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Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_text.c44
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_uv.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c17
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c16
-rw-r--r--source/blender/draw/engines/overlay/overlay_outline.c15
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h21
-rw-r--r--source/blender/draw/engines/overlay/overlay_sculpt_curves.cc96
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c26
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh1
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh10
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh21
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl16
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl8
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl6
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl12
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl6
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl81
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl6
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_frag.glsl5
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_selection_vert.glsl34
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl6
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);