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authorClément Foucault <foucault.clem@gmail.com>2018-09-05 18:02:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-05 20:00:13 +0300
commit457df4fa9ba4bebff69caff62c98586d62337f8d (patch)
tree4bc359a12e035b847521a9ce949a9bd3a655e30b /source/blender/draw
parentc05b9bbcc09f15912c741809646902458ea27958 (diff)
Edit Mesh: Add support for draw option parameters
The visuals was already implemented but we could not toggle them off.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/intern/DRW_render.h1
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h23
-rw-r--r--source/blender/draw/intern/draw_cache_impl_curve.c4
-rw-r--r--source/blender/draw/intern/draw_cache_impl_lattice.c5
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c23
-rw-r--r--source/blender/draw/intern/draw_manager_data.c5
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c66
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl3
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl9
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl3
10 files changed, 91 insertions, 51 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 7c3701266c7..eedac5e43c2 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -405,6 +405,7 @@ void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]);
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
/* Store value instead of referencing it. */
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
index bae7e65f5e8..d601bfc3a3e 100644
--- a/source/blender/draw/intern/draw_cache_impl.h
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -134,6 +134,29 @@ void DRW_mesh_batch_cache_get_wireframes_face_texbuf(
void DRW_mesh_cache_sculpt_coords_ensure(struct Mesh *me);
+/* Edit mesh bitflags (is this the right place?) */
+
+enum {
+ VFLAG_VERTEX_ACTIVE = 1 << 0,
+ VFLAG_VERTEX_SELECTED = 1 << 1,
+ VFLAG_FACE_ACTIVE = 1 << 2,
+ VFLAG_FACE_SELECTED = 1 << 3,
+ VFLAG_FACE_FREESTYLE = 1 << 4,
+ /* Beware to not go over 1 << 7 (it's a byte flag)
+ * (see gpu_shader_edit_mesh_overlay_geom.glsl) */
+};
+
+enum {
+ VFLAG_EDGE_EXISTS = 1 << 0,
+ VFLAG_EDGE_ACTIVE = 1 << 1,
+ VFLAG_EDGE_SELECTED = 1 << 2,
+ VFLAG_EDGE_SEAM = 1 << 3,
+ VFLAG_EDGE_SHARP = 1 << 4,
+ VFLAG_EDGE_FREESTYLE = 1 << 5,
+ /* Beware to not go over 1 << 7 (it's a byte flag)
+ * (see gpu_shader_edit_mesh_overlay_geom.glsl) */
+};
+
/* Particles */
struct GPUBatch *DRW_particles_batch_cache_get_hair(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md);
diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c
index 3fd8a970db9..bad15dfe697 100644
--- a/source/blender/draw/intern/draw_cache_impl_curve.c
+++ b/source/blender/draw/intern/draw_cache_impl_curve.c
@@ -292,10 +292,6 @@ static int curve_render_data_normal_len_get(const CurveRenderData *rdata)
return rdata->normal.len;
}
-enum {
- VFLAG_VERTEX_SELECTED = 1 << 0,
- VFLAG_VERTEX_ACTIVE = 1 << 1,
-};
/* ---------------------------------------------------------------------- */
/* Curve GPUBatch Cache */
diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c
index 4ffbe7b7546..b077162b41d 100644
--- a/source/blender/draw/intern/draw_cache_impl_lattice.c
+++ b/source/blender/draw/intern/draw_cache_impl_lattice.c
@@ -273,11 +273,6 @@ static void lattice_render_data_weight_col_get(const LatticeRenderData *rdata, c
}
}
-enum {
- VFLAG_VERTEX_SELECTED = 1 << 0,
- VFLAG_VERTEX_ACTIVE = 1 << 1,
-};
-
/* ---------------------------------------------------------------------- */
/* Lattice GPUBatch Cache */
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index 1c70d40d6f1..238d2f28c43 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -1331,29 +1331,6 @@ static bool mesh_render_data_edge_vcos_manifold_pnors(
return true;
}
-
-/* First 2 bytes are bit flags
- * 3rd is for sharp edges
- * 4rd is for creased edges */
-enum {
- VFLAG_VERTEX_ACTIVE = 1 << 0,
- VFLAG_VERTEX_SELECTED = 1 << 1,
- VFLAG_FACE_ACTIVE = 1 << 2,
- VFLAG_FACE_SELECTED = 1 << 3,
- VFLAG_FACE_FREESTYLE = 1 << 4,
-};
-
-enum {
- VFLAG_EDGE_EXISTS = 1 << 0,
- VFLAG_EDGE_ACTIVE = 1 << 1,
- VFLAG_EDGE_SELECTED = 1 << 2,
- VFLAG_EDGE_SEAM = 1 << 3,
- VFLAG_EDGE_SHARP = 1 << 4,
- VFLAG_EDGE_FREESTYLE = 1 << 5,
- /* Beware to not go over 1 << 7
- * (see gpu_shader_edit_mesh_overlay_geom.glsl) */
-};
-
static uchar mesh_render_data_looptri_flag(MeshRenderData *rdata, const BMFace *efa)
{
uchar fflag = 0;
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 96e862d2439..26507a83553 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -220,6 +220,11 @@ void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize);
}
+void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 4, arraysize);
+}
+
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3])
{
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1);
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index a79c0e2dc31..c68af6803e6 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -33,6 +33,7 @@
#include "draw_common.h"
+#include "draw_cache_impl.h"
#include "draw_mode_engines.h"
#include "edit_mesh_mode_intern.h" /* own include */
@@ -137,9 +138,11 @@ typedef struct EDIT_MESH_PrivateData {
DRWShadingGroup *facedot_occluded_shgrp;
DRWShadingGroup *facefill_occluded_shgrp;
+ int data_mask[4];
int ghost_ob;
int edit_ob;
bool do_zbufclip;
+ float edge_width_scale;
} EDIT_MESH_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -309,15 +312,15 @@ static void EDIT_MESH_engine_init(void *vedata)
e_data.ghost_clear_depth_sh = DRW_shader_create(datatoc_edit_mesh_overlay_ghost_clear_vert_glsl,
NULL, NULL, NULL);
}
+
}
static DRWPass *edit_mesh_create_overlay_pass(
- float *faceAlpha, DRWState statemod,
