diff options
Diffstat (limited to 'source/blender/draw/engines/overlay')
41 files changed, 415 insertions, 88 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c index 27ee479cf36..780915b7fc4 100644 --- a/source/blender/draw/engines/overlay/overlay_antialiasing.c +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c @@ -52,7 +52,7 @@ void OVERLAY_antialiasing_init(OVERLAY_Data *vedata) OVERLAY_PrivateData *pd = vedata->stl->pd; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - /* Small texture which will have very small impact on rendertime. */ + /* Small texture which will have very small impact on render-time. */ if (txl->dummy_depth_tx == NULL) { const float pixel[1] = {1.0f}; txl->dummy_depth_tx = DRW_texture_create_2d(1, 1, GPU_DEPTH_COMPONENT24, 0, pixel); diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c index ea0c2f287a6..df5ee6a18c0 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.c +++ b/source/blender/draw/engines/overlay/overlay_armature.c @@ -2102,7 +2102,7 @@ static void pchan_culling_calc_bsphere(const Object *ob, { float min[3], max[3]; INIT_MINMAX(min, max); - BKE_pchan_minmax(ob, pchan, min, max); + BKE_pchan_minmax(ob, pchan, true, min, max); mid_v3_v3v3(r_bsphere->center, min, max); r_bsphere->radius = len_v3v3(min, r_bsphere->center); } @@ -2220,7 +2220,7 @@ static void draw_armature_edit(ArmatureDrawContext *ctx) const bool show_text = DRW_state_show_text(); const Object *ob_orig = DEG_get_original_object(ob); - /* FIXME(campbell): We should be able to use the CoW object, + /* FIXME(@campbellbarton): We should be able to use the CoW object, * however the active bone isn't updated. Long term solution is an 'EditArmature' struct. * for now we can draw from the original armature. See: T66773. */ // bArmature *arm = ob->data; diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.c b/source/blender/draw/engines/overlay/overlay_edit_text.c index dfef5b3c241..bd8720042f1 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_text.c +++ b/source/blender/draw/engines/overlay/overlay_edit_text.c @@ -7,6 +7,8 @@ #include "DRW_render.h" +#include "UI_resources.h" + #include "BKE_vfont.h" #include "DNA_curve_types.h" @@ -38,17 +40,24 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata) DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_wire); } { + /* Cursor (text caret). */ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; - DRW_PASS_CREATE(psl->edit_text_overlay_ps, state | pd->clipping_state); - + DRW_PASS_CREATE(psl->edit_text_cursor_ps, state | pd->clipping_state); sh = OVERLAY_shader_uniform_color(); - pd->edit_text_overlay_grp = grp = DRW_shgroup_create(sh, psl->edit_text_overlay_ps); + pd->edit_text_cursor_grp = grp = DRW_shgroup_create(sh, psl->edit_text_cursor_ps); + DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.cursor_color, 1); - DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.overlay_color, 1); + /* Selection boxes. */ + state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->edit_text_selection_ps, state | pd->clipping_state); + sh = OVERLAY_shader_uniform_color(); + pd->edit_text_selection_grp = grp = DRW_shgroup_create(sh, psl->edit_text_selection_ps); + DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.selection_color, 1); - state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_MUL | DRW_STATE_DEPTH_GREATER_EQUAL | + /* Highlight text within selection boxes. */ + state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_DEPTH_GREATER_EQUAL | pd->clipping_state; - DRW_PASS_INSTANCE_CREATE(psl->edit_text_darken_ps, psl->edit_text_overlay_ps, state); + DRW_PASS_INSTANCE_CREATE(psl->edit_text_highlight_ps, psl->edit_text_selection_ps, state); } { /* Create view which will render everything (hopefully) behind the text geometry. */ @@ -112,7 +121,7 @@ static void edit_text_cache_populate_select(OVERLAY_Data *vedata, Object *ob) v2_quad_corners_to_mat4(box, final_mat); mul_m4_m4m4(final_mat, ob->obmat, final_mat); - DRW_shgroup_call_obmat(pd->edit_text_overlay_grp, geom, final_mat); + DRW_shgroup_call_obmat(pd->edit_text_selection_grp, geom, final_mat); } } @@ -128,7 +137,7 @@ static void edit_text_cache_populate_cursor(OVERLAY_Data *vedata, Object *ob) mul_m4_m4m4(mat, ob->obmat, mat); struct GPUBatch *geom = DRW_cache_quad_get(); - DRW_shgroup_call_obmat(pd->edit_text_overlay_grp, geom, mat); + DRW_shgroup_call_obmat(pd->edit_text_cursor_grp, geom, mat); } static void edit_text_cache_populate_boxes(OVERLAY_Data *vedata, Object *ob) @@ -193,11 +202,18 @@ void OVERLAY_edit_text_draw(OVERLAY_Data *vedata) DRW_view_set_active(pd->view_edit_text); - /* Alpha blended. */ - copy_v4_fl4(pd->edit_text.overlay_color, 0.8f, 0.8f, 0.8f, 0.5f); - DRW_draw_pass(psl->edit_text_overlay_ps); + /* Selection Boxes. */ + UI_GetThemeColor4fv(TH_WIDGET_TEXT_SELECTION, pd->edit_text.selection_color); + srgb_to_linearrgb_v4(pd->edit_text.selection_color, pd->edit_text.selection_color); + DRW_draw_pass(psl->edit_text_selection_ps); + + /* Highlight text within selection boxes. */ + UI_GetThemeColor4fv(TH_WIDGET_TEXT_HIGHLIGHT, pd->edit_text.selection_color); + srgb_to_linearrgb_v4(pd->edit_text.selection_color, pd->edit_text.selection_color); + DRW_draw_pass(psl->edit_text_highlight_ps); - /* Multiply previous result where depth test fail. */ - copy_v4_fl4(pd->edit_text.overlay_color, 0.0f, 0.0f, 0.0f, 1.0f); - DRW_draw_pass(psl->edit_text_darken_ps); + /* Cursor (text caret). */ + UI_GetThemeColor4fv(TH_WIDGET_TEXT_CURSOR, pd->edit_text.cursor_color); + srgb_to_linearrgb_v4(pd->edit_text.cursor_color, pd->edit_text.cursor_color); + DRW_draw_pass(psl->edit_text_cursor_ps); } diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.c b/source/blender/draw/engines/overlay/overlay_edit_uv.c index 4cfe9fcea4e..adbe5e7155e 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_uv.c +++ b/source/blender/draw/engines/overlay/overlay_edit_uv.c @@ -160,7 +160,6 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata) pd->edit_uv.draw_type = sima->dt_uvstretch; BLI_listbase_clear(&pd->edit_uv.totals); pd->edit_uv.total_area_ratio = 0.0f; - pd->edit_uv.total_area_ratio_inv = 0.0f; /* During engine initialization phase the `sima` isn't locked and * we are able to retrieve the needed data. @@ -280,8 +279,6 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata) DRW_shgroup_uniform_block(pd->edit_uv_stretching_grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_float( pd->edit_uv_stretching_grp, "totalAreaRatio", &pd->edit_uv.total_area_ratio, 1); - DRW_shgroup_uniform_float( - pd->edit_uv_stretching_grp, "totalAreaRatioInv", &pd->edit_uv.total_area_ratio_inv, 1); } } @@ -510,7 +507,6 @@ static void edit_uv_stretching_update_ratios(OVERLAY_Data *vedata) if (total_area > FLT_EPSILON && total_area_uv > FLT_EPSILON) { pd->edit_uv.total_area_ratio = total_area / total_area_uv; - pd->edit_uv.total_area_ratio_inv = total_area_uv / total_area; } } BLI_freelistN(&pd->edit_uv.totals); diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c index f8c28394b16..6e2da95e405 100644 --- a/source/blender/draw/engines/overlay/overlay_engine.c +++ b/source/blender/draw/engines/overlay/overlay_engine.c @@ -192,6 +192,8 @@ static void OVERLAY_cache_init(void *vedata) OVERLAY_edit_curves_cache_init(vedata); break; case CTX_MODE_SCULPT_CURVES: + OVERLAY_sculpt_curves_cache_init(vedata); + break; case CTX_MODE_OBJECT: break; default: @@ -308,13 +310,16 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob) (pd->ctx_mode == CTX_MODE_PARTICLE); const bool in_paint_mode = (ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT); + const bool in_sculpt_curve_mode = (ob == draw_ctx->obact) && + (draw_ctx->object_mode & OB_MODE_SCULPT_CURVES); const bool in_sculpt_mode = (ob == draw_ctx->obact) && (ob->sculpt != NULL) && (ob->sculpt->mode_type == OB_MODE_SCULPT); + const bool in_curves_sculpt_mode = (ob == draw_ctx->obact) && + (ob->mode == OB_MODE_SCULPT_CURVES); const bool has_surface = ELEM(ob->type, OB_MESH, OB_CURVES_LEGACY, OB_SURF, - OB_MBALL, OB_FONT, OB_GPENCIL, OB_CURVES, @@ -329,8 +334,8 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob) const bool draw_bones = (pd->overlay.flag & V3D_OVERLAY_HIDE_BONES) == 0; const bool draw_wires = draw_surface && has_surface && (pd->wireframe_mode || !pd->hide_overlays); - const bool draw_outlines = !in_edit_mode && !in_paint_mode && renderable && has_surface && - !instance_parent_in_edit_mode && + const bool draw_outlines = !in_edit_mode && !in_paint_mode && !in_sculpt_curve_mode && + renderable && has_surface && !instance_parent_in_edit_mode && (pd->v3d_flag & V3D_SELECT_OUTLINE) && (ob->base_flag & BASE_SELECTED); const bool draw_bone_selection = (ob->type == OB_MESH) && pd->armature.do_pose_fade_geom && @@ -428,6 +433,9 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob) if (in_sculpt_mode) { OVERLAY_sculpt_cache_populate(vedata, ob); } + else if (in_curves_sculpt_mode) { + OVERLAY_sculpt_curves_cache_populate(vedata, ob); + } if (draw_motion_paths) { OVERLAY_motion_path_cache_populate(vedata, ob); @@ -591,6 +599,9 @@ static void OVERLAY_draw_scene(void *vedata) case CTX_MODE_SCULPT: OVERLAY_sculpt_draw(vedata); break; + case CTX_MODE_SCULPT_CURVES: + OVERLAY_sculpt_curves_draw(vedata); + break; case CTX_MODE_EDIT_MESH: case CTX_MODE_POSE: case CTX_MODE_PAINT_WEIGHT: diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c index f875254a685..8211b2f0490 100644 --- a/source/blender/draw/engines/overlay/overlay_extra.c +++ b/source/blender/draw/engines/overlay/overlay_extra.c @@ -1315,9 +1315,14 @@ static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb, if ((curcon->ui_expand_flag & (1 << 0)) && BKE_constraint_targets_get(curcon, &targets)) { bConstraintTarget *ct; + BKE_constraint_custom_object_space_init(cob, curcon); + for (ct = targets.first; ct; ct = ct->next) { /* calculate target's matrix */ - if (cti->get_target_matrix) { + if (ct->flag & CONSTRAINT_TAR_CUSTOM_SPACE) { + copy_m4_m4(ct->matrix, cob->space_obj_world_matrix); + } + else if (cti->get_target_matrix) { cti->get_target_matrix(depsgraph, curcon, cob, ct, DEG_get_ctime(depsgraph)); } else { @@ -1353,7 +1358,7 @@ static void OVERLAY_volume_extra(OVERLAY_ExtraCallBuffers *cb, /* Don't show smoke before simulation starts, this could be made an option in the future. */ const bool draw_velocity = (fds->draw_velocity && fds->fluid && - CFRA >= fds->point_cache[0]->startframe); + scene->r.cfra >= fds->point_cache[0]->startframe); /* Show gridlines only for slices with no interpolation. */ const bool show_gridlines = (fds->show_gridlines && fds->fluid && @@ -1484,7 +1489,7 @@ static void OVERLAY_object_center(OVERLAY_ExtraCallBuffers *cb, { const bool is_library = ID_REAL_USERS(&ob->id) > 1 || ID_IS_LINKED(ob); - if (ob == OBACT(view_layer)) { + if (ob == BKE_view_layer_active_object_get(view_layer)) { DRW_buffer_add_entry(cb->center_active, ob->obmat[3]); } else if (ob->base_flag & BASE_SELECTED) { @@ -1546,8 +1551,9 @@ void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob) (md = BKE_modifiers_findby_type(ob, eModifierType_Fluid)) && (BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime)) && (((FluidModifierData *)md)->domain != NULL) && - (CFRA >= (((FluidModifierData *)md)->domain->cache_frame_start)) && - (CFRA <= (((FluidModifierData *)md)->domain->cache_frame_end)); + (scene->r.cfra >= + (((FluidModifierData *)md)->domain->cache_frame_start)) && + (scene->r.cfra <= (((FluidModifierData *)md)->domain->cache_frame_end)); float *color; int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color); diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c index eea9a1a1bef..f2e2acc98a9 100644 --- a/source/blender/draw/engines/overlay/overlay_outline.c +++ b/source/blender/draw/engines/overlay/overlay_outline.c @@ -133,6 +133,10 @@ void OVERLAY_outline_cache_init(OVERLAY_Data *vedata) pd->outlines_gpencil_grp = grp = DRW_shgroup_create(sh_gpencil, psl->outlines_prepass_ps); DRW_shgroup_uniform_bool_copy(grp, "isTransform", (G.moving & G_TRANSFORM_OBJ) != 0); DRW_shgroup_uniform_float_copy(grp, "gpStrokeIndexOffset", 0.0); + + GPUShader *sh_curves = OVERLAY_shader_outline_prepass_curves(); + pd->outlines_curves_grp = grp = DRW_shgroup_create(sh_curves, psl->outlines_prepass_ps); + DRW_shgroup_uniform_bool_copy(grp, "isTransform", (G.moving & G_TRANSFORM_OBJ) != 0); } /* outlines_prepass_ps is still needed for selection of probes. */ @@ -267,6 +271,12 @@ static void OVERLAY_outline_volume(OVERLAY_PrivateData *pd, Object *ob) DRW_shgroup_call(shgroup, geom, ob); } +static void OVERLAY_outline_curves(OVERLAY_PrivateData *pd, Object *ob) +{ + DRWShadingGroup *shgroup = pd->outlines_curves_grp; + DRW_shgroup_curves_create_sub(ob, shgroup, NULL); +} + void OVERLAY_outline_cache_populate(OVERLAY_Data *vedata, Object *ob, OVERLAY_DupliData *dupli, @@ -293,6 +303,11 @@ void OVERLAY_outline_cache_populate(OVERLAY_Data *vedata, return; } + if (ob->type == OB_CURVES) { + OVERLAY_outline_curves(pd, ob); + return; + } + if (ob->type == OB_POINTCLOUD && pd->wireframe_mode) { /* Looks bad in this case. Could be relaxed if we draw a * wireframe of some sort in the future. */ diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h index 23c20a186a0..0a783c44029 100644 --- a/source/blender/draw/engines/overlay/overlay_private.h +++ b/source/blender/draw/engines/overlay/overlay_private.h @@ -78,8 +78,9 @@ typedef struct OVERLAY_PassList { DRWPass *edit_mesh_analysis_ps; DRWPass *edit_mesh_normals_ps; DRWPass *edit_particle_ps; - DRWPass *edit_text_overlay_ps; - DRWPass *edit_text_darken_ps; + DRWPass *edit_text_cursor_ps; + DRWPass *edit_text_selection_ps; + DRWPass *edit_text_highlight_ps; DRWPass *edit_text_wire_ps[2]; DRWPass *edit_uv_edges_ps; DRWPass *edit_uv_verts_ps; @@ -116,6 +117,7 @@ typedef struct OVERLAY_PassList { DRWPass *particle_ps; DRWPass *pointcloud_ps; DRWPass *sculpt_mask_ps; + DRWPass *sculpt_curves_selection_ps; DRWPass *volume_ps; DRWPass *wireframe_ps; DRWPass *wireframe_xray_ps; @@ -251,7 +253,8 @@ typedef struct OVERLAY_PrivateData { DRWShadingGroup *edit_mesh_analysis_grp; DRWShadingGroup *edit_particle_strand_grp; DRWShadingGroup *edit_particle_point_grp; - DRWShadingGroup *edit_text_overlay_grp; + DRWShadingGroup *edit_text_cursor_grp; + DRWShadingGroup *edit_text_selection_grp; DRWShadingGroup *edit_text_wire_grp[2]; DRWShadingGroup *edit_uv_verts_grp; DRWShadingGroup *edit_uv_edges_grp; @@ -267,6 +270,7 @@ typedef struct OVERLAY_PrivateData { DRWShadingGroup *motion_path_lines_grp; DRWShadingGroup *motion_path_points_grp; DRWShadingGroup *outlines_grp; + DRWShadingGroup *outlines_curves_grp; DRWShadingGroup *outlines_ptcloud_grp; DRWShadingGroup *outlines_gpencil_grp; DRWShadingGroup *paint_depth_grp; @@ -279,6 +283,7 @@ typedef struct OVERLAY_PrivateData { DRWShadingGroup *particle_shapes_grp; DRWShadingGroup *pointcloud_dots_grp; DRWShadingGroup *sculpt_mask_grp; + DRWShadingGroup *sculpt_curves_selection_grp; DRWShadingGroup *volume_selection_surface_grp; DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */ DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */ @@ -335,7 +340,8 @@ typedef struct OVERLAY_PrivateData { int handle_display; } edit_curve; struct { - float overlay_color[4]; + float cursor_color[4]; + float selection_color[4]; } edit_text; struct { bool do_zbufclip; @@ -381,7 +387,6 @@ typedef struct OVERLAY_PrivateData { eSpaceImage_UVDT_Stretch draw_type; ListBase totals; float total_area_ratio; - float total_area_ratio_inv; /* stencil overlay */ struct Image *stencil_image; @@ -669,6 +674,10 @@ void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata); void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob); void OVERLAY_sculpt_draw(OVERLAY_Data *vedata); +void OVERLAY_sculpt_curves_cache_init(OVERLAY_Data *vedata); +void OVERLAY_sculpt_curves_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_sculpt_curves_draw(OVERLAY_Data *vedata); + void OVERLAY_wireframe_init(OVERLAY_Data *vedata); void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata); void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata, @@ -737,6 +746,7 @@ GPUShader *OVERLAY_shader_motion_path_line(void); GPUShader *OVERLAY_shader_motion_path_vert(void); GPUShader *OVERLAY_shader_uniform_color(void); GPUShader *OVERLAY_shader_outline_prepass(bool use_wire); +GPUShader *OVERLAY_shader_outline_prepass_curves(void); GPUShader *OVERLAY_shader_outline_prepass_gpencil(void); GPUShader *OVERLAY_shader_outline_prepass_pointcloud(void); GPUShader *OVERLAY_shader_extra_grid(void); @@ -750,6 +760,7 @@ GPUShader *OVERLAY_shader_paint_wire(void); GPUShader *OVERLAY_shader_particle_dot(void); GPUShader *OVERLAY_shader_particle_shape(void); GPUShader *OVERLAY_shader_sculpt_mask(void); +GPUShader *OVERLAY_shader_sculpt_curves_selection(void); GPUShader *OVERLAY_shader_volume_velocity(bool use_needle, bool use_mac); GPUShader *OVERLAY_shader_volume_gridlines(bool color_with_flags, bool color_range); GPUShader *OVERLAY_shader_wireframe(bool custom_bias); diff --git a/source/blender/draw/engines/overlay/overlay_sculpt_curves.cc b/source/blender/draw/engines/overlay/overlay_sculpt_curves.cc new file mode 100644 index 00000000000..b8021124f27 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_sculpt_curves.cc @@ -0,0 +1,96 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2022 Blender Foundation. */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "draw_cache_impl.h" +#include "overlay_private.h" + +#include "BKE_curves.hh" + +void OVERLAY_sculpt_curves_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + const DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->sculpt_curves_selection_ps, state | pd->clipping_state); + + GPUShader *sh = OVERLAY_shader_sculpt_curves_selection(); + pd->sculpt_curves_selection_grp = DRW_shgroup_create(sh, psl->sculpt_curves_selection_ps); + DRWShadingGroup *grp = pd->sculpt_curves_selection_grp; + + /* Reuse the same mask opacity from sculpt mode, since it wasn't worth it to add a different + * property yet. */ + DRW_shgroup_uniform_float_copy(grp, "selection_opacity", pd->overlay.sculpt_mode_mask_opacity); +} + +static bool everything_selected(const Curves &curves_id) +{ + if (!(curves_id.flag & CV_SCULPT_SELECTION_ENABLED)) { + /* When the selection is disabled, conceptually everything is selected. */ + return true; + } + const blender::bke::CurvesGeometry &curves = blender::bke::CurvesGeometry::wrap( + curves_id.geometry); + blender::VArray<float> selection; + switch (curves_id.selection_domain) { + case ATTR_DOMAIN_POINT: + selection = curves.selection_point_float(); + break; + case ATTR_DOMAIN_CURVE: + selection = curves.selection_curve_float(); + break; + } + return selection.is_single() && selection.get_internal_single() == 1.0f; +} + +void OVERLAY_sculpt_curves_cache_populate(OVERLAY_Data *vedata, Object *object) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + Curves *curves = static_cast<Curves *>(object->data); + + /* As an optimization, return early if everything is selected. */ + if (everything_selected(*curves)) { + return; + } + + /* Retrieve the location of the texture. */ + const char *name = curves->selection_domain == ATTR_DOMAIN_POINT ? ".selection_point_float" : + ".selection_curve_float"; + + bool is_point_domain; + GPUTexture **texture = DRW_curves_texture_for_evaluated_attribute( + curves, name, &is_point_domain); + if (texture == nullptr) { + return; + } + + /* Evaluate curves and their attributes if necessary. */ + DRWShadingGroup *grp = DRW_shgroup_curves_create_sub( + object, pd->sculpt_curves_selection_grp, nullptr); + if (*texture == nullptr) { + return; + } + + DRW_shgroup_uniform_bool_copy(grp, "is_point_domain", is_point_domain); + DRW_shgroup_uniform_texture(grp, "selection_tx", *texture); +} + +void OVERLAY_sculpt_curves_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_FramebufferList *fbl = vedata->fbl; + + if (DRW_state_is_fbo()) { + GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb : + fbl->overlay_default_fb); + } + + DRW_draw_pass(psl->sculpt_curves_selection_ps); +} diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c index 48146fbddfb..2373363ab9d 100644 --- a/source/blender/draw/engines/overlay/overlay_shader.c +++ b/source/blender/draw/engines/overlay/overlay_shader.c @@ -76,6 +76,7 @@ typedef struct OVERLAY_Shaders { GPUShader *motion_path_line; GPUShader *motion_path_vert; GPUShader *outline_prepass; + GPUShader *outline_prepass_curves; GPUShader *outline_prepass_gpencil; GPUShader *outline_prepass_pointcloud; GPUShader *outline_prepass_wire; @@ -90,6 +91,7 @@ typedef struct OVERLAY_Shaders { GPUShader *particle_shape; GPUShader *pointcloud_dot; GPUShader *sculpt_mask; + GPUShader *sculpt_curves_selection; GPUShader *uniform_color; GPUShader *volume_velocity_needle_sh; GPUShader *volume_velocity_mac_sh; @@ -650,6 +652,18 @@ GPUShader *OVERLAY_shader_outline_prepass(bool use_wire) return use_wire ? sh_data->outline_prepass_wire : sh_data->outline_prepass; } +GPUShader *OVERLAY_shader_outline_prepass_curves() +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->outline_prepass_curves) { + sh_data->outline_prepass_curves = GPU_shader_create_from_info_name( + draw_ctx->sh_cfg ? "overlay_outline_prepass_curves_clipped" : + "overlay_outline_prepass_curves"); + } + return sh_data->outline_prepass_curves; +} + GPUShader *OVERLAY_shader_outline_prepass_gpencil(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); @@ -792,6 +806,18 @@ GPUShader *OVERLAY_shader_sculpt_mask(void) return sh_data->sculpt_mask; } +GPUShader *OVERLAY_shader_sculpt_curves_selection(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->sculpt_curves_selection) { + sh_data->sculpt_curves_selection = GPU_shader_create_from_info_name( + draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED ? "overlay_sculpt_curves_selection_clipped" : + "overlay_sculpt_curves_selection"); + } + return sh_data->sculpt_curves_selection; +} + struct GPUShader *OVERLAY_shader_uniform_color(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh index 58f96110887..9396a6d3f2f 