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-rw-r--r--source/blender/draw/CMakeLists.txt2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c3
-rw-r--r--source/blender/draw/engines/external/external_engine.c2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl18
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl4
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c20
-rw-r--r--source/blender/draw/engines/overlay/overlay_background.c7
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_curve.c5
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_text.c3
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c14
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c12
-rw-r--r--source/blender/draw/engines/overlay/overlay_image.c3
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h12
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c23
-rw-r--r--source/blender/draw/engines/overlay/overlay_wireframe.c59
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl16
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_curve_point_vert.glsl11
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_vert.glsl7
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl11
-rw-r--r--source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl11
-rw-r--r--source/blender/draw/engines/select/select_engine.c3
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl24
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_antialiasing.c2
-rw-r--r--source/blender/draw/intern/DRW_render.h4
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c185
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h1
-rw-r--r--source/blender/draw/intern/draw_cache_impl_curve.c20
-rw-r--r--source/blender/draw/intern/draw_cache_impl_gpencil.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c28
-rw-r--r--source/blender/draw/intern/draw_hair.c5
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/draw/intern/draw_manager_data.c23
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c3
-rw-r--r--source/blender/draw/intern/shaders/common_globals_lib.glsl1
41 files changed, 437 insertions, 129 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index b90f0fba20a..d9f7a3acae0 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -425,4 +425,6 @@ if(WITH_XR_OPENXR)
add_definitions(-DWITH_XR_OPENXR)
endif()
+add_definitions(${GL_DEFINITIONS})
+
blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 9816632c0c3..3350c512b17 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -402,7 +402,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &lcache->cube_tx.tex);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_float_copy(
grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f);
/* TODO (fclem) get rid of those UBO. */
@@ -427,7 +427,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_vec3(shgrp, "increment_x", egrid->increment_x, 1);
DRW_shgroup_uniform_vec3(shgrp, "increment_y", egrid->increment_y, 1);
DRW_shgroup_uniform_vec3(shgrp, "increment_z", egrid->increment_z, 1);
- DRW_shgroup_uniform_vec3(shgrp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
+ DRW_shgroup_uniform_vec3(shgrp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_float_copy(
shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f);
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index 3f4008eb8b9..4f334812a8e 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -145,7 +145,7 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
else {
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
- txl->sss_accum = NULL;
+ DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
}
}
else {
@@ -154,11 +154,11 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
+ DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
effects->sss_stencil = NULL;
effects->sss_blur = NULL;
effects->sss_irradiance = NULL;
effects->sss_radius = NULL;
- txl->sss_accum = NULL;
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index ad90c52b08e..83bd4fcf8d2 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -486,8 +486,7 @@ static bool eevee_volume_object_mesh_init(Scene *scene,
ModifierData *md = NULL;
/* Smoke Simulation */
- if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
- (md = BKE_modifiers_findby_type(ob, eModifierType_Fluid)) &&
+ if ((md = BKE_modifiers_findby_type(ob, eModifierType_Fluid)) &&
(BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime)) &&
((FluidModifierData *)md)->domain != NULL) {
FluidModifierData *mmd = (FluidModifierData *)md;
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
index 7dddbd07623..6e636e4dc93 100644
--- a/source/blender/draw/engines/external/external_engine.c
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -215,7 +215,7 @@ static void external_draw_scene_do(void *vedata)
return;
}
- RenderEngine *engine = RE_engine_create_ex(engine_type, true);
+ RenderEngine *engine = RE_engine_create(engine_type);
engine->tile_x = scene->r.tilex;
engine->tile_y = scene->r.tiley;
engine_type->view_update(engine, draw_ctx->evil_C, draw_ctx->depsgraph);
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 50e4e8d2ec4..4f586a1e9f3 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -292,7 +292,7 @@ void GPENCIL_cache_init(void *ved)
grp = DRW_shgroup_create(sh, psl->merge_depth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuf", &pd->depth_tx);
DRW_shgroup_uniform_bool(grp, "strokeOrder3d", &pd->is_stroke_order_3d, 1);
- DRW_shgroup_uniform_vec4(grp, "gpModelMatrix[0]", pd->object_bound_mat[0], 4);
+ DRW_shgroup_uniform_vec4(grp, "gpModelMatrix", pd->object_bound_mat[0], 4);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
{
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
index e2606473d07..1e75f6dd5bb 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -317,7 +317,7 @@ vec2 safe_normalize_len(vec2 v, out float len)
}
}
-float stroke_thickness_modulate(float thickness)
+float stroke_thickness_modulate(float thickness, out float opacity)
{
/* Modify stroke thickness by object and layer factors.-*/
thickness *= thicknessScale;
@@ -333,6 +333,11 @@ float stroke_thickness_modulate(float thickness)
/* World space point size. */
thickness *= thicknessWorldScale * ProjectionMatrix[1][1] * sizeViewport.y;
}
+ /* To avoid aliasing artifact, we clamp the line thickness and reduce its opacity. */
+ float min_thickness = gl_Position.w * 1.3;
+ opacity = smoothstep(0.0, gl_Position.w * 1.0, thickness);
+ thickness = max(min_thickness, thickness);
+
return thickness;
}
@@ -414,8 +419,9 @@ void stroke_vertex()
vec2 line = safe_normalize_len(ss2 - ss1, line_len);
vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2));
+ float small_line_opacity;
float thickness = abs((use_curr) ? thickness1 : thickness2);
- thickness = stroke_thickness_modulate(thickness);
+ thickness = stroke_thickness_modulate(thickness, small_line_opacity);
finalUvs = vec2(x, y) * 0.5 + 0.5;
strokeHardeness = decode_hardness(use_curr ? hardness1 : hardness2);
@@ -473,8 +479,8 @@ void stroke_vertex()
float miter_dot = dot(miter_tan, line_adj);
/* Break corners after a certain angle to avoid really thick corners. */
const float miter_limit = 0.5; /* cos(60°) */
- bool miter_break = (miter_dot < miter_limit) || is_stroke_start || is_stroke_end;
- miter_tan = (miter_break) ? line : (miter_tan / miter_dot);
+ bool miter_break = (miter_dot < miter_limit);
+ miter_tan = (miter_break || is_stroke_start || is_stroke_end) ? line : (miter_tan / miter_dot);
vec2 miter = rotate_90deg(miter_tan);
@@ -487,7 +493,7 @@ void stroke_vertex()
/* Reminder: we packed the cap flag into the sign of stength and thickness sign. */
if ((is_stroke_start && strength1 > 0.0) || (is_stroke_end && thickness1 > 0.0) ||
- miter_break) {
+ (miter_break && !is_stroke_start && !is_stroke_end)) {
screen_ofs += line * x;
}
@@ -505,7 +511,7 @@ void stroke_vertex()
vec4 stroke_col = MATERIAL(m).stroke_color;
float mix_tex = MATERIAL(m).stroke_texture_mix;
- color_output(stroke_col, vert_col, vert_strength, mix_tex);
+ color_output(stroke_col, vert_col, vert_strength * small_line_opacity, mix_tex);
matFlag = MATERIAL(m).flag & ~GP_FILL_FLAGS;
# endif
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
index 8c2032f834a..d81c6f4fe0b 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
@@ -99,8 +99,10 @@ void main()
discard;
}
+ vec2 fb_size = max(vec2(textureSize(gpSceneDepthTexture, 0).xy),
+ vec2(textureSize(gpMaskTexture, 0).xy));
+ vec2 uvs = gl_FragCoord.xy / fb_size;
/* Manual depth test */
- vec2 uvs = gl_FragCoord.xy / vec2(textureSize(gpSceneDepthTexture, 0).xy);
float scene_depth = texture(gpSceneDepthTexture, uvs).r;
if (gl_FragCoord.z > scene_depth) {
discard;
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
index c6cfee5ef2d..225601eb9ba 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl
@@ -2,4 +2,4 @@
void main()
{
gpencil_vertex();
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index 624eef8fa47..a538b7ffd5f 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -137,9 +137,7 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata)
pd->armature.do_pose_fade_geom = pd->armature.do_pose_xray &&
((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) == 0) &&
draw_ctx->object_pose != NULL;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ADD;
- DRW_PASS_CREATE(psl->armature_transp_ps, state | pd->clipping_state);
+ DRWState state;
if (pd->armature.do_pose_fade_geom) {
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
@@ -163,17 +161,21 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata)
OVERLAY_InstanceFormats *formats = OVERLAY_shader_instance_formats_get();
OVERLAY_ArmatureCallBuffers *cb = &pd->armature_call_buffers[i];
- DRWPass **p_armature_ps = &psl->armature_ps[i];
cb->custom_shapes_ghash = BLI_ghash_ptr_new(__func__);
cb->custom_shapes_transp_ghash = BLI_ghash_ptr_new(__func__);
+ DRWPass **p_armature_ps = &psl->armature_ps[i];
DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH;
DRW_PASS_CREATE(*p_armature_ps, state | pd->clipping_state | infront_state);
-
DRWPass *armature_ps = *p_armature_ps;
+ DRWPass **p_armature_trans_ps = &psl->armature_transp_ps[i];
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ADD;
+ DRW_PASS_CREATE(*p_armature_trans_ps, state | pd->clipping_state);
+ DRWPass *armature_transp_ps = *p_armature_trans_ps;
+
#define BUF_INSTANCE DRW_shgroup_call_buffer_instance
#define BUF_LINE(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_LINES)
@@ -231,7 +233,7 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
cb->dof_lines = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_lines_get());
- grp = DRW_shgroup_create(sh, psl->armature_transp_ps);
+ grp = DRW_shgroup_create(sh, armature_transp_ps);
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
cb->dof_sphere = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_sphere_get());
}
@@ -270,7 +272,7 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata)
format = formats->instance_bone_envelope_distance;
sh = OVERLAY_shader_armature_envelope(false);
- grp = DRW_shgroup_create(sh, psl->armature_transp_ps);
+ grp = DRW_shgroup_create(sh, armature_transp_ps);
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "isDistance", true);
DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT);
@@ -2255,7 +2257,7 @@ void OVERLAY_armature_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
- DRW_draw_pass(psl->armature_transp_ps);
+ DRW_draw_pass(psl->armature_transp_ps[0]);
DRW_draw_pass(psl->armature_ps[0]);
}
@@ -2264,6 +2266,7 @@ void OVERLAY_armature_in_front_draw(OVERLAY_Data *vedata)
OVERLAY_PassList *psl = vedata->psl;
if (psl->armature_bone_select_ps == NULL || DRW_state_is_select()) {
+ DRW_draw_pass(psl->armature_transp_ps[1]);
DRW_draw_pass(psl->armature_ps[1]);
}
}
@@ -2285,6 +2288,7 @@ void OVERLAY_pose_draw(OVERLAY_Data *vedata)
GPU_framebuffer_clear_depth(fbl->overlay_line_in_front_fb, 1.0f);
}
+ DRW_draw_pass(psl->armature_transp_ps[1]);
DRW_draw_pass(psl->armature_ps[1]);
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_background.c b/source/blender/draw/engines/overlay/overlay_background.c
index f1ffa9035e0..f52ae691a35 100644
--- a/source/blender/draw/engines/overlay/overlay_background.c
+++ b/source/blender/draw/engines/overlay/overlay_background.c
@@ -71,15 +71,16 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
}
else {
switch (UI_GetThemeValue(TH_BACKGROUND_TYPE)) {
- case TH_BACKGROUND_SINGLE_COLOR:
- background_type = BG_SOLID;
- break;
case TH_BACKGROUND_GRADIENT_LINEAR:
background_type = BG_GRADIENT;
break;
case TH_BACKGROUND_GRADIENT_RADIAL:
background_type = BG_RADIAL;
break;
+ default:
+ case TH_BACKGROUND_SINGLE_COLOR:
+ background_type = BG_SOLID;
+ break;
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_edit_curve.c b/source/blender/draw/engines/overlay/overlay_edit_curve.c
index 6456d6868a5..9a79c78c996 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_curve.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_curve.c
@@ -36,7 +36,8 @@ void OVERLAY_edit_curve_cache_init(OVERLAY_Data *vedata)
GPUShader *sh;
DRWState state;
- pd->edit_curve.show_handles = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0;
+ pd->edit_curve.show_handles = v3d->overlay.handle_display != CURVE_HANDLE_NONE;
+ pd->edit_curve.handle_display = v3d->overlay.handle_display;
pd->shdata.edit_curve_normal_length = v3d->overlay.normals_length;
/* Run Twice for in-front passes. */
@@ -62,11 +63,13 @@ void OVERLAY_edit_curve_cache_init(OVERLAY_Data *vedata)
pd->edit_curve_handle_grp = grp = DRW_shgroup_create(sh, psl->edit_curve_handle_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "showCurveHandles", pd->edit_curve.show_handles);
+ DRW_shgroup_uniform_int_copy(grp, "curveHandleDisplay", pd->edit_curve.handle_display);
DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
sh = OVERLAY_shader_edit_curve_point();
pd->edit_curve_points_grp = grp = DRW_shgroup_create(sh, psl->edit_curve_handle_ps);
DRW_shgroup_uniform_bool_copy(grp, "showCurveHandles", pd->edit_curve.show_handles);
+ DRW_shgroup_uniform_int_copy(grp, "curveHandleDisplay", pd->edit_curve.handle_display);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.c b/source/blender/draw/engines/overlay/overlay_edit_text.c
index 3de0155d6e0..c4d020adc11 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_text.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_text.c
@@ -38,7 +38,8 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata)
GPUShader *sh;
DRWState state;
- pd->edit_curve.show_handles = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0;
+ pd->edit_curve.show_handles = v3d->overlay.handle_display != CURVE_HANDLE_NONE;
+ pd->edit_curve.handle_display = v3d->overlay.handle_display;
pd->shdata.edit_curve_normal_length = v3d->overlay.normals_length;
/* Run Twice for in-front passes. */
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index e875f2c8291..61337ac8d1d 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -46,6 +46,8 @@ static void OVERLAY_engine_init(void *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
const RegionView3D *rv3d = draw_ctx->rv3d;
const View3D *v3d = draw_ctx->v3d;
+ const Scene *scene = draw_ctx->scene;
+ const ToolSettings *ts = scene->toolsettings;
if (!stl->pd) {
/* Alloc transient pointers */
@@ -77,6 +79,15 @@ static void OVERLAY_engine_init(void *vedata)
pd->overlay.flag |= V3D_OVERLAY_WIREFRAMES;
}
+ if (ts->sculpt) {
+ if (ts->sculpt->flags & SCULPT_HIDE_FACE_SETS) {
+ pd->overlay.sculpt_mode_face_sets_opacity = 0.0f;
+ }
+ if (ts->sculpt->flags & SCULPT_HIDE_MASK) {
+ pd->overlay.sculpt_mode_mask_opacity = 0.0f;
+ }
+ }
+
pd->use_in_front = (v3d->shading.type <= OB_SOLID) ||
BKE_scene_uses_blender_workbench(draw_ctx->scene);
pd->wireframe_mode = (v3d->shading.type == OB_WIRE);
@@ -235,7 +246,8 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
const bool renderable = DRW_object_is_renderable(ob);
const bool in_pose_mode = ob->type == OB_ARMATURE && OVERLAY_armature_is_pose_mode(ob, draw_ctx);
const bool in_edit_mode = overlay_object_is_edit_mode(pd, ob);
- const bool in_particle_edit_mode = ob->mode == OB_MODE_PARTICLE_EDIT;
+ const bool in_particle_edit_mode = (ob->mode == OB_MODE_PARTICLE_EDIT) &&
+ (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_mode = (ob == draw_ctx->obact) && (ob->sculpt != NULL) &&
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index af54e524445..71efc6b8d03 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -65,6 +65,7 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_TextureList *txl = vedata->txl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
+ const bool is_select = DRW_state_is_select();
DRWState state_blend = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->extra_blend_ps, state_blend | pd->clipping_state);
@@ -108,7 +109,7 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
/* Sorted by shader to avoid state changes during render. */
{
format = formats->instance_extra;
- sh = OVERLAY_shader_extra();
+ sh = OVERLAY_shader_extra(is_select);
