/* * Copyright 2016, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Blender Institute * */ /** \file 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_mode_engines.h" #include "edit_mesh_mode_intern.h" /* own include */ #include "BKE_object.h" #include "BLI_dynstr.h" extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ extern struct GlobalsUboStorage ts; /* draw_common.c */ 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_loosevert_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_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[]; /* *********** LISTS *********** */ typedef struct EDIT_MESH_PassList { struct DRWPass *vcolor_faces; struct DRWPass *depth_hidden_wire; 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; } 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; /* *********** STATIC *********** */ #define MAX_SHADERS 16 static struct { /* weight/vert-color */ GPUShader *vcolor_face_shader; /* Geometry */ GPUShader *overlay_tri_sh_cache[MAX_SHADERS]; GPUShader *overlay_loose_edge_sh_cache[MAX_SHADERS]; GPUShader *overlay_vert_sh; GPUShader *overlay_facedot_sh; GPUShader *overlay_mix_sh; GPUShader *overlay_facefill_sh; GPUShader *normals_face_sh; GPUShader *normals_loop_sh; GPUShader *normals_sh; GPUShader *depth_sh; /* 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/vert-color */ DRWShadingGroup *fvcolor_shgrp; DRWShadingGroup *depth_shgrp_hidden_wire; DRWShadingGroup *fnormals_shgrp; DRWShadingGroup *vnormals_shgrp; DRWShadingGroup *lnormals_shgrp; DRWShadingGroup *face_overlay_shgrp; DRWShadingGroup *ledges_overlay_shgrp; DRWShadingGroup *lverts_overlay_shgrp; DRWShadingGroup *facedot_overlay_shgrp; DRWShadingGroup *face_occluded_shgrp; DRWShadingGroup *ledges_occluded_shgrp; DRWShadingGroup *lverts_occluded_shgrp; DRWShadingGroup *facedot_occluded_shgrp; DRWShadingGroup *facefill_occluded_shgrp; bool do_zbufclip; } 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) { 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 char *EDIT_MESH_sh_lib(void) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_common_globals_lib_glsl); BLI_dynstr_append(ds, datatoc_edit_mesh_overlay_common_lib_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D *rv3d, bool fast_mode, bool looseedge) { const int index = EDIT_MESH_sh_index(tsettings, rv3d, fast_mode); if (looseedge) { if (!e_data.overlay_loose_edge_sh_cache[index]) { char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, true); char *lib = EDIT_MESH_sh_lib(); e_data.overlay_loose_edge_sh_cache[index] = DRW_shader_create_with_lib( datatoc_edit_mesh_overlay_vert_glsl, datatoc_edit_mesh_overlay_geom_edge_glsl, datatoc_edit_mesh_overlay_frag_glsl, lib, defines); MEM_freeN(lib); MEM_freeN(defines); } return e_data.overlay_loose_edge_sh_cache[index]; } else { if (!e_data.overlay_tri_sh_cache[index]) { char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, false); char *lib = EDIT_MESH_sh_lib(); e_data.overlay_tri_sh_cache[index] = DRW_shader_create_with_lib( datatoc_edit_mesh_overlay_vert_glsl, datatoc_edit_mesh_overlay_geom_tri_glsl, datatoc_edit_mesh_overlay_frag_glsl, lib, defines); MEM_freeN(lib); MEM_freeN(defines); } return e_data.overlay_tri_sh_cache[index]; } } static void EDIT_MESH_engine_init(void *vedata) { EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl; 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 (!e_data.vcolor_face_shader) { e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA); } if (!e_data.overlay_vert_sh) { char *lib = EDIT_MESH_sh_lib(); e_data.overlay_vert_sh = DRW_shader_create_with_lib( datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL, datatoc_edit_mesh_overlay_frag_glsl, lib, "#define VERTEX_SELECTION\n"); MEM_freeN(lib); } if (!e_data.overlay_facedot_sh) { e_data.overlay_facedot_sh = DRW_shader_create_with_lib( datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL, datatoc_edit_mesh_overlay_facedot_frag_glsl, datatoc_common_globals_lib_glsl, "#define VERTEX_FACING\n"); } if (!e_data.overlay_mix_sh) { e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL); } if (!e_data.overlay_facefill_sh) { e_data.overlay_facefill_sh = DRW_shader_create_with_lib( datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL, datatoc_edit_mesh_overlay_facefill_frag_glsl, datatoc_common_globals_lib_glsl, NULL); } if (!e_data.normals_face_sh) { e_data.normals_face_sh = DRW_shader_create( datatoc_edit_normals_vert_glsl, datatoc_edit_normals_geom_glsl, datatoc_gpu_shader_uniform_color_frag_glsl, "#define FACE_NORMALS\n"); } if (!e_data.normals_loop_sh) { e_data.normals_loop_sh = DRW_shader_create( datatoc_edit_normals_vert_glsl, datatoc_edit_normals_geom_glsl, datatoc_gpu_shader_uniform_color_frag_glsl, "#define LOOP_NORMALS\n"); } if (!e_data.normals_sh) { e_data.normals_sh = DRW_shader_create( datatoc_edit_normals_vert_glsl, datatoc_edit_normals_geom_glsl, datatoc_gpu_shader_uniform_color_frag_glsl, NULL); } if (!e_data.depth_sh) { e_data.depth_sh = DRW_shader_create_3D_depth_only(); } } static DRWPass *edit_mesh_create_overlay_pass( float *faceAlpha, DRWState statemod, DRWShadingGroup **r_face_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; ledge_sh = EDIT_MESH_ensure_shader(tsettings, rv3d, false, true); tri_sh = EDIT_MESH_ensure_shader(tsettings, rv3d, true, false); DRWPass *pass = DRW_pass_create( "Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod); *r_face_shgrp = DRW_shgroup_create(tri_sh, pass); DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo); DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1); *r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass); DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo); DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1); if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) { *r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass); DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo); DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1); } if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) { *r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass); DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo); } 