do_vertex(0, pos0, half_size, edge_ofs.xy);
- do_vertex(0, pos0, -half_size, -edge_ofs.xy);
- do_vertex(1, pos1, half_size, edge_ofs.xy);
- do_vertex(1, pos1, -half_size, -edge_ofs.xy);
+ do_vertex(0, pos0, half_size, edge_ofs.xy);
+ do_vertex(0, pos0, -half_size, -edge_ofs.xy);
+ do_vertex(1, pos1, half_size, edge_ofs.xy);
+ do_vertex(1, pos1, -half_size, -edge_ofs.xy);
- EndPrimitive();
+ 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
index 3fd4d263aa2..9a53038a252 100644
--- 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
@@ -3,5 +3,5 @@ in vec2 pos;
void main()
{
- gl_Position = vec4(pos, 1.0, 1.0);
+ gl_Position = vec4(pos, 1.0, 1.0);
}
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
index 8f94a105332..a3fcfd880d3 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
@@ -8,15 +8,15 @@ 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;
+ 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;
+ FragColor = wire_color;
- /* Modulate alpha if occluded */
- if (wire_depth > scene_depth) {
- FragColor.a *= alpha;
- }
+ /* 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
index c43ae6073c6..8c54470cd5a 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -26,75 +26,73 @@ out int selectOveride;
void main()
{
#if !defined(FACE)
- mat4 projmat = ProjectionMatrix;
- projmat[3][2] -= ofs;
+ mat4 projmat = ProjectionMatrix;
+ projmat[3][2] -= ofs;
- gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
+ gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
#else
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#endif
- ivec4 m_data = data & dataMask;
+ ivec4 m_data = data & dataMask;
#if defined(VERT)
- finalColor = EDIT_MESH_vertex_color(m_data.y);
- gl_PointSize = sizeVertex * 2.0;
- gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
- /* 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;
- }
+ finalColor = EDIT_MESH_vertex_color(m_data.y);
+ gl_PointSize = sizeVertex * 2.0;
+ gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
+ /* 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;
+ 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);
+ 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);
+ 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;
+ 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;
+ 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) && !defined(EDGE_DECORATION)
- /* Facing based color blend */
- vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
- vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
- vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ?
- normalize(vpos.xyz) :
- vec3(0.0, 0.0, 1.0);
- float facing = dot(view_vec, view_normal);
- facing = 1.0 - abs(facing) * 0.3;
-
- finalColor = mix(colorEditMeshMiddle, finalColor, facing);
- finalColor.a = 1.0;
+ /* Facing based color blend */
+ vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
+ vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos.xyz) : vec3(0.0, 0.0, 1.0);
+ float facing = dot(view_vec, view_normal);
+ facing = 1.0 - abs(facing) * 0.3;
+
+ finalColor = mix(colorEditMeshMiddle, finalColor, facing);
+ finalColor.a = 1.0;
# if defined(EDGE) && !defined(FLAT)
- /* Hack to blend color in pixel shader in case of overide. */
- finalColor.a = facing;
+ /* Hack to blend color in pixel shader in case of overide. */
+ finalColor.a = facing;
# endif
#endif
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/edit_normals_geom.glsl b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
index 91a57a79eb0..5f43c13478d 100644
--- a/source/blender/draw/modes/shaders/edit_normals_geom.glsl
+++ b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
@@ -1,18 +1,18 @@
layout(points) in;
-layout(line_strip, max_vertices=2) out;
+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];
+ 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);
