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authorCampbell Barton <ideasman42@gmail.com>2017-05-04 22:17:31 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-05-04 22:17:31 +0300
commit4bd2429f3519a58ccd1f93200dae42e52c45956e (patch)
tree90370ccbb2029ae2850fcc09bfbb43167a76e2cc /source/blender
parent9869436b89449a346fac07ca8061221ce8d4ce7e (diff)
Use mesh draw cache for back-buffer selection
Vertex/weight paint now work with core profile, resolves T51380.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h1
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c136
-rw-r--r--source/blender/editors/space_view3d/drawobject.c16
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl17
6 files changed, 192 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
index 9216e05604e..bbb1c820f63 100644
--- a/source/blender/draw/intern/draw_cache_impl.h
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -76,6 +76,7 @@ struct Batch *DRW_mesh_batch_cache_get_all_triangles(struct Mesh *me);
struct Batch *DRW_mesh_batch_cache_get_triangles_with_normals(struct Mesh *me);
struct Batch *DRW_mesh_batch_cache_get_triangles_with_normals_and_weights(struct Mesh *me, int defgroup);
struct Batch *DRW_mesh_batch_cache_get_triangles_with_normals_and_vert_colors(struct Mesh *me);
+struct Batch *DRW_mesh_batch_cache_get_triangles_with_select_id(struct Mesh *me, bool use_hide);
struct Batch *DRW_mesh_batch_cache_get_points_with_normals(struct Mesh *me);
struct Batch *DRW_mesh_batch_cache_get_all_verts(struct Mesh *me);
struct Batch *DRW_mesh_batch_cache_get_fancy_edges(struct Mesh *me);
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index a5bd33137b8..cf43f1ec002 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -49,6 +49,7 @@
#include "bmesh.h"
#include "GPU_batch.h"
+#include "GPU_draw.h"
#include "UI_resources.h"
@@ -1274,6 +1275,58 @@ static bool mesh_render_data_looptri_cos_vert_colors_get(
return true;
}
+static bool mesh_render_data_looptri_cos_select_id_get(
+ MeshRenderData *rdata, const int tri_idx, const bool use_hide,
+ float *(*r_vert_cos)[3],
+ short **r_tri_nor, int *r_select_id)
+{
+ BLI_assert(
+ rdata->types &
+ (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_DVERT));
+
+ if (rdata->edit_bmesh) {
+ const BMLoop **bm_looptri = (const BMLoop **)rdata->edit_bmesh->looptris[tri_idx];
+ const int poly_index = BM_elem_index_get(bm_looptri[0]->f);
+
+ if (use_hide && BM_elem_flag_test(bm_looptri[0]->f, BM_ELEM_HIDDEN)) {
+ return false;
+ }
+
+ mesh_render_data_ensure_poly_normals_short(rdata);
+
+ short (*pnors_short)[3] = rdata->poly_normals_short;
+
+
+ (*r_vert_cos)[0] = bm_looptri[0]->v->co;
+ (*r_vert_cos)[1] = bm_looptri[1]->v->co;
+ (*r_vert_cos)[2] = bm_looptri[2]->v->co;
+ *r_tri_nor = pnors_short[poly_index];
+
+ GPU_select_index_get(poly_index + 1, r_select_id);
+ }
+ else {
+ const MLoopTri *mlt = &rdata->mlooptri[tri_idx];
+ const int poly_index = mlt->poly;
+
+ if (use_hide && (rdata->mpoly[poly_index].flag & ME_HIDE)) {
+ return false;
+ }
+
+ mesh_render_data_ensure_poly_normals_short(rdata);
+
+ short (*pnors_short)[3] = rdata->poly_normals_short;
+
+ (*r_vert_cos)[0] = rdata->mvert[rdata->mloop[mlt->tri[0]].v].co;
+ (*r_vert_cos)[1] = rdata->mvert[rdata->mloop[mlt->tri[1]].v].co;
+ (*r_vert_cos)[2] = rdata->mvert[rdata->mloop[mlt->tri[2]].v].co;
+ *r_tri_nor = pnors_short[poly_index];
+
+ GPU_select_index_get(poly_index + 1, r_select_id);
+ }
+
+ return true;
+}
+
static bool mesh_render_data_edge_cos_sel_get(
MeshRenderData *rdata, const int edge_idx,
float r_vert_cos[2][3], float r_vert_col[3],
@@ -1587,9 +1640,11 @@ typedef struct MeshBatchCache {
VertexBuffer *edge_pos_with_sel;
VertexBuffer *tri_pos_with_sel;
VertexBuffer *pos_with_sel;
+ VertexBuffer *pos_with_sel_id;
Batch *triangles_with_normals;
Batch *triangles_with_weights;
Batch *triangles_with_vert_colors;
+ Batch *triangles_with_select_id;
Batch *points_with_normals;
Batch *fancy_edges; /* owns its vertex buffer (not shared) */
@@ -1754,6 +1809,8 @@ static void mesh_batch_cache_clear(Mesh *me)
VERTEXBUFFER_DISCARD_SAFE(cache->pos_with_normals);
BATCH_DISCARD_ALL_SAFE(cache->triangles_with_weights);
BATCH_DISCARD_ALL_SAFE(cache->triangles_with_vert_colors);
+ VERTEXBUFFER_DISCARD_SAFE(cache->pos_with_sel_id);
+ BATCH_DISCARD_SAFE(cache->triangles_with_select_id);
BATCH_DISCARD_ALL_SAFE(cache->fancy_edges);
@@ -2135,6 +2192,66 @@ static VertexBuffer *mesh_batch_cache_get_pos_normals_and_vert_colors(
return cache->pos_with_vert_colors;
}
+static VertexBuffer *mesh_batch_cache_get_pos_normals_and_select_id(
+ MeshRenderData *rdata, MeshBatchCache *cache, bool use_hide)
+{
+ BLI_assert(
+ rdata->types &
+ (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ if (cache->pos_with_sel_id == NULL) {
+ unsigned int vidx = 0, cidx = 0, nidx = 0;
+
+ static VertexFormat format = { 0 };
+ static unsigned int pos_id, col_id, nor_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_I16, 3, NORMALIZE_INT_TO_FLOAT);
+ col_id = VertexFormat_add_attrib(&format, "color", COMP_I32, 1, KEEP_INT);
+ }
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ VertexBuffer *vbo = cache->pos_with_sel_id = VertexBuffer_create_with_format(&format);
+
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+ VertexBuffer_allocate_data(vbo, vbo_len_capacity);
+
+ for (int i = 0; i < tri_len; i++) {
+ float *tri_vert_cos[3];
+ short *tri_nor;
+ int select_id;
+
+ if (mesh_render_data_looptri_cos_select_id_get(
+ rdata, i, use_hide, &tri_vert_cos, &tri_nor, &select_id))
+ {
+ /* TODO, one elem per tri */
+ VertexBuffer_set_attrib(vbo, col_id, cidx++, &select_id);
+ VertexBuffer_set_attrib(vbo, col_id, cidx++, &select_id);
+ VertexBuffer_set_attrib(vbo, col_id, cidx++, &select_id);
+
+ VertexBuffer_set_attrib(vbo, pos_id, vidx++, tri_vert_cos[0]);
+ VertexBuffer_set_attrib(vbo, pos_id, vidx++, tri_vert_cos[1]);
+ VertexBuffer_set_attrib(vbo, pos_id, vidx++, tri_vert_cos[2]);
+
+ /* TODO, one elem per tri */
+ VertexBuffer_set_attrib(vbo, nor_id, nidx++, tri_nor);
+ VertexBuffer_set_attrib(vbo, nor_id, nidx++, tri_nor);
+ VertexBuffer_set_attrib(vbo, nor_id, nidx++, tri_nor);
+ }
+ }
+ vbo_len_used = vidx;
+
+ if (vbo_len_capacity != vbo_len_used) {
+ VertexBuffer_resize_data(vbo, vbo_len_used);
+ }
+ }
+
+ return cache->pos_with_sel_id;
+}
+
static VertexBuffer *mesh_batch_cache_get_pos_and_nor_in_order(MeshRenderData *rdata, MeshBatchCache *cache)
{
BLI_assert(rdata->types & MR_DATATYPE_VERT);
@@ -2493,6 +2610,25 @@ Batch *DRW_mesh_batch_cache_get_triangles_with_normals_and_vert_colors(Mesh *me)
return cache->triangles_with_vert_colors;
}
+
+struct Batch *DRW_mesh_batch_cache_get_triangles_with_select_id(struct Mesh *me, bool use_hide)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->triangles_with_select_id == NULL) {
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->triangles_with_select_id = Batch_create(
+ PRIM_TRIANGLES, mesh_batch_cache_get_pos_normals_and_select_id(rdata, cache, use_hide), NULL);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->triangles_with_select_id;
+}
+
Batch *DRW_mesh_batch_cache_get_points_with_normals(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 254a48fccbb..63b44e6daa3 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -9542,8 +9542,9 @@ static void bbs_mesh_solid_verts(Scene *scene, Object *ob)
static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
{
- DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
Mesh *me = ob->data;
+#if defined(WITH_LEGACY_OPENGL)
+ DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
DM_update_materials(dm, ob);
@@ -9553,6 +9554,19 @@ static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, NULL, NULL, me, 0);
dm->release(dm);
+#else
+ UNUSED_VARS(scene, bbs_mesh_solid_hide__setDrawOpts, bbs_mesh_solid__setDrawOpts);
+ Batch *batch;
+ if ((me->editflag & ME_EDIT_PAINT_FACE_SEL)) {
+ batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, true);
+ }
+ else {
+ batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, false);
+ }
+ Batch_set_builtin_program(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
+ Batch_draw(batch);
+
+#endif
}
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index d26218382c8..d6e3585b686 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -119,6 +119,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,
GPU_SHADER_3D_FLAT_COLOR,
+ GPU_SHADER_3D_FLAT_COLOR_U32, /* use for select-id's */
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index d72d7f7c2b5..431bc4f5d43 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -702,6 +702,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
+ [GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl },
[GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl },
@@ -781,10 +783,26 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
if (builtin_shaders[shader] == NULL) {
/* just a few special cases */
- const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" :
- (shader == GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE) ? "#define UNIFORM_SCALE;\n" :
- (shader == GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS) ? "#define AXIS_NAME;\n" :
- (shader == GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR) ? "#define USE_INSTANCE_COLOR;\n" : NULL;
+ const char *defines = NULL;
+ switch (shader) {
+ case GPU_SHADER_SMOKE_COBA:
+ defines = "#define USE_COBA;\n";
+ break;
+ case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE:
+ defines = "#define UNIFORM_SCALE;\n";
+ break;
+ case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS:
+ defines = "#define AXIS_NAME;\n";
+ break;
+ case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
+ defines = "#define USE_INSTANCE_COLOR;\n";
+ break;
+ case GPU_SHADER_3D_FLAT_COLOR_U32:
+ defines = "#define USE_COLOR_U32;\n";
+ break;
+ default:
+ break;
+ }
const GPUShaderStages *stages = builtin_shader_stages + shader;
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
index 8c241cff5d4..f65fbe2a2e2 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
@@ -3,12 +3,20 @@ uniform mat4 ModelViewProjectionMatrix;
#if __VERSION__ == 120
attribute vec3 pos;
+#if defined(USE_COLOR_U32)
+ attribute int color;
+#else
attribute vec4 color;
+#endif
flat varying vec4 finalColor;
#else
in vec3 pos;
+#if defined(USE_COLOR_U32)
+ in int color;
+#else
in vec4 color;
+#endif
flat out vec4 finalColor;
#endif
@@ -16,5 +24,14 @@ uniform mat4 ModelViewProjectionMatrix;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+#if defined(USE_COLOR_U32)
+ finalColor = vec4(
+ ((color ) & 0xFF) * (1.0f / 255.0f),
+ ((color >> 8) & 0xFF) * (1.0f / 255.0f),
+ ((color >> 16) & 0xFF) * (1.0f / 255.0f),
+ ((color >> 24) ) * (1.0f / 255.0f));
+#else
finalColor = color;
+#endif
}