grp = DRW_shgroup_create(sh, extra_ps);
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
@@ -179,7 +180,7 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
cb->groundline = BUF_INSTANCE(grp, format, DRW_cache_groundline_get());
}
{
- sh = OVERLAY_shader_extra_wire(false);
+ sh = OVERLAY_shader_extra_wire(false, is_select);
grp = DRW_shgroup_create(sh, extra_ps);
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
@@ -188,7 +189,7 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
cb->extra_lines = BUF_LINE(grp, formats->wire_extra);
}
{
- sh = OVERLAY_shader_extra_wire(true);
+ sh = OVERLAY_shader_extra_wire(true, is_select);
cb->extra_wire = grp = DRW_shgroup_create(sh, extra_ps);
DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo);
@@ -768,10 +769,7 @@ void OVERLAY_lightprobe_cache_populate(OVERLAY_Data *vedata, Object *ob)
uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
DRWShadingGroup *grp = DRW_shgroup_create_sub(vedata->stl->pd->extra_grid_grp);
- DRW_shgroup_uniform_vec4_copy(grp, "gridModelMatrix[0]", instdata.mat[0]);
- DRW_shgroup_uniform_vec4_copy(grp, "gridModelMatrix[1]", instdata.mat[1]);
- DRW_shgroup_uniform_vec4_copy(grp, "gridModelMatrix[2]", instdata.mat[2]);
- DRW_shgroup_uniform_vec4_copy(grp, "gridModelMatrix[3]", instdata.mat[3]);
+ DRW_shgroup_uniform_vec4_array_copy(grp, "gridModelMatrix", instdata.mat, 4);
DRW_shgroup_call_procedural_points(grp, NULL, cell_count);
}
break;
diff --git a/source/blender/draw/engines/overlay/overlay_image.c b/source/blender/draw/engines/overlay/overlay_image.c
index c592f11a855..be3510967b6 100644
--- a/source/blender/draw/engines/overlay/overlay_image.c
+++ b/source/blender/draw/engines/overlay/overlay_image.c
@@ -287,6 +287,9 @@ static void image_camera_background_matrix_get(const Camera *cam,
translate[3][0] = bgpic->offset[0];
translate[3][1] = bgpic->offset[1];
translate[3][2] = cam_corners[0][2];
+ if (cam->type == CAM_ORTHO) {
+ mul_v2_fl(translate[3], cam->ortho_scale);
+ }
/* These lines are for keeping 2.80 behavior and could be removed to keep 2.79 behavior. */
translate[3][0] *= min_ff(1.0f, cam_aspect);
translate[3][1] /= max_ff(1.0f, cam_aspect) * (image_aspect / cam_aspect);
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 0c29fe9d2e4..ed0a9cf6981 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -54,7 +54,7 @@ typedef struct OVERLAY_PassList {
DRWPass *antialiasing_ps;
DRWPass *armature_ps[2];
DRWPass *armature_bone_select_ps;
- DRWPass *armature_transp_ps;
+ DRWPass *armature_transp_ps[2];
DRWPass *background_ps;
DRWPass *clipping_frustum_ps;
DRWPass *edit_curve_wire_ps[2];
@@ -253,8 +253,9 @@ typedef struct OVERLAY_PrivateData {
DRWShadingGroup *particle_shapes_grp;
DRWShadingGroup *pointcloud_dots_grp;
DRWShadingGroup *sculpt_mask_grp;
- DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */
- DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */
+ DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */
+ DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */
+ DRWShadingGroup *wires_hair_grp[2][2]; /* With and without coloring. */
DRWShadingGroup *wires_sculpt_grp[2];
DRWView *view_default;
@@ -296,6 +297,7 @@ typedef struct OVERLAY_PrivateData {
} antialiasing;
struct {
bool show_handles;
+ int handle_display;
} edit_curve;
struct {
int ghost_ob;
@@ -588,9 +590,9 @@ GPUShader *OVERLAY_shader_edit_mesh_skin_root(void);
GPUShader *OVERLAY_shader_edit_mesh_vert(void);
GPUShader *OVERLAY_shader_edit_particle_strand(void);
GPUShader *OVERLAY_shader_edit_particle_point(void);
-GPUShader *OVERLAY_shader_extra(void);
+GPUShader *OVERLAY_shader_extra(bool is_select);
GPUShader *OVERLAY_shader_extra_groundline(void);
-GPUShader *OVERLAY_shader_extra_wire(bool use_object);
+GPUShader *OVERLAY_shader_extra_wire(bool use_object, bool is_select);
GPUShader *OVERLAY_shader_extra_loose_point(void);
GPUShader *OVERLAY_shader_extra_point(void);
GPUShader *OVERLAY_shader_facing(void);
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index 59f388df4e3..0610b8397a1 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -164,8 +164,10 @@ typedef struct OVERLAY_Shaders {
GPUShader *edit_particle_strand;
GPUShader *edit_particle_point;
GPUShader *extra;
+ GPUShader *extra_select;
GPUShader *extra_groundline;
GPUShader *extra_wire[2];
+ GPUShader *extra_wire_select;
GPUShader *extra_point;
GPUShader *extra_lightprobe_grid;
GPUShader *extra_loose_point;
@@ -797,23 +799,24 @@ GPUShader *OVERLAY_shader_edit_particle_point(void)
return sh_data->edit_particle_point;
}
-GPUShader *OVERLAY_shader_extra(void)
+GPUShader *OVERLAY_shader_extra(bool is_select)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- if (!sh_data->extra) {
- sh_data->extra = GPU_shader_create_from_arrays({
+ GPUShader **sh = (is_select) ? &sh_data->extra_select : &sh_data->extra;
+ if (!*sh) {
+ *sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_extra_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_extra_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
+ .defs = (const char *[]){sh_cfg->def, (is_select) ? "#define SELECT_EDGES\n" : NULL, NULL},
});
}
- return sh_data->extra;
+ return *sh;
}
GPUShader *OVERLAY_shader_extra_grid(void)
@@ -855,12 +858,13 @@ GPUShader *OVERLAY_shader_extra_groundline(void)
return sh_data->extra_groundline;
}
-GPUShader *OVERLAY_shader_extra_wire(bool use_object)
+GPUShader *OVERLAY_shader_extra_wire(bool use_object, bool is_select)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- if (!sh_data->extra_wire[use_object]) {
+ GPUShader **sh = (is_select) ? &sh_data->extra_wire_select : &sh_data->extra_wire[use_object];
+ if (!*sh) {
char colorids[1024];
/* NOTE: define all ids we need here. */
BLI_snprintf(colorids,
@@ -875,7 +879,7 @@ GPUShader *OVERLAY_shader_extra_wire(bool use_object)
TH_TRANSFORM,
TH_WIRE,
TH_CAMERA_PATH);
- sh_data->extra_wire[use_object] = GPU_shader_create_from_arrays({
+ *sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
@@ -884,11 +888,12 @@ GPUShader *OVERLAY_shader_extra_wire(bool use_object)
.frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_extra_wire_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def,
colorids,
+ (is_select) ? "#define SELECT_EDGES\n" : "",
(use_object) ? "#define OBJECT_WIRE \n" : NULL,
NULL},
});
}
- return sh_data->extra_wire[use_object];
+ return *sh;
}
GPUShader *OVERLAY_shader_extra_loose_point(void)
diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.c b/source/blender/draw/engines/overlay/overlay_wireframe.c
index 99ff7f67d49..cb36f0ed326 100644
--- a/source/blender/draw/engines/overlay/overlay_wireframe.c
+++ b/source/blender/draw/engines/overlay/overlay_wireframe.c
@@ -21,15 +21,18 @@
*/
#include "DNA_mesh_types.h"
+#include "DNA_particle_types.h"
#include "DNA_view3d_types.h"
#include "DNA_volume_types.h"
#include "BKE_curve.h"
#include "BKE_displist.h"
+#include "BKE_duplilist.h"
#include "BKE_editmesh.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_paint.h"
+#include "BKE_particle.h"
#include "BLI_hash.h"
@@ -95,16 +98,24 @@ void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_bool_copy(grp, "isTransform", (G.moving & G_TRANSFORM_OBJ) != 0);
DRW_shgroup_uniform_bool_copy(grp, "isObjectColor", is_object_color);
DRW_shgroup_uniform_bool_copy(grp, "isRandomColor", is_random_color);
+ DRW_shgroup_uniform_bool_copy(grp, "isHair", false);
pd->wires_all_grp[xray][use_coloring] = grp = DRW_shgroup_create(wires_sh, pass);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tx);
DRW_shgroup_uniform_float_copy(grp, "wireStepParam", 1.0f);
+
+ pd->wires_hair_grp[xray][use_coloring] = grp = DRW_shgroup_create(wires_sh, pass);
+ /* TODO(fclem) texture ref persist */
+ DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tx);
+ DRW_shgroup_uniform_bool_copy(grp, "isHair", true);
+ DRW_shgroup_uniform_float_copy(grp, "wireStepParam", 10.0f);
}
pd->wires_sculpt_grp[xray] = grp = DRW_shgroup_create(wires_sh, pass);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tx);
DRW_shgroup_uniform_float_copy(grp, "wireStepParam", 10.0f);
DRW_shgroup_uniform_bool_copy(grp, "useColoring", false);
+ DRW_shgroup_uniform_bool_copy(grp, "isHair", false);
}
if (is_material_shmode) {
@@ -112,19 +123,50 @@ void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata)
for (int use_coloring = 0; use_coloring < 2; use_coloring++) {
pd->wires_grp[1][use_coloring] = pd->wires_grp[0][use_coloring];
pd->wires_all_grp[1][use_coloring] = pd->wires_all_grp[0][use_coloring];
