/* * 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 blender/draw/modes/edit_mesh_mode.c * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" #include "GPU_shader.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 "BLI_dynstr.h" #include "BLI_string_utils.h" extern char datatoc_common_world_clip_lib_glsl[]; 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_tri_glsl[]; extern char datatoc_edit_mesh_overlay_geom_edge_glsl[]; extern char datatoc_edit_mesh_overlay_points_vert_glsl[]; extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[]; extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[]; extern char datatoc_edit_mesh_overlay_mix_frag_glsl[]; extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[]; extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[]; extern char datatoc_edit_normals_vert_glsl[]; extern char datatoc_edit_normals_geom_glsl[]; extern char datatoc_common_globals_lib_glsl[]; extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; extern char datatoc_gpu_shader_depth_only_frag_glsl[]; /* *********** LISTS *********** */ typedef struct EDIT_MESH_PassList { struct DRWPass *weight_faces; struct DRWPass *depth_hidden_wire; struct DRWPass *ghost_clear_depth; struct DRWPass *edit_face_overlay; struct DRWPass *edit_face_occluded; struct DRWPass *mix_occlude; struct DRWPass *facefill_occlude; struct DRWPass *normals; } EDIT_MESH_PassList; typedef struct EDIT_MESH_FramebufferList { struct GPUFrameBuffer *occlude_wire_fb; 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_tri_cache[MAX_SHADERS]; GPUShader *overlay_loose_edge_cache[MAX_SHADERS]; GPUShader *overlay_vert; GPUShader *overlay_lvert; GPUShader *overlay_facedot; GPUShader *overlay_mix; GPUShader *overlay_facefill; GPUShader *normals_face; GPUShader *normals_loop; GPUShader *normals; GPUShader *depth; GPUShader *ghost_clear_depth; } EDIT_MESH_Shaders; /* *********** STATIC *********** */ static struct { EDIT_MESH_Shaders sh_data[DRW_SHADER_SLOT_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 *fnormals_shgrp; DRWShadingGroup *vnormals_shgrp; DRWShadingGroup *lnormals_shgrp; DRWShadingGroup *face_shgrp; DRWShadingGroup *face_cage_shgrp; DRWShadingGroup *verts_shgrp; DRWShadingGroup *ledges_shgrp; DRWShadingGroup *lverts_shgrp; DRWShadingGroup *facedot_shgrp; DRWShadingGroup *facefill_occluded_shgrp; int data_mask[4]; int ghost_ob; int edit_ob; bool do_zbufclip; bool do_faces; bool do_edges; float edge_width_scale; } EDIT_MESH_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ static int EDIT_MESH_sh_index(ToolSettings *tsettings, RegionView3D *rv3d, bool supports_fast_mode) { int result = tsettings->selectmode << 1; if (supports_fast_mode) { SET_FLAG_FROM_TEST(result, (rv3d->rflag & RV3D_NAVIGATING), 1 << 0); } return result; } static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, bool anti_alias, bool looseedge) { const int selectmode = tsettings->selectmode; const int fast_mode = rv3d->rflag & RV3D_NAVIGATING; char *str = NULL; DynStr *ds = BLI_dynstr_new(); if (selectmode & SCE_SELECT_VERTEX) { BLI_dynstr_append(ds, "#define VERTEX_SELECTION\n"); } if (selectmode & SCE_SELECT_EDGE) { BLI_dynstr_append(ds, "#define EDGE_SELECTION\n"); } if (selectmode & SCE_SELECT_FACE) { BLI_dynstr_append(ds, "#define FACE_SELECTION\n"); } if (!fast_mode || looseedge) { BLI_dynstr_append(ds, "#define EDGE_FIX\n"); } if (anti_alias) { BLI_dynstr_append(ds, "#define ANTI_ALIASING\n"); } if (!looseedge) { BLI_dynstr_append(ds, "#define VERTEX_FACING\n"); } str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static GPUShader *EDIT_MESH_ensure_shader( EDIT_MESH_Shaders *sh_data, ToolSettings *tsettings, RegionView3D *rv3d, bool supports_fast_mode, bool looseedge) { const int index = EDIT_MESH_sh_index(tsettings, rv3d, supports_fast_mode); const bool fast_mode = (rv3d->rflag & RV3D_NAVIGATING) != 0; const bool is_clip = (rv3d->rflag & RV3D_CLIPPING) != 0; const char *world_clip_lib_or_empty = is_clip ? datatoc_common_world_clip_lib_glsl : ""; const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : ""; if (looseedge) { if (!sh_data->overlay_loose_edge_cache[index]) { char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl); char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, true); sh_data->overlay_loose_edge_cache[index] = DRW_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .geom = (const char *[]){lib, datatoc_edit_mesh_overlay_geom_edge_glsl, NULL}, .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, defines, NULL}, }); MEM_freeN(lib); MEM_freeN(defines); } return sh_data->overlay_loose_edge_cache[index]; } else { if (!sh_data->overlay_tri_cache[index]) { char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl); char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, false); sh_data->overlay_tri_cache[index] = DRW_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .geom = fast_mode ? NULL : (const char *[]){lib, datatoc_edit_mesh_overlay_geom_tri_glsl, NULL}, .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, defines, NULL}, }); MEM_freeN(lib); MEM_freeN(defines); } return sh_data->overlay_tri_cache[index]; } } 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->shader_slot]; const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0; 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 (is_clip) { DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d); } const char *world_clip_lib_or_empty = is_clip ? datatoc_common_world_clip_lib_glsl : ""; const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : ""; if (!sh_data->weight_face) { sh_data->weight_face = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, 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 *[]){world_clip_def_or_empty, NULL}, }); } if (!sh_data->overlay_vert) { char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl); sh_data->overlay_vert = DRW_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_points_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, "#define VERTEX_FACING\n", NULL}, }); sh_data->overlay_lvert = DRW_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_points_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, }); MEM_freeN(lib); } if (!sh_data->overlay_facedot) { sh_data->overlay_facedot = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL}, .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_facedot_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, "#define VERTEX_FACING\n", NULL}, }); } if (!sh_data->overlay_mix) { sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL); } if (!sh_data->overlay_facefill) { sh_data->overlay_facefill = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL}, .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, }); } if (!sh_data->normals_face) { sh_data->normals_face = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL}, .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, "#define FACE_NORMALS\n", NULL}, }); } if (!sh_data->normals_loop) { sh_data->normals_loop = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL}, .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, "#define LOOP_NORMALS\n", NULL}, }); } if (!sh_data->normals) { sh_data->normals = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL}, .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, }); } if (!sh_data->depth) { sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->shader_slot); } if (!sh_data->ghost_clear_depth) { sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL); } } static DRWPass *edit_mesh_create_overlay_pass( float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool xray, DRWState statemod, DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_verts_shgrp, DRWShadingGroup **r_ledges_shgrp, DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp) { GPUShader *tri_sh, *ledge_sh; const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; Scene *scene = draw_ctx->scene; ToolSettings *tsettings = scene->toolsettings; const int fast_mode = rv3d->rflag & RV3D_NAVIGATING; EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_slot]; ledge_sh = EDIT_MESH_ensure_shader(sh_data, tsettings, rv3d, false, true); tri_sh = EDIT_MESH_ensure_shader(sh_data, tsettings, rv3d, true, false); DRWPass *pass = DRW_pass_create( "Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod); DRWShadingGroup *grp; if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) { grp = *r_lverts_shgrp = DRW_shgroup_create(sh_data->overlay_lvert, 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(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_state_enable(grp, 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); } grp = *r_verts_shgrp = DRW_shgroup_create(sh_data->overlay_vert, 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(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_state_enable(grp, 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); } } if ((tsettings->selectmode & SCE_SELECT_FACE) != 0) { grp = *r_facedot_shgrp = DRW_shgroup_create(sh_data->overlay_facedot, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); 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(tri_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(grp, "faceAlphaMod", face_alpha, 1); DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); if (!fast_mode) { DRW_shgroup_uniform_bool_copy(grp, "isXray", xray); } else { /* To be able to use triple load. */ DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION); } 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); grp = *r_ledges_shgrp = DRW_shgroup_create(ledge_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(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); 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->shader_slot]; 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 = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0; /* Applies on top of the theme edge width, so edge-mode can have thick edges. */ stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f; 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; } 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->fweights_shgrp, rv3d); } } { /* Depth clearing for ghosting. */ psl->ghost_clear_depth = DRW_pass_create( "Ghost Depth Clear", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL); DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->ghost_clear_depth, psl->ghost_clear_depth); DRW_shgroup_stencil_mask(shgrp, 0x00); DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL); } { /* 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); } } if (!stl->g_data->do_zbufclip) { psl->edit_face_overlay = edit_mesh_create_overlay_pass( &face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, false, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND, &stl->g_data->face_shgrp, &stl->g_data->face_cage_shgrp, &stl->g_data->verts_shgrp, &stl->g_data->ledges_shgrp, &stl->g_data->lverts_shgrp, &stl->g_data->facedot_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->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, true, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, &stl->g_data->face_shgrp, &stl->g_data->face_cage_shgrp, &stl->g_data->verts_shgrp, &stl->g_data->ledges_shgrp, &stl->g_data->lverts_shgrp, &stl->g_data->facedot_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, EDIT_MESH_PrivateData *g_data, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp) { struct GPUBatch *geom_tris, *geom_verts, *geom_ledges, *geom_ledges_nor, *geom_lverts, *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_btmesh; if (embm) { has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final); } DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp; DRWShadingGroup *verts_shgrp = g_data->verts_shgrp; DRWShadingGroup *ledges_shgrp = g_data->ledges_shgrp; DRWShadingGroup *lverts_shgrp = g_data->lverts_shgrp; geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data); geom_ledges = DRW_mesh_batch_cache_get_edit_loose_edges(ob->data); DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat); DRW_shgroup_call_add(ledges_shgrp, geom_ledges, ob->obmat); if (facefill_shgrp) { DRW_shgroup_call_add(facefill_shgrp, geom_tris, ob->obmat); } if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) { /* Thoses are point batches. */ geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data); geom_ledges_nor = DRW_mesh_batch_cache_get_edit_loose_edges_nor(ob->data); geom_lverts = DRW_mesh_batch_cache_get_edit_loose_verts(ob->data); DRW_shgroup_call_add(verts_shgrp, geom_verts, ob->obmat); DRW_shgroup_call_add(lverts_shgrp, geom_ledges_nor, ob->obmat); DRW_shgroup_call_add(lverts_shgrp, geom_lverts, 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; 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_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 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 (stl->g_data->do_faces == false && stl->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 (!stl->g_data->do_faces) { face_mod = 0.0f; } if (do_show_weight) { geom = DRW_cache_mesh_surface_weights_get(ob); DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat); } if (do_occlude_wire) { geom = DRW_cache_mesh_surface_get(ob); DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat); } if (vnormals_do) { geom = DRW_mesh_batch_cache_get_edit_triangles_nor(ob->data); DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat); geom = DRW_mesh_batch_cache_get_edit_loose_verts(ob->data); DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat); geom = DRW_mesh_batch_cache_get_edit_loose_edges_nor(ob->data); DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat); } if (lnormals_do) { geom = DRW_mesh_batch_cache_get_edit_triangles_lnor(ob->data); DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geom, ob->obmat); } if (fnormals_do) { geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data); DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat); } if (stl->g_data->do_zbufclip) { edit_mesh_add_ob_to_pass( scene, ob, stl->g_data, stl->g_data->facedot_shgrp, (stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL); } else { edit_mesh_add_ob_to_pass( scene, ob, stl->g_data, (show_face_dots) ? stl->g_data->facedot_shgrp : NULL, NULL); } stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0; stl->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(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DRW_draw_pass(psl->weight_faces); DRW_draw_pass(psl->depth_hidden_wire); if (stl->g_data->do_zbufclip) { float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* render facefill */ DRW_draw_pass(psl->facefill_occlude); /* Render wires on a separate framebuffer */ 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 { DRW_draw_pass(psl->normals); const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0) { if (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 duplicate the depht+stencil buffer and clear all depth to 1.0f where * the stencil buffer is no 0x00. */ const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type); GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, { GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), GPU_ATTACHMENT_TEXTURE(dtxl->color), }); GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT); GPU_framebuffer_bind(fbl->ghost_wire_fb); DRW_draw_pass(psl->ghost_clear_depth); } } DRW_draw_pass(psl->edit_face_overlay); } 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, };