diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-04-26 11:08:49 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2017-04-26 11:08:49 +0300 |
commit | ab168f63f63d2fd80d86776e16eb1bba46c55689 (patch) | |
tree | 69be6b691367aedd0788bb611c4a52a6c70b0d57 /source | |
parent | 3f915670526c00b27eb95c69503956cf38c05995 (diff) |
Remove show_backface_culling check in select engine
May add back so selection engine can read backface cull state
from from different engines.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/engines/select/select_engine.c | 31 |
1 files changed, 19 insertions, 12 deletions
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c index 8d7b5856843..e5bce1ad65a 100644 --- a/source/blender/draw/engines/select/select_engine.c +++ b/source/blender/draw/engines/select/select_engine.c @@ -70,6 +70,7 @@ typedef struct SELECT_TextureList { typedef struct SELECT_PassList { #ifdef USE_DEPTH struct DRWPass *depth_pass; + struct DRWPass *depth_pass_cull; #endif struct DRWPass *color_pass; struct g_data *g_data; @@ -95,12 +96,11 @@ static struct { } e_data = {NULL}; /* Engine data */ typedef struct g_data { +#ifdef USE_DEPTH DRWShadingGroup *depth_shgrp; - DRWShadingGroup *depth_shgrp_select; - DRWShadingGroup *depth_shgrp_active; DRWShadingGroup *depth_shgrp_cull; - DRWShadingGroup *depth_shgrp_cull_select; - DRWShadingGroup *depth_shgrp_cull_active; +#endif + DRWShadingGroup *color_shgrp; } g_data; /* Transient data */ /* Functions */ @@ -111,10 +111,12 @@ static void SELECT_engine_init(void *vedata) SELECT_TextureList *txl = ((SELECT_Data *)vedata)->txl; SELECT_FramebufferList *fbl = ((SELECT_Data *)vedata)->fbl; +#ifdef USE_DEPTH /* Depth prepass */ if (!e_data.depth_sh) { e_data.depth_sh = DRW_shader_create_3D_depth_only(); } +#endif /* Shading pass */ if (!e_data.color_sh) { @@ -125,6 +127,7 @@ static void SELECT_engine_init(void *vedata) stl->storage = MEM_callocN(sizeof(SELECT_Storage), "SELECT_Storage"); } +#ifdef USE_DEPTH if (DRW_viewport_is_fbo()) { const float *viewport_size = DRW_viewport_size_get(); DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24, 0}; @@ -132,6 +135,7 @@ static void SELECT_engine_init(void *vedata) (int)viewport_size[0], (int)viewport_size[1], &tex, 1); } +#endif } static void SELECT_cache_init(void *vedata) @@ -149,18 +153,23 @@ static void SELECT_cache_init(void *vedata) { psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); + + psl->depth_pass_cull = DRW_pass_create( + "Depth Pass Cull", + DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); + stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull); } #endif /* Color Pass */ { psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); + stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass); } } static void SELECT_cache_populate(void *vedata, Object *ob) { - SELECT_PassList *psl = ((SELECT_Data *)vedata)->psl; SELECT_StorageList *stl = ((SELECT_Data *)vedata)->stl; if (!DRW_is_object_renderable(ob)) @@ -168,16 +177,13 @@ static void SELECT_cache_populate(void *vedata, Object *ob) struct Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { - IDProperty *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, ""); - bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling"); - + bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */ +#ifdef USE_DEPTH /* Depth Prepass */ DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat); - +#endif /* Shading */ - DRWShadingGroup *color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass); - - DRW_shgroup_call_add(color_shgrp, geom, ob->obmat); + DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat); } } @@ -198,6 +204,7 @@ static void SELECT_draw_scene(void *vedata) #ifdef USE_DEPTH /* Pass 1 : Depth pre-pass */ DRW_draw_pass(psl->depth_pass); + DRW_draw_pass(psl->depth_pass_cull); /* Pass 2 : Duplicate depth */ /* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */ |