Edit Mesh: Make edit cage stick to the mesh when possible

and correctly offset it when it's not possible, otherwise we get zfighting.
This commit is contained in:
Clément Foucault 2018-12-11 18:21:12 +01:00
parent 1b8e1bb635
commit 4de5478409
2 changed files with 43 additions and 41 deletions

View File

@ -38,6 +38,7 @@
#include "edit_mesh_mode_intern.h" /* own include */
#include "BKE_editmesh.h"
#include "BKE_object.h"
#include "BLI_dynstr.h"
@ -135,17 +136,14 @@ typedef struct EDIT_MESH_PrivateData {
DRWShadingGroup *vnormals_shgrp;
DRWShadingGroup *lnormals_shgrp;
DRWShadingGroup *face_overlay_shgrp;
DRWShadingGroup *verts_overlay_shgrp;
DRWShadingGroup *ledges_overlay_shgrp;
DRWShadingGroup *lverts_overlay_shgrp;
DRWShadingGroup *facedot_overlay_shgrp;
DRWShadingGroup *face_shgrp;
DRWShadingGroup *face_cage_shgrp;
DRWShadingGroup *verts_shgrp;
DRWShadingGroup *ledges_shgrp;
DRWShadingGroup *lverts_shgrp;
DRWShadingGroup *facedot_shgrp;
DRWShadingGroup *face_occluded_shgrp;
DRWShadingGroup *verts_occluded_shgrp;
DRWShadingGroup *ledges_occluded_shgrp;
DRWShadingGroup *lverts_occluded_shgrp;
DRWShadingGroup *facedot_occluded_shgrp;
DRWShadingGroup *facefill_occluded_shgrp;
int data_mask[4];
@ -337,7 +335,8 @@ static void EDIT_MESH_engine_init(void *vedata)
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_verts_shgrp, DRWShadingGroup **r_ledges_shgrp,
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;
@ -391,6 +390,9 @@ static DRWPass *edit_mesh_create_overlay_pass(
/* To be able to use triple load. */
DRW_shgroup_state_enable(*r_face_shgrp, DRW_STATE_FIRST_VERTEX_CONVENTION);
}
/* Cage geom needs to be offseted to avoid Z-fighting. */
*r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
DRW_shgroup_state_enable(*r_face_cage_shgrp, DRW_STATE_OFFSET_NEGATIVE);
*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
@ -526,22 +528,24 @@ static void EDIT_MESH_cache_init(void *vedata)
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_overlay_shgrp,
&stl->g_data->verts_overlay_shgrp,
&stl->g_data->ledges_overlay_shgrp,
&stl->g_data->lverts_overlay_shgrp,
&stl->g_data->facedot_overlay_shgrp);
&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_occluded_shgrp,
&stl->g_data->verts_occluded_shgrp,
&stl->g_data->ledges_occluded_shgrp,
&stl->g_data->lverts_occluded_shgrp,
&stl->g_data->facedot_occluded_shgrp);
&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. */
@ -569,16 +573,26 @@ static void EDIT_MESH_cache_init(void *vedata)
static void edit_mesh_add_ob_to_pass(
Scene *scene, Object *ob,
DRWShadingGroup *face_shgrp,
DRWShadingGroup *verts_shgrp,
DRWShadingGroup *ledges_shgrp,
DRWShadingGroup *lverts_shgrp,
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);
@ -671,22 +685,14 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
if (stl->g_data->do_zbufclip) {
edit_mesh_add_ob_to_pass(
scene, ob,
stl->g_data->face_occluded_shgrp,
stl->g_data->verts_occluded_shgrp,
stl->g_data->ledges_occluded_shgrp,
stl->g_data->lverts_occluded_shgrp,
stl->g_data->facedot_occluded_shgrp,
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->face_overlay_shgrp,
stl->g_data->verts_overlay_shgrp,
stl->g_data->ledges_overlay_shgrp,
stl->g_data->lverts_overlay_shgrp,
(show_face_dots) ? stl->g_data->facedot_overlay_shgrp : NULL,
scene, ob, stl->g_data,
(show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
NULL);
}

View File

@ -8,8 +8,6 @@ uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform ivec4 dataMask = ivec4(0xFF);
uniform float ofs = 1e-5;
in vec3 pos;
#ifdef VERTEX_FACING
in vec3 vnor;
@ -27,7 +25,6 @@ out float vFacing;
void main()
{
pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
pPos.z -= ofs * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
vData = data & dataMask;
# ifdef VERTEX_FACING
vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
@ -64,7 +61,6 @@ out vec3 barycentric;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
gl_Position.z -= ofs * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
int v_0 = (gl_VertexID / 3) * 3;
int vidx = gl_VertexID % 3;