+ world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
- EmitVertex();
- }
- EndPrimitive();
+ EmitVertex();
+ }
+ EndPrimitive();
}
diff --git a/source/blender/draw/modes/shaders/edit_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
index 8d73a2f5ad2..2e34a132cb0 100644
--- a/source/blender/draw/modes/shaders/edit_normals_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
@@ -9,15 +9,15 @@ in vec3 pos;
#ifdef LOOP_NORMALS
in vec3 lnor;
-#define nor lnor
+# define nor lnor
#elif defined(FACE_NORMALS)
in vec4 norAndFlag;
-#define nor norAndFlag.xyz
+# define nor norAndFlag.xyz
#else
in vec3 vnor;
-#define nor vnor
+# define nor vnor
#endif
flat out vec4 v1;
@@ -25,10 +25,10 @@ flat out vec4 v2;
void main()
{
- v1 = ModelViewProjectionMatrix * vec4(pos, 1.0);
- vec3 n = normalize(NormalMatrix * nor); /* viewspace */
- v2 = v1 + ProjectionMatrix * vec4(n * normalSize, 0.0);
+ v1 = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec3 n = normalize(NormalMatrix * nor); /* viewspace */
+ v2 = v1 + ProjectionMatrix * vec4(n * normalSize, 0.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).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
index 8de25de35ad..7fd955343fc 100644
--- a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
@@ -19,20 +19,20 @@ 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;
+ 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;
+ vec4 pos_4d = vec4(wpos + spos, 1.0);
+ gl_Position = ViewProjectionMatrix * pos_4d;
- finalColor = vec4(color, 1.0);
+ finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * 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
index c20d70e3b06..386d05636f9 100644
--- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
@@ -17,30 +17,30 @@ uniform bool useAlphaTest;
void main()
{
#ifdef USE_WIRE
- fragColor = finalColor;
+ fragColor = finalColor;
#else
- vec4 tex_col = texture(image, 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;
- }
- }
+ vec4 tex_col = texture(image, 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;
- }
- else if (depthMode == DEPTH_FRONT) {
- gl_FragDepth = 0.000001;
- }
- else if (depthMode == DEPTH_UNCHANGED) {
- gl_FragDepth = gl_FragCoord.z;
- }
+ if (depthMode == DEPTH_BACK) {
+ gl_FragDepth = 0.999999;
+ }
+ else if (depthMode == DEPTH_FRONT) {
+ gl_FragDepth = 0.000001;
+ }
+ 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
index e5ea42c0661..9694c63fef1 100644
--- a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
@@ -21,17 +21,17 @@ out vec2 texCoord_interp;
void main()
{
- vec4 pos_4d = vec4((pos + offset) * (size * vec2(aspectX, aspectY)), 0.0, 1.0);
- gl_Position = ModelViewProjectionMatrix * pos_4d;
+ vec4 pos_4d = vec4((pos + offset) * (size * vec2(aspectX, aspectY)), 0.0, 1.0);
+ gl_Position = ModelViewProjectionMatrix * pos_4d;
#ifdef USE_WIRE
- gl_Position.z -= 1e-5;
- finalColor = vec4(color, 1.0);
+ gl_Position.z -= 1e-5;
+ finalColor = vec4(color, 1.0);
#else
- texCoord_interp = texCoord;
- finalColor = objectColor;
+ texCoord_interp = texCoord;
+ finalColor = objectColor;
#endif
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index 7d89676fd47..841b4a95b21 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -18,23 +18,23 @@ uniform float lineKernel = 0.0;
uniform float gridOneOverLogSubdiv;
uniform sampler2D depthBuffer;
-#define gridDistance gridSettings.x
-#define gridResolution gridSettings.y
-#define gridScale gridSettings.z
-#define gridSubdiv gridSettings.w
+#define gridDistance gridSettings.x
+#define gridResolution gridSettings.y
+#define gridScale gridSettings.z
+#define gridSubdiv gridSettings.w
uniform int gridFlag;
-#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 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) */
+#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
/**
* We want to know how much a pixel is covered by a line.