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; static float zero = 0.0f; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } const bool xray_enabled = ((draw_ctx->v3d->shading.flag & V3D_SHADING_XRAY) != 0) && (draw_ctx->v3d->shading.type < OB_MATERIAL); stl->g_data->do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0) || xray_enabled; { psl->vcolor_faces = DRW_pass_create( "Vert Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces); static float light[3] = {-0.3f, 0.5f, 1.0f}; static float alpha = 1.0f; static float world_light = 1.0f; /* XXX, see: paint_vertex_mode.c */ DRW_shgroup_uniform_vec3(stl->g_data->fvcolor_shgrp, "light", light, 1); DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &alpha, 1); DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "global", &world_light, 1); } { /* 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(e_data.depth_sh, psl->depth_hidden_wire); } { /* 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(e_data.normals_face_sh, 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", ts.colorNormal, 1); stl->g_data->vnormals_shgrp = DRW_shgroup_create(e_data.normals_sh, 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", ts.colorVNormal, 1); stl->g_data->lnormals_shgrp = DRW_shgroup_create(e_data.normals_loop_sh, 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", ts.colorLNormal, 1); } if (!stl->g_data->do_zbufclip) { psl->edit_face_overlay = edit_mesh_create_overlay_pass( &face_mod, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND, &stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp, &stl->g_data->lverts_overlay_shgrp, &stl->g_data->facedot_overlay_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, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, &stl->g_data->face_occluded_shgrp, &stl->g_data->ledges_occluded_shgrp, &stl->g_data->lverts_occluded_shgrp, &stl->g_data->facedot_occluded_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(e_data.overlay_facefill_sh, psl->facefill_occlude); DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", globals_ubo); /* 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(e_data.overlay_mix_sh, 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 *face_shgrp, DRWShadingGroup *ledges_shgrp, DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp) { struct GPUBatch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter; ToolSettings *tsettings = scene->toolsettings; DRW_cache_mesh_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts); DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat); DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat); if (facefill_shgrp) { DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat); } if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) { DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat); } if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0 ) { geo_ovl_fcenter = DRW_cache_face_centers_get(ob); DRW_shgroup_call_add(facedot_shgrp, geo_ovl_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; struct GPUBatch *geom; if (ob->type == OB_MESH) { if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) { const Mesh *me = ob->data; 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; /* Updating uniform */ backwire_opacity = v3d->overlay.backwire_opacity; 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; /* Updating uniform */ size_normal = v3d->overlay.normals_length; face_mod = (do_occlude_wire) ? 0.0f : 1.0f; if (do_show_weight) { geom = DRW_cache_mesh_surface_weights_get(ob); DRW_shgroup_call_add(stl->g_data->fvcolor_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 (fnormals_do) { geom = DRW_cache_face_centers_get(ob); DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat); } if (vnormals_do || lnormals_do) { struct GPUBatch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts; DRW_cache_mesh_normals_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts); if (vnormals_do) { DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_tris, ob->obmat); DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_ledges, ob->obmat); DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_lverts, ob->obmat); } if (lnormals_do) { DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geo_ovl_tris, ob->obmat); } } if (stl->g_data->do_zbufclip) { edit_mesh_add_ob_to_pass( scene, ob, stl->g_data->face_occluded_shgrp, stl->g_data->ledges_occluded_shgrp, stl->g_data->lverts_occluded_shgrp, stl->g_data->facedot_occluded_shgrp, stl->g_data->facefill_occluded_shgrp); } else { edit_mesh_add_ob_to_pass( scene, ob, stl->g_data->face_overlay_shgrp, stl->g_data->ledges_overlay_shgrp, stl->g_data->lverts_overlay_shgrp, NULL, NULL); } /* 3D text overlay */ if (me->drawflag & (ME_DRAWEXTRA_EDGELEN | ME_DRAWEXTRA_FACEAREA | ME_DRAWEXTRA_FACEANG | ME_DRAWEXTRA_EDGEANG | ME_DRAWEXTRA_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->vcolor_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); DRW_draw_pass(psl->edit_face_overlay); } } static void EDIT_MESH_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh); DRW_SHADER_FREE_SAFE(e_data.overlay_facedot_sh); DRW_SHADER_FREE_SAFE(e_data.overlay_mix_sh); DRW_SHADER_FREE_SAFE(e_data.overlay_facefill_sh); DRW_SHADER_FREE_SAFE(e_data.normals_loop_sh); DRW_SHADER_FREE_SAFE(e_data.normals_face_sh); DRW_SHADER_FREE_SAFE(e_data.normals_sh); for (int i = 0; i < MAX_SHADERS; i++) { DRW_SHADER_FREE_SAFE(e_data.overlay_tri_sh_cache[i]); DRW_SHADER_FREE_SAFE(e_data.overlay_loose_edge_sh_cache[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, };