/* * 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. * * Copyright 2016, Blender Foundation. */ /** \file * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" #include "GPU_extensions.h" #include "DNA_mesh_types.h" #include "DNA_view3d_types.h" #include "draw_common.h" #include "draw_cache_impl.h" #include "draw_mode_engines.h" #include "edit_mesh_mode_intern.h" /* own include */ #include "BKE_editmesh.h" #include "BKE_object.h" #include "BIF_glutil.h" #include "BLI_dynstr.h" #include "BLI_string_utils.h" #include "ED_view3d.h" extern char datatoc_paint_weight_vert_glsl[]; extern char datatoc_paint_weight_frag_glsl[]; extern char datatoc_edit_mesh_overlay_common_lib_glsl[]; extern char datatoc_edit_mesh_overlay_frag_glsl[]; extern char datatoc_edit_mesh_overlay_vert_glsl[]; extern char datatoc_edit_mesh_overlay_geom_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_mesh_overlay_mesh_analysis_frag_glsl[]; extern char datatoc_edit_mesh_overlay_mesh_analysis_vert_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[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; /* *********** LISTS *********** */ typedef struct EDIT_MESH_PassList { struct DRWPass *weight_faces; struct DRWPass *depth_hidden_wire; struct DRWPass *depth_hidden_wire_in_front; struct DRWPass *edit_face_overlay; struct DRWPass *edit_face_overlay_in_front; struct DRWPass *edit_face_in_front; struct DRWPass *edit_face_occluded; struct DRWPass *mix_occlude; struct DRWPass *facefill_occlude; struct DRWPass *mesh_analysis_pass; struct DRWPass *normals; } EDIT_MESH_PassList; typedef struct EDIT_MESH_FramebufferList { struct GPUFrameBuffer *occlude_wire_fb; struct GPUFrameBuffer *ghost_wire_fb; } EDIT_MESH_FramebufferList; typedef struct EDIT_MESH_StorageList { struct EDIT_MESH_PrivateData *g_data; } EDIT_MESH_StorageList; typedef struct EDIT_MESH_Data { void *engine_type; EDIT_MESH_FramebufferList *fbl; DRWViewportEmptyList *txl; EDIT_MESH_PassList *psl; EDIT_MESH_StorageList *stl; } EDIT_MESH_Data; #define MAX_SHADERS 16 /** Can only contain shaders (freed as array). */ typedef struct EDIT_MESH_Shaders { /* weight */ GPUShader *weight_face; /* Geometry */ GPUShader *overlay_vert; GPUShader *overlay_edge; GPUShader *overlay_edge_flat; GPUShader *overlay_face; GPUShader *overlay_facedot; GPUShader *overlay_mix; GPUShader *overlay_facefill; GPUShader *normals_face; GPUShader *normals_loop; GPUShader *normals; GPUShader *depth; /* Mesh analysis shader */ GPUShader *mesh_analysis_face; GPUShader *mesh_analysis_vertex; } EDIT_MESH_Shaders; /* *********** STATIC *********** */ static struct { EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN]; /* temp buffer texture */ struct GPUTexture *occlude_wire_depth_tx; struct GPUTexture *occlude_wire_color_tx; } e_data = {{{NULL}}}; /* Engine data */ typedef struct EDIT_MESH_PrivateData { /* weight */ DRWShadingGroup *fweights_shgrp; DRWShadingGroup *depth_shgrp_hidden_wire; DRWShadingGroup *depth_shgrp_hidden_wire_in_front; DRWShadingGroup *fnormals_shgrp; DRWShadingGroup *vnormals_shgrp; DRWShadingGroup *lnormals_shgrp; DRWShadingGroup *vert_shgrp; DRWShadingGroup *edge_shgrp; DRWShadingGroup *face_shgrp; DRWShadingGroup *face_cage_shgrp; DRWShadingGroup *facedot_shgrp; DRWShadingGroup *vert_shgrp_in_front; DRWShadingGroup *edge_shgrp_in_front; DRWShadingGroup *face_shgrp_in_front; DRWShadingGroup *face_cage_shgrp_in_front; DRWShadingGroup *facedot_shgrp_in_front; DRWShadingGroup *facefill_occluded_shgrp; DRWShadingGroup *mesh_analysis_shgrp; int data_mask[4]; int ghost_ob; int edit_ob; bool do_zbufclip; bool do_faces; bool do_edges; } EDIT_MESH_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ static void EDIT_MESH_engine_init(void *vedata) { EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl; const DRWContextState *draw_ctx = DRW_context_state_get(); EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_edit_mesh_type); e_data.occlude_wire_color_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_RGBA8, &draw_engine_edit_mesh_type); GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx), GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)}); if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d); } const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; if (!sh_data->weight_face) { sh_data->weight_face = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL}, .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, NULL}, }); char *lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl); /* Use geometry shader to draw edge wireframe. This ensure us * the same result accross platforms and more flexibility. But * we pay the cost of running a geometry shader. * In the future we might consider using only the vertex shader * and loading data manually with buffer textures. */ const bool use_geom_shader = true; const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL}; if (!use_geom_shader) { geom_sh_code[0] = NULL; } const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : ""; const char *use_smooth_def = (U.gpu_flag & USER_GPU_FLAG_NO_EDIT_MODE_SMOOTH_WIRE) ? "" : "#define USE_SMOOTH_WIRE\n"; sh_data->overlay_face = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define FACE\n", NULL}, }); sh_data->overlay_edge = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, use_geom_def, use_smooth_def, "#define EDGE\n", NULL}, .geom = (use_geom_shader) ? geom_sh_code : NULL, }); sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, use_geom_def, use_smooth_def, "#define EDGE\n", "#define FLAT\n", NULL}, .geom = (use_geom_shader) ? geom_sh_code : NULL, }); sh_data->overlay_vert = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define VERT\n", NULL}, }); sh_data->overlay_facedot = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define FACEDOT\n", NULL}, }); sh_data->overlay_facefill = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL}, .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, NULL}, }); MEM_freeN(lib); sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL); sh_data->normals_face = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL}, .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL}, }); sh_data->normals_loop = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL}, .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL}, }); sh_data->normals = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL}, .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, NULL}, }); /* Mesh Analysis */ sh_data->mesh_analysis_face = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl, NULL}, .frag = (const char *[]){datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define FACE_COLOR\n", NULL}, }); sh_data->mesh_analysis_vertex = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl, NULL}, .frag = (const char *[]){datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define VERTEX_COLOR\n", NULL}, }); sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg); } } static DRWPass *edit_mesh_create_overlay_pass(float *face_alpha, int *data_mask, bool do_edges, DRWState statemod, DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp, DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp) { const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; Scene *scene = draw_ctx->scene; ToolSettings *tsettings = scene->toolsettings; EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0; const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0; const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0; float winmat[4][4]; float viewdist = rv3d->dist; DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); /* special exception for ortho camera (viewdist isnt used for perspective cameras) */ if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) { viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1])); } const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f); DRWPass *pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod); DRWShadingGroup *grp; GPUShader *vert_sh = sh_data->overlay_vert; GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat; GPUShader *face_sh = sh_data->overlay_face; GPUShader *facedot_sh = sh_data->overlay_facedot; /* Faces */ if (select_face) { grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); } } grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f); DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); } /* Cage geom needs to be offseted to avoid Z-fighting. */ grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp); DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE); /* Edges */ grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs); DRW_shgroup_uniform_bool_copy(grp, "selectEdges", select_edge); DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE); /* To match blender loop structure. */ DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); } /* Verts */ if (select_vert) { grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f); DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH); DRW_shgroup_state_disable(grp, DRW_STATE_BLEND); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); } } return pass; } static float backwire_opacity; static float face_mod; static float size_normal; static void EDIT_MESH_cache_init(void *vedata) { EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl; EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; RegionView3D *rv3d = draw_ctx->rv3d; Scene *scene = draw_ctx->scene; ToolSettings *tsettings = scene->toolsettings; EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; static float zero = 0.0f; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } stl->g_data->ghost_ob = 0; stl->g_data->edit_ob = 0; stl->g_data->do_faces = true; stl->g_data->do_edges = true; stl->g_data->do_zbufclip = XRAY_FLAG_ENABLED(v3d); stl->g_data->data_mask[0] = 0xFF; /* Face Flag */ stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */ stl->g_data->data_mask[2] = 0xFF; /* Crease */ stl->g_data->data_mask[3] = 0xFF; /* BWeight */ if (draw_ctx->object_edit->type == OB_MESH) { if (BKE_object_is_in_editmode(draw_ctx->object_edit)) { if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) { stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE; } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) { stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE); stl->g_data->do_faces = false; stl->g_data->do_zbufclip = false; } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) { stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM; } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) { stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP; } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) { stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE; } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) { if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) { stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED); stl->g_data->do_edges = false; } } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) { stl->g_data->data_mask[2] = 0x0; } if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) { stl->g_data->data_mask[3] = 0x0; } } } { psl->weight_faces = DRW_pass_create( "Weight Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces); static float alpha = 1.0f; DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1); DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp); DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d); } } { /* Complementary Depth Pass */ psl->depth_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK); stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp_hidden_wire, rv3d); } psl->depth_hidden_wire_in_front = DRW_pass_create( "Depth Pass Hidden Wire In Front", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK); stl->g_data->depth_shgrp_hidden_wire_in_front = DRW_shgroup_create( sh_data->depth, psl->depth_hidden_wire_in_front); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->depth_shgrp_hidden_wire_in_front, rv3d); } } { /* Normals */ psl->normals = DRW_pass_create("Edit Mesh Normals Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL); stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, 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", G_draw.block.colorNormal, 1); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d); } stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, 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", G_draw.block.colorVNormal, 1); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d); } stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, 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", G_draw.block.colorLNormal, 1); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d); } } { /* Mesh Analysis Pass */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND; psl->mesh_analysis_pass = DRW_pass_create("Mesh Analysis", state); const bool is_vertex_color = scene->toolsettings->statvis.type == SCE_STATVIS_SHARP; stl->g_data->mesh_analysis_shgrp = DRW_shgroup_create( is_vertex_color ? sh_data->mesh_analysis_vertex : sh_data->mesh_analysis_face, psl->mesh_analysis_pass); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->mesh_analysis_shgrp, rv3d); } } /* For in front option */ psl->edit_face_overlay_in_front = edit_mesh_create_overlay_pass( &face_mod, stl->g_data->data_mask, stl->g_data->do_edges, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND, &stl->g_data->face_shgrp_in_front, &stl->g_data->face_cage_shgrp_in_front, &stl->g_data->facedot_shgrp_in_front, &stl->g_data->edge_shgrp_in_front, &stl->g_data->vert_shgrp_in_front); if (!stl->g_data->do_zbufclip) { psl->edit_face_overlay = edit_mesh_create_overlay_pass(&face_mod, stl->g_data->data_mask, stl->g_data->do_edges, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND, &stl->g_data->face_shgrp, &stl->g_data->face_cage_shgrp, &stl->g_data->facedot_shgrp, &stl->g_data->edge_shgrp, &stl->g_data->vert_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, stl->g_data->data_mask, stl->g_data->do_edges, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, &stl->g_data->face_shgrp, &stl->g_data->face_cage_shgrp, &stl->g_data->facedot_shgrp, &stl->g_data->edge_shgrp, &stl->g_data->vert_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_EQUAL | DRW_STATE_BLEND); stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, psl->facefill_occlude); DRW_shgroup_uniform_block( stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_ivec4( stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d); } /* we need a full screen pass to combine the result */ struct GPUBatch *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(sh_data->overlay_mix, psl->mix_occlude); DRW_shgroup_call_add(mix_shgrp, quad, NULL); DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1); DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx); DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx); DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth); } } static void edit_mesh_add_ob_to_pass(Scene *scene, Object *ob, DRWShadingGroup *vert_shgrp, DRWShadingGroup *edge_shgrp, DRWShadingGroup *face_shgrp, DRWShadingGroup *face_cage_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp) { struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter; ToolSettings *tsettings = scene->toolsettings; bool has_edit_mesh_cage = false; /* TODO: Should be its own function. */ Mesh *me = (Mesh *)ob->data; BMEditMesh *embm = me->edit_mesh; if (embm) { has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final); } face_shgrp = (has_edit_mesh_cage) ? face_cage_shgrp : face_shgrp; face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp; geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data); geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data); DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat); DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat); if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) { geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data); DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat); } if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) { geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data); DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat); } } static void EDIT_MESH_cache_populate(void *vedata, Object *ob) { EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl; EDIT_MESH_PrivateData *g_data = stl->g_data; const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; Scene *scene = draw_ctx->scene; ToolSettings *tsettings = scene->toolsettings; struct GPUBatch *geom; if (ob->type == OB_MESH) { if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) { bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0; bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0; bool do_show_mesh_analysis = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_STATVIS) != 0; bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0; bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0; bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0; bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0; if (g_data->do_faces == false && g_data->do_edges == false && (tsettings->selectmode & SCE_SELECT_FACE)) { /* Force display of face centers in this case because that's * the only way to see if a face is selected. */ show_face_dots = true; } /* Updating uniform */ backwire_opacity = v3d->overlay.backwire_opacity; size_normal = v3d->overlay.normals_length; face_mod = (do_occlude_wire) ? 0.0f : 1.0f; if (!g_data->do_faces) { face_mod = 0.0f; } if (do_show_weight) { geom = DRW_cache_mesh_surface_weights_get(ob); DRW_shgroup_call_add(g_data->fweights_shgrp, geom, ob->obmat); } if (do_show_mesh_analysis) { Mesh *me = (Mesh *)ob->data; BMEditMesh *embm = me->edit_mesh; const bool is_original = embm->mesh_eval_final && (embm->mesh_eval_final->runtime.is_original == true); if (is_original) { geom = DRW_cache_mesh_surface_mesh_analysis_get(ob); if (geom) { DRW_shgroup_call_add(g_data->mesh_analysis_shgrp, geom, ob->obmat); } } } if (do_occlude_wire || do_in_front) { geom = DRW_cache_mesh_surface_get(ob); DRW_shgroup_call_add(do_in_front ? g_data->depth_shgrp_hidden_wire_in_front : g_data->depth_shgrp_hidden_wire, geom, ob->obmat); } if (vnormals_do) { geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data); DRW_shgroup_call_add(g_data->vnormals_shgrp, geom, ob->obmat); } if (lnormals_do) { geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data); DRW_shgroup_call_add(g_data->lnormals_shgrp, geom, ob->obmat); } if (fnormals_do) { geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data); DRW_shgroup_call_add(g_data->fnormals_shgrp, geom, ob->obmat); } if (g_data->do_zbufclip) { edit_mesh_add_ob_to_pass(scene, ob, g_data->vert_shgrp, g_data->edge_shgrp, g_data->face_shgrp, g_data->face_cage_shgrp, g_data->facedot_shgrp, (g_data->do_faces) ? g_data->facefill_occluded_shgrp : NULL); } else if (do_in_front) { edit_mesh_add_ob_to_pass(scene, ob, g_data->vert_shgrp_in_front, g_data->edge_shgrp_in_front, g_data->face_shgrp_in_front, g_data->face_cage_shgrp_in_front, (show_face_dots) ? g_data->facedot_shgrp_in_front : NULL, NULL); } else { edit_mesh_add_ob_to_pass(scene, ob, g_data->vert_shgrp, g_data->edge_shgrp, g_data->face_shgrp, g_data->face_cage_shgrp, (show_face_dots) ? g_data->facedot_shgrp : NULL, NULL); } g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0; g_data->edit_ob += 1; /* 3D text overlay */ if (v3d->overlay.edit_flag & (V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_FACE_AREA | V3D_OVERLAY_EDIT_FACE_ANG | V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES)) { if (DRW_state_show_text()) { DRW_edit_mesh_mode_text_measure_stats(draw_ctx->ar, v3d, ob, &scene->unit); } } } } } static void EDIT_MESH_draw_scene(void *vedata) { EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl; EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl; EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DRW_draw_pass(psl->weight_faces); DRW_draw_pass(psl->mesh_analysis_pass); DRW_draw_pass(psl->depth_hidden_wire); if (stl->g_data->do_zbufclip) { float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; DRW_draw_pass(psl->depth_hidden_wire_in_front); /* render facefill */ DRW_draw_pass(psl->facefill_occlude); /* Render wires on a separate framebuffer */ GPU_framebuffer_bind(fbl->occlude_wire_fb); GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f); DRW_draw_pass(psl->normals); DRW_draw_pass(psl->edit_face_occluded); /* Combine with scene buffer */ GPU_framebuffer_bind(dfbl->color_only_fb); DRW_draw_pass(psl->mix_occlude); } else { const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; DRW_draw_pass(psl->normals); DRW_draw_pass(psl->edit_face_overlay); if (v3d->shading.type == OB_SOLID && !XRAY_FLAG_ENABLED(v3d) && stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1) { /* In the case of single ghost object edit (common case for retopology): * we clear the depth buffer so that only the depth of the retopo mesh * is occluding the edit cage. */ GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f); } DRW_draw_pass(psl->depth_hidden_wire_in_front); DRW_draw_pass(psl->edit_face_overlay_in_front); } DRW_state_clip_planes_reset(); } static void EDIT_MESH_engine_free(void) { for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index]; /* Don't free builtins. */ sh_data->depth = NULL; GPUShader **sh_data_as_array = (GPUShader **)sh_data; for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) { DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); } } } static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data); DrawEngineType draw_engine_edit_mesh_type = { NULL, NULL, N_("EditMeshMode"), &EDIT_MESH_data_size, &EDIT_MESH_engine_init, &EDIT_MESH_engine_free, &EDIT_MESH_cache_init, &EDIT_MESH_cache_populate, NULL, NULL, &EDIT_MESH_draw_scene, NULL, NULL, };