@@ -49,159 +49,161 @@ uniform int gridFlag;
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;
+ 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);
+ /* 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);
+ 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));
+ 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));
}
void main()
{
- vec3 wPos = local_pos * meshSize;
- vec3 fwidthPos = fwidth(wPos);
- 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(eye.z);
- dist = 1.0 + angle * 2.0;
- angle *= angle;
- fade *= 1.0 - angle * angle;
- }
- }
-
- if ((gridFlag & GRID) != 0) {
- float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
-
- float blend = fract(-max(grid_res, 0.0));
- float lvl = floor(grid_res);
-
- /* from biggest to smallest */
- float scaleA = gridScale * pow(gridSubdiv, max(lvl - 1.0, 0.0));
- float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
- float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
-
- 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, scaleA);
- float gridB = get_grid(grid_pos, grid_fwidth, scaleB);
- float gridC = get_grid(grid_pos, grid_fwidth, scaleC);
-
- 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;
+ vec3 wPos = local_pos * meshSize;
+ vec3 fwidthPos = fwidth(wPos);
+ 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(eye.z);
+ dist = 1.0 + angle * 2.0;
+ angle *= angle;
+ fade *= 1.0 - angle * angle;
+ }
+ }
+
+ if ((gridFlag & GRID) != 0) {
+ float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
+
+ float blend = fract(-max(grid_res, 0.0));
+ float lvl = floor(grid_res);
+
+ /* from biggest to smallest */
+ float scaleA = gridScale * pow(gridSubdiv, max(lvl - 1.0, 0.0));
+ float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
+ float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
+
+ 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, scaleA);
+ float gridB = get_grid(grid_pos, grid_fwidth, scaleB);
+ float gridC = get_grid(grid_pos, grid_fwidth, scaleC);
+
+ 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
index 1cf6c49b733..e8f4b089b47 100644
--- a/source/blender/draw/modes/shaders/object_grid_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_vert.glsl
@@ -9,18 +9,18 @@ uniform vec3 planeAxes;
uniform vec4 gridSettings;
uniform float meshSize;
-#define gridDistance gridSettings.x
-#define gridResolution gridSettings.y
-#define gridScale gridSettings.z
-#define gridSubdiv gridSettings.w
+#define gridDistance gridSettings.x
+#define gridResolution gridSettings.y
+#define gridScale gridSettings.z
+#define gridSubdiv gridSettings.w
uniform int gridFlag;
-#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)
+#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;
@@ -28,32 +28,32 @@ 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);
+ 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
index bcdf5adca55..61da94dd433 100644
--- a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
@@ -16,19 +16,18 @@ flat out uint finalId;
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 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);
+ 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;
+ gl_Position = ViewProjectionMatrix * vec4(ws_cell_location, 1.0);
+ gl_PointSize = 2.0f;
- finalId = uint(baseId + call_id);
+ finalId = uint(baseId + call_id);
}
diff --git a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
index 66b3091a41c..5730cb2d96e 100644
--- a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
@@ -6,14 +6,14 @@ out vec4 fragColor;
void main()
{
- vec2 centered = abs(gl_PointCoord - vec2(0.5));
- float dist = max(centered.x, centered.y);
+ 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);
+ 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;
+ /* 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
index a2bd08be3c1..c395ed01bca 100644
--- a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
@@ -3,7 +3,6 @@
* 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 mat4 ModelMatrix;
uniform vec3 screen_vecs[2];
@@ -20,20 +19,19 @@ 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);
+ 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);
+ 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);
+ gl_Position = ViewProjectionMatrix * world_pos;
+ finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * world_pos).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * 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
index 6545104c3c6..7668a0c2c94 100644
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -14,78 +14,78 @@ uniform vec2 viewportSize;
vec4 convert_id_to_color(int id)
{
- if (id == 0) {