+ pd->wires_hair_grp[1][use_coloring] = pd->wires_hair_grp[0][use_coloring];
}
pd->wires_sculpt_grp[1] = pd->wires_sculpt_grp[0];
psl->wireframe_xray_ps = NULL;
}
}
+static void wireframe_hair_cache_populate(OVERLAY_Data *vedata, Object *ob, ParticleSystem *psys)
+{
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0;
+
+ Object *dupli_parent = DRW_object_get_dupli_parent(ob);
+ DupliObject *dupli_object = DRW_object_get_dupli(ob);
+
+ float dupli_mat[4][4];
+ if ((dupli_parent != NULL) && (dupli_object != NULL)) {
+ if (dupli_object->type & OB_DUPLICOLLECTION) {
+ copy_m4_m4(dupli_mat, dupli_parent->obmat);
+ }
+ else {
+ copy_m4_m4(dupli_mat, dupli_object->ob->obmat);
+ invert_m4(dupli_mat);
+ mul_m4_m4m4(dupli_mat, ob->obmat, dupli_mat);
+ }
+ }
+ else {
+ unit_m4(dupli_mat);
+ }
+
+ struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
+
+ const bool use_coloring = true;
+ DRWShadingGroup *shgrp = DRW_shgroup_create_sub(pd->wires_hair_grp[is_xray][use_coloring]);
+ DRW_shgroup_uniform_vec4_array_copy(shgrp, "hairDupliMatrix", dupli_mat, 4);
+ DRW_shgroup_call_no_cull(shgrp, hairs, ob);
+}
+
void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
Object *ob,
OVERLAY_DupliData *dupli,
bool init_dupli)
{
- OVERLAY_Data *data = vedata;
- OVERLAY_PrivateData *pd = data->stl->pd;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES) != 0;
const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0;
@@ -134,6 +176,19 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
const bool use_wire = !is_mesh_verts_only && ((pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
(ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE));
+ if (use_wire && pd->wireframe_mode && ob->particlesystem.first) {
+ for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
+ if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
+ continue;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+ if (draw_as == PART_DRAW_PATH) {
+ wireframe_hair_cache_populate(vedata, ob, psys);
+ }
+ }
+ }
+
if (ELEM(ob->type, OB_CURVE, OB_FONT, OB_SURF)) {
OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob);
float *color;
diff --git a/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl
index b444b3b0fec..306fbb473ee 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl
@@ -4,10 +4,15 @@
#define EVEN_U_BIT 1 << 4
#define COLOR_SHIFT 5
+/* Keep the same value in `handle_display` in `DNA_view3d_types.h` */
+#define CURVE_HANDLE_SELECTED 0
+#define CURVE_HANDLE_ALL 1
+
layout(lines) in;
layout(triangle_strip, max_vertices = 10) out;
uniform bool showCurveHandles;
+uniform int curveHandleDisplay;
flat in int vertFlag[];
@@ -46,6 +51,17 @@ void main()
}
bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
+ bool handle_selected = (showCurveHandles &&
+ (((vertFlag[1] | vertFlag[0]) & HANDLE_SELECTED) != 0));
+
+ /* If handle type is only selected and the edge is not selected, don't show. */
+ if ((curveHandleDisplay != CURVE_HANDLE_ALL) && (!handle_selected)) {
+ /* Nurbs must show the handles always. */
+ bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);
+ if (!is_u_segment) {
+ return;
+ }
+ }
vec4 inner_color;
if (color_id == 0) {
diff --git a/source/blender/draw/engines/overlay/shaders/edit_curve_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_curve_point_vert.glsl
index 6fa4576ae71..b1e1c0879a5 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_curve_point_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_curve_point_vert.glsl
@@ -2,7 +2,11 @@
/* Keep the same value of `BEZIER_HANDLE` in `draw_cache_imp_curve.c` */
#define BEZIER_HANDLE 1 << 3
+/* Keep the same value in `handle_display` in `DNA_view3d_types.h` */
+#define CURVE_HANDLE_SELECTED 0
+
uniform bool showCurveHandles;
+uniform int curveHandleDisplay;
in vec3 pos;
in int data;
@@ -32,7 +36,12 @@ void main()
world_clip_planes_calc_clip_distance(world_pos);
#endif
- if (!showCurveHandles && ((data & BEZIER_HANDLE) != 0)) {
+ bool show_handle = showCurveHandles;
+ if ((curveHandleDisplay == CURVE_HANDLE_SELECTED) && ((data & HANDLE_SELECTED) == 0)) {
+ show_handle = false;
+ }
+
+ if (!show_handle && ((data & BEZIER_HANDLE) != 0)) {
/* We set the vertex at the camera origin to generate 0 fragments. */
gl_Position = vec4(0.0, 0.0, -3e36, 0.0);
}
diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
index 035fab1040e..2168d8065fc 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
@@ -221,6 +221,13 @@ void main()
/* Convert to screen position [0..sizeVp]. */
edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
+#ifdef SELECT_EDGES
+ /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
+ * wire to at least create one fragment that will pass the occlusion query. */
+ /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
+#endif
+
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
index 474f3254389..0fbf9ba8137 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
@@ -17,6 +17,13 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
+#ifdef SELECT_EDGES
+ /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
+ * wire to at least create one fragment that will pass the occlusion query. */
+ /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
+#endif
+
stipple_coord = stipple_start = screen_position(gl_Position);
#ifdef OBJECT_WIRE
@@ -34,6 +41,10 @@ void main()
}
#endif
+#ifdef SELECT_EDGES
+ finalColor.a = 0.0; /* No Stipple */
+#endif
+
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
index 7e71f4ae587..f7467aa3bf4 100644
--- a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
@@ -4,6 +4,8 @@ uniform bool useColoring;
uniform bool isTransform;
uniform bool isObjectColor;
uniform bool isRandomColor;
+uniform bool isHair;
+uniform vec4 hairDupliMatrix[4];
in vec3 pos;
in vec3 nor;
@@ -103,9 +105,16 @@ void main()
{
bool no_attr = all(equal(nor, vec3(0)));
vec3 wnor = no_attr ? ViewMatrixInverse[2].xyz : normalize(normal_object_to_world(nor));
-
vec3 wpos = point_object_to_world(pos);
+ if (isHair) {
+ mat4 obmat = mat4(
+ hairDupliMatrix[0], hairDupliMatrix[1], hairDupliMatrix[2], hairDupliMatrix[3]);
+
+ wpos = (obmat * vec4(pos, 1.0)).xyz;
+ 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;
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c
index 08ec0038755..bb7c947a0b9 100644
--- a/source/blender/draw/engines/select/select_engine.c
+++ b/source/blender/draw/engines/select/select_engine.c
@@ -307,9 +307,6 @@ static void select_draw_scene(void *vedata)
return;
}
- /* dithering and AA break color coding, so disable */
- glDisable(GL_DITHER);
-
DRW_view_set_active(stl->g_data->view_faces);
if (!DRW_pass_is_empty(psl->depth_only_pass)) {
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
index e6bc4c7bbc6..a4d81393dbc 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
@@ -26,6 +26,10 @@ void curvature_compute(vec2 uv,
if ((object_up != object_down) || (object_right != object_left)) {
return;
}
+ /* Avoid shading background pixels. */
+ if ((object_up == object_right) && (object_right == 0u)) {
+ return;
+ }
float normal_up = workbench_normal_decode(texture(normalBuffer, uv + offset.zy)).g;
float normal_down = workbench_normal_decode(texture(normalBuffer, uv - offset.zy)).g;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index 6f99739f259..e45f7a7b9e3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -24,11 +24,17 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
vec4 workbench_sample_texture(sampler2D image, vec2 coord, bool nearest_sampling)
{
- vec2 tex_size = vec2(textureSize(image, 0).xy);
/* TODO(fclem) We could do the same with sampler objects.
* But this is a quick workaround instead of messing with the GPUTexture itself. */
- vec2 uv = nearest_sampling ? (floor(coord * tex_size) + 0.5) / tex_size : coord;
- return texture(image, uv);
+ if (nearest_sampling) {
+ /* Use texelFetch for nearest_sampling to reduce glitches. See: T73726 */
+ vec2 tex_size = vec2(textureSize(image, 0).xy);
+ ivec2 uv = ivec2(floor(coord * tex_size) + 0.5);
+ return texelFetch(image, uv, 0);
+ }
+ else {
+ return texture(image, coord);
+ }
}
vec4 workbench_sample_texture_array(sampler2DArray tile_array,
@@ -36,7 +42,6 @@ vec4 workbench_sample_texture_array(sampler2DArray tile_array,
vec2 coord,
bool nearest_sampling)
{
- vec2 tex_size = vec2(textureSize(tile_array, 0).xy);
vec3 uv = vec3(coord, 0);
if (!node_tex_tile_lookup(uv, tile_array, tile_data))
@@ -44,8 +49,15 @@ vec4 workbench_sample_texture_array(sampler2DArray tile_array,
/* TODO(fclem) We could do the same with sampler objects.
* But this is a quick workaround instead of messing with the GPUTexture itself. */
- uv.xy = nearest_sampling ? (floor(uv.xy * tex_size) + 0.5) / tex_size : uv.xy;
- return texture(tile_array, uv);
+ if (nearest_sampling) {
+ /* Use texelFetch for nearest_sampling to reduce glitches. See: T73726 */
+ vec3 tex_size = vec3(textureSize(tile_array, 0));
+ uv.xy = floor(uv.xy * tex_size.xy) + 0.5;
+ return texelFetch(tile_array, ivec3(uv), 0);
+ }
+ else {
+ return texture(tile_array, uv);
+ }
}
uniform sampler2DArray imageTileArray;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
index 58becb03290..b77e168889f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
@@ -15,4 +15,4 @@ void main()
/* Make this fragment occlude any fragment that will try to
* render over it in the normal passes. */
gl_FragDepth = 0.0;
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index 81f6e651be0..41ef516ee4d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -128,4 +128,4 @@ float get_shadow(vec3 N)
float shadow_mix = smoothstep(world_data.shadow_shift, world_data.shadow_focus, light_factor);
shadow_mix *= forceShadowing ? 0.0 : world_data.shadow_mul;
return shadow_mix + world_data.shadow_add;
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
index d2bd653a656..cb8eb7d1e92 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
@@ -19,7 +19,7 @@
/** \file
* \ingroup draw_engine
*
- * Anti-aliasing:
+ * Anti-Aliasing:
*
* We use SMAA (Smart Morphological Anti-Aliasing) as a fast antialiasing solution.
*
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 024b71c5db9..d3585b02b7d 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -532,6 +532,10 @@ void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name,
void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
+void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
+ const char *name,
+ const float (*value)[4],
+ int arraysize);
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index 401f5c76a02..cbb5f5f06ff 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -105,6 +105,14 @@ typedef struct MeshRenderData {
BMEditMesh *edit_bmesh;
BMesh *bm;
EditMeshData *edit_data;
+
+ /* For deformed edit-mesh data. */
+ /* Use for #ME_WRAPPER_TYPE_BMESH. */
+ const float (*bm_vert_coords)[3];
+ const float (*bm_vert_normals)[3];
+ const float (*bm_poly_normals)[3];
+ const float (*bm_poly_centers)[3];
+
int *v_origindex, *e_origindex, *p_origindex;
int crease_ofs;
int bweight_ofs;
@@ -151,9 +159,24 @@ static MeshRenderData *mesh_render_data_create(Mesh *me,
BLI_assert(me->edit_mesh->mesh_eval_cage && me->edit_mesh->mesh_eval_final);
mr->bm = me->edit_mesh->bm;
mr->edit_bmesh = me->edit_mesh;
- mr->edit_data = me->runtime.edit_data;
mr->me = (do_final) ? me->edit_mesh->mesh_eval_final : me->edit_mesh->mesh_eval_cage;
- bool use_mapped = !do_uvedit && mr->me && !mr->me->runtime.is_original;
+ mr->edit_data = mr->me->runtime.edit_data;
+
+ if (mr->edit_data) {
+ EditMeshData *emd = mr->edit_data;
+ if (emd->vertexCos) {
+ BKE_editmesh_cache_ensure_vert_normals(mr->edit_bmesh, emd);
+ BKE_editmesh_cache_ensure_poly_normals(mr->edit_bmesh, emd);
+ }
+
+ mr->bm_vert_coords = mr->edit_data->vertexCos;
+ mr->bm_vert_normals = mr->edit_data->vertexNos;
+ mr->bm_poly_normals = mr->edit_data->polyNos;
+ mr->bm_poly_centers = mr->edit_data->polyCos;
+ }
+
+ bool has_mdata = (mr->me->runtime.wrapper_type == ME_WRAPPER_TYPE_MDATA);
+ bool use_mapped = has_mdata && !do_uvedit && mr->me && !mr->me->runtime.is_original;
int bm_ensure_types = BM_VERT | BM_EDGE | BM_LOOP | BM_FACE;
@@ -184,7 +207,7 @@ static MeshRenderData *mesh_render_data_create(Mesh *me,
/* Seems like the mesh_eval_final do not have the right origin indices.
* Force not mapped in this case. */
- if (do_final && me->edit_mesh->mesh_eval_final != me->edit_mesh->mesh_eval_cage) {
+ if (has_mdata && do_final && me->edit_mesh->mesh_eval_final != me->edit_mesh->mesh_eval_cage) {
// mr->edit_bmesh = NULL;
mr->extract_type = MR_EXTRACT_MESH;
}
@@ -311,12 +334,23 @@ static MeshRenderData *mesh_render_data_create(Mesh *me,
/* Use bmface->no instead. */
}
if (((data_flag & MR_DATA_LOOP_NOR) && is_auto_smooth) || (data_flag & MR_DATA_TAN_LOOP_NOR)) {
+
+ const float(*vert_coords)[3] = NULL;
+ const float(*vert_normals)[3] = NULL;
+ const float(*poly_normals)[3] = NULL;
+
+ if (mr->edit_data && mr->edit_data->vertexCos) {
+ vert_coords = mr->bm_vert_coords;
+ vert_normals = mr->bm_vert_normals;
+ poly_normals = mr->bm_poly_normals;
+ }
+
mr->loop_normals = MEM_mallocN(sizeof(*mr->loop_normals) * mr->loop_len, __func__);
int clnors_offset = CustomData_get_offset(&mr->bm->ldata, CD_CUSTOMLOOPNORMAL);
BM_loops_calc_normal_vcos(mr->bm,
- NULL,
- NULL,
- NULL,
+ vert_coords,
+ vert_normals,
+ poly_normals,
is_auto_smooth,
split_angle,
mr->loop_normals,
@@ -396,6 +430,42 @@ BLI_INLINE BMVert *bm_original_vert_get(const MeshRenderData *mr, int idx)
NULL;
}
+BLI_INLINE const float *bm_vert_co_get(const MeshRenderData *mr, const BMVert *eve)
+{
+ const float(*vert_coords)[3] = mr->bm_vert_coords;
+ if (vert_coords != NULL) {
+ return vert_coords[BM_elem_index_get(eve)];
+ }
+ else {
+ UNUSED_VARS(mr);
+ return eve->co;
+ }
+}
+
+BLI_INLINE const float *bm_vert_no_get(const MeshRenderData *mr, const BMVert *eve)
+{
+ const float(*vert_normals)[3] = mr->bm_vert_normals;
+ if (vert_normals != NULL) {
+ return vert_normals[BM_elem_index_get(eve)];
+ }
+ else {
+ UNUSED_VARS(mr);
+ return eve->co;
+ }
+}
+
+BLI_INLINE const float *bm_face_no_get(const MeshRenderData *mr, const BMFace *efa)
+{
+ const float(*poly_normals)[3] = mr->bm_poly_normals;
+ if (poly_normals != NULL) {
+ return poly_normals[BM_elem_index_get(efa)];
+ }
+ else {
+ UNUSED_VARS(mr);
+ return efa->no;
+ }
+}
+
/** \} */
/* ---------------------------------------------------------------------- */
@@ -1480,7 +1550,7 @@ static void *extract_pos_nor_init(const MeshRenderData *mr, void *buf)
BMVert *eve;
int v;
BM_ITER_MESH_INDEX (eve, &iter, mr->bm, BM_VERTS_OF_MESH, v) {
- data->packed_nor[v] = GPU_normal_convert_i10_v3(eve->no);
+ data->packed_nor[v] = GPU_normal_convert_i10_v3(bm_vert_no_get(mr, eve));
}
}
else {
@@ -1492,14 +1562,11 @@ static void *extract_pos_nor_init(const MeshRenderData *mr, void *buf)
return data;
}
-static void extract_pos_nor_loop_bmesh(const MeshRenderData *UNUSED(mr),
- int l,
- BMLoop *loop,
- void *_data)
+static void extract_pos_nor_loop_bmesh(const MeshRenderData *mr, int l, BMLoop *loop, void *_data)
{
MeshExtract_PosNor_Data *data = _data;
PosNorLoop *vert = data->vbo_data + l;
- copy_v3_v3(vert->pos, loop->v->co);
+ copy_v3_v3(vert->pos, bm_vert_co_get(mr, loop->v));
vert->nor = data->packed_nor[BM_elem_index_get(loop->v)];
BMFace *efa = loop->f;
vert->nor.w = BM_elem_flag_test(efa, BM_ELEM_HIDDEN) ? -1 : 0;
@@ -1536,8 +1603,8 @@ static void extract_pos_nor_ledge_bmesh(const MeshRenderData *mr, int e, BMEdge
int l = mr->loop_len + e * 2;
MeshExtract_PosNor_Data *data = _data;
PosNorLoop *vert = data->vbo_data + l;
- copy_v3_v3(vert[0].pos, eed->v1->co);
- copy_v3_v3(vert[1].pos, eed->v2->co);
+ copy_v3_v3(vert[0].pos, bm_vert_co_get(mr, eed->v1));
+ copy_v3_v3(vert[1].pos, bm_vert_co_get(mr, eed->v2));
vert[0].nor = data->packed_nor[BM_elem_index_get(eed->v1)];
vert[1].nor = data->packed_nor[BM_elem_index_get(eed->v2)];
}
@@ -1561,7 +1628,7 @@ static void extract_pos_nor_lvert_bmesh(const MeshRenderData *mr, int v, BMVert
int l = mr->loop_len + mr->edge_loose_len * 2 + v;
MeshExtract_PosNor_Data *data = _data;
PosNorLoop *vert = data->vbo_data + l;
- copy_v3_v3(vert->pos, eve->co);
+ copy_v3_v3(vert->pos, bm_vert_co_get(mr, eve));
vert->nor = data->packed_nor[BM_elem_index_get(eve)];
}
@@ -1627,10 +1694,10 @@ static void extract_lnor_hq_loop_bmesh(const MeshRenderData *mr, int l, BMLoop *
normal_float_to_short_v3(&((gpuHQNor *)data)[l].x, mr->loop_normals[l]);
}
else if (BM_elem_flag_test(loop->f, BM_ELEM_SMOOTH)) {
- normal_float_to_short_v3(&((gpuHQNor *)data)[l].x, loop->v->no);
+ normal_float_to_short_v3(&((gpuHQNor *)data)[l].x, bm_vert_no_get(mr, loop->v));
}
else {
- normal_float_to_short_v3(&((gpuHQNor *)data)[l].x, loop->f->no);
+ normal_float_to_short_v3(&((gpuHQNor *)data)[l].x, bm_face_no_get(mr, loop->f));
}
}
@@ -1704,10 +1771,10 @@ static void extract_lnor_loop_bmesh(const MeshRenderData *mr, int l, BMLoop *loo
((GPUPackedNormal *)data)[l] = GPU_normal_convert_i10_v3(mr->loop_normals[l]);
}
else if (BM_elem_flag_test(loop->f, BM_ELEM_SMOOTH)) {
- ((GPUPackedNormal *)data)[l] = GPU_normal_convert_i10_v3(loop->v->no);
+ ((GPUPackedNormal *)data)[l] = GPU_normal_convert_i10_v3(bm_vert_no_get(mr, loop->v));
}
else {
- ((GPUPackedNormal *)data)[l] = GPU_normal_convert_i10_v3(loop->f->no);
+ ((GPUPackedNormal *)data)[l] = GPU_normal_convert_i10_v3(bm_face_no_get(mr, loop->f));
}
BMFace *efa = loop->f;
((GPUPackedNormal *)data)[l].w = BM_elem_flag_test(efa, BM_ELEM_HIDDEN) ? -1 : 0;
@@ -1915,7 +1982,10 @@ static void extract_tan_ex(const MeshRenderData *mr, GPUVertBuf *vbo, const bool
if (mr->extract_type == MR_EXTRACT_BMESH) {
BMesh *bm = mr->bm;
for (int v = 0; v < mr->vert_len; v++) {
- copy_v3_v3(orco[v], BM_vert_at_index(bm, v)->co);
+ const BMVert *eve = BM_vert_at_index(bm, v);
+ /* Exceptional case where #bm_vert_co_get can be avoided, as we want the original coords.
+ * not the distorted ones. */
+ copy_v3_v3(orco[v], eve->co);
}
}
else {
@@ -2301,14 +2371,14 @@ static void *extract_edge_fac_init(const MeshRenderData *mr, void *buf)
return data;
}
-static void extract_edge_fac_loop_bmesh(const MeshRenderData *UNUSED(mr),
- int l,
- BMLoop *loop,
- void *_data)
+static void extract_edge_fac_loop_bmesh(const MeshRenderData *mr, int l, BMLoop *loop, void *_data)
{
MeshExtract_EdgeFac_Data *data = (MeshExtract_EdgeFac_Data *)_data;
if (BM_edge_is_manifold(loop->e)) {
- float ratio = loop_edge_factor_get(loop->f->no, loop->v->co, loop->v->no, loop->next->v->co);
+ float ratio = loop_edge_factor_get(bm_face_no_get(mr, loop->f),
+ bm_vert_co_get(mr, loop->v),
+ bm_vert_no_get(mr, loop->v),
+ bm_vert_co_get(mr, loop->next->v));
data->vbo_data[l] = ratio * 253 + 1;
}
else {
@@ -3133,7 +3203,7 @@ static void *extract_stretch_angle_init(const MeshRenderData *mr, void *buf)
return data;
}
-static void extract_stretch_angle_loop_bmesh(const MeshRenderData *UNUSED(mr),
+static void extract_stretch_angle_loop_bmesh(const MeshRenderData *mr,
int l,
BMLoop *loop,
void *_data)
@@ -3150,8 +3220,12 @@ static void extract_stretch_angle_loop_bmesh(const MeshRenderData *UNUSED(mr),
BMLoop *l_next_tmp = loop;
luv = BM_ELEM_CD_GET_VOID_P(l_tmp, data->cd_ofs);
luv_next = BM_ELEM_CD_GET_VOID_P(l_next_tmp, data->cd_ofs);
- compute_normalize_edge_vectors(
- auv, av, luv->uv, luv_next->uv, l_tmp->v->co, l_next_tmp->v->co);
+ compute_normalize_edge_vectors(auv,
+ av,
+ luv->uv,
+ luv_next->uv,
+ bm_vert_co_get(mr, l_tmp->v),
+ bm_vert_co_get(mr, l_next_tmp->v));
/* Save last edge. */
copy_v2_v2(last_auv, auv[1]);
copy_v3_v3(last_av, av[1]);
@@ -3167,7 +3241,12 @@ static void extract_stretch_angle_loop_bmesh(const MeshRenderData *UNUSED(mr),
else {
luv = BM_ELEM_CD_GET_VOID_P(loop, data->cd_ofs);
luv_next = BM_ELEM_CD_GET_VOID_P(l_next, data->cd_ofs);
- compute_normalize_edge_vectors(auv, av, luv->uv, luv_next->uv, loop->v->co, l_next->v->co);
+ compute_normalize_edge_vectors(auv,
+ av,
+ luv->uv,
+ luv_next->uv,
+ bm_vert_co_get(mr, loop->v),
+ bm_vert_co_get(mr, l_next->v));
}
edituv_get_stretch_angle(auv, av, data->vbo_data + l);
}
@@ -3307,7 +3386,7 @@ static void statvis_calc_overhang(const MeshRenderData *mr, float *r_overhang)
if (mr->extract_type == MR_EXTRACT_BMESH) {
int l = 0;
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
- float fac = angle_normalized_v3v3(f->no, dir) / (float)M_PI;
+ float fac = angle_normalized_v3v3(bm_face_no_get(mr, f), dir) / (float)M_PI;
fac = overhang_remap(fac, min, max, minmax_irange);
for (int i = 0; i < f->len; i++, l++) {
r_overhang[l] = fac;
@@ -3385,7 +3464,11 @@ static void statvis_calc_thickness(const MeshRenderData *mr, float *r_thickness)
for (int i = 0; i < mr->tri_len; i++) {
BMLoop **ltri = looptris[i];
const int index = BM_elem_index_get(ltri[0]->f);
- const float *cos[3] = {ltri[0]->v->co, ltri[1]->v->co, ltri[2]->v->co};
+ const float *cos[3] = {
+ bm_vert_co_get(mr, ltri[0]->v),
+ bm_vert_co_get(mr, ltri[1]->v),
+ bm_vert_co_get(mr, ltri[2]->v),
+ };
float ray_co[3];
float ray_no[3];
@@ -3398,7 +3481,8 @@ static void statvis_calc_thickness(const MeshRenderData *mr, float *r_thickness)
BMFace *f_hit = BKE_bmbvh_ray_cast(bmtree, ray_co, ray_no, 0.0f, &dist, NULL, NULL);
if (f_hit && dist < face_dists[index]) {
- float angle_fac = fabsf(dot_v3v3(ltri[0]->f->no, f_hit->no));
+ float angle_fac = fabsf(
+ dot_v3v3(bm_face_no_get(mr, ltri[0]->f), bm_face_no_get(mr, f_hit)));
angle_fac = 1.0f - angle_fac;
angle_fac = angle_fac * angle_fac * angle_fac;
angle_fac = 1.0f - angle_fac;
@@ -3603,8 +3687,17 @@ static void statvis_calc_distort(const MeshRenderData *mr, float *r_distort)
BMesh *bm = em->bm;
BMFace *f;
+ if (mr->bm_vert_coords != NULL) {
+ BKE_editmesh_cache_ensure_poly_normals(em, mr->edit_data);
+
+ /* Most likely this is already valid, ensure just in case.
+ * Needed for #BM_loop_calc_face_normal_safe_vcos. */
+ BM_mesh_elem_index_ensure(em->bm, BM_VERT);
+ }
+
int l = 0;
- BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
+ int p = 0;
+ BM_ITER_MESH_INDEX (f, &iter, bm, BM_FACES_OF_MESH, p) {
float fac = -1.0f;
if (f->len > 3) {
@@ -3613,13 +3706,23 @@ static void statvis_calc_distort(const MeshRenderData *mr, float *r_distort)
fac = 0.0f;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
+ const float *no_face;
float no_corner[3];
- BM_loop_calc_face_normal_safe(l_iter, no_corner);
+ if (mr->bm_vert_coords != NULL) {
+ no_face = mr->bm_poly_normals[p];
+ BM_loop_calc_face_normal_safe_vcos(l_iter, no_face, mr->bm_vert_coords, no_corner);
+ }
+ else {
+ no_face = f->no;
+ BM_loop_calc_face_normal_safe(l_iter, no_corner);
+ }
+
/* simple way to detect (what is most likely) concave */
- if (dot_v3v3(f->no, no_corner) < 0.0f) {
+ if (dot_v3v3(no_face, no_corner) < 0.0f) {
negate_v3(no_corner);
}
- fac = max_ff(fac, angle_normalized_v3v3(f->no, no_corner));
+ fac = max_ff(fac, angle_normalized_v3v3(no_face, no_corner));
+
} while ((l_iter = l_iter->next) != l_first);
fac *= 2.0f;
}
@@ -3842,14 +3945,14 @@ static void *extract_fdots_pos_init(const MeshRenderData *mr, void *buf)
return vbo->data;
}
-static void extract_fdots_pos_loop_bmesh(const MeshRenderData *UNUSED(mr),
+static void extract_fdots_pos_loop_bmesh(const MeshRenderData *mr,
int UNUSED(l),
BMLoop *loop,
void *data)
{
float(*center)[3] = (float(*)[3])data;
float w = 1.0f / (float)loop->f->len;
- madd_v3_v3fl(center[BM_elem_index_get(loop->f)], loop->v->co, w);
+ madd_v3_v3fl(center[BM_elem_index_get(loop->f)], bm_vert_co_get(mr, loop->v), w);
}
static void extract_fdots_pos_loop_mesh(const MeshRenderData *mr,
@@ -3928,7 +4031,7 @@ static void extract_fdots_nor_finish(const MeshRenderData *mr, void *buf, void *
nor[f].w = NOR_AND_FLAG_HIDDEN;
}
else {
- nor[f] = GPU_normal_convert_i10_v3(efa->no);
+ nor[f] = GPU_normal_convert_i10_v3(bm_face_no_get(mr, efa));
/* Select / Active Flag. */
nor[f].w = (BM_elem_flag_test(efa, BM_ELEM_SELECT) ?
((efa == mr->efa_act) ? NOR_AND_FLAG_ACTIVE : NOR_AND_FLAG_SELECT) :
@@ -3946,7 +4049,7 @@ static void extract_fdots_nor_finish(const MeshRenderData *mr, void *buf, void *
nor[f].w = NOR_AND_FLAG_HIDDEN;
}
else {
- nor[f] = GPU_normal_convert_i10_v3(efa->no);
+ nor[f] = GPU_normal_convert_i10_v3(bm_face_no_get(mr, efa));
/* Select / Active Flag. */
nor[f].w = (BM_elem_flag_test(efa, BM_ELEM_SELECT) ?
((efa == mr->efa_act) ? NOR_AND_FLAG_ACTIVE : NOR_AND_FLAG_SELECT) :
@@ -4171,7 +4274,7 @@ static void *extract_skin_roots_init(const MeshRenderData *mr, void *buf)
const MVertSkin *vs = BM_ELEM_CD_GET_VOID_P(eve, cd_ofs);
if (vs->flag & MVERT_SKIN_ROOT) {
vbo_data->size = (vs->radius[0] + vs->radius[1]) * 0.5f;
- copy_v3_v3(vbo_data->local_pos, eve->co);
+ copy_v3_v3(vbo_data->local_pos, bm_vert_co_get(mr, eve));
vbo_data++;
root_len++;
}
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
index de0cd027ece..daa46252331 100644
--- a/source/blender/draw/intern/draw_cache_impl.h
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -208,6 +208,7 @@ enum {
VFLAG_EDGE_SEAM = 1 << 4,
VFLAG_EDGE_SHARP = 1 << 5,
VFLAG_EDGE_FREESTYLE = 1 << 6,
+ VFLAG_HANDLE_SELECTED = 1 << 7,
/* Beware to not go over 1 << 7 (it's a byte flag)
* (see gpu_shader_edit_mesh_overlay_geom.glsl) */
};
diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c
index 72ee7fe17c1..c6112994b65 100644
--- a/source/blender/draw/intern/draw_cache_impl_curve.c
+++ b/source/blender/draw/intern/draw_cache_impl_curve.c
@@ -685,14 +685,20 @@ static void curve_create_edit_curves_nor(CurveRenderData *rdata, GPUVertBuf *vbo
BLI_assert(vbo_len_used == verts_len_capacity);
}
-static char beztriple_vflag_get(
- CurveRenderData *rdata, char flag, char col_id, int v_idx, int nu_id, bool handle_point)
+static char beztriple_vflag_get(CurveRenderData *rdata,
+ char flag,
+ char col_id,
+ int v_idx,
+ int nu_id,
+ bool handle_point,
+ const bool handle_selected)
{
char vflag = 0;
SET_FLAG_FROM_TEST(vflag, (flag & SELECT), VFLAG_VERT_SELECTED);
SET_FLAG_FROM_TEST(vflag, (v_idx == rdata->actvert && nu_id == rdata->actnu), VFLAG_VERT_ACTIVE);
SET_FLAG_FROM_TEST(vflag, (nu_id == rdata->actnu), ACTIVE_NURB);
SET_FLAG_FROM_TEST(vflag, handle_point, BEZIER_HANDLE);
+ SET_FLAG_FROM_TEST(vflag, handle_selected, VFLAG_HANDLE_SELECTED);
/* handle color id */
vflag |= col_id << COLOR_SHIFT;
return vflag;
@@ -754,11 +760,13 @@ static void curve_create_edit_data_and_handles(CurveRenderData *rdata,
for (Nurb *nu = rdata->nurbs->first; nu; nu = nu->next, nu_id++) {
const BezTriple *bezt = nu->bezt;
const BPoint *bp = nu->bp;
+
if (bezt) {
for (int a = 0; a < nu->pntsu; a++, bezt++) {
if (bezt->hide == true) {
continue;
}
+ const bool handle_selected = BEZT_ISSEL_ANY(bezt);
if (elbp_verts) {
GPU_indexbuf_add_point_vert(elbp_verts, vbo_len_used + 0);
@@ -771,9 +779,9 @@ static void curve_create_edit_data_and_handles(CurveRenderData *rdata,
}
if (vbo_data) {
const char vflag[3] = {
- beztriple_vflag_get(rdata, bezt->f1, bezt->h1, a, nu_id, true),
- beztriple_vflag_get(rdata, bezt->f2, bezt->h1, a, nu_id, false),
- beztriple_vflag_get(rdata, bezt->f3, bezt->h2, a, nu_id, true),
+ beztriple_vflag_get(rdata, bezt->f1, bezt->h1, a, nu_id, true, handle_selected),
+ beztriple_vflag_get(rdata, bezt->f2, bezt->h1, a, nu_id, false, handle_selected),
+ beztriple_vflag_get(rdata, bezt->f3, bezt->h2, a, nu_id, true, handle_selected),
};
for (int j = 0; j < 3; j++) {
GPU_vertbuf_attr_set(vbo_data, attr_id.data, vbo_len_used + j, &vflag[j]);
@@ -1034,7 +1042,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob)
}
if (DRW_vbo_requested(cache->ordered.loop_pos_nor) ||
- DRW_vbo_requested(cache->ordered.loop_uv)) {
+ DRW_vbo_requested(cache->ordered.loop_uv) || DRW_vbo_requested(cache->ordered.loop_tan)) {
DRW_displist_vertbuf_create_loop_pos_and_nor_and_uv_and_tan(
lb, cache->ordered.loop_pos_nor, cache->ordered.loop_uv, cache->ordered.loop_tan);
}
diff --git a/source/blender/draw/intern/draw_cache_impl_gpencil.c b/source/blender/draw/intern/draw_cache_impl_gpencil.c
index 62ce34fe556..ee148e0934d 100644
--- a/source/blender/draw/intern/draw_cache_impl_gpencil.c
+++ b/source/blender/draw/intern/draw_cache_impl_gpencil.c
@@ -291,7 +291,7 @@ static void gpencil_buffer_add_point(gpStrokeVert *verts,
vert->u_stroke = pt->uv_fac;
vert->stroke_id = gps->runtime.stroke_start;
vert->point_id = v;
- vert->thickness = max_ff(0.0f, gps->thickness * pt->pressure) * (round_cap1 ? 1.0 : -1.0);
+ vert->thickness = max_ff(0.0f, gps->thickness * pt->pressure) * (round_cap1 ? 1.0f : -1.0f);
/* Tag endpoint material to -1 so they get discarded by vertex shader. */
vert->mat = (is_endpoint) ? -1 : (gps->mat_nr % GP_MATERIAL_BUFFER_LEN);
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index 649bcd7bbaa..237c7bddfad 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -96,11 +96,25 @@ static void mesh_cd_calc_edit_uv_layer(const Mesh *UNUSED(me), DRW_MeshCDMask *c
cd_used->edit_uv = 1;
}
+BLI_INLINE const CustomData *mesh_cd_ldata_get_from_mesh(const Mesh *me)
+{
+ switch ((eMeshWrapperType)me->runtime.wrapper_type) {
+ case ME_WRAPPER_TYPE_MDATA:
+ return &me->ldata;
+ break;
+ case ME_WRAPPER_TYPE_BMESH:
+ return &me->edit_mesh->bm->ldata;
+ break;
+ }
+
+ BLI_assert(0);
+ return &me->ldata;
+}
+
static void mesh_cd_calc_active_uv_layer(const Mesh *me, DRW_MeshCDMask *cd_used)
{
const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
- const CustomData *cd_ldata = &me_final->ldata;
-
+ const CustomData *cd_ldata = mesh_cd_ldata_get_from_mesh(me_final);
int layer = CustomData_get_active_layer(cd_ldata, CD_MLOOPUV);
if (layer != -1) {
cd_used->uv |= (1 << layer);
@@ -110,8 +124,7 @@ static void mesh_cd_calc_active_uv_layer(const Mesh *me, DRW_MeshCDMask *cd_used
static void mesh_cd_calc_active_mask_uv_layer(const Mesh *me, DRW_MeshCDMask *cd_used)
{
const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
- const CustomData *cd_ldata = &me_final->ldata;
-
+ const CustomData *cd_ldata = mesh_cd_ldata_get_from_mesh(me_final);
int layer = CustomData_get_stencil_layer(cd_ldata, CD_MLOOPUV);
if (layer != -1) {
cd_used->uv |= (1 << layer);
@@ -121,8 +134,7 @@ static void mesh_cd_calc_active_mask_uv_layer(const Mesh *me, DRW_MeshCDMask *cd
static void mesh_cd_calc_active_vcol_layer(const Mesh *me, DRW_MeshCDMask *cd_used)
{
const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
- const CustomData *cd_ldata = &me_final->ldata;
-
+ const CustomData *cd_ldata = mesh_cd_ldata_get_from_mesh(me_final);
int layer = CustomData_get_active_layer(cd_ldata, CD_MLOOPCOL);
if (layer != -1) {
cd_used->vcol |= (1 << layer);
@@ -134,7 +146,7 @@ static DRW_MeshCDMask mesh_cd_calc_used_gpu_layers(const Mesh *me,
int gpumat_array_len)
{
const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
- const CustomData *cd_ldata = &me_final->ldata;
+ const CustomData *cd_ldata = mesh_cd_ldata_get_from_mesh(me_final);
/* See: DM_vertex_attributes_from_gpu for similar logic */
DRW_MeshCDMask cd_used;
@@ -302,7 +314,7 @@ static void drw_mesh_weight_state_extract(Object *ob,
wstate->alert_mode = ts->weightuser;
if (paint_mode && ts->multipaint) {
- /* Multipaint needs to know all selected bones, not just the active group.
+ /* Multi-paint needs to know all selected bones, not just the active group.
* This is actually a relatively expensive operation, but caching would be difficult. */
wstate->defgroup_sel = BKE_object_defgroup_selected_get(
ob, wstate->defgroup_len, &wstate->defgroup_sel_count);
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index ed7c72ac116..27de7cc1c7c 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -240,10 +240,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadShape", hair_rad_shape);
- DRW_shgroup_uniform_vec4_copy(shgrp, "hairDupliMatrix[0]", dupli_mat[0]);
- DRW_shgroup_uniform_vec4_copy(shgrp, "hairDupliMatrix[1]", dupli_mat[1]);
- DRW_shgroup_uniform_vec4_copy(shgrp, "hairDupliMatrix[2]", dupli_mat[2]);
- DRW_shgroup_uniform_vec4_copy(shgrp, "hairDupliMatrix[3]", dupli_mat[3]);
+ DRW_shgroup_uniform_vec4_array_copy(shgrp, "hairDupliMatrix", dupli_mat, 4);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", hair_rad_root);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", hair_rad_tip);
DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", hair_close_tip);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index a387c60ca73..bdef6d50db8 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -63,11 +63,11 @@
#include "ED_space_api.h"
#include "ED_view3d.h"
-#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
+#include "GPU_state.h"
#include "GPU_uniformbuffer.h"
#include "GPU_viewport.h"
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 95b204ac004..aa401bcffa5 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -436,6 +436,24 @@ void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, c
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 4, 1);
}
+void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
+ const char *name,
+ const float (*value)[4],
+ int arraysize)
+{
+ int location = GPU_shader_get_uniform_ensure(shgroup->shader, name);
+
+ if (location == -1) {
+ /* Nice to enable eventually, for now eevee uses uniforms that might not exist. */
+ // BLI_assert(0);
+ return;
+ }
+
+ for (int i = 0; i < arraysize; i++) {
+ drw_shgroup_uniform_create_ex(shgroup, location + i, DRW_UNIFORM_FLOAT_COPY, &value[i], 4, 1);
+ }
+}
+
/** \} */
/* -------------------------------------------------------------------- */
@@ -2000,7 +2018,10 @@ void DRW_pass_sort_shgroup_z(DRWPass *pass)
}
}
/* To be sorted a shgroup needs to have at least one draw command. */
- BLI_assert(handle != 0);
+ /* FIXME(fclem) In some case, we can still have empty shading group to sort. However their
+ * final order is not well defined.
+ * (see T76730 & D7729). */
+ // BLI_assert(handle != 0);
DRWObjectMatrix *obmats = DRW_memblock_elem_from_handle(DST.vmempool->obmats, &handle);
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 7eac082a9e1..0d6527421d0 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -241,6 +241,9 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
WM_jobs_timer(wm_job, 0.1, NC_MATERIAL | ND_SHADING_DRAW, 0);
WM_jobs_delay_start(wm_job, 0.1);
WM_jobs_callbacks(wm_job, drw_deferred_shader_compilation_exec, NULL, NULL, NULL);
+
+ G.is_break = false;
+
WM_jobs_start(wm, wm_job);
}
diff --git a/source/blender/draw/intern/shaders/common_globals_lib.glsl b/source/blender/draw/intern/shaders/common_globals_lib.glsl
index 9dfd48cc21a..a479a87e14b 100644
--- a/source/blender/draw/intern/shaders/common_globals_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_globals_lib.glsl
@@ -140,3 +140,4 @@ layout(std140) uniform globalsBlock
#define EDGE_SEAM (1 << 4)
#define EDGE_SHARP (1 << 5)
#define EDGE_FREESTYLE (1 << 6)
+#define HANDLE_SELECTED (1 << 7)