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authorClément Foucault <foucault.clem@gmail.com>2017-03-03 04:48:34 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-03-03 04:53:16 +0300
commit85945849a9d10f5daa72d1adca1f8e2b10407bea (patch)
tree6a76f8133490248669bd827ba721a3558950a251 /source/blender/draw
parentbb8a172dfbe1c4ea405f78bd54b07501ff59b98f (diff)
Edit Mode overlay: backwire "ghost wireframe" with variable intensity
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/CMakeLists.txt4
-rw-r--r--source/blender/draw/engines/clay/clay.c1
-rw-r--r--source/blender/draw/intern/DRW_render.h29
-rw-r--r--source/blender/draw/intern/draw_manager.c38
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c236
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.h2
-rw-r--r--source/blender/draw/modes/shaders/edit_overlay_facedot_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl27
-rw-r--r--source/blender/draw/modes/shaders/edit_overlay_facefill_vert.glsl72
-rw-r--r--source/blender/draw/modes/shaders/edit_overlay_frag.glsl5
-rw-r--r--source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl40
-rw-r--r--source/blender/draw/modes/shaders/edit_overlay_mix_vert.glsl7
12 files changed, 410 insertions, 55 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index ea1d179aa40..cb2681fcf81 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -89,6 +89,10 @@ data_to_c_simple(modes/shaders/edit_overlay_geom_edge.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_loosevert_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facedot_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facedot_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_overlay_mix_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_overlay_mix_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_overlay_facefill_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_overlay_facefill_frag.glsl SRC)
list(APPEND INC
)
diff --git a/source/blender/draw/engines/clay/clay.c b/source/blender/draw/engines/clay/clay.c
index 7a5beb46482..7f55ee03a3b 100644
--- a/source/blender/draw/engines/clay/clay.c
+++ b/source/blender/draw/engines/clay/clay.c
@@ -689,6 +689,7 @@ static void CLAY_view_draw(RenderEngine *UNUSED(engine), const bContext *context
CLAY_FramebufferList *fbl = DRW_engine_framebuffer_list_get();
CLAY_engine_init();
+ DRW_mode_init();
/* TODO : tag to refresh by the deps graph */
/* ideally only refresh when objects are added/removed */
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index a9d831440dc..4c5442cc211 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -131,6 +131,7 @@ typedef struct DRWFboTexture {
void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int texnbr);
void DRW_framebuffer_bind(struct GPUFrameBuffer *fb);
+void DRW_framebuffer_clear(bool color, bool depth, float clear_col[4]);
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
@@ -144,19 +145,20 @@ void DRW_shader_free(struct GPUShader *shader);
/* Batches */
typedef enum {
- DRW_STATE_WRITE_DEPTH = (1 << 0),
- DRW_STATE_WRITE_COLOR = (1 << 1),
- DRW_STATE_DEPTH_LESS = (1 << 2),
- DRW_STATE_DEPTH_EQUAL = (1 << 3),
- DRW_STATE_CULL_BACK = (1 << 4),
- DRW_STATE_CULL_FRONT = (1 << 5),
- DRW_STATE_WIRE = (1 << 6),
- DRW_STATE_WIRE_LARGE = (1 << 7),
- DRW_STATE_POINT = (1 << 8),
- DRW_STATE_STIPPLE_2 = (1 << 9),
- DRW_STATE_STIPPLE_3 = (1 << 10),
- DRW_STATE_STIPPLE_4 = (1 << 11),
- DRW_STATE_BLEND = (1 << 12),
+ DRW_STATE_WRITE_DEPTH = (1 << 0),
+ DRW_STATE_WRITE_COLOR = (1 << 1),
+ DRW_STATE_DEPTH_LESS = (1 << 2),
+ DRW_STATE_DEPTH_EQUAL = (1 << 3),
+ DRW_STATE_DEPTH_GREATER = (1 << 4),
+ DRW_STATE_CULL_BACK = (1 << 5),
+ DRW_STATE_CULL_FRONT = (1 << 6),
+ DRW_STATE_WIRE = (1 << 7),
+ DRW_STATE_WIRE_LARGE = (1 << 8),
+ DRW_STATE_POINT = (1 << 9),
+ DRW_STATE_STIPPLE_2 = (1 << 10),
+ DRW_STATE_STIPPLE_3 = (1 << 11),
+ DRW_STATE_STIPPLE_4 = (1 << 12),
+ DRW_STATE_BLEND = (1 << 13),
} DRWState;
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
@@ -210,6 +212,7 @@ void *DRW_render_settings_get(Scene *scene, const char *engine_name);
#endif /* __DRW_ENGINE_H__ */
/* Cache */
+void DRW_mode_init(void);
void DRW_mode_cache_init(void);
void DRW_mode_cache_populate(struct Object *ob);
void DRW_mode_cache_finish(void);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 1ffff40fb58..ea14c59bc7f 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -942,8 +942,7 @@ static void set_state(short flag)
}
/* Depht Test */
- if (flag & DRW_STATE_DEPTH_LESS ||
- flag & DRW_STATE_DEPTH_EQUAL)
+ if (flag & (DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER))
{
glEnable(GL_DEPTH_TEST);
@@ -952,6 +951,8 @@ static void set_state(short flag)
glDepthFunc(GL_LEQUAL);
else if (flag & DRW_STATE_DEPTH_EQUAL)
glDepthFunc(GL_EQUAL);
+ else if (flag & DRW_STATE_DEPTH_GREATER)
+ glDepthFunc(GL_GREATER);
}
else {
glDisable(GL_DEPTH_TEST);
@@ -977,6 +978,7 @@ static void set_state(short flag)
/* Blending (all buffer) */
if (flag & DRW_STATE_BLEND) {
glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else {
glDisable(GL_BLEND);
@@ -1063,6 +1065,23 @@ void DRW_draw_pass(DRWPass *UNUSED(pass))
#endif
/* ******************************************* Mode Engine Cache ****************************************** */
+
+void DRW_mode_init(void)
+{
+ const bContext *C = DRW_get_context();
+ int mode = CTX_data_mode_enum(C);
+
+ switch (mode) {
+ case CTX_MODE_EDIT_MESH:
+ EDIT_MESH_init();
+ break;
+ case CTX_MODE_EDIT_ARMATURE:
+ break;
+ case CTX_MODE_OBJECT:
+ break;
+ }
+}
+
void DRW_mode_cache_init(void)
{
const bContext *C = DRW_get_context();
@@ -1188,6 +1207,8 @@ void *DRW_render_settings_get(Scene *scene, const char *engine_name)
void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX],
int texnbr)
{
+ BLI_assert(texnbr <= MAX_FBO_TEX);
+
if (!*fb) {
int color_attachment = -1;
*fb = GPU_framebuffer_create();
@@ -1226,6 +1247,19 @@ void DRW_framebuffer_bind(struct GPUFrameBuffer *fb)
GPU_framebuffer_bind(fb);
}
+void DRW_framebuffer_clear(bool color, bool depth, float clear_col[4])
+{
+ if (color) {
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[4]);
+ }
+ if (depth) {
+ glDepthMask(GL_TRUE);
+ }
+ glClear(((color) ? GL_COLOR_BUFFER_BIT : 0) |
+ ((depth) ? GL_DEPTH_BUFFER_BIT : 0));
+}
+
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot)
{
GPU_framebuffer_texture_attach(fb, tex, slot);
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 4177e7b843f..c9a998df9a2 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -27,6 +27,7 @@
#include "DRW_render.h"
#include "GPU_shader.h"
+#include "GPU_viewport.h"
#include "DNA_view3d_types.h"
#include "draw_mode_pass.h"
@@ -40,14 +41,37 @@ typedef struct EDIT_MESH_PassList {
struct DRWPass *wire_outline_pass;
struct DRWPass *depth_pass_hidden_wire;
struct DRWPass *edit_face_overlay_pass;
+ struct DRWPass *edit_face_occluded_pass;
+ struct DRWPass *mix_occlude_pass;
+ struct DRWPass *facefill_occlude_pass;
} EDIT_MESH_PassList;
+/* keep it under MAX_BUFFERS */
+typedef struct EDIT_MESH_FramebufferList {
+ struct GPUFrameBuffer *occlude_wire_fb;
+ struct GPUFrameBuffer *occlude_face_fb;
+} EDIT_MESH_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct EDIT_MESH_TextureList {
+ struct GPUTexture *occlude_wire_depth_tx;
+ struct GPUTexture *occlude_wire_color_tx;
+ struct GPUTexture *occlude_face_color_tx;
+} EDIT_MESH_TextureList;
+
static DRWShadingGroup *depth_shgrp_hidden_wire;
+
static DRWShadingGroup *face_overlay_shgrp;
static DRWShadingGroup *ledges_overlay_shgrp;
static DRWShadingGroup *lverts_overlay_shgrp;
static DRWShadingGroup *facedot_overlay_shgrp;
+static DRWShadingGroup *face_occluded_shgrp;
+static DRWShadingGroup *ledges_occluded_shgrp;
+static DRWShadingGroup *lverts_occluded_shgrp;
+static DRWShadingGroup *facedot_occluded_shgrp;
+static DRWShadingGroup *facefill_occluded_shgrp;
+
extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */
static struct GPUShader *overlay_tri_sh = NULL;
@@ -58,6 +82,8 @@ static struct GPUShader *overlay_edge_sh = NULL;
static struct GPUShader *overlay_edge_vcol_sh = NULL;
static struct GPUShader *overlay_vert_sh = NULL;
static struct GPUShader *overlay_facedot_sh = NULL;
+static struct GPUShader *overlay_mix_sh = NULL;
+static struct GPUShader *overlay_facefill_sh = NULL;
extern char datatoc_edit_overlay_frag_glsl[];
extern char datatoc_edit_overlay_vert_glsl[];
@@ -66,19 +92,28 @@ extern char datatoc_edit_overlay_geom_edge_glsl[];
extern char datatoc_edit_overlay_loosevert_vert_glsl[];
extern char datatoc_edit_overlay_facedot_frag_glsl[];
extern char datatoc_edit_overlay_facedot_vert_glsl[];
+extern char datatoc_edit_overlay_mix_vert_glsl[];
+extern char datatoc_edit_overlay_mix_frag_glsl[];
+extern char datatoc_edit_overlay_facefill_vert_glsl[];
+extern char datatoc_edit_overlay_facefill_frag_glsl[];
-void EDIT_MESH_cache_init(void)
+void EDIT_MESH_init(void)
{
- EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
- static struct GPUShader *depth_sh, *tri_sh, *ledge_sh;
+ EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get();
+ EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get();
- const struct bContext *C = DRW_get_context();
- struct RegionView3D *rv3d = CTX_wm_region_view3d(C);
- Scene *scene = CTX_data_scene(C);
- ToolSettings *ts = scene->toolsettings;
+ float *viewport_size = DRW_viewport_size_get();
- if (!depth_sh)
- depth_sh = DRW_shader_create_3D_depth_only();
+ DRWFboTexture tex[2] = {{&txl->occlude_wire_depth_tx, DRW_BUF_DEPTH_24},
+ {&txl->occlude_wire_color_tx, DRW_BUF_RGBA_8}};
+ DRW_framebuffer_init(&fbl->occlude_wire_fb,
+ (int)viewport_size[0], (int)viewport_size[1],
+ tex, 2);
+
+ DRWFboTexture tex2 = {&txl->occlude_face_color_tx, DRW_BUF_RGBA_8};
+ DRW_framebuffer_init(&fbl->occlude_face_fb,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex2, 1);
if (!overlay_tri_sh) {
overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
@@ -119,6 +154,25 @@ void EDIT_MESH_cache_init(void)
overlay_facedot_sh = DRW_shader_create(datatoc_edit_overlay_facedot_vert_glsl, NULL,
datatoc_edit_overlay_facedot_frag_glsl, NULL);
}
+ if (!overlay_mix_sh) {
+ overlay_mix_sh = DRW_shader_create(datatoc_edit_overlay_mix_vert_glsl, NULL,
+ datatoc_edit_overlay_mix_frag_glsl, NULL);
+ }
+ if (!overlay_facefill_sh) {
+ overlay_facefill_sh = DRW_shader_create(datatoc_edit_overlay_facefill_vert_glsl, NULL,
+ datatoc_edit_overlay_facefill_frag_glsl, NULL);
+ }
+}
+
+static DRWPass *edit_mesh_create_overlay_pass(DRWShadingGroup **face_shgrp, DRWShadingGroup **ledges_shgrp,
+ DRWShadingGroup **lverts_shgrp, DRWShadingGroup **facedot_shgrp,
+ float *faceAlpha, DRWState statemod)
+{
+ static struct GPUShader *tri_sh, *ledge_sh;
+ const struct bContext *C = DRW_get_context();
+ RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+ ToolSettings *ts = scene->toolsettings;
if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) {
ledge_sh = overlay_edge_vcol_sh;
@@ -137,25 +191,78 @@ void EDIT_MESH_cache_init(void)
tri_sh = overlay_tri_sh;
}
- psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
- depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
-
- psl->edit_face_overlay_pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT);
+ DRWPass *pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
- face_overlay_shgrp = DRW_shgroup_create(tri_sh, psl->edit_face_overlay_pass);
- DRW_shgroup_uniform_block(face_overlay_shgrp, "globalsBlock", globals_ubo, 0);
- DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ *face_shgrp = DRW_shgroup_create(tri_sh, pass);
+ DRW_shgroup_uniform_block(*face_shgrp, "globalsBlock", globals_ubo, 0);
+ DRW_shgroup_uniform_vec2(*face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_float(*face_shgrp, "faceAlphaMod", faceAlpha, 1);
- ledges_overlay_shgrp = DRW_shgroup_create(ledge_sh, psl->edit_face_overlay_pass);
- DRW_shgroup_uniform_vec2(ledges_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ *ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
+ DRW_shgroup_uniform_vec2(*ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
if ((ts->selectmode & (SCE_SELECT_VERTEX)) != 0) {
- lverts_overlay_shgrp = DRW_shgroup_create(overlay_vert_sh, psl->edit_face_overlay_pass);
- DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ *lverts_shgrp = DRW_shgroup_create(overlay_vert_sh, pass);
+ DRW_shgroup_uniform_vec2(*lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
}
if ((ts->selectmode & (SCE_SELECT_FACE)) != 0) {
- facedot_overlay_shgrp = DRW_shgroup_create(overlay_facedot_sh, psl->edit_face_overlay_pass);
+ *facedot_shgrp = DRW_shgroup_create(overlay_facedot_sh, pass);
+ }
+
+ return pass;
+}
+
+static float backwire_opacity;
+static float face_mod;
+
+void EDIT_MESH_cache_init(void)
+{
+ EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
+ const struct bContext *C = DRW_get_context();
+ View3D *v3d = CTX_wm_view3d(C);
+
+ bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0);
+
+ static float zero = 0.0f;
+ static struct GPUShader *depth_sh;
+
+ if (!depth_sh)
+ depth_sh = DRW_shader_create_3D_depth_only();
+
+ psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
+ depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
+
+ if (!do_zbufclip) {
+ psl->edit_face_overlay_pass = edit_mesh_create_overlay_pass(&face_overlay_shgrp, &ledges_overlay_shgrp, &lverts_overlay_shgrp,
+ &facedot_overlay_shgrp, &face_mod, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND);
+ }
+ 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_pass = edit_mesh_create_overlay_pass(&face_occluded_shgrp, &ledges_occluded_shgrp, &lverts_occluded_shgrp,
+ &facedot_occluded_shgrp, &zero, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH);
+
+ /* 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_pass = DRW_pass_create("Front Face Color", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS);
+ facefill_occluded_shgrp = DRW_shgroup_create(overlay_facefill_sh, psl->facefill_occlude_pass);
+ DRW_shgroup_uniform_block(facefill_occluded_shgrp, "globalsBlock", globals_ubo, 0);
+
+ /* we need a full screen pass to combine the result */
+ EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get();
+ DefaultTextureList *dtxl = DRW_engine_texture_list_get();
+ struct Batch *quad = DRW_cache_fullscreen_quad_get();
+ static float mat[4][4]; /* not even used but avoid crash */
+
+
+ psl->mix_occlude_pass = DRW_pass_create("Mix Occluded Wires", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
+ DRWShadingGroup *mix_shgrp = DRW_shgroup_create(overlay_mix_sh, psl->mix_occlude_pass);
+ DRW_shgroup_call_add(mix_shgrp, quad, mat);
+ DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
+ DRW_shgroup_uniform_buffer(mix_shgrp, "wireColor", &txl->occlude_wire_color_tx, 0);
+ DRW_shgroup_uniform_buffer(mix_shgrp, "faceColor", &txl->occlude_face_color_tx, 1);
+ DRW_shgroup_uniform_buffer(mix_shgrp, "wireDepth", &txl->occlude_wire_depth_tx, 2);
+ DRW_shgroup_uniform_buffer(mix_shgrp, "sceneDepth", &dtxl->depth, 3);
}
DRW_mode_passes_setup(NULL,
@@ -167,37 +274,58 @@ void EDIT_MESH_cache_init(void)
NULL);
}
-void EDIT_MESH_cache_populate(Object *ob)
+static void edit_mesh_add_ob_to_pass(Scene *scene, Object *ob, DRWShadingGroup *face_shgrp, DRWShadingGroup *ledges_shgrp,
+ DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp)
{
- struct Batch *geom;
struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
+ ToolSettings *ts = scene->toolsettings;
+
+ DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
+ DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat);
+ DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat);
+
+ if (facefill_shgrp)
+ DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat);
+
+ if ((ts->selectmode & SCE_SELECT_VERTEX) != 0)
+ DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat);
+
+ if ((ts->selectmode & SCE_SELECT_FACE) != 0) {
+ geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
+ DRW_shgroup_call_add(facedot_shgrp, geo_ovl_fcenter, ob->obmat);
+ }
+}
+
+void EDIT_MESH_cache_populate(Object *ob)
+{
const struct bContext *C = DRW_get_context();
+ View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
Object *obedit = scene->obedit;
- ToolSettings *ts = scene->toolsettings;
+ struct Batch *geom;
CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
+ backwire_opacity = BKE_collection_engine_property_value_get_float(ces_mode_ed, "backwire_opacity"); /* should be done only once */
+
+ face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
switch (ob->type) {
case OB_MESH:
- if (ob == obedit) {
- DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
- DRW_shgroup_call_add(face_overlay_shgrp, geo_ovl_tris, ob->obmat);
- DRW_shgroup_call_add(ledges_overlay_shgrp, geo_ovl_ledges, ob->obmat);
-
- if ((ts->selectmode & SCE_SELECT_VERTEX) != 0)
- DRW_shgroup_call_add(lverts_overlay_shgrp, geo_ovl_lverts, ob->obmat);
-
- if ((ts->selectmode & SCE_SELECT_FACE) != 0) {
- geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
- DRW_shgroup_call_add(facedot_overlay_shgrp, geo_ovl_fcenter, ob->obmat);
- }
-
+ if (ob == obedit) {
if (do_occlude_wire) {
geom = DRW_cache_surface_get(ob);
DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
}
+
+ if ((v3d->flag & V3D_ZBUF_SELECT) == 0) {
+ edit_mesh_add_ob_to_pass(scene, ob, face_occluded_shgrp, ledges_occluded_shgrp,
+ lverts_occluded_shgrp, facedot_occluded_shgrp, facefill_occluded_shgrp);
+ }
+ else {
+ edit_mesh_add_ob_to_pass(scene, ob, face_overlay_shgrp, ledges_overlay_shgrp,
+ lverts_overlay_shgrp, facedot_overlay_shgrp, NULL);
+ }
}
break;
case OB_LAMP:
@@ -229,9 +357,36 @@ void EDIT_MESH_cache_finish(void)
void EDIT_MESH_draw(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
+ EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get();
+ DefaultFramebufferList *dfbl = DRW_engine_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_engine_texture_list_get();
DRW_draw_pass(psl->depth_pass_hidden_wire);
- DRW_draw_pass(psl->edit_face_overlay_pass);
+
+ if (psl->edit_face_occluded_pass) {
+ float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ /* render facefill */
+ DRW_framebuffer_texture_detach(dtxl->depth);
+ DRW_framebuffer_texture_attach(fbl->occlude_face_fb, dtxl->depth, 0);
+ DRW_framebuffer_bind(fbl->occlude_face_fb);
+ DRW_framebuffer_clear(true, false, clearcol);
+ DRW_draw_pass(psl->facefill_occlude_pass);
+ DRW_framebuffer_texture_detach(dtxl->depth);
+
+ /* Render wires on a separate framebuffer */
+ DRW_framebuffer_bind(fbl->occlude_wire_fb);
+ DRW_framebuffer_clear(true, true, clearcol);
+ DRW_draw_pass(psl->edit_face_occluded_pass);
+
+ /* Combine with scene buffer */
+ DRW_framebuffer_bind(dfbl->default_fb);
+ DRW_draw_pass(psl->mix_occlude_pass);
+ DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
+ }
+ else {
+ DRW_draw_pass(psl->edit_face_overlay_pass);
+ }
+
DRW_draw_pass(psl->wire_outline_pass);
DRW_draw_pass(psl->non_meshes_pass);
DRW_draw_pass(psl->ob_center_pass);
@@ -241,6 +396,7 @@ void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
+ BKE_collection_engine_property_add_float(ces, "backwire_opacity", 0.5);
}
void EDIT_MESH_engine_free(void)
@@ -261,4 +417,8 @@ void EDIT_MESH_engine_free(void)
DRW_shader_free(overlay_vert_sh);
if (overlay_facedot_sh)
DRW_shader_free(overlay_facedot_sh);
+ if (overlay_mix_sh)
+ DRW_shader_free(overlay_mix_sh);
+ if (overlay_facefill_sh)
+ DRW_shader_free(overlay_facefill_sh);
} \ No newline at end of file
diff --git a/source/blender/draw/modes/edit_mesh_mode.h b/source/blender/draw/modes/edit_mesh_mode.h
index 9eee473917b..508685bd033 100644
--- a/source/blender/draw/modes/edit_mesh_mode.h
+++ b/source/blender/draw/modes/edit_mesh_mode.h
@@ -28,6 +28,8 @@
struct Object;
+void EDIT_MESH_init(void);
+
void EDIT_MESH_cache_init(void);
void EDIT_MESH_cache_populate(struct Object *ob);
void EDIT_MESH_cache_finish(void);
diff --git a/source/blender/draw/modes/shaders/edit_overlay_facedot_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_facedot_frag.glsl
index 9b99247efec..0bcc8aafc1f 100644
--- a/source/blender/draw/modes/shaders/edit_overlay_facedot_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_overlay_facedot_frag.glsl
@@ -49,7 +49,7 @@ out vec4 FragColor;
void main()
{
if (isSelected != 0)
- FragColor = vec4(colorFaceDot.rgb, 1.0);
+ FragColor = colorFaceDot;
else
- FragColor = vec4(colorWireEdit.rgb, 1.0);
+ FragColor = colorWireEdit;
}
diff --git a/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl
new file mode 100644
index 00000000000..fa0197573ff
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl
@@ -0,0 +1,27 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+flat in vec4 faceColor;
+flat in int faceActive;
+
+out vec4 FragColor;
+
+const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0));
+
+void main()
+{
+ FragColor = faceColor;
+
+ if (faceActive == 1) {
+ int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
+ int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
+ FragColor *= stipple_matrix[x][y];
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_overlay_facefill_vert.glsl
new file mode 100644
index 00000000000..be4cd4568cd
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_overlay_facefill_vert.glsl
@@ -0,0 +1,72 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+/* keep in sync with GlobalsUboStorage */