- return vec4(0.0);
- }
- if (id < idOffsets[1]) {
- return colorActive;
- }
- else if (id < idOffsets[2]) {
- return colorSelect;
- }
- else if (id < idOffsets[3]) {
- return colorDupliSelect;
- }
- else {
- return colorTransform;
- }
+ if (id == 0) {
+ return vec4(0.0);
+ }
+ if (id < idOffsets[1]) {
+ return colorActive;
+ }
+ else if (id < idOffsets[2]) {
+ return colorSelect;
+ }
+ else if (id < idOffsets[3]) {
+ return colorDupliSelect;
+ }
+ else {
+ return colorTransform;
+ }
}
void main()
{
- ivec2 texel = ivec2(gl_FragCoord.xy);
+ 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;
+ 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);
+ /* 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);
+ 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;
+ 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);
+ /* 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);
-
- FragColor = convert_id_to_color(int(ref_id));
- FragColor.a *= (occluded) ? alphaOcclu : 1.0;
- FragColor.a = (outline) ? FragColor.a : 0.0;
+ 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);
+
+ FragColor = convert_id_to_color(int(ref_id));
+ 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
index 8b5603919c4..cb9fe0e7c36 100644
--- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
@@ -10,42 +10,42 @@ uniform bool doExpand;
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
- FragColor = texelFetch(outlineColor, uv, 0).rgba;
+ 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 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 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));
+ vec4 tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
+ bvec4 btests = equal(tests, vec4(1.0));
- if (FragColor.a != 0.0) {
- return;
- }
+ 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;
+ 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);
+ 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));
- }
+ 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 = (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;
+ 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
index 776adb787ad..c3447456ea6 100644
--- a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
@@ -6,5 +6,5 @@ out uint outId;
void main()
{
- outId = uint(baseId + callId);
+ outId = uint(baseId + callId);
}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
index 36999267ef2..97d4bdacf07 100644
--- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
@@ -9,45 +9,45 @@ in vec3 vPos[];
void vert_from_gl_in(int v)
{
- gl_Position = pPos[v];
+ gl_Position = pPos[v];
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
#endif
}
void main()
{
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
+ vec3 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 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);
+ vec3 n0 = cross(v12, v10);
+ vec3 n3 = cross(v13, v12);
- float fac0 = dot(view_vec, n0);
- float fac3 = dot(view_vec, n3);
+ 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;
- }
+ /* 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;
+ /* 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(1);
+ EmitVertex();
- vert_from_gl_in(2);
- EmitVertex();
+ vert_from_gl_in(2);
+ EmitVertex();
- EndPrimitive();
+ 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
index 744bf0ff1e3..0b5f4733ebc 100644
--- a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
@@ -10,12 +10,12 @@ out vec3 vPos;
void main()
{
- vPos = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
- pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
- /* Small bias to always be on top of the geom. */
- pPos.z -= 1e-3;
+ vPos = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
+ pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ /* Small bias to always be on top of the geom. */
+ pPos.z -= 1e-3;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#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
index 964ebe72e81..ba5d073a9c2 100644
--- a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
@@ -9,19 +9,13 @@ uniform vec2 rcpDimensions;
void main()
{
#ifdef USE_FXAA
- float aa_alpha = FxaaPixelShader(
- uvcoordsvar.st,
- outlineBluredColor,
- rcpDimensions,
- 1.0,
- 0.166,
- 0.0833
- ).r;
+ float aa_alpha =
+ FxaaPixelShader(uvcoordsvar.st, outlineBluredColor, rcpDimensions, 1.0, 0.166, 0.0833).r;
#endif
- FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
+ FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
#ifdef USE_FXAA
- FragColor.a = aa_alpha;
+ 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
index e8bf7884701..d15580056b0 100644
--- a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
