Edit Mesh: Make edit cage stick to the mesh when possible
and correctly offset it when it's not possible, otherwise we get zfighting.
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1b8e1bb635
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4de5478409
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@ -38,6 +38,7 @@
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#include "edit_mesh_mode_intern.h" /* own include */
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#include "BKE_editmesh.h"
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#include "BKE_object.h"
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#include "BLI_dynstr.h"
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@ -135,17 +136,14 @@ typedef struct EDIT_MESH_PrivateData {
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DRWShadingGroup *vnormals_shgrp;
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DRWShadingGroup *lnormals_shgrp;
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DRWShadingGroup *face_overlay_shgrp;
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DRWShadingGroup *verts_overlay_shgrp;
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DRWShadingGroup *ledges_overlay_shgrp;
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DRWShadingGroup *lverts_overlay_shgrp;
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DRWShadingGroup *facedot_overlay_shgrp;
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DRWShadingGroup *face_shgrp;
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DRWShadingGroup *face_cage_shgrp;
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DRWShadingGroup *verts_shgrp;
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DRWShadingGroup *ledges_shgrp;
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DRWShadingGroup *lverts_shgrp;
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DRWShadingGroup *facedot_shgrp;
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DRWShadingGroup *face_occluded_shgrp;
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DRWShadingGroup *verts_occluded_shgrp;
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DRWShadingGroup *ledges_occluded_shgrp;
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DRWShadingGroup *lverts_occluded_shgrp;
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DRWShadingGroup *facedot_occluded_shgrp;
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DRWShadingGroup *facefill_occluded_shgrp;
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int data_mask[4];
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@ -337,7 +335,8 @@ static void EDIT_MESH_engine_init(void *vedata)
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static DRWPass *edit_mesh_create_overlay_pass(
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float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool xray,
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DRWState statemod,
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DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_verts_shgrp, DRWShadingGroup **r_ledges_shgrp,
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DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp,
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DRWShadingGroup **r_verts_shgrp, DRWShadingGroup **r_ledges_shgrp,
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DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
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{
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GPUShader *tri_sh, *ledge_sh;
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@ -391,6 +390,9 @@ static DRWPass *edit_mesh_create_overlay_pass(
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/* To be able to use triple load. */
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DRW_shgroup_state_enable(*r_face_shgrp, DRW_STATE_FIRST_VERTEX_CONVENTION);
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}
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/* Cage geom needs to be offseted to avoid Z-fighting. */
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*r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
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DRW_shgroup_state_enable(*r_face_cage_shgrp, DRW_STATE_OFFSET_NEGATIVE);
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*r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
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DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
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@ -526,22 +528,24 @@ static void EDIT_MESH_cache_init(void *vedata)
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psl->edit_face_overlay = edit_mesh_create_overlay_pass(
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&face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, false,
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DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
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&stl->g_data->face_overlay_shgrp,
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&stl->g_data->verts_overlay_shgrp,
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&stl->g_data->ledges_overlay_shgrp,
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&stl->g_data->lverts_overlay_shgrp,
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&stl->g_data->facedot_overlay_shgrp);
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&stl->g_data->face_shgrp,
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&stl->g_data->face_cage_shgrp,
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&stl->g_data->verts_shgrp,
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&stl->g_data->ledges_shgrp,
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&stl->g_data->lverts_shgrp,
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&stl->g_data->facedot_shgrp);
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}
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else {
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/* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
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psl->edit_face_occluded = edit_mesh_create_overlay_pass(
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&zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, true,
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DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
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&stl->g_data->face_occluded_shgrp,
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&stl->g_data->verts_occluded_shgrp,
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&stl->g_data->ledges_occluded_shgrp,
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&stl->g_data->lverts_occluded_shgrp,
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&stl->g_data->facedot_occluded_shgrp);
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&stl->g_data->face_shgrp,
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&stl->g_data->face_cage_shgrp,
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&stl->g_data->verts_shgrp,
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&stl->g_data->ledges_shgrp,
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&stl->g_data->lverts_shgrp,
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&stl->g_data->facedot_shgrp);
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/* however we loose the front faces value (because we need the depth of occluded wires and
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* faces are alpha blended ) so we recover them in a new pass. */
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@ -569,16 +573,26 @@ static void EDIT_MESH_cache_init(void *vedata)
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static void edit_mesh_add_ob_to_pass(
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Scene *scene, Object *ob,
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DRWShadingGroup *face_shgrp,
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DRWShadingGroup *verts_shgrp,
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DRWShadingGroup *ledges_shgrp,
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DRWShadingGroup *lverts_shgrp,
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EDIT_MESH_PrivateData *g_data,
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DRWShadingGroup *facedot_shgrp,
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DRWShadingGroup *facefill_shgrp)
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{
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struct GPUBatch *geom_tris, *geom_verts, *geom_ledges, *geom_ledges_nor, *geom_lverts, *geom_fcenter;
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ToolSettