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Diffstat (limited to 'source/blender/draw/modes/edit_mesh_mode.c')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c614
1 files changed, 614 insertions, 0 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
new file mode 100644
index 00000000000..29ba658f79d
--- /dev/null
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -0,0 +1,614 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_mesh_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_view3d_types.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+#include "edit_mesh_mode_intern.h" /* own include */
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+extern char datatoc_edit_mesh_overlay_frag_glsl[];
+extern char datatoc_edit_mesh_overlay_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
+extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
+extern char datatoc_edit_mesh_overlay_loosevert_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
+extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_mix_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
+extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
+extern char datatoc_edit_normals_vert_glsl[];
+extern char datatoc_edit_normals_geom_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+
+/* *********** LISTS *********** */
+typedef struct EDIT_MESH_PassList {
+ struct DRWPass *vcolor_faces;
+ struct DRWPass *depth_hidden_wire;
+ struct DRWPass *edit_face_overlay;
+ struct DRWPass *edit_face_occluded;
+ struct DRWPass *mix_occlude;
+ struct DRWPass *facefill_occlude;
+ struct DRWPass *normals;
+} EDIT_MESH_PassList;
+
+typedef struct EDIT_MESH_FramebufferList {
+ struct GPUFrameBuffer *occlude_wire_fb;
+} EDIT_MESH_FramebufferList;
+
+typedef struct EDIT_MESH_StorageList {
+ struct EDIT_MESH_PrivateData *g_data;
+} EDIT_MESH_StorageList;
+
+typedef struct EDIT_MESH_Data {
+ void *engine_type;
+ EDIT_MESH_FramebufferList *fbl;
+ DRWViewportEmptyList *txl;
+ EDIT_MESH_PassList *psl;
+ EDIT_MESH_StorageList *stl;
+} EDIT_MESH_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* weight/vert-color */
+ GPUShader *vcolor_face_shader;
+ GPUShader *overlay_tri_sh;
+ GPUShader *overlay_tri_fast_sh;
+ GPUShader *overlay_tri_vcol_sh;
+ GPUShader *overlay_tri_vcol_fast_sh;
+ GPUShader *overlay_edge_sh;
+ GPUShader *overlay_edge_vcol_sh;
+ GPUShader *overlay_vert_sh;
+ GPUShader *overlay_facedot_sh;
+ GPUShader *overlay_mix_sh;
+ GPUShader *overlay_facefill_sh;
+ GPUShader *normals_face_sh;
+ GPUShader *normals_loop_sh;
+ GPUShader *normals_sh;
+ GPUShader *depth_sh;
+ /* temp buffer texture */
+ struct GPUTexture *occlude_wire_depth_tx;
+ struct GPUTexture *occlude_wire_color_tx;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EDIT_MESH_PrivateData {
+ /* weight/vert-color */
+ DRWShadingGroup *fvcolor_shgrp;
+ DRWShadingGroup *depth_shgrp_hidden_wire;
+
+ DRWShadingGroup *fnormals_shgrp;
+ DRWShadingGroup *vnormals_shgrp;
+ DRWShadingGroup *lnormals_shgrp;
+
+ DRWShadingGroup *face_overlay_shgrp;
+ DRWShadingGroup *ledges_overlay_shgrp;
+ DRWShadingGroup *lverts_overlay_shgrp;
+ DRWShadingGroup *facedot_overlay_shgrp;
+
+ DRWShadingGroup *face_occluded_shgrp;
+ DRWShadingGroup *ledges_occluded_shgrp;
+ DRWShadingGroup *lverts_occluded_shgrp;
+ DRWShadingGroup *facedot_occluded_shgrp;
+ DRWShadingGroup *facefill_occluded_shgrp;
+
+} EDIT_MESH_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+static void EDIT_MESH_engine_init(void *vedata)
+{
+ EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
+
+ const float *viewport_size = DRW_viewport_size_get();
+
+ DRWFboTexture tex[2] = {{
+ &e_data.occlude_wire_depth_tx, DRW_TEX_DEPTH_24, DRW_TEX_TEMP},
+ {&e_data.occlude_wire_color_tx, DRW_TEX_RGBA_8, DRW_TEX_FILTER | DRW_TEX_TEMP}
+ };
+ DRW_framebuffer_init(
+ &fbl->occlude_wire_fb, &draw_engine_edit_mesh_type,
+ (int)viewport_size[0], (int)viewport_size[1],
+ tex, ARRAY_SIZE(tex));
+
+ if (!e_data.vcolor_face_shader) {
+ e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
+ }
+
+ if (!e_data.overlay_tri_sh) {
+ e_data.overlay_tri_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define EDGE_FIX\n"
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING");
+ }
+ if (!e_data.overlay_tri_fast_sh) {
+ e_data.overlay_tri_fast_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_tri_vcol_sh) {
+ e_data.overlay_tri_vcol_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define EDGE_FIX\n"
+ "#define VERTEX_SELECTION\n"
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_tri_vcol_fast_sh) {
+ e_data.overlay_tri_vcol_fast_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_SELECTION\n"
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_edge_sh) {
+ e_data.overlay_edge_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_edge_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_edge_vcol_sh) {
+ e_data.overlay_edge_vcol_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_edge_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_SELECTION\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_vert_sh) {
+ e_data.overlay_vert_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_SELECTION\n");
+ }
+ if (!e_data.overlay_facedot_sh) {
+ e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
+ datatoc_edit_mesh_overlay_facedot_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_mix_sh) {
+ e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
+ }
+ if (!e_data.overlay_facefill_sh) {
+ e_data.overlay_facefill_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL,
+ datatoc_edit_mesh_overlay_facefill_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+ }
+ if (!e_data.normals_face_sh) {
+ e_data.normals_face_sh = DRW_shader_create(
+ datatoc_edit_normals_vert_glsl,
+ datatoc_edit_normals_geom_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ "#define FACE_NORMALS\n");
+ }
+ if (!e_data.normals_loop_sh) {
+ e_data.normals_loop_sh = DRW_shader_create(
+ datatoc_edit_normals_vert_glsl,
+ datatoc_edit_normals_geom_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ "#define LOOP_NORMALS\n");
+ }
+ if (!e_data.normals_sh) {
+ e_data.normals_sh = DRW_shader_create(
+ datatoc_edit_normals_vert_glsl,
+ datatoc_edit_normals_geom_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
+ }
+ if (!e_data.depth_sh) {
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ }
+}
+
+static DRWPass *edit_mesh_create_overlay_pass(
+ float *faceAlpha, DRWState statemod,
+ DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
+ DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
+{
+ GPUShader *tri_sh, *ledge_sh;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ Scene *scene = draw_ctx->scene;
+ ToolSettings *tsettings = scene->toolsettings;
+
+ if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
+ ledge_sh = e_data.overlay_edge_vcol_sh;
+
+ if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
+ tri_sh = e_data.overlay_tri_vcol_fast_sh;
+ else
+ tri_sh = e_data.overlay_tri_vcol_sh;
+ }
+ else {
+ ledge_sh = e_data.overlay_edge_sh;
+
+ if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
+ tri_sh = e_data.overlay_tri_fast_sh;
+ else
+ tri_sh = e_data.overlay_tri_sh;
+ }
+
+ DRWPass *pass = DRW_pass_create(
+ "Edit Mesh Face Overlay Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
+
+ *r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
+ DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1);
+
+ *r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
+ DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) {
+ *r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
+ DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ }
+
+ if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) {
+ *r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
+ DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
+ }
+
+ return pass;
+}
+
+static float backwire_opacity;
+static float face_mod;
+static float size_normal;
+
+static void EDIT_MESH_cache_init(void *vedata)
+{
+ EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
+ EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+
+ bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0);
+
+ static float zero = 0.0f;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ psl->vcolor_faces = DRW_pass_create(
+ "Vert Color Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+
+ stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
+
+ static float light[3] = {-0.3f, 0.5f, 1.0f};
+ static float alpha = 1.0f;
+ static float world_light = 1.0f; /* XXX, see: paint_vertex_mode.c */
+ DRW_shgroup_uniform_vec3(stl->g_data->fvcolor_shgrp, "light", light, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &alpha, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "global", &world_light, 1);
+ }
+
+ {
+ /* Complementary Depth Pass */
+ psl->depth_hidden_wire = DRW_pass_create(
+ "Depth Pass Hidden Wire",
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
+ stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(e_data.depth_sh, psl->depth_hidden_wire);
+ }
+
+ {
+ /* Normals */
+ psl->normals = DRW_pass_create(
+ "Edit Mesh Normals Pass",
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS);
+
+ stl->g_data->fnormals_shgrp = DRW_shgroup_create(e_data.normals_face_sh, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", ts.colorNormal, 1);
+
+ stl->g_data->vnormals_shgrp = DRW_shgroup_create(e_data.normals_sh, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", ts.colorVNormal, 1);
+
+ stl->g_data->lnormals_shgrp = DRW_shgroup_create(e_data.normals_loop_sh, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", ts.colorLNormal, 1);
+ }
+
+ if (!do_zbufclip) {
+ psl->edit_face_overlay = edit_mesh_create_overlay_pass(
+ &face_mod, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND,
+ &stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp,
+ &stl->g_data->lverts_overlay_shgrp, &stl->g_data->facedot_overlay_shgrp);
+ }
+ else {
+ /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
+ psl->edit_face_occluded = edit_mesh_create_overlay_pass(
+ &zero, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH,
+ &stl->g_data->face_occluded_shgrp, &stl->g_data->ledges_occluded_shgrp,
+ &stl->g_data->lverts_occluded_shgrp, &stl->g_data->facedot_occluded_shgrp);
+
+ /* however we loose the front faces value (because we need the depth of occluded wires and
+ * faces are alpha blended ) so we recover them in a new pass. */
+ psl->facefill_occlude = DRW_pass_create(
+ "Front Face Color",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND);
+ stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(e_data.overlay_facefill_sh, psl->facefill_occlude);
+ DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", globals_ubo);
+
+ /* we need a full screen pass to combine the result */
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ psl->mix_occlude = DRW_pass_create(
+ "Mix Occluded Wires",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
+ DRWShadingGroup *mix_shgrp = DRW_shgroup_create(e_data.overlay_mix_sh, psl->mix_occlude);
+ DRW_shgroup_call_add(mix_shgrp, quad, NULL);
+ DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
+ DRW_shgroup_uniform_buffer(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
+ DRW_shgroup_uniform_buffer(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
+ DRW_shgroup_uniform_buffer(mix_shgrp, "sceneDepth", &dtxl->depth);
+ }
+}
+
+static void edit_mesh_add_ob_to_pass(
+ Scene *scene, Object *ob, DRWShadingGroup *face_shgrp, DRWShadingGroup *ledges_shgrp,
+ DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp)
+{
+ struct Gwn_Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
+ ToolSettings *tsettings = scene->toolsettings;
+
+ DRW_cache_mesh_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
+ DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat);
+ DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat);
+
+ if (facefill_shgrp) {
+ DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat);
+ }
+
+ if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
+ DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat);
+ }
+
+ if ((tsettings->selectmode & SCE_SELECT_FACE) != 0) {
+ geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
+ DRW_shgroup_call_add(facedot_shgrp, geo_ovl_fcenter, ob->obmat);
+ }
+}
+
+static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
+{
+ EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ Object *obedit = scene->obedit;
+ struct Gwn_Batch *geom;
+
+ if (ob->type == OB_MESH) {
+ if (ob == obedit) {
+ const Mesh *me = ob->data;
+ IDProperty *ces_mode_ed = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_EDIT, "");
+ bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
+ bool do_show_weight = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_weight");
+
+ /* Updating uniform */
+ backwire_opacity = BKE_collection_engine_property_value_get_float(ces_mode_ed, "backwire_opacity");
+
+ bool fnormals_do = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "face_normals_show");
+ bool vnormals_do = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "vert_normals_show");
+ bool lnormals_do = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "loop_normals_show");
+ /* Updating uniform */
+ size_normal = BKE_collection_engine_property_value_get_float(ces_mode_ed, "normals_length");
+
+ face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
+
+ if (do_show_weight) {
+ geom = DRW_cache_mesh_surface_weights_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
+ }
+
+ if (do_occlude_wire) {
+ geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat);
+ }
+
+ if (fnormals_do) {
+ geom = DRW_cache_face_centers_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
+ }
+
+ if (vnormals_do || lnormals_do) {
+ struct Gwn_Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts;
+ DRW_cache_mesh_normals_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
+
+ if (vnormals_do) {
+ DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_tris, ob->obmat);
+ DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_ledges, ob->obmat);
+ DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_lverts, ob->obmat);
+ }
+
+ if (lnormals_do) {
+ DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geo_ovl_tris, ob->obmat);
+ }
+ }
+
+ if ((v3d->flag & V3D_ZBUF_SELECT) == 0) {
+ edit_mesh_add_ob_to_pass(
+ scene, ob, stl->g_data->face_occluded_shgrp, stl->g_data->ledges_occluded_shgrp,
+ stl->g_data->lverts_occluded_shgrp, stl->g_data->facedot_occluded_shgrp,
+ stl->g_data->facefill_occluded_shgrp);
+ }
+ else {
+ edit_mesh_add_ob_to_pass(
+ scene, ob, stl->g_data->face_overlay_shgrp, stl->g_data->ledges_overlay_shgrp,
+ stl->g_data->lverts_overlay_shgrp, stl->g_data->facedot_overlay_shgrp, NULL);
+ }
+
+ /* 3D text overlay */
+ if (me->drawflag & (ME_DRAWEXTRA_EDGELEN |
+ ME_DRAWEXTRA_FACEAREA |
+ ME_DRAWEXTRA_FACEANG |
+ ME_DRAWEXTRA_EDGEANG))
+ {
+ DRW_edit_mesh_mode_text_measure_stats(
+ draw_ctx->ar, v3d, ob, &scene->unit);
+ }
+ }
+ }
+}
+
+static void EDIT_MESH_draw_scene(void *vedata)
+{
+ EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
+ EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ DRW_draw_pass(psl->vcolor_faces);
+
+ DRW_draw_pass(psl->depth_hidden_wire);
+
+ if (psl->edit_face_occluded) {
+ float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ /* render facefill */
+ DRW_draw_pass(psl->facefill_occlude);
+
+ /* attach temp textures */
+ DRW_framebuffer_texture_attach(fbl->occlude_wire_fb, e_data.occlude_wire_depth_tx, 0, 0);
+ DRW_framebuffer_texture_attach(fbl->occlude_wire_fb, e_data.occlude_wire_color_tx, 0, 0);
+
+ /* Render wires on a separate framebuffer */
+ DRW_framebuffer_bind(fbl->occlude_wire_fb);
+ DRW_framebuffer_clear(true, true, false, clearcol, 1.0f);
+ DRW_draw_pass(psl->normals);
+ DRW_draw_pass(psl->edit_face_occluded);
+
+ /* detach textures */
+ DRW_framebuffer_texture_detach(dtxl->depth);
+
+ /* Combine with scene buffer */
+ DRW_framebuffer_bind(dfbl->default_fb);
+ DRW_draw_pass(psl->mix_occlude);
+
+ /* detach temp textures */
+ DRW_framebuffer_texture_detach(e_data.occlude_wire_depth_tx);
+ DRW_framebuffer_texture_detach(e_data.occlude_wire_color_tx);
+
+ /* reattach */
+ DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
+ }
+ else {
+ DRW_draw_pass(psl->normals);
+ DRW_draw_pass(psl->edit_face_overlay);
+ }
+}
+
+void EDIT_MESH_collection_settings_create(IDProperty *properties)
+{
+ BLI_assert(properties &&
+ properties->type == IDP_GROUP &&
+ properties->subtype == IDP_GROUP_SUB_MODE_EDIT);
+ BKE_collection_engine_property_add_int(properties, "show_occlude_wire", false);
+ BKE_collection_engine_property_add_int(properties, "show_weight", false);
+ BKE_collection_engine_property_add_int(properties, "face_normals_show", false);
+ BKE_collection_engine_property_add_int(properties, "vert_normals_show", false);
+ BKE_collection_engine_property_add_int(properties, "loop_normals_show", false);
+ BKE_collection_engine_property_add_float(properties, "normals_length", 0.1);
+ BKE_collection_engine_property_add_float(properties, "backwire_opacity", 0.5);
+}
+
+static void EDIT_MESH_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_fast_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_fast_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_edge_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_edge_vcol_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_facedot_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_mix_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_facefill_sh);
+ DRW_SHADER_FREE_SAFE(e_data.normals_loop_sh);
+ DRW_SHADER_FREE_SAFE(e_data.normals_face_sh);
+ DRW_SHADER_FREE_SAFE(e_data.normals_sh);
+}
+
+static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
+
+DrawEngineType draw_engine_edit_mesh_type = {
+ NULL, NULL,
+ N_("EditMeshMode"),
+ &EDIT_MESH_data_size,
+ &EDIT_MESH_engine_init,
+ &EDIT_MESH_engine_free,
+ &EDIT_MESH_cache_init,
+ &EDIT_MESH_cache_populate,
+ NULL,
+ NULL,
+ &EDIT_MESH_draw_scene,
+ NULL,
+ NULL,
+};