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authormano-wii <germano.costa@ig.com.br>2019-03-15 22:02:55 +0300
committermano-wii <germano.costa@ig.com.br>2019-03-15 23:02:48 +0300
commit681661dbed121c7b81e9129c57df5eadb03c1009 (patch)
tree8802195c72af13e1bb7324131024cc98fb5971a7 /source/blender/editors/space_view3d/drawobject.c
parent4510f88d00a721a3d4ad3aa675050723eec2292c (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/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c50
1 files changed, 49 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index e6e0438164c..b976c231841 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -47,6 +47,8 @@
#include "UI_resources.h"
+#include "DRW_engine.h"
+
#include "view3d_intern.h" /* bad level include */
#include "../../draw/intern/draw_cache_impl.h" /* bad level include (temporary) */
@@ -281,7 +283,7 @@ static void bbs_mesh_solid_faces(Scene *UNUSED(scene), Object *ob, const float w
bbs_mesh_face(geom_faces, true, world_clip_planes);
}
-void draw_object_backbufsel(
+void draw_object_select_id(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob,
short select_mode)
{
@@ -380,6 +382,52 @@ void draw_object_backbufsel(
GPU_matrix_set(rv3d->viewmat);
}
+void draw_object_depth(RegionView3D *rv3d, Object *ob)
+{
+ GPU_matrix_mul(ob->obmat);
+ GPU_depth_test(true);
+
+ const float (*world_clip_planes)[4] = NULL;
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_local(rv3d, ob->obmat);
+ world_clip_planes = rv3d->clip_local;
+ }
+
+ switch (ob->type) {
+ case OB_MESH:
+ {
+ GPUBatch *batch;
+
+ Mesh *me = ob->data;
+
+ if (ob->mode & OB_MODE_EDIT) {
+ batch = DRW_mesh_batch_cache_get_edit_triangles(me);
+ }
+ else {
+ batch = DRW_mesh_batch_cache_get_surface(me);
+ }
+
+ DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, true);
+
+ DRW_opengl_context_enable();
+ const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
+ GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
+ if (world_clip_planes != NULL) {
+ bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
+ }
+
+ GPU_batch_draw(batch);
+ DRW_opengl_context_disable();
+ }
+ break;
+ case OB_CURVE:
+ case OB_SURF:
+ break;
+ }
+
+ GPU_matrix_set(rv3d->viewmat);
+}
+
void ED_draw_object_facemap(
Depsgraph *depsgraph, Object *ob, const float col[4], const int facemap)