diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-09-05 18:02:00 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-09-05 20:00:13 +0300 |
commit | 457df4fa9ba4bebff69caff62c98586d62337f8d (patch) | |
tree | 4bc359a12e035b847521a9ce949a9bd3a655e30b /source | |
parent | c05b9bbcc09f15912c741809646902458ea27958 (diff) |
Edit Mesh: Add support for draw option parameters
The visuals was already implemented but we could not toggle them off.
Diffstat (limited to 'source')
10 files changed, 91 insertions, 51 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 7c3701266c7..eedac5e43c2 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -405,6 +405,7 @@ void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize); void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize); void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize); +void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize); void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]); void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]); /* Store value instead of referencing it. */ diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h index bae7e65f5e8..d601bfc3a3e 100644 --- a/source/blender/draw/intern/draw_cache_impl.h +++ b/source/blender/draw/intern/draw_cache_impl.h @@ -134,6 +134,29 @@ void DRW_mesh_batch_cache_get_wireframes_face_texbuf( void DRW_mesh_cache_sculpt_coords_ensure(struct Mesh *me); +/* Edit mesh bitflags (is this the right place?) */ + +enum { + VFLAG_VERTEX_ACTIVE = 1 << 0, + VFLAG_VERTEX_SELECTED = 1 << 1, + VFLAG_FACE_ACTIVE = 1 << 2, + VFLAG_FACE_SELECTED = 1 << 3, + VFLAG_FACE_FREESTYLE = 1 << 4, + /* Beware to not go over 1 << 7 (it's a byte flag) + * (see gpu_shader_edit_mesh_overlay_geom.glsl) */ +}; + +enum { + VFLAG_EDGE_EXISTS = 1 << 0, + VFLAG_EDGE_ACTIVE = 1 << 1, + VFLAG_EDGE_SELECTED = 1 << 2, + VFLAG_EDGE_SEAM = 1 << 3, + VFLAG_EDGE_SHARP = 1 << 4, + VFLAG_EDGE_FREESTYLE = 1 << 5, + /* Beware to not go over 1 << 7 (it's a byte flag) + * (see gpu_shader_edit_mesh_overlay_geom.glsl) */ +}; + /* Particles */ struct GPUBatch *DRW_particles_batch_cache_get_hair( struct Object *object, struct ParticleSystem *psys, struct ModifierData *md); diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c index 3fd8a970db9..bad15dfe697 100644 --- a/source/blender/draw/intern/draw_cache_impl_curve.c +++ b/source/blender/draw/intern/draw_cache_impl_curve.c @@ -292,10 +292,6 @@ static int curve_render_data_normal_len_get(const CurveRenderData *rdata) return rdata->normal.len; } -enum { - VFLAG_VERTEX_SELECTED = 1 << 0, - VFLAG_VERTEX_ACTIVE = 1 << 1, -}; /* ---------------------------------------------------------------------- */ /* Curve GPUBatch Cache */ diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c index 4ffbe7b7546..b077162b41d 100644 --- a/source/blender/draw/intern/draw_cache_impl_lattice.c +++ b/source/blender/draw/intern/draw_cache_impl_lattice.c @@ -273,11 +273,6 @@ static void lattice_render_data_weight_col_get(const LatticeRenderData *rdata, c } } -enum { - VFLAG_VERTEX_SELECTED = 1 << 0, - VFLAG_VERTEX_ACTIVE = 1 << 1, -}; - /* ---------------------------------------------------------------------- */ /* Lattice GPUBatch Cache */ diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 1c70d40d6f1..238d2f28c43 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -1331,29 +1331,6 @@ static bool mesh_render_data_edge_vcos_manifold_pnors( return true; } - -/* First 2 bytes are bit flags - * 3rd is for sharp edges - * 4rd is for creased edges */ -enum { - VFLAG_VERTEX_ACTIVE = 1 << 0, - VFLAG_VERTEX_SELECTED = 1 << 1, - VFLAG_FACE_ACTIVE = 1 << 2, - VFLAG_FACE_SELECTED = 1 << 3, - VFLAG_FACE_FREESTYLE = 1 << 4, -}; - -enum { - VFLAG_EDGE_EXISTS = 1 << 0, - VFLAG_EDGE_ACTIVE = 1 << 1, - VFLAG_EDGE_SELECTED = 1 << 2, - VFLAG_EDGE_SEAM = 1 << 3, - VFLAG_EDGE_SHARP = 1 << 4, - VFLAG_EDGE_FREESTYLE = 1 << 5, - /* Beware to not go over 1 << 7 - * (see gpu_shader_edit_mesh_overlay_geom.glsl) */ -}; - static uchar mesh_render_data_looptri_flag(MeshRenderData *rdata, const BMFace *efa) { uchar fflag = 0; diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 96e862d2439..26507a83553 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -220,6 +220,11 @@ void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize); } +void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) +{ + drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 4, arraysize); +} + void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]) { drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1); diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index a79c0e2dc31..c68af6803e6 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -33,6 +33,7 @@ #include "draw_common.h" +#include "draw_cache_impl.h" #include "draw_mode_engines.h" #include "edit_mesh_mode_intern.h" /* own include */ @@ -137,9 +138,11 @@ typedef struct EDIT_MESH_PrivateData { DRWShadingGroup *facedot_occluded_shgrp; DRWShadingGroup *facefill_occluded_shgrp; + int data_mask[4]; int ghost_ob; int edit_ob; bool do_zbufclip; + float edge_width_scale; } EDIT_MESH_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ @@ -309,15 +312,15 @@ static void EDIT_MESH_engine_init(void *vedata) e_data.ghost_clear_depth_sh = DRW_shader_create(datatoc_edit_mesh_overlay_ghost_clear_vert_glsl, NULL, NULL, NULL); } + } static DRWPass *edit_mesh_create_overlay_pass( - float *faceAlpha, DRWState statemod, + float *face_alpha, float *edge_width_scale, int *data_mask, + DRWState statemod, DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp, DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp) { - static float edge_width_scale; - GPUShader *tri_sh, *ledge_sh; const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; @@ -331,32 +334,30 @@ static DRWPass *edit_mesh_create_overlay_pass( "Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod); - - /* Applies on top of the theme edge width, so edge-mode can have thick edges. */ - edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f; - *r_face_shgrp = DRW_shgroup_create(tri_sh, pass); DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo); DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1); - DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", &edge_width_scale, 1); + DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", face_alpha, 1); + DRW_shgroup_uniform_float(*r_face_shgrp, "edgeScale", edge_width_scale, 1); + DRW_shgroup_uniform_ivec4(*r_face_shgrp, "dataMask", data_mask, 1); *r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass); DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo); DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", &edge_width_scale, 1); + DRW_shgroup_uniform_float(*r_ledges_shgrp, "edgeScale", edge_width_scale, 1); + DRW_shgroup_uniform_ivec4(*r_ledges_shgrp, "dataMask", data_mask, 1); if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) { *r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass); DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo); DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", &edge_width_scale, 1); + DRW_shgroup_uniform_float(*r_lverts_shgrp, "edgeScale", edge_width_scale, 1); } if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) { *r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass); DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo); - DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", &edge_width_scale, 1); + DRW_shgroup_uniform_float(*r_facedot_shgrp, "edgeScale", edge_width_scale, 1); } return pass; @@ -374,6 +375,8 @@ static void EDIT_MESH_cache_init(void *vedata) const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; + Scene *scene = draw_ctx->scene; + ToolSettings *tsettings = scene->toolsettings; static float zero = 0.0f; @@ -388,6 +391,38 @@ static void EDIT_MESH_cache_init(void *vedata) (draw_ctx->v3d->shading.type < OB_MATERIAL); stl->g_data->do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0) || xray_enabled; + /* Applies on top of the theme edge width, so edge-mode can have thick edges. */ + stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f; + + stl->g_data->data_mask[0] = 0xFF; /* Face