3D View: draw clipping region

Only for workbench solid/wire modes.
This commit is contained in:
Campbell Barton 2019-01-23 23:30:30 +11:00
parent 44e9fe024b
commit 48eed058b1
Notes: blender-bot 2023-02-14 10:35:28 +01:00
Referenced by issue #60779, 3D Viewport clipping support
12 changed files with 82 additions and 55 deletions

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@ -355,7 +355,7 @@ const bTheme U_theme_default = {
.outline_width = 1,
.facedot_size = 3,
.editmesh_active = RGBA(0xffffff80),
.clipping_border_3d = RGBA(0x313131ff),
.clipping_border_3d = RGBA(0x0f0f0fff),
.bundle_solid = RGBA(0xc8c8c8ff),
.camera_path = RGBA(0x000000ff),
.gp_vertex_size = 3,

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@ -28,6 +28,8 @@
#include "UI_resources.h"
#include "GPU_batch.h"
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
{
@ -118,6 +120,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
if (rv3d->rflag & RV3D_CLIPPING) {
wpd->world_clip_planes = rv3d->clip;
DRW_state_clip_planes_set_from_rv3d(rv3d);
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, wpd->world_clip_planes_color);
}
else {
wpd->world_clip_planes = NULL;
@ -212,4 +215,5 @@ void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);
GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
}

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@ -640,6 +640,17 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
}
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
if (draw_ctx->rv3d &&
(draw_ctx->rv3d->rflag & RV3D_CLIPPING) &&
draw_ctx->rv3d->clipbb)
{
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND);
grp = DRW_shgroup_create(shader, psl->background_pass);
wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d);
DRW_shgroup_call_add(grp, wpd->world_clip_planes_batch, NULL);
DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1);
}
}
/* Deferred Mix Pass */

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@ -364,6 +364,16 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
if (draw_ctx->rv3d && (draw_ctx->rv3d->rflag & RV3D_CLIPPING) && draw_ctx->rv3d->clipbb) {
psl->background_pass = DRW_pass_create(
"Background", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND);
grp = DRW_shgroup_create(shader, psl->background_pass);
wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d);
DRW_shgroup_call_add(grp, wpd->world_clip_planes_batch, NULL);
DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1);
}
{
workbench_aa_create_pass(vedata, &e_data.transparent_accum_tx);
}
@ -642,6 +652,11 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->volume_pass);
/* Only when clipping is enabled. */
if (psl->background_pass) {
DRW_draw_pass(psl->background_pass);
}
/* Color correct and Anti aliasing */
workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx);

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@ -126,6 +126,7 @@ typedef struct WORKBENCH_PassList {
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
struct DRWPass *background_pass;
struct DRWPass *background_pass_clip;
struct DRWPass *ghost_resolve_pass;
struct DRWPass *effect_aa_pass;
struct DRWPass *volume_pass;
@ -204,6 +205,8 @@ typedef struct WORKBENCH_PrivateData {
bool is_playback;
float (*world_clip_planes)[4];
struct GPUBatch *world_clip_planes_batch;
float world_clip_planes_color[4];
/* Volumes */
bool volumes_do;

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@ -126,6 +126,41 @@ void DRW_draw_background(void)
}
}
GPUBatch *DRW_draw_background_clipping_batch_from_rv3d(const RegionView3D *rv3d)
{
const BoundBox *bb = rv3d->clipbb;
const uint clipping_index[6][4] = {
{0, 1, 2, 3},
{0, 4, 5, 1},
{4, 7, 6, 5},
{7, 3, 2, 6},
{1, 5, 6, 2},
{7, 4, 0, 3}
};
GPUVertBuf *vbo;
GPUIndexBuf *el;
GPUIndexBufBuilder elb = {0};
/* Elements */
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, ARRAY_SIZE(clipping_index) * 2, ARRAY_SIZE(bb->vec));
for (int i = 0; i < ARRAY_SIZE(clipping_index); i++) {
const uint *idx = clipping_index[i];
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
}
el = GPU_indexbuf_build(&elb);
GPUVertFormat format = {0};
uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bb->vec));
GPU_vertbuf_attr_fill(vbo, pos_id, bb->vec);
return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
/* **************************** 3D Cursor ******************************** */
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)

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@ -35,4 +35,6 @@ void DRW_draw_cursor(void);
void DRW_draw_gizmo_3d(void);
void DRW_draw_gizmo_2d(void);
struct GPUBatch *DRW_draw_background_clipping_batch_from_rv3d(const struct RegionView3D *rv3d);
#endif /* __DRAW_VIEW_H__ */

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@ -452,8 +452,6 @@ void ED_view3d_draw_setup_view(
struct wmWindow *win, struct Depsgraph *depsgraph, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
float viewmat[4][4], float winmat[4][4], const struct rcti *rect);
void ED_view3d_draw_clipping(const struct RegionView3D *rv3d);
enum {
V3D_OFSDRAW_NONE = (0),

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@ -1736,57 +1736,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
/** \name Viewport Clipping
* \{ */
void ED_view3d_draw_clipping(const RegionView3D *rv3d)
{
const BoundBox *bb = rv3d->clipbb;
if (bb == NULL) {
return;
}
const uint clipping_index[6][4] = {
{0, 1, 2, 3},
{0, 4, 5, 1},
{4, 7, 6, 5},
{7, 3, 2, 6},
{1, 5, 6, 2},
{7, 4, 0, 3}
};
GPUVertBuf *vbo;
GPUIndexBuf *el;
GPUIndexBufBuilder elb = {0};
/* Elements */
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, ARRAY_SIZE(clipping_index) * 2, ARRAY_SIZE(bb->vec));
for (int i = 0; i < ARRAY_SIZE(clipping_index); i++) {
const uint *idx = clipping_index[i];
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
}
el = GPU_indexbuf_build(&elb);
GPUVertFormat format = {0};
uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bb->vec));
GPU_vertbuf_attr_fill(vbo, pos_id, bb->vec);
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
float color[4];
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, color);
GPU_batch_uniform_4fv(batch, "color", color);
/* Draw. */
glEnable(GL_BLEND);
GPU_batch_draw(batch);
GPU_batch_discard(batch);
glDisable(GL_BLEND);
}
static bool view3d_clipping_test(const float co[3], const float clip[6][4])
{
if (plane_point_side_v3(clip[0], co) > 0.0f)

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@ -162,6 +162,8 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec3
*/
GPU_SHADER_3D_UNIFORM_COLOR,
/* Sets Z-depth to 1.0 (draw onto background). */
GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND,
GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,
/**
* Take a 3D position and color for each vertex without color interpolation.

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@ -804,6 +804,9 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[GPU_SHADER_3D_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND] =
{ datatoc_gpu_shader_3D_vert_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] =
{ datatoc_gpu_shader_3D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
@ -1030,7 +1033,8 @@ static const char *gpu_shader_get_builtin_shader_defines(
case GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE:
return "#define STRETCH_ANGLE\n";
case GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND:
return "#define USE_BACKGROUND\n";
default:
return NULL;
}

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@ -18,4 +18,8 @@ void main()
#else
fragColor = color;
#endif
#if defined(USE_BACKGROUND)
gl_FragDepth = 1.0;
#endif
}