+layout(std140) uniform globalsBlock {
+ vec4 colorWire;
+ vec4 colorWireEdit;
+ vec4 colorActive;
+ vec4 colorSelect;
+ vec4 colorTransform;
+ vec4 colorGroupActive;
+ vec4 colorGroup;
+ vec4 colorLamp;
+ vec4 colorSpeaker;
+ vec4 colorCamera;
+ vec4 colorEmpty;
+ vec4 colorVertex;
+ vec4 colorVertexSelect;
+ vec4 colorEditMeshActive;
+ vec4 colorEdgeSelect;
+ vec4 colorEdgeSeam;
+ vec4 colorEdgeSharp;
+ vec4 colorEdgeCrease;
+ vec4 colorEdgeBWeight;
+ vec4 colorEdgeFaceSelect;
+ vec4 colorFace;
+ vec4 colorFaceSelect;
+ vec4 colorNormal;
+ vec4 colorVNormal;
+ vec4 colorLNormal;
+ vec4 colorFaceDot;
+
+ vec4 colorDeselect;
+ vec4 colorOutline;
+ vec4 colorLampNoAlpha;
+
+ float sizeLampCenter;
+ float sizeLampCircle;
+ float sizeLampCircleShadow;
+ float sizeVertex;
+ float sizeEdge;
+ float sizeEdgeFix;
+ float sizeNormal;
+ float sizeFaceDot;
+};
+
+in vec3 pos;
+in ivec4 data;
+
+flat out vec4 faceColor;
+flat out int faceActive;
+
+#define FACE_ACTIVE (1 << 2)
+#define FACE_SELECTED (1 << 3)
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ if ((data.x & FACE_ACTIVE) != 0) {
+ faceColor = colorEditMeshActive;
+ faceActive = 1;
+ }
+ else if ((data.x & FACE_SELECTED) != 0) {
+ faceColor = colorFaceSelect;
+ faceActive = 0;
+ }
+ else {
+ faceColor = colorFace;
+ faceActive = 0;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_frag.glsl
index a3deaa237ee..43b3e412b9d 100644
--- a/source/blender/draw/modes/shaders/edit_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_overlay_frag.glsl
@@ -48,6 +48,8 @@ layout(std140) uniform globalsBlock {
float sizeFaceDot;
};
+uniform float faceAlphaMod;
+
flat in vec3 edgesCrease;
flat in vec3 edgesBweight;
flat in ivec3 flag;
@@ -175,6 +177,9 @@ void main()
int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
FragColor *= stipple_matrix[x][y];
}
+ else {
+ FragColor.a *= faceAlphaMod;
+ }
/* Edges */
for (int v = 0; v < 3; ++v) {
diff --git a/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl
new file mode 100644
index 00000000000..67687c7fc2f
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl
@@ -0,0 +1,40 @@
+
+out vec4 FragColor;
+
+uniform sampler2D wireColor;
+uniform sampler2D wireDepth;
+uniform sampler2D faceColor;
+uniform sampler2D sceneDepth;
+uniform float alpha;
+
+vec4 linear(vec4 col)
+{
+ const float fac = 0.45454545;
+ return vec4(pow(col.r,fac), pow(col.g,fac), pow(col.b,fac), col.a);
+}
+
+vec4 srgb(vec4 col)
+{
+ const float fac = 2.2;
+ return vec4(pow(col.r,fac), pow(col.g,fac), pow(col.b,fac), col.a);
+}
+
+void main()
+{
+ ivec2 co = ivec2(gl_FragCoord.xy);
+ float wire_depth = texelFetch(wireDepth, co, 0).r;
+ float scene_depth = texelFetch(sceneDepth, co, 0).r;
+ vec4 wire_color = texelFetch(wireColor, co, 0).rgba;
+ vec4 face_color = texelFetch(faceColor, co, 0).rgba;
+
+ /* this works because not rendered depth is 1.0 and the
+ * following test is always true even when no wires */
+ if (wire_depth > scene_depth) {
+ wire_color.a *= alpha;
+ FragColor.rgb = mix(face_color.rgb, wire_color.rgb, wire_color.a);
+ FragColor.a = face_color.a + wire_color.a;
+ }
+ else {
+ FragColor = wire_color;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_overlay_mix_vert.glsl b/source/blender/draw/modes/shaders/edit_overlay_mix_vert.glsl
new file mode 100644
index 00000000000..ef3d5d717bc
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_overlay_mix_vert.glsl
@@ -0,0 +1,7 @@
+
+in vec2 pos;
+
+void main()
+{
+ gl_Position = vec4(pos, 0.0, 1.0);
+}