@@ -8,45 +8,46 @@ 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;
- }
+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
index 6dfc212a776..e51b829adb5 100644
--- a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
@@ -10,26 +10,28 @@ in float val;
out vec4 radii;
flat out float finalVal;
-void main() {
- gl_Position = ModelViewMatrix * vec4(pos, 1.0);
+void main()
+{
+ gl_Position = ModelViewMatrix * vec4(pos, 1.0);
- float psize = (ProjectionMatrix[3][3] == 0.0) ? (size / (-gl_Position.z * pixel_size)) : (size / pixel_size);
+ float psize = (ProjectionMatrix[3][3] == 0.0) ? (size / (-gl_Position.z * pixel_size)) :
+ (size / pixel_size);
- gl_PointSize = psize;
+ gl_PointSize = psize;
- // calculate concentric radii in pixels
- float radius = 0.5 * 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;
+ // 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;
+ // convert to PointCoord units
+ radii /= psize;
- gl_Position = ProjectionMatrix * gl_Position;
+ gl_Position = ProjectionMatrix * gl_Position;
- finalVal = val;
+ 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
index 3df5115db76..0f626626498 100644
--- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
@@ -18,42 +18,42 @@ 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);
+ /* 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 == 1) {
- gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0);
- gl_Position = ProjectionMatrix * gl_Position;
- }
- else {
- float size = draw_size;
+ if (screen_space == 1) {
+ gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0);
+ gl_Position = ProjectionMatrix * gl_Position;
+ }
+ else {
+ float size = draw_size;
- if (axis > -1) {
- size *= 2;
- }
+ if (axis > -1) {
+ size *= 2;
+ }
- gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0);
- }
+ gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0);
+ }
#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);
- }
+ 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);
- }
+ 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
index 5b0ad7863d1..1ed35b4a421 100644
--- a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
@@ -3,8 +3,7 @@ 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);
+ 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
index f9f2679fe81..659e3cbd5f5 100644
--- a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
@@ -5,9 +5,9 @@ in vec3 pos;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#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
index 1a984b2fbc6..9414d25e71e 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
@@ -9,15 +9,15 @@ out vec4 fragColor;
void main()
{
- if (edgeSharpness < 0.0) {
- discard;
- }
+ if (edgeSharpness < 0.0) {
+ discard;
+ }
- float facing_clamped = clamp(abs(facing), 0.0, 1.0);
+ 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);
+ 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;
+ 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
index 8f52c4fdf95..6ae52d43a48 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
@@ -19,42 +19,42 @@ flat out float edgeSharpness;
void do_vertex(const int i, float coord, vec2 offset)
{
#ifndef SELECT_EDGES
- edgeSharpness = edgeSharpness_g[i];
- facing = facing_g[i];
+ 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;
+ 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);
+ world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
#endif
- EmitVertex();
+ 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 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;
+ vec2 line = ss_pos[0] - ss_pos[1];
+ line = abs(line) * viewportSize;
- float half_size = wireSize;
+ float half_size = wireSize;
- vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
+ 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;
+ bool horizontal = line.x > line.y;
+ edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
- if (edgeSharpness_g[0] < 0.0) {
- return;
- }
+ 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);
+ 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();
+ 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
index 0424a49dd5d..96acba71233 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
@@ -14,10 +14,13 @@ in float wd; /* wiredata */
#ifndef USE_SCULPT
float get_edge_sharpness(float wd)
{
- return ((wd == 0.0) ? -1.5 : wd) + wireStepParam;
+ return ((wd == 0.0) ? -1.5 : wd) + wireStepParam;
}
#else
-float get_edge_sharpness(float wd) { return 1.0; }
+float get_edge_sharpness(float wd)
+{
+ return 1.0;
+}
#endif
/* Geometry shader version */
@@ -27,18 +30,18 @@ out float edgeSharpness_g;
void main()
{
- edgeSharpness_g = get_edge_sharpness(wd);
+ edgeSharpness_g = get_edge_sharpness(wd);
- mat4 projmat = ProjectionMatrix;
- projmat[3][2] -= ofs;
+ mat4 projmat = ProjectionMatrix;
+ projmat[3][2] -= ofs;
- gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
+ gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
- facing_g = normalize(NormalMatrix * nor).z;
+ facing_g = normalize(NormalMatrix * nor).z;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
-#endif
+# ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+# endif
}
#else /* USE_GEOM */
@@ -47,18 +50,18 @@ flat out float edgeSharpness;
void main()
{
- edgeSharpness = get_edge_sharpness(wd);
+ edgeSharpness = get_edge_sharpness(wd);
- mat4 projmat = ProjectionMatrix;
- projmat[3][2] -= ofs;
+ mat4 projmat = ProjectionMatrix;
+ projmat[3][2] -= ofs;
- gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
+ gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
- facing = normalize(NormalMatrix * nor).z;
+ facing = normalize(NormalMatrix * nor).z;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
-#endif
+# ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+# endif
}
#endif /* SELECT_EDGES */
diff --git a/source/blender/draw/modes/shaders/paint_face_vert.glsl b/source/blender/draw/modes/shaders/paint_face_vert.glsl
index a850a130955..59b88d8d3a7 100644
--- a/source/blender/draw/modes/shaders/paint_face_vert.glsl
+++ b/source/blender/draw/modes/shaders/paint_face_vert.glsl
@@ -7,14 +7,14 @@ in vec4 nor; /* select flag on the 4th component */
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- /* Don't draw faces that are selected. */
- if (nor.w > 0.0) {
- gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
- }
- else {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ /* 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((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
- }
+ }
}
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
index aadbf8c58c0..c7e110122c5 100644
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -18,24 +18,24 @@ uniform bool maskingInvertStencil;
void main()
{
- vec2 uv = uv_interp;
- if (nearestInterp) {
- vec2 tex_size = vec2(textureSize(image, 0).xy);
- uv = (floor(uv_interp * tex_size) + 0.5) / tex_size;
- }
+ vec2 uv = uv_interp;
+ if (nearestInterp) {
+ vec2 tex_size = vec2(textureSize(image, 0).xy);
+ uv = (floor(uv_interp * tex_size) + 0.5) / tex_size;
+ }
- vec4 color = texture(image, uv);
- color.a *= alpha;
+ vec4 color = texture(image, uv);
+ color.a *= alpha;
#ifdef TEXTURE_PAINT_MASK
- vec4 mask = vec4(texture(maskingImage, 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;
- color = mix(color, mask, mask_step);
+ vec4 mask = vec4(texture(maskingImage, 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;
+ color = mix(color, mask, mask_step);
#endif
- fragColor = color;
+ fragColor = color;
}
diff --git a/source/blender/draw/modes/shaders/paint_texture_vert.glsl b/source/blender/draw/modes/shaders/paint_texture_vert.glsl
index 43a353f0278..03d933b9196 100644
--- a/source/blender/draw/modes/shaders/paint_texture_vert.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_vert.glsl
@@ -17,15 +17,15 @@ out vec2 masking_uv_interp;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- uv_interp = u;
+ uv_interp = u;
#ifdef TEXTURE_PAINT_MASK
- masking_uv_interp = mu;
+ masking_uv_interp = mu;
#endif
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/paint_vert_frag.glsl b/source/blender/draw/modes/shaders/paint_vert_frag.glsl
index 3042ddf9770..3303dfa6173 100644
--- a/source/blender/draw/modes/shaders/paint_vert_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_vert_frag.glsl
@@ -4,14 +4,14 @@ out vec4 fragColor;
void main()
{
- vec2 centered = gl_PointCoord - vec2(0.5);
- float dist_squared = dot(centered, centered);
- const float rad_squared = 0.25;
+ 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;
- }
+ // round point with jaggy edges
+ if (dist_squared > rad_squared) {
+ discard;
+ }
- fragColor = finalColor;
+ fragColor = finalColor;
}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
index 6dd97b36ee7..426dbada812 100644
--- a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
@@ -4,15 +4,16 @@ in vec3 finalColor;
out vec4 fragColor;
uniform float white_factor = 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));
+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()
{
- fragColor.rgb = mix(linear_to_srgb_attr(finalColor), vec3(1.0), white_factor);
- fragColor.a = 1.0;
+ fragColor.rgb = mix(linear_to_srgb_attr(finalColor), vec3(1.0), white_factor);
+ fragColor.a = 1.0;
}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
