Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2018-12-11 20:21:12 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-11 20:21:12 +0300
commit4de5478409ea3b7749de46ff28bedceb79b6b481 (patch)
tree5ae98aae57530e4e39ba67e3aabca5c353269cf9 /source/blender/draw
parent1b8e1bb6351415912d7106bca6488c6c0dd50cc3 (diff)
Edit Mesh: Make edit cage stick to the mesh when possible
and correctly offset it when it's not possible, otherwise we get zfighting.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c82
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl4
2 files changed, 44 insertions, 42 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 7dc3f3af3e6..8455cf83946 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -38,6 +38,7 @@
#include "edit_mesh_mode_intern.h" /* own include */
+#include "BKE_editmesh.h"
#include "BKE_object.h"
#include "BLI_dynstr.h"
@@ -135,17 +136,14 @@ typedef struct EDIT_MESH_PrivateData {
DRWShadingGroup *vnormals_shgrp;
DRWShadingGroup *lnormals_shgrp;
- DRWShadingGroup *face_overlay_shgrp;
- DRWShadingGroup *verts_overlay_shgrp;
- DRWShadingGroup *ledges_overlay_shgrp;
- DRWShadingGroup *lverts_overlay_shgrp;
- DRWShadingGroup *facedot_overlay_shgrp;
-
- DRWShadingGroup *face_occluded_shgrp;
- DRWShadingGroup *verts_occluded_shgrp;
- DRWShadingGroup *ledges_occluded_shgrp;
- DRWShadingGroup *lverts_occluded_shgrp;
- DRWShadingGroup *facedot_occluded_shgrp;
+ DRWShadingGroup *face_shgrp;
+ DRWShadingGroup *face_cage_shgrp;
+
+ DRWShadingGroup *verts_shgrp;
+ DRWShadingGroup *ledges_shgrp;
+ DRWShadingGroup *lverts_shgrp;
+ DRWShadingGroup *facedot_shgrp;
+
DRWShadingGroup *facefill_occluded_shgrp;
int data_mask[4];
@@ -337,7 +335,8 @@ static void EDIT_MESH_engine_init(void *vedata)
static DRWPass *edit_mesh_create_overlay_pass(
float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool xray,
DRWState statemod,
- DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_verts_shgrp, DRWShadingGroup **r_ledges_shgrp,
+ DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp,
+ DRWShadingGroup **r_verts_shgrp, DRWShadingGroup **r_ledges_shgrp,
DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
{
GPUShader *tri_sh, *ledge_sh;
@@ -391,6 +390,9 @@ static DRWPass *edit_mesh_create_overlay_pass(
/* To be able to use triple load. */
DRW_shgroup_state_enable(*r_face_shgrp, DRW_STATE_FIRST_VERTEX_CONVENTION);
}
+ /* Cage geom needs to be offseted to avoid Z-fighting. */
+ *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
+ DRW_shgroup_state_enable(*r_face_cage_shgrp, DRW_STATE_OFFSET_NEGATIVE);
*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
@@ -526,22 +528,24 @@ static void EDIT_MESH_cache_init(void *vedata)
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
&face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, false,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
- &stl->g_data->face_overlay_shgrp,
- &stl->g_data->verts_overlay_shgrp,
- &stl->g_data->ledges_overlay_shgrp,
- &stl->g_data->lverts_overlay_shgrp,
- &stl->g_data->facedot_overlay_shgrp);
+ &stl->g_data->face_shgrp,
+ &stl->g_data->face_cage_shgrp,
+ &stl->g_data->verts_shgrp,
+ &stl->g_data->ledges_shgrp,
+ &stl->g_data->lverts_shgrp,
+ &stl->g_data->facedot_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->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, true,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
- &stl->g_data->face_occluded_shgrp,
- &stl->g_data->verts_occluded_shgrp,
- &stl->g_data->ledges_occluded_shgrp,
- &stl->g_data->lverts_occluded_shgrp,
- &stl->g_data->facedot_occluded_shgrp);
+ &stl->g_data->face_shgrp,
+ &stl->g_data->face_cage_shgrp,
+ &stl->g_data->verts_shgrp,
+ &stl->g_data->ledges_shgrp,
+ &stl->g_data->lverts_shgrp,
+ &stl->g_data->facedot_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. */
@@ -569,16 +573,26 @@ static void EDIT_MESH_cache_init(void *vedata)
static void edit_mesh_add_ob_to_pass(
Scene *scene, Object *ob,
- DRWShadingGroup *face_shgrp,
- DRWShadingGroup *verts_shgrp,
- DRWShadingGroup *ledges_shgrp,
- DRWShadingGroup *lverts_shgrp,
+ EDIT_MESH_PrivateData *g_data,
DRWShadingGroup *facedot_shgrp,
DRWShadingGroup *facefill_shgrp)
{
struct GPUBatch *geom_tris, *geom_verts, *geom_ledges, *geom_ledges_nor, *geom_lverts, *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_btmesh;
+ if (embm) {
+ has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
+ }
+
+ DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
+ DRWShadingGroup *verts_shgrp = g_data->verts_shgrp;
+ DRWShadingGroup *ledges_shgrp = g_data->ledges_shgrp;
+ DRWShadingGroup *lverts_shgrp = g_data->lverts_shgrp;
+
geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
geom_ledges = DRW_mesh_batch_cache_get_edit_loose_edges(ob->data);
DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
@@ -671,22 +685,14 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
if (stl->g_data->do_zbufclip) {
edit_mesh_add_ob_to_pass(
- scene, ob,
- stl->g_data->face_occluded_shgrp,
- stl->g_data->verts_occluded_shgrp,
- stl->g_data->ledges_occluded_shgrp,
- stl->g_data->lverts_occluded_shgrp,
- stl->g_data->facedot_occluded_shgrp,
+ scene, ob, stl->g_data,
+ stl->g_data->facedot_shgrp,
(stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
}
else {
edit_mesh_add_ob_to_pass(
- scene, ob,
- stl->g_data->face_overlay_shgrp,
- stl->g_data->verts_overlay_shgrp,
- stl->g_data->ledges_overlay_shgrp,
- stl->g_data->lverts_overlay_shgrp,
- (show_face_dots) ? stl->g_data->facedot_overlay_shgrp : NULL,
+ scene, ob, stl->g_data,
+ (show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
NULL);
}
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 aea1eb55644..b78c7a7a476 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -8,8 +8,6 @@ uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform ivec4 dataMask = ivec4(0xFF);
-uniform float ofs = 1e-5;
-
in vec3 pos;
#ifdef VERTEX_FACING
in vec3 vnor;
@@ -27,7 +25,6 @@ out float vFacing;
void main()
{
pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
- pPos.z -= ofs * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
vData = data & dataMask;
# ifdef VERTEX_FACING
vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
@@ -64,7 +61,6 @@ out vec3 barycentric;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- gl_Position.z -= ofs * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
int v_0 = (gl_VertexID / 3) * 3;
int vidx = gl_VertexID % 3;