+ float *face_alpha, float *edge_width_scale, int *data_mask,
+ DRWState statemod,
DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
{
- static float edge_width_scale;
-
GPUShader *tri_sh, *ledge_sh;
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
@@ -331,32 +334,30 @@ static DRWPass *edit_mesh_create_overlay_pass(
"Edit Mesh Face Overlay Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
-
- /* Applies on top of the theme edge width, so edge-mode can have thick edges. */
- edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
-
*r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1);
- DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", face_alpha, 1);
+ DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", edge_width_scale, 1);
+ DRW_shgroup_uniform_ivec4(*r_face_shgrp, "dataMask", data_mask, 1);
*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", edge_width_scale, 1);
+ DRW_shgroup_uniform_ivec4(*r_ledges_shgrp, "dataMask", data_mask, 1);
if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) {
*r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", edge_width_scale, 1);
}
if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) {
*r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
- DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", &edge_width_scale, 1);
+ DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", edge_width_scale, 1);
}
return pass;
@@ -374,6 +375,8 @@ static void EDIT_MESH_cache_init(void *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ ToolSettings *tsettings = scene->toolsettings;
static float zero = 0.0f;
@@ -388,6 +391,38 @@ static void EDIT_MESH_cache_init(void *vedata)
(draw_ctx->v3d->shading.type < OB_MATERIAL);
stl->g_data->do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0) || xray_enabled;
+ /* Applies on top of the theme edge width, so edge-mode can have thick edges. */
+ stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
+
+ 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)) {
+ const Mesh *me = draw_ctx->object_edit->data;
+ if ((me->drawflag & ME_DRAW_FREESTYLE_FACE) == 0) {
+ stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
+ }
+ if ((me->drawflag & ME_DRAWSEAMS) == 0) {
+ stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
+ }
+ if ((me->drawflag & ME_DRAWSHARP) == 0) {
+ stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
+ }
+ if ((me->drawflag & ME_DRAW_FREESTYLE_EDGE) == 0) {
+ stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
+ }
+ if ((me->drawflag & ME_DRAWCREASES) == 0) {
+ stl->g_data->data_mask[2] = 0x0;
+ }
+ if ((me->drawflag & ME_DRAWBWEIGHTS) == 0) {
+ stl->g_data->data_mask[3] = 0x0;
+ }
+ }
+ }
+
{
psl->vcolor_faces = DRW_pass_create(
"Vert Color Pass",
@@ -443,14 +478,16 @@ static void EDIT_MESH_cache_init(void *vedata)
if (!stl->g_data->do_zbufclip) {
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
- &face_mod, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
+ &face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask,
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
&stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp,
&stl->g_data->lverts_overlay_shgrp, &stl->g_data->facedot_overlay_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, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
+ &zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask,
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
&stl->g_data->face_occluded_shgrp, &stl->g_data->ledges_occluded_shgrp,
&stl->g_data->lverts_occluded_shgrp, &stl->g_data->facedot_occluded_shgrp);
@@ -461,6 +498,7 @@ static void EDIT_MESH_cache_init(void *vedata)
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(e_data.overlay_facefill_sh, psl->facefill_occlude);
DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
/* we need a full screen pass to combine the result */
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
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 0cbc66a2b1f..fba5d604ccf 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
@@ -3,6 +3,7 @@
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewportSize;
+uniform ivec4 dataMask = ivec4(0xFF);
in vec3 pos;
in int data;
@@ -32,7 +33,7 @@ void main()
eData1 = eData2 = vec4(1e10);
eData2.zw = proj(pPos);
- vertFlag = data;
+ vertFlag = data & dataMask;
gl_PointSize = sizeVertex;
gl_Position = pPos;
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 40ea6b301b4..068dc3369fb 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
@@ -1,5 +1,6 @@
uniform mat4 ModelViewProjectionMatrix;
+uniform ivec4 dataMask = ivec4(0xFF);
in vec3 pos;
in ivec4 data;
@@ -14,11 +15,13 @@ void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- if ((data.x & FACE_ACTIVE) != 0)
+ ivec4 data_m = data & dataMask;
+
+ if ((data_m.x & FACE_ACTIVE) != 0)
faceColor = colorFaceSelect;
- else if ((data.x & FACE_SELECTED) != 0)
+ else if ((data_m.x & FACE_SELECTED) != 0)
faceColor = colorFaceSelect;
- else if ((data.x & FACE_FREESTYLE) != 0)
+ else if ((data_m.x & FACE_FREESTYLE) != 0)
faceColor = colorFaceFreestyle;
else
faceColor = colorFace;
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 8ebfa4376f0..7cab2a5035f 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -7,6 +7,7 @@
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
+uniform ivec4 dataMask = ivec4(0xFF);
in vec3 pos;
in ivec4 data;
@@ -27,7 +28,7 @@ void main()
{
vPos = ModelViewMatrix * vec4(pos, 1.0);
pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
- vData = data;
+ vData = data & dataMask;
#ifdef VERTEX_FACING
vec3 view_normal = normalize(NormalMatrix * vnor);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)