index 39f59a29756..54f6d1a4aea 100644
--- a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
+++ b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
@@ -7,20 +7,21 @@ in vec3 c; /* 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));
+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()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- finalColor = srgb_to_linear_attr(c);
+ finalColor = srgb_to_linear_attr(c);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/paint_weight_frag.glsl b/source/blender/draw/modes/shaders/paint_weight_frag.glsl
index 7460eabedbe..8b0e03ac31c 100644
--- a/source/blender/draw/modes/shaders/paint_weight_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_weight_frag.glsl
@@ -10,91 +10,91 @@ 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;
+ /* 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;
+ /* 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;
- }
+ 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;
+ /* 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;
- }
+ 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;
+ /* 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 offset = fract(rel_value + 0.5) - 0.5;
- float base_alpha = 1.0 - max(offset * hi_bias, -offset) / min(max_rel_width, rel_width);
+ 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;
+ /* 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);
+ 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);
+ 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);
+ /* 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);
- }
+ 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;
+ /* 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);
+ /* 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);
+ grid.a = max(grid.a, grid1000);
- return grid * clamp((weight_gradient - flt_eps) / flt_eps, 0.0, 1.0);
+ 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);
- }
-
- /* mix with 1.0 -> is like opacity when using multiply blend mode */
- fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0);
+ 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);
+ }
+
+ /* mix with 1.0 -> is like opacity when using multiply blend mode */
+ fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0);
}
diff --git a/source/blender/draw/modes/shaders/paint_weight_vert.glsl b/source/blender/draw/modes/shaders/paint_weight_vert.glsl
index d111f3dc0a8..e95b116df79 100644
--- a/source/blender/draw/modes/shaders/paint_weight_vert.glsl
+++ b/source/blender/draw/modes/shaders/paint_weight_vert.glsl
@@ -9,12 +9,12 @@ out vec2 weight_interp; /* (weight, alert) */
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- /* Separate actual weight and alerts for independent interpolation */
- weight_interp = max(vec2(weight, -weight), 0.0);
+ /* 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((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
index d738ed5ddb2..6c214534812 100644
--- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
@@ -4,5 +4,5 @@ out vec4 fragColor;
void main()
{
- fragColor = finalColor;
+ fragColor = finalColor;
}
diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/modes/shaders/paint_wire_vert.glsl
index b415be7841c..a163fd7e8b3 100644
--- a/source/blender/draw/modes/shaders/paint_wire_vert.glsl
+++ b/source/blender/draw/modes/shaders/paint_wire_vert.glsl
@@ -10,42 +10,42 @@ flat out vec4 finalColor;
void main()
{
#ifdef USE_SELECT
- bool is_select = (nor.w > 0.0);
- bool is_hidden = (nor.w < 0.0);
+ bool is_select = (nor.w > 0.0);
+ bool is_hidden = (nor.w < 0.0);
#else
- bool is_select = false;
- bool is_hidden = false;
+ bool is_select = false;
+ bool is_hidden = false;
#endif
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- /* Add offset in Z to avoid zfighting and render selected wires on top. */
- /* TODO scale this bias using znear and zfar range. */
- gl_Position.z -= (is_select ? 2e-4 : 1e-4);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ /* Add offset in Z to avoid zfighting and render selected wires on top. */
+ /* TODO scale this bias using znear and zfar range. */
+ gl_Position.z -= (is_select ? 2e-4 : 1e-4);
- if (is_hidden) {
- gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
- }
+ 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);
+ 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);
+ const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
#endif
#ifdef USE_SELECT
- finalColor = (is_select) ? colSel : colorWire;
+ finalColor = (is_select) ? colSel : colorWire;
#else
# ifdef VERTEX_MODE
- finalColor = colorWire;
+ finalColor = colorWire;
# else
- /* Weight paint needs a light color to contrasts with dark weights. */
- finalColor.xyz = vec3(0.8, 0.8, 0.8);
+ /* Weight paint needs a light color to contrasts with dark weights. */
+ finalColor.xyz = vec3(0.8, 0.8, 0.8);
# endif
#endif
- finalColor.a = nor.w;
+ finalColor.a = nor.w;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/particle_strand_frag.glsl b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
index 8bb213dbd30..578a4935b37 100644
--- a/source/blender/draw/modes/shaders/particle_strand_frag.glsl
+++ b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
@@ -9,15 +9,15 @@ out vec4 fragColor;
void main()
{
- fragColor = finalColor;
+ fragColor = finalColor;
#ifdef USE_POINTS
- float dist = length(gl_PointCoord - vec2(0.5));
+ float dist = length(gl_PointCoord - vec2(0.5));
- fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
+ fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
- if (fragColor.a == 0.0) {
- discard;
- }
+ 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
index 9db62a581cb..745499800e5 100644
--- a/source/blender/draw/modes/shaders/particle_strand_vert.glsl
+++ b/source/blender/draw/modes/shaders/particle_strand_vert.glsl
@@ -11,63 +11,63 @@ out vec2 radii;
vec3 weight_to_rgb(float weight)
{
- vec3 r_rgb;
- float blend = ((weight / 2.0) + 0.5);
+ 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;
- }
+ 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;
+ return r_rgb;
}
#define DECOMPRESS_RANGE 1.0039
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef USE_WEIGHT
- finalColor = vec4(weight_to_rgb(color * DECOMPRESS_RANGE), 1.0);
+ finalColor = vec4(weight_to_rgb(color * DECOMPRESS_RANGE), 1.0);
#else
- finalColor = mix(colorWire, colorEdgeSelect, color);
+ finalColor = mix(colorWire, colorEdgeSelect, color);
#endif
#ifdef USE_POINTS
- gl_PointSize = sizeVertex;
+ gl_PointSize = sizeVertex;
- /* calculate concentric radii in pixels */
- float radius = 0.5 * sizeVertex;
+ /* calculate concentric radii in pixels */
+ float radius = 0.5 * sizeVertex;
- /* start at the outside and progress toward the center */
- radii[0] = radius;
- radii[1] = radius - 1.0;
+ /* start at the outside and progress toward the center */
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
- /* convert to PointCoord units */
- radii /= sizeVertex;
+ /* convert to PointCoord units */
+ radii /= sizeVertex;
#endif
}
diff --git a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl b/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
index 553a49f38df..5ae97ec5cb9 100644
--- a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
+++ b/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
@@ -8,8 +8,8 @@ out vec4 finalColor;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- float mask = 1.0 - msk * 0.75;
- finalColor = vec4(mask, mask, mask, 1.0);
+ float mask = 1.0 - msk * 0.75;
+ 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
index 574c434920e..32207afa0b1 100644
--- a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl
+++ b/source/blender/draw/modes/shaders/volume_velocity_vert.glsl
@@ -10,106 +10,104 @@ uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
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 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);
+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;
+ 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);
+ /* 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;
+ int cell = gl_VertexID / 12;
#else
- int cell = gl_VertexID / 2;
+ int cell = gl_VertexID / 2;
#endif
- ivec3 volume_size = textureSize(velocityX, 0);
- float voxel_size = 1.0 / float(max(max(volume_size.x, volume_size.y), volume_size.z));
-
- 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 = (vec3(cell_co) + 0.5) / vec3(volume_size);
- pos = pos * 2.0 - 1.0;
-
- 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);
+ ivec3 volume_size = textureSize(velocityX, 0);
+ float voxel_size = 1.0 / float(max(max(volume_size.x, volume_size.y), volume_size.z));
+
+ 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 = (vec3(cell_co) + 0.5) / vec3(volume_size);
+ pos = pos * 2.0 - 1.0;
+
+ 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 * voxel_size;
+ mat3 rot_mat = rotation_from_vector(velocity);
+ vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]];
+ pos += rotated_pos * length(velocity) * displaySize * voxel_size;
#else
- pos += (((gl_VertexID % 2) == 1) ? velocity : vec3(0.0)) * displaySize * voxel_size;
+ pos += (((gl_VertexID % 2) == 1) ? velocity : vec3(0.0)) * displaySize * voxel_size;
#endif
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
}