diff options
author | mano-wii <germano.costa@ig.com.br> | 2019-03-15 22:02:55 +0300 |
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committer | mano-wii <germano.costa@ig.com.br> | 2019-03-15 23:02:48 +0300 |
commit | 681661dbed121c7b81e9129c57df5eadb03c1009 (patch) | |
tree | 8802195c72af13e1bb7324131024cc98fb5971a7 /source/blender/draw | |
parent | 4510f88d00a721a3d4ad3aa675050723eec2292c (diff) |
GPU: Simplify select shaders.
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.
Differential Revision: https://developer.blender.org/D4350
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/DRW_engine.h | 4 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 144 |
2 files changed, 129 insertions, 19 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h index e261de3c900..68d4ef04f95 100644 --- a/source/blender/draw/DRW_engine.h +++ b/source/blender/draw/DRW_engine.h @@ -123,6 +123,10 @@ void DRW_draw_depth_loop( struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d); +void DRW_framebuffer_select_id_setup(struct ARegion *ar, const bool clear); +void DRW_framebuffer_select_id_release(struct ARegion *ar); +void DRW_framebuffer_select_id_read(const struct rcti *rect, uint *r_buf); + /* grease pencil render */ bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph); void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph); diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index a34d2532bb5..fb30e4391e7 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -2015,20 +2015,26 @@ void DRW_custom_pipeline( } static struct DRWSelectBuffer { - struct GPUFrameBuffer *framebuffer; + struct GPUFrameBuffer *framebuffer_depth_only; + struct GPUFrameBuffer *framebuffer_select_id; struct GPUTexture *texture_depth; + struct GPUTexture *texture_u32; } g_select_buffer = {NULL}; -static void draw_select_framebuffer_setup(const rcti *rect) +static void draw_select_framebuffer_depth_only_setup(const rcti *rect) { - if (g_select_buffer.framebuffer == NULL) { - g_select_buffer.framebuffer = GPU_framebuffer_create(); + float size[2]; + size[0] = BLI_rcti_size_x(rect); + size[1] = BLI_rcti_size_y(rect); + + if (g_select_buffer.framebuffer_depth_only == NULL) { + g_select_buffer.framebuffer_depth_only = GPU_framebuffer_create(); + g_select_buffer.framebuffer_select_id = GPU_framebuffer_create(); } - /* If size mismatch recreate the texture. */ if ((g_select_buffer.texture_depth != NULL) && - ((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) || - (GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect)))) + ((GPU_texture_width(g_select_buffer.texture_depth) != size[0]) || + (GPU_texture_height(g_select_buffer.texture_depth) != size[1]))) { GPU_texture_free(g_select_buffer.texture_depth); g_select_buffer.texture_depth = NULL; @@ -2036,13 +2042,50 @@ static void draw_select_framebuffer_setup(const rcti *rect) if (g_select_buffer.texture_depth == NULL) { g_select_buffer.texture_depth = GPU_texture_create_2D( - BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), GPU_DEPTH_COMPONENT24, NULL, NULL); + size[0], size[1], GPU_DEPTH_COMPONENT24, NULL, NULL); - GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0); + GPU_framebuffer_texture_attach( + g_select_buffer.framebuffer_depth_only, + g_select_buffer.texture_depth, 0, 0); - if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) { - printf("Error invalid selection framebuffer\n"); - } + GPU_framebuffer_texture_attach( + g_select_buffer.framebuffer_select_id, + g_select_buffer.texture_depth, 0, 0); + + GPU_framebuffer_check_valid( + g_select_buffer.framebuffer_depth_only, __func__); + + GPU_framebuffer_check_valid( + g_select_buffer.framebuffer_select_id, __func__); + } +} + +static void draw_select_framebuffer_select_id_setup(const rcti *rect) +{ + float size[2]; + size[0] = BLI_rcti_size_x(rect); + size[1] = BLI_rcti_size_y(rect); + + draw_select_framebuffer_depth_only_setup(rect); + + if ((g_select_buffer.texture_u32 != NULL) && + ((GPU_texture_width(g_select_buffer.texture_u32) != size[0]) || + (GPU_texture_height(g_select_buffer.texture_u32) != size[1]))) + { + GPU_texture_free(g_select_buffer.texture_u32); + g_select_buffer.texture_u32 = NULL; + } + + if (g_select_buffer.texture_u32 == NULL) { + g_select_buffer.texture_u32 = GPU_texture_create_2D( + size[0], size[1], GPU_R32UI, NULL, NULL); + + GPU_framebuffer_texture_attach( + g_select_buffer.framebuffer_select_id, + g_select_buffer.texture_u32, 0, 0); + + GPU_framebuffer_check_valid( + g_select_buffer.framebuffer_select_id, __func__); } } @@ -2209,9 +2252,9 @@ void DRW_draw_select_loop( } /* Setup framebuffer */ - draw_select_framebuffer_setup(rect); - GPU_framebuffer_bind(g_select_buffer.framebuffer); - GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f); + draw_select_framebuffer_depth_only_setup(rect); + GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only); + GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f); /* Start Drawing */ DRW_state_reset(); @@ -2315,9 +2358,9 @@ void DRW_draw_depth_loop( GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy}); /* Setup framebuffer */ - draw_select_framebuffer_setup(&ar->winrct); - GPU_framebuffer_bind(g_select_buffer.framebuffer); - GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f); + draw_select_framebuffer_depth_only_setup(&ar->winrct); + GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only); + GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f); DST.viewport = viewport; DST.options.is_depth = true; @@ -2421,6 +2464,67 @@ void DRW_draw_depth_loop( GPU_matrix_pop_projection(); } + +/* Set an opengl context to be used with shaders that draw on U32 colors. */ +void DRW_framebuffer_select_id_setup(ARegion *ar, const bool clear) +{ + RegionView3D *rv3d = ar->regiondata; + + DRW_opengl_context_enable(); + + /* Setup framebuffer */ + draw_select_framebuffer_select_id_setup(&ar->winrct); + GPU_framebuffer_bind(g_select_buffer.framebuffer_select_id); + + /* dithering and AA break color coding, so disable */ + glDisable(GL_DITHER); + + GPU_depth_test(true); + + if (clear) { + GPU_framebuffer_clear_color_depth( + g_select_buffer.framebuffer_select_id, (const float[4]){0.0f}, 1.0f); + } + + if (rv3d->rflag & RV3D_CLIPPING) { + ED_view3d_clipping_set(rv3d); + } +} + + +/* Ends the context for selection and restoring the previous one. */ +void DRW_framebuffer_select_id_release(ARegion *ar) +{ + RegionView3D *rv3d = ar->regiondata; + + if (rv3d->rflag & RV3D_CLIPPING) { + ED_view3d_clipping_disable(); + } + + GPU_framebuffer_restore(); + + GPU_depth_test(false); + glEnable(GL_DITHER); + + DRW_opengl_context_disable(); +} + + +/* Read a block of pixels from the select frame buffer. */ +void DRW_framebuffer_select_id_read(const rcti *rect, uint *r_buf) +{ + DRW_opengl_context_enable(); + GPU_framebuffer_bind(g_select_buffer.framebuffer_select_id); + glReadBuffer(GL_COLOR_ATTACHMENT0); + + glReadPixels(rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + GL_RED_INTEGER, GL_UNSIGNED_INT, r_buf); + + GPU_framebuffer_restore(); + DRW_opengl_context_disable(); +} + /** \} */ @@ -2612,8 +2716,10 @@ void DRW_engines_free(void) DRW_opengl_context_enable(); + DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_u32); DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth); - GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer); + GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_select_id); + GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_depth_only); DRW_hair_free(); DRW_shape_cache_free(); |