From 11428e0b7f7aafd3c6fa6b0cd0a77f4c1ff8e48c Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 24 Jan 2019 17:12:06 +1100 Subject: DRW: use clipping for depth buffer Object selection now supports clipping. --- source/blender/draw/intern/DRW_render.h | 22 +++++++++++----------- source/blender/draw/intern/draw_builtin_shader.c | 11 ++++++++++- source/blender/draw/intern/draw_manager_shader.c | 10 ++++++---- 3 files changed, 27 insertions(+), 16 deletions(-) (limited to 'source/blender/draw/intern') diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 22d740bd512..395d9483deb 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -94,6 +94,16 @@ typedef struct BoundSphere { float center[3], radius; } BoundSphere; +/** + * Support selecting shaders with different options compiled in. + * Needed for clipping support because it means using a separate set of shaders. + */ +typedef enum eDRW_ShaderSlot { + DRW_SHADER_SLOT_DEFAULT = 0, + DRW_SHADER_SLOT_CLIPPED = 1, +} eDRW_ShaderSlot; +#define DRW_SHADER_SLOT_LEN 2 + /* declare members as empty (unused) */ typedef char DRWViewportEmptyList; @@ -259,7 +269,7 @@ struct GPUShader *DRW_shader_create_with_transform_feedback( struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines); -struct GPUShader *DRW_shader_create_3D_depth_only(void); +struct GPUShader *DRW_shader_create_3D_depth_only(eDRW_ShaderSlot slot); struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool deferred); struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool deferred); struct GPUMaterial *DRW_shader_create_from_world( @@ -571,16 +581,6 @@ bool DRW_state_show_text(void); bool DRW_state_draw_support(void); bool DRW_state_draw_background(void); -/** - * Support selecting shaders with different options compiled in. - * Needed for clipping support because it means using a separate set of shaders. - */ -typedef enum eDRW_ShaderSlot { - DRW_SHADER_SLOT_DEFAULT = 0, - DRW_SHADER_SLOT_CLIPPED = 1, -} eDRW_ShaderSlot; -#define DRW_SHADER_SLOT_LEN 2 - /* Avoid too many lookups while drawing */ typedef struct DRWContextState { diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c index e89e257c2fe..56bdd652f9f 100644 --- a/source/blender/draw/intern/draw_builtin_shader.c +++ b/source/blender/draw/intern/draw_builtin_shader.c @@ -43,7 +43,7 @@ extern char datatoc_drw_shader_3D_smooth_color_vert_glsl[]; extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; - +extern char datatoc_gpu_shader_depth_only_frag_glsl[]; /* cache of built-in shaders (each is created on first use) */ static struct { @@ -79,6 +79,15 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def, NULL}}); break; + case GPU_SHADER_3D_DEPTH_ONLY: + if (r_test_only) { + break; + } + shader = DRW_shader_create_from_arrays({ + .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL}, + .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL}, + .defs = (const char *[]){world_clip_def, NULL}}); + break; default: /* Unsupported, caller asserts. */ if (r_test_only) { diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 79717fc58e4..218ed3f59c4 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -26,8 +26,7 @@ * \ingroup draw */ -#include "draw_manager.h" - +#include "DNA_object_types.h" #include "DNA_world_types.h" #include "DNA_material_types.h" @@ -48,6 +47,9 @@ #include "WM_api.h" #include "WM_types.h" +#include "draw_manager.h" +#include "draw_builtin_shader.h" + extern char datatoc_gpu_shader_2D_vert_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; extern char datatoc_gpu_shader_depth_only_frag_glsl[]; @@ -386,9 +388,9 @@ GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines) return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__); } -GPUShader *DRW_shader_create_3D_depth_only(void) +GPUShader *DRW_shader_create_3D_depth_only(eDRW_ShaderSlot slot) { - return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY); + return DRW_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY, slot); } GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options, bool deferred) -- cgit v1.2.3