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh @@ -293,7 +293,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_area) .do_static_compilation(true) .vertex_in(1, Type::FLOAT, "ratio") .push_constant(Type::FLOAT, "totalAreaRatio") - .push_constant(Type::FLOAT, "totalAreaRatioInv") .additional_info("overlay_edit_uv_stretching"); GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_angle) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh index 6f6a9c1622d..288fb3b3cbd 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh @@ -29,6 +29,16 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh_clipped) GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_wire_iface, "vert").flat(Type::VEC3, "pos"); +GPU_SHADER_CREATE_INFO(overlay_outline_prepass_curves) + .do_static_compilation(true) + .vertex_source("overlay_outline_prepass_curves_vert.glsl") + .additional_info("draw_hair", "overlay_outline_prepass") + .additional_info("draw_object_infos"); + +GPU_SHADER_CREATE_INFO(overlay_outline_prepass_curves_clipped) + .do_static_compilation(true) + .additional_info("overlay_outline_prepass_curves", "drw_clipped"); + GPU_SHADER_CREATE_INFO(overlay_outline_prepass_wire) .do_static_compilation(true) .define("USE_GEOM") diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh new file mode 100644 index 00000000000..46e3943b293 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh @@ -0,0 +1,21 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later */ + +#include "gpu_shader_create_info.hh" + +GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_selection_iface, "") + .smooth(Type::FLOAT, "mask_weight"); + +GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_selection) + .do_static_compilation(true) + .push_constant(Type::BOOL, "is_point_domain") + .push_constant(Type::FLOAT, "selection_opacity") + .sampler(0, ImageType::FLOAT_BUFFER, "selection_tx") + .vertex_out(overlay_sculpt_curves_selection_iface) + .vertex_source("overlay_sculpt_curves_selection_vert.glsl") + .fragment_source("overlay_sculpt_curves_selection_frag.glsl") + .fragment_out(0, Type::VEC4, "out_color") + .additional_info("draw_hair", "draw_globals"); + +GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_selection_clipped) + .do_static_compilation(true) + .additional_info("overlay_sculpt_curves_selection", "drw_clipped"); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl index f28a809fdab..606292bbe83 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl @@ -96,7 +96,7 @@ void main() float dist_raw = texelFetch(lineTex, center_texel, 0).b; float dist = decode_line_dist(dist_raw); - /* TODO: Opti: use textureGather. */ + /* TODO: Optimization: use textureGather. */ vec4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, ivec2(1, 0)); vec4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, ivec2(-1, 0)); vec4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, 1)); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl index 0a8e279e9b0..ca5a6aff2ca 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl @@ -17,8 +17,8 @@ vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2) mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs) { - bool is_persp = (ProjectionMatrix[3][3] == 0.0); - vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz : -ViewMatrixInverse[2].xyz; + bool is_persp = (drw_view.winmat[3][3] == 0.0); + vec3 cam_ray = (is_persp) ? sphere.xyz - drw_view.viewinv[3].xyz : -drw_view.viewinv[2].xyz; /* Sphere center distance from the camera (persp) in world space. */ float cam_dist = length(cam_ray); @@ -88,13 +88,13 @@ vec3 get_outline_point(vec2 pos, void main() { - float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz); - float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz); - // float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz); - // float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz); + float dst_head = distance(headSphere.xyz, drw_view.viewinv[3].xyz); + float dst_tail = distance(tailSphere.xyz, drw_view.viewinv[3].xyz); + // float dst_head = -dot(headSphere.xyz, drw_view.viewmat[2].xyz); + // float dst_tail = -dot(tailSphere.xyz, drw_view.viewmat[2].xyz); vec4 sph_near, sph_far; - if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) { + if ((dst_head > dst_tail) && (drw_view.winmat[3][3] == 0.0)) { sph_near = tailSphere; sph_far = headSphere; } @@ -130,7 +130,7 @@ void main() gl_Position = p1; /* compute position from 3 vertex because the change in direction - * can happen very quicky and lead to very thin edges. */ + * can happen very quickly and lead to very thin edges. */ vec2 ss0 = proj(p0); vec2 ss1 = proj(p1); vec2 ss2 = proj(p2); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl index 2dd86a57dfd..4d21ffd96b5 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl @@ -30,7 +30,7 @@ void main() sp = bone_mat * sp.xzy + headSphere.xyz; nor = bone_mat * nor.xzy; - normalView = mat3(ViewMatrix) * nor; + normalView = mat3(drw_view.viewmat) * nor; finalStateColor = stateColor; finalBoneColor = boneColor; @@ -38,5 +38,5 @@ void main() view_clipping_distances(sp); vec4 pos_4d = vec4(sp, 1.0); - gl_Position = ViewProjectionMatrix * pos_4d; + gl_Position = drw_view.persmat * pos_4d; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl index 47c5dada708..b485b0a7807 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl @@ -5,7 +5,7 @@ void main(void) { finalColor = vec4(geom_in[0].vColSize.rgb, 1.0); - bool is_persp = (ProjectionMatrix[3][3] == 0.0); + bool is_persp = (drw_view.winmat[3][3] == 0.0); vec3 view_vec = (is_persp) ? normalize(geom_in[1].vPos) : vec3(0.0, 0.0, -1.0); vec3 v10 = geom_in[0].vPos - geom_in[1].vPos; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl index 29319b3f7ac..91eb6265192 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl @@ -14,10 +14,10 @@ void main() mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); vec4 world_pos = model_mat * vec4(pos, 1.0); - vec4 view_pos = ViewMatrix * world_pos; + vec4 view_pos = drw_view.viewmat * world_pos; geom_in.vPos = view_pos.xyz; - geom_in.pPos = ProjectionMatrix * view_pos; + geom_in.pPos = drw_view.winmat * view_pos; geom_in.inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl index cdbe8c3d7df..68f7e75673f 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl @@ -25,7 +25,7 @@ void main() finalColor.a = 1.0; vec4 world_pos = model_mat * vec4(pos, 1.0); - gl_Position = ViewProjectionMatrix * world_pos; + gl_Position = drw_view.persmat * world_pos; view_clipping_distances(world_pos.xyz); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl index 31369e0c3df..4d79fab718f 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl @@ -13,10 +13,10 @@ void main() vec4 bone_color, state_color; mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); - mat4 model_view_matrix = ViewMatrix * model_mat; + mat4 model_view_matrix = drw_view.viewmat * model_mat; mat4 sphereMatrix = inverse(model_view_matrix); - bool is_persp = (ProjectionMatrix[3][3] == 0.0); + bool is_persp = (drw_view.winmat[3][3] == 0.0); /* This is the local space camera ray (not normalize). * In perspective mode it's also the viewspace position @@ -58,8 +58,8 @@ void main() vec3 cam_pos0 = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs; vec4 V = model_view_matrix * vec4(cam_pos0, 1.0); - gl_Position = ProjectionMatrix * V; - vec4 center = ProjectionMatrix * vec4(model_view_matrix[3].xyz, 1.0); + gl_Position = drw_view.winmat * V; + vec4 center = drw_view.winmat * vec4(model_view_matrix[3].xyz, 1.0); /* Offset away from the center to avoid overlap with solid shape. */ vec2 ofs_dir = normalize(proj(gl_Position) - proj(center)); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl index e60b6e94492..150701b78df 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl @@ -5,7 +5,7 @@ void main() { const float sphere_radius = 0.05; - bool is_perp = (ProjectionMatrix[3][3] == 0.0); + bool is_perp = (drw_view.winmat[3][3] == 0.0); vec3 ray_ori_view = (is_perp) ? vec3(0.0) : viewPosition.xyz; vec3 ray_dir_view = (is_perp) ? viewPosition : vec3(0.0, 0.0, -1.0); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl index abbaad8cd10..3d2dfc018bb 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl @@ -10,10 +10,10 @@ void main() vec4 bone_color, state_color; mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); - mat4 model_view_matrix = ViewMatrix * model_mat; + mat4 model_view_matrix = drw_view.viewmat * model_mat; sphereMatrix = inverse(model_view_matrix); - bool is_persp = (ProjectionMatrix[3][3] == 0.0); + bool is_persp = (drw_view.winmat[3][3] == 0.0); /* This is the local space camera ray (not normalize). * In perspective mode it's also the viewspace position @@ -65,7 +65,7 @@ void main() vec4 pos_4d = vec4(cam_pos, 1.0); vec4 V = model_view_matrix * pos_4d; - gl_Position = ProjectionMatrix * V; + gl_Position = drw_view.winmat * V; viewPosition = V.xyz; finalStateColor = state_color.xyz; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl index b5edcd2858b..e7917a46312 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl @@ -31,12 +31,12 @@ void main() vec4 boneStart_4d = vec4(boneStart, 1.0); vec4 boneEnd_4d = vec4(boneEnd, 1.0); - vec4 v0 = ViewMatrix * boneStart_4d; - vec4 v1 = ViewMatrix * boneEnd_4d; + vec4 v0 = drw_view.viewmat * boneStart_4d; + vec4 v1 = drw_view.viewmat * boneEnd_4d; /* Clip the bone to the camera origin plane (not the clip plane) * to avoid glitches if one end is behind the camera origin (in persp). */ - float clip_dist = (ProjectionMatrix[3][3] == 0.0) ? + float clip_dist = (drw_view.winmat[3][3] == 0.0) ? -1e-7 : 1e20; /* hardcoded, -1e-8 is giving gliches. */ vec3 bvec = v1.xyz - v0.xyz; @@ -48,8 +48,8 @@ void main() v1.xyz = clip_pt; } - vec4 p0 = ProjectionMatrix * v0; - vec4 p1 = ProjectionMatrix * v1; + vec4 p0 = drw_view.winmat * v0; + vec4 p1 = drw_view.winmat * v1; float h = (is_head) ? p0.w : p1.w; @@ -58,7 +58,7 @@ void main() /* 2D screen aligned pos at the point */ vec2 vpos = pos.x * x_screen_vec + pos.y * y_screen_vec; - vpos *= (ProjectionMatrix[3][3] == 0.0) ? h : 1.0; + vpos *= (drw_view.winmat[3][3] == 0.0) ? h : 1.0; vpos *= (do_wire) ? 1.0 : 0.5; if (finalInnerColor.a > 0.0) { diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl index 6ff8d0665d1..dc5c43f417e 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl @@ -45,7 +45,7 @@ void main() if (gl_VertexID == 0) { if (isConstantScreenSizeNormals) { - bool is_persp = (ProjectionMatrix[3][3] == 0.0); + bool is_persp = (drw_view.winmat[3][3] == 0.0); if (is_persp) { float dist_fac = length(cameraPos - world_pos); float cos_fac = dot(cameraForward, cameraVec(world_pos)); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl index f1fbdac7847..76a944c6987 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl @@ -9,7 +9,7 @@ void main() vec3 up = normalize(imat * screenVecs[1].xyz); vec3 screen_pos = (right * pos.x + up * pos.z) * size; vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0); - gl_Position = ViewProjectionMatrix * pos_4d; + gl_Position = drw_view.persmat * pos_4d; /* Manual stipple: one segment out of 2 is transparent. */ finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl index 374fb50af75..a50bc5e6e68 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl @@ -74,7 +74,7 @@ void main() finalColor = EDIT_MESH_facedot_color(norAndFlag.w); /* Bias Facedot Z position in clipspace. */ - gl_Position.z -= (ProjectionMatrix[3][3] == 0.0) ? 0.00035 : 1e-6; + gl_Position.z -= (drw_view.winmat[3][3] == 0.0) ? 0.00035 : 1e-6; gl_PointSize = sizeFaceDot; bool occluded = test_occlusion(); @@ -87,7 +87,7 @@ void main() /* Facing based color blend */ vec3 vpos = point_world_to_view(world_pos); vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4); - vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0); + vec3 view_vec = (drw_view.winmat[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0); float facing = dot(view_vec, view_normal); facing = 1.0 - abs(facing) * 0.2; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl index bb086e8d9f5..9a3036d5940 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl @@ -55,9 +55,9 @@ float angle_normalized_v2v2(vec2 v1, vec2 v2) return (q) ? a : M_PI - a; } -float area_ratio_to_stretch(float ratio, float tot_ratio, float inv_tot_ratio) +float area_ratio_to_stretch(float ratio, float tot_ratio) { - ratio *= (ratio > 0.0f) ? tot_ratio : -inv_tot_ratio; + ratio *= tot_ratio; return (ratio > 1.0f) ? (1.0f / ratio) : ratio; } @@ -74,7 +74,7 @@ void main() stretch = stretch; stretch = 1.0 - stretch * stretch; #else - float stretch = 1.0 - area_ratio_to_stretch(ratio, totalAreaRatio, totalAreaRatioInv); + float stretch = 1.0 - area_ratio_to_stretch(ratio, totalAreaRatio); #endif diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl index b2578970c9b..acaf04219c0 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl @@ -198,8 +198,8 @@ void main() vec3 edge = obmat[3].xyz - world_pos; vec3 n0 = normalize(cross(edge, p0 - world_pos)); vec3 n1 = normalize(cross(edge, world_pos - p1)); - bool persp = (ProjectionMatrix[3][3] == 0.0); - vec3 V = (persp) ? normalize(ViewMatrixInverse[3].xyz - world_pos) : ViewMatrixInverse[2].xyz; + bool persp = (drw_view.winmat[3][3] == 0.0); + vec3 V = (persp) ? normalize(drw_view.viewinv[3].xyz - world_pos) : drw_view.viewinv[2].xyz; /* Discard non-silhouette edges. */ bool facing0 = dot(n0, V) > 0.0; bool facing1 = dot(n1, V) > 0.0; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl index 25f4984f119..54a4231590e 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl @@ -53,7 +53,7 @@ void main() P += cameraPos * plane_axes; float dist, fade; - bool is_persp = ProjectionMatrix[3][3] == 0.0; + bool is_persp = drw_view.winmat[3][3] == 0.0; if (is_persp) { vec3 V = cameraPos - P; dist = length(V); @@ -83,7 +83,7 @@ void main() dist = 1.0; /* Avoid branch after. */ if (flag_test(grid_flag, PLANE_XY)) { - float angle = 1.0 - abs(ViewMatrixInverse[2].z); + float angle = 1.0 - abs(drw_view.viewinv[2].z); dist = 1.0 + angle * 2.0; angle *= angle; fade *= 1.0 - angle * angle; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl index b81f1a24358..b43b1eb4a52 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl @@ -39,5 +39,5 @@ void main() local_pos.z = clamp(local_pos.z, -1.0, 0.0); } - gl_Position = ViewProjectionMatrix * vec4(real_pos, 1.0); + gl_Position = drw_view.persmat * vec4(real_pos, 1.0); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl index 29346a44863..25e13e7c212 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl @@ -15,7 +15,7 @@ void main(void) vec2 edge_dir = compute_dir(interp_in[0].ss_pos, interp_in[1].ss_pos) * drw_view.viewport_size_inverse; - bool is_persp = (ProjectionMatrix[3][3] == 0.0); + bool is_persp = (drw_view.winmat[3][3] == 0.0); float line_size = float(lineThickness) * sizePixel; view_clipping_distances_set(gl_in[0]); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl index bc74a436f5e..e6281f75b8f 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl @@ -18,7 +18,7 @@ vec2 proj(vec4 pos) void main() { - gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); + gl_Position = drw_view.persmat * vec4(pos, 1.0); interp.ss_pos = proj(gl_Position); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl index 5027525b9b3..70892954cd8 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl @@ -9,7 +9,7 @@ void main() { - gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); + gl_Position = drw_view.persmat * vec4(pos, 1.0); gl_PointSize = float(pointSize + 2); int frame = gl_VertexID + cacheStart; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl new file mode 100644 index 00000000000..f9ec475d21f --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl @@ -0,0 +1,81 @@ + +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) + +uint outline_colorid_get(void) +{ + int flag = int(abs(ObjectInfo.w)); + bool is_active = (flag & DRW_BASE_ACTIVE) != 0; + + if (isTransform) { + return 0u; /* colorTransform */ + } + else if (is_active) { + return 3u; /* colorActive */ + } + else { + return 1u; /* colorSelect */ + } + + return 0u; +} + +/* Replace top 2 bits (of the 16bit output) by outlineId. + * This leaves 16K different IDs to create outlines between objects. + vec3 world_pos = point_object_to_world(pos); + * SHIFT = (32 - (16 - 2)) */ +#define SHIFT 18u + +void main() +{ + bool is_persp = (drw_view.winmat[3][3] == 0.0); + float time, thickness; + vec3 