Flag */ + stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */ + stl->g_data->data_mask[2] = 0xFF; /* Crease */ + stl->g_data->data_mask[3] = 0xFF; /* BWeight */ + + if (draw_ctx->object_edit->type == OB_MESH) { + if (BKE_object_is_in_editmode(draw_ctx->object_edit)) { + const Mesh *me = draw_ctx->object_edit->data; + if ((me->drawflag & ME_DRAW_FREESTYLE_FACE) == 0) { + stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE; + } + if ((me->drawflag & ME_DRAWSEAMS) == 0) { + stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM; + } + if ((me->drawflag & ME_DRAWSHARP) == 0) { + stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP; + } + if ((me->drawflag & ME_DRAW_FREESTYLE_EDGE) == 0) { + stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE; + } + if ((me->drawflag & ME_DRAWCREASES) == 0) { + stl->g_data->data_mask[2] = 0x0; + } + if ((me->drawflag & ME_DRAWBWEIGHTS) == 0) { + stl->g_data->data_mask[3] = 0x0; + } + } + } + { psl->vcolor_faces = DRW_pass_create( "Vert Color Pass", @@ -443,14 +478,16 @@ static void EDIT_MESH_cache_init(void *vedata) if (!stl->g_data->do_zbufclip) { psl->edit_face_overlay = edit_mesh_create_overlay_pass( - &face_mod, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND, + &face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, + DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND, &stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp, &stl->g_data->lverts_overlay_shgrp, &stl->g_data->facedot_overlay_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, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, + &zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask, + DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, &stl->g_data->face_occluded_shgrp, &stl->g_data->ledges_occluded_shgrp, &stl->g_data->lverts_occluded_shgrp, &stl->g_data->facedot_occluded_shgrp); @@ -461,6 +498,7 @@ static void EDIT_MESH_cache_init(void *vedata) DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND); stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(e_data.overlay_facefill_sh, psl->facefill_occlude); DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", globals_ubo); + DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1); /* we need a full screen pass to combine the result */ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl index 0cbc66a2b1f..fba5d604ccf 100644 --- a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl @@ -3,6 +3,7 @@ uniform mat4 ModelViewProjectionMatrix; uniform vec2 viewportSize; +uniform ivec4 dataMask = ivec4(0xFF); in vec3 pos; in int data; @@ -32,7 +33,7 @@ void main() eData1 = eData2 = vec4(1e10); eData2.zw = proj(pPos); - vertFlag = data; + vertFlag = data & dataMask; gl_PointSize = sizeVertex; gl_Position = pPos; diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl index 40ea6b301b4..068dc3369fb 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl @@ -1,5 +1,6 @@ uniform mat4 ModelViewProjectionMatrix; +uniform ivec4 dataMask = ivec4(0xFF); in vec3 pos; in ivec4 data; @@ -14,11 +15,13 @@ void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); - if ((data.x & FACE_ACTIVE) != 0) + ivec4 data_m = data & dataMask; + + if ((data_m.x & FACE_ACTIVE) != 0) faceColor = colorFaceSelect; - else if ((data.x & FACE_SELECTED) != 0) + else if ((data_m.x & FACE_SELECTED) != 0) faceColor = colorFaceSelect; - else if ((data.x & FACE_FREESTYLE) != 0) + else if ((data_m.x & FACE_FREESTYLE) != 0) faceColor = colorFaceFreestyle; else faceColor = colorFace; 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 8ebfa4376f0..7cab2a5035f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -7,6 +7,7 @@ uniform mat4 ModelViewMatrix; uniform mat4 ModelViewProjectionMatrix; +uniform ivec4 dataMask = ivec4(0xFF); in vec3 pos; in ivec4 data; @@ -27,7 +28,7 @@ void main() { vPos = ModelViewMatrix * vec4(pos, 1.0); pPos = ModelViewProjectionMatrix * vec4(pos, 1.0); - vData = data; + vData = data & dataMask; #ifdef VERTEX_FACING vec3 view_normal = normalize(NormalMatrix * vnor); vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) |