diff options
Diffstat (limited to 'source/blender/draw/modes/edit_mesh_mode.c')
-rw-r--r-- | source/blender/draw/modes/edit_mesh_mode.c | 529 |
1 files changed, 529 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..9fe9eef0682 --- /dev/null +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -0,0 +1,529 @@ +/* + * 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_view3d_types.h" + +#include "draw_common.h" + +#include "draw_mode_engines.h" + +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 *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_TextureList { + struct GPUTexture *occlude_wire_depth_tx; + struct GPUTexture *occlude_wire_color_tx; +} EDIT_MESH_TextureList; + +typedef struct EDIT_MESH_StorageList { + struct g_data *g_data; +} EDIT_MESH_StorageList; + +typedef struct EDIT_MESH_Data { + void *engine_type; + EDIT_MESH_FramebufferList *fbl; + EDIT_MESH_TextureList *txl; + EDIT_MESH_PassList *psl; + EDIT_MESH_StorageList *stl; +} EDIT_MESH_Data; + +/* *********** STATIC *********** */ + +static struct { + 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_sh; + GPUShader *depth_sh; +} e_data = {NULL}; /* Engine data */ + +typedef struct g_data { + 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; + +} g_data; /* Transient data */ + +/* *********** FUNCTIONS *********** */ + +static void EDIT_MESH_engine_init(void *vedata) +{ + EDIT_MESH_TextureList *txl = ((EDIT_MESH_Data *)vedata)->txl; + EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl; + + const float *viewport_size = DRW_viewport_size_get(); + + DRWFboTexture tex[2] = {{ + &txl->occlude_wire_depth_tx, DRW_BUF_DEPTH_24, 0}, + {&txl->occlude_wire_color_tx, DRW_BUF_RGBA_8, DRW_TEX_FILTER} + }; + DRW_framebuffer_init( + &fbl->occlude_wire_fb, + (int)viewport_size[0], (int)viewport_size[1], + tex, ARRAY_SIZE(tex)); + + 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"); + } + 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, NULL); + } + 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"); + } + 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"); + } + 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, NULL); + } + 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"); + } + 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, NULL); + } + 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_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, 0); + 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_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_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); + } + + return pass; +} + +static float backwire_opacity; +static float face_mod; +static float size_normal; + +static void EDIT_MESH_cache_init(void *vedata) +{ + EDIT_MESH_TextureList *txl = ((EDIT_MESH_Data *)vedata)->txl; + 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(g_data), "g_data"); + } + + { + /* 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_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, 0); + + /* we need a full screen pass to combine the result */ + struct 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", &txl->occlude_wire_color_tx, 0); + DRW_shgroup_uniform_buffer(mix_shgrp, "wireDepth", &txl->occlude_wire_depth_tx, 2); + DRW_shgroup_uniform_buffer(mix_shgrp, "sceneDepth", &dtxl->depth, 3); + } +} + +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 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 Batch *geom; + + if (ob->type == OB_MESH) { + if (ob == obedit) { + IDProperty *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, ""); + bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire"); + /* 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_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) { + geom = DRW_cache_mesh_verts_get(ob); + DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat); + } + + if (lnormals_do) { + geom = DRW_cache_mesh_surface_verts_get(ob); + DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geom, 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); + } + } + } +} + +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->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); + + /* 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); + + /* 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, "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_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 +}; |