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Diffstat (limited to 'source/blender/draw/modes/overlay_mode.c')
-rw-r--r--source/blender/draw/modes/overlay_mode.c249
1 files changed, 249 insertions, 0 deletions
diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c
new file mode 100644
index 00000000000..97403b14ac5
--- /dev/null
+++ b/source/blender/draw/modes/overlay_mode.c
@@ -0,0 +1,249 @@
+/*
+ * 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 overlay_mode.c
+ * \ingroup draw_engine
+ */
+
+#include "DNA_view3d_types.h"
+
+#include "BKE_object.h"
+
+#include "GPU_shader.h"
+#include "GPU_extensions.h"
+#include "DRW_render.h"
+
+#include "draw_mode_engines.h"
+
+/* Structures */
+typedef struct OVERLAY_StorageList {
+ struct OVERLAY_PrivateData *g_data;
+} OVERLAY_StorageList;
+
+typedef struct OVERLAY_PassList {
+ struct DRWPass *face_orientation_pass;
+ struct DRWPass *face_wireframe_pass;
+} OVERLAY_PassList;
+
+typedef struct OVERLAY_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ OVERLAY_PassList *psl;
+ OVERLAY_StorageList *stl;
+} OVERLAY_Data;
+
+typedef struct OVERLAY_PrivateData {
+ GPUShader *wire_sh; /* reference */
+ DRWShadingGroup *face_orientation_shgrp;
+ View3DOverlay overlay;
+ float wire_step_param[2];
+} OVERLAY_PrivateData; /* Transient data */
+
+/* *********** STATIC *********** */
+static struct {
+ /* Face orientation shader */
+ struct GPUShader *face_orientation_sh;
+ /* Wireframe shader */
+ struct GPUShader *face_wireframe_sh;
+ struct GPUShader *face_wireframe_pretty_sh;
+} e_data = {NULL};
+
+/* Shaders */
+extern char datatoc_overlay_face_orientation_frag_glsl[];
+extern char datatoc_overlay_face_orientation_vert_glsl[];
+
+extern char datatoc_overlay_face_wireframe_vert_glsl[];
+extern char datatoc_overlay_face_wireframe_geom_glsl[];
+extern char datatoc_overlay_face_wireframe_frag_glsl[];
+
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* Functions */
+static void overlay_engine_init(void *vedata)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_StorageList *stl = data->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ if (!e_data.face_orientation_sh) {
+ /* Face orientation */
+ e_data.face_orientation_sh = DRW_shader_create(
+ datatoc_overlay_face_orientation_vert_glsl, NULL,
+ datatoc_overlay_face_orientation_frag_glsl, NULL);
+ }
+
+ if (!e_data.face_wireframe_sh) {
+ bool use_geom = GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY);
+
+ e_data.face_wireframe_sh = DRW_shader_create(
+ datatoc_overlay_face_wireframe_vert_glsl,
+ use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
+ datatoc_overlay_face_wireframe_frag_glsl,
+ use_geom ? "#define USE_GEOM_SHADER\n"
+ : NULL);
+
+ e_data.face_wireframe_pretty_sh = DRW_shader_create(
+ datatoc_overlay_face_wireframe_vert_glsl,
+ use_geom ? datatoc_overlay_face_wireframe_geom_glsl : NULL,
+ datatoc_overlay_face_wireframe_frag_glsl,
+ use_geom ? "#define USE_GEOM_SHADER\n"
+ "#define LIGHT_EDGES\n"
+ : "#define LIGHT_EDGES\n");
+ }
+}
+
+static void overlay_cache_init(void *vedata)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_PassList *psl = data->psl;
+ OVERLAY_StorageList *stl = data->stl;
+
+ const DRWContextState *DCS = DRW_context_state_get();
+
+ View3D *v3d = DCS->v3d;
+ if (v3d) {
+ stl->g_data->overlay = v3d->overlay;
+ }
+ else {
+ memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
+ }
+
+ /* Face Orientation Pass */
+ if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
+ psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
+ stl->g_data->face_orientation_shgrp = DRW_shgroup_create(
+ e_data.face_orientation_sh, psl->face_orientation_pass);
+ }
+ if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
+ psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
+ /* Sticky uniforms (don't need to respecify each time since shader does not change). */
+ stl->g_data->wire_sh = (stl->g_data->overlay.wireframe_threshold == 1.0f) ? e_data.face_wireframe_sh
+ : e_data.face_wireframe_pretty_sh;
+ DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
+ DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_vec2(shgrp, "wireStepParam", stl->g_data->wire_step_param, 1);
+
+ /**
+ * The wireframe threshold ranges from 0.0 to 1.0
+ * When 1.0 we show all the edges, when 0.5 we show as many as 2.7.
+ *
+ * If we wanted 0.0 to match 2.7, factor would need to be 0.003f.
+ * The range controls the falloff effect. If range was 0.0f we would get a hard cut (as in 2.7).
+ * That said we are using a different algorithm so the results will always differ.
+ */
+ const float factor = 0.0045f;
+ const float range = 0.00125f;
+ stl->g_data->wire_step_param[1] = (1.0f - factor) + stl->g_data->overlay.wireframe_threshold * factor;
+ stl->g_data->wire_step_param[0] = stl->g_data->wire_step_param[1] + range;
+ }
+}
+
+static void overlay_cache_populate(void *vedata, Object *ob)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_StorageList *stl = data->stl;
+ OVERLAY_PrivateData *pd = stl->g_data;
+ OVERLAY_PassList *psl = data->psl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat);
+ }
+ }
+
+ if (stl->g_data->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
+ /* Don't do that in edit mode. */
+ if ((ob != draw_ctx->object_edit) && !BKE_object_is_in_editmode(ob)) {
+ int tri_count;
+ GPUTexture *verts = NULL, *faceids;
+ DRW_cache_object_face_wireframe_get(ob, &verts, &faceids, &tri_count);
+ if (verts) {
+ float *rim_col = ts.colorWire;
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ rim_col = (ob == draw_ctx->obact) ? ts.colorActive : ts.colorSelect;
+ }
+ DRWShadingGroup *shgrp = DRW_shgroup_create(stl->g_data->wire_sh, psl->face_wireframe_pass);
+ DRW_shgroup_uniform_texture(shgrp, "vertData", verts);
+ DRW_shgroup_uniform_texture(shgrp, "faceIds", faceids);
+ DRW_shgroup_uniform_vec3(shgrp, "wireColor", ts.colorWire, 1);
+ DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
+ DRW_shgroup_call_object_procedural_triangles_culled_add(shgrp, tri_count, ob);
+ }
+ }
+ }
+}
+
+static void overlay_cache_finish(void *UNUSED(vedata))
+{
+}
+
+static void overlay_draw_scene(void *vedata)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_PassList *psl = data->psl;
+ OVERLAY_StorageList *stl = data->stl;
+ OVERLAY_PrivateData *pd = stl->g_data;
+
+ if (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
+ DRW_draw_pass(psl->face_orientation_pass);
+ }
+ if (pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) {
+ DRW_draw_pass(psl->face_wireframe_pass);
+ }
+}
+
+static void overlay_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh);
+ DRW_SHADER_FREE_SAFE(e_data.face_wireframe_sh);
+ DRW_SHADER_FREE_SAFE(e_data.face_wireframe_pretty_sh);
+}
+
+static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
+
+DrawEngineType draw_engine_overlay_type = {
+ NULL, NULL,
+ N_("OverlayEngine"),
+ &overlay_data_size,
+ &overlay_engine_init,
+ &overlay_engine_free,
+ &overlay_cache_init,
+ &overlay_cache_populate,
+ &overlay_cache_finish,
+ NULL,
+ &overlay_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+