center_wpos, tan, binor; + + hair_get_center_pos_tan_binor_time(is_persp, + ModelMatrixInverse, + drw_view.viewinv[3].xyz, + drw_view.viewinv[2].xyz, + center_wpos, + tan, + binor, + time, + thickness); + vec3 world_pos; + if (hairThicknessRes > 1) { + /* Calculate the thickness, thicktime, worldpos taken into account the outline. */ + float outline_width = point_world_to_ndc(center_wpos).w * 1.25 * + drw_view.viewport_size_inverse.y * drw_view.wininv[1][1]; + thickness += outline_width; + float thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1); + thick_time = thickness * (thick_time * 2.0 - 1.0); + /* Take object scale into account. + * NOTE: This only works fine with uniform scaling. */ + float scale = 1.0 / length(mat3(ModelMatrixInverse) * binor); + world_pos = center_wpos + binor * thick_time * scale; + } + else { + world_pos = center_wpos; + } + + gl_Position = point_world_to_ndc(world_pos); + +#ifdef USE_GEOM + vert.pos = point_world_to_view(world_pos); +#endif + + /* Small bias to always be on top of the geom. */ + gl_Position.z -= 1e-3; + + /* ID 0 is nothing (background) */ + interp.ob_id = uint(resource_handle + 1); + + /* Should be 2 bits only [0..3]. */ + uint outline_id = outline_colorid_get(); + + /* Combine for 16bit uint target. */ + interp.ob_id = (outline_id << 14u) | ((interp.ob_id << SHIFT) >> SHIFT); + + view_clipping_distances(world_pos); +} diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl index 8a196620af9..5e0074e9f0b 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl @@ -11,7 +11,7 @@ void vert_from_gl_in(int v) void main() { - bool is_persp = (ProjectionMatrix[3][3] == 0.0); + bool is_persp = (drw_view.winmat[3][3] == 0.0); vec3 view_vec = (is_persp) ? normalize(vert[1].pos) : vec3(0.0, 0.0, -1.0); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl index b6d5cd96c12..92be9ec3bcb 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl @@ -22,14 +22,14 @@ void main() if (!gpStrokeOrder3d) { /* Stroke order 2D. Project to gpDepthPlane. */ - bool is_persp = ProjectionMatrix[3][3] == 0.0; + bool is_persp = drw_view.winmat[3][3] == 0.0; vec2 uvs = vec2(gl_FragCoord.xy) * drw_view.viewport_size_inverse; vec3 pos_ndc = vec3(uvs, gl_FragCoord.z) * 2.0 - 1.0; - vec4 pos_world = ViewProjectionMatrixInverse * vec4(pos_ndc, 1.0); + vec4 pos_world = drw_view.persinv * vec4(pos_ndc, 1.0); vec3 pos = pos_world.xyz / pos_world.w; vec3 ray_ori = pos; - vec3 ray_dir = (is_persp) ? (ViewMatrixInverse[3].xyz - pos) : ViewMatrixInverse[2].xyz; + vec3 ray_dir = (is_persp) ? (drw_view.viewinv[3].xyz - pos) : drw_view.viewinv[2].xyz; vec3 isect = ray_plane_intersection(ray_ori, ray_dir, gpDepthPlane); vec4 ndc = point_world_to_ndc(isect); gl_FragDepth = (ndc.z / ndc.w) * 0.5 + 0.5; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl index fb981a8167a..c48e7cce550 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl @@ -23,7 +23,7 @@ void main() #ifdef USE_DOTS gl_Position = point_world_to_ndc(world_pos); /* World sized points. */ - gl_PointSize = sizePixel * draw_size * ProjectionMatrix[1][1] * sizeViewport.y / gl_Position.w; + gl_PointSize = sizePixel * draw_size * drw_view.winmat[1][1] * sizeViewport.y / gl_Position.w; #else if ((vclass & VCLASS_SCREENALIGNED) != 0) { diff --git a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_frag.glsl new file mode 100644 index 00000000000..7af6bdb9fdb --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_frag.glsl @@ -0,0 +1,5 @@ + +void main() +{ + out_color = vec4(vec3(0.0), 1.0 - mask_weight); +} diff --git a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_vert.glsl new file mode 100644 index 00000000000..7be3c8e6dfb --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_vert.glsl @@ -0,0 +1,34 @@ +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +float retrieve_selection() +{ + if (is_point_domain) { + return texelFetch(selection_tx, hair_get_base_id()).r; + } + return texelFetch(selection_tx, hair_get_strand_id()).r; +} + +void main() +{ + bool is_persp = (ProjectionMatrix[3][3] == 0.0); + float time, thick_time, thickness; + vec3 world_pos, tan, binor; + hair_get_pos_tan_binor_time(is_persp, + ModelMatrixInverse, + ViewMatrixInverse[3].xyz, + ViewMatrixInverse[2].xyz, + world_pos, + tan, + binor, + time, + thickness, + thick_time); + + gl_Position = point_world_to_ndc(world_pos); + + mask_weight = 1.0 - (selection_opacity - retrieve_selection() * selection_opacity); + + view_clipping_distances(world_pos); +} diff --git a/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl index 0a498471b46..e1a4a3602e3 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl @@ -1,4 +1,4 @@ void main() { fragColor = color; -}
\ No newline at end of file +} diff --git a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl index 41bd7791dd7..d189ab1b72c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl @@ -72,7 +72,7 @@ void wire_object_color_get(out vec3 rim_col, out vec3 wire_col) void main() { bool no_attr = all(equal(nor, vec3(0))); - vec3 wnor = no_attr ? ViewMatrixInverse[2].xyz : normalize(normal_object_to_world(nor)); + vec3 wnor = no_attr ? drw_view.viewinv[2].xyz : normalize(normal_object_to_world(nor)); vec3 wpos = point_object_to_world(pos); if (isHair) { @@ -81,8 +81,8 @@ void main() wnor = -normalize(mat3(obmat) * nor); } - bool is_persp = (ProjectionMatrix[3][3] == 0.0); - vec3 V = (is_persp) ? normalize(ViewMatrixInverse[3].xyz - wpos) : ViewMatrixInverse[2].xyz; + bool is_persp = (drw_view.winmat[3][3] == 0.0); + vec3 V = (is_persp) ? normalize(drw_view.viewinv[3].xyz - wpos) : drw_view.viewinv[2].xyz; float facing = dot(wnor, V); |