Particles: Hair: Make hair selectable in the 3D view.

This commit is contained in:
Clément Foucault 2018-04-17 17:34:00 +02:00
parent 821722ac05
commit 2b730763a3
1 changed files with 25 additions and 1 deletions

View File

@ -31,6 +31,9 @@
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_main.h"
#include "BKE_particle.h"
#include "DNA_particle_types.h"
#include "GPU_shader.h"
@ -81,6 +84,7 @@ typedef struct BASIC_PrivateData {
#ifdef USE_DEPTH
DRWShadingGroup *depth_shgrp;
DRWShadingGroup *depth_shgrp_cull;
DRWShadingGroup *depth_shgrp_hair;
#endif
DRWShadingGroup *color_shgrp;
} BASIC_PrivateData; /* Transient data */
@ -115,7 +119,7 @@ static void basic_cache_init(void *vedata)
#ifdef USE_DEPTH
/* Depth Pass */
{
psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
psl->depth_pass_cull = DRW_pass_create(
@ -139,6 +143,26 @@ static void basic_cache_populate(void *vedata, Object *ob)
if (!DRW_object_is_renderable(ob))
return;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob != draw_ctx->object_edit) {
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
if (psys_check_enabled(ob, psys, false)) {
ParticleSettings *part = psys->part;
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) {
draw_as = PART_DRAW_DOT;
}
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *hairs = DRW_cache_particles_get_hair(psys, NULL);
DRW_shgroup_call_add(stl->g_data->depth_shgrp, hairs, NULL);
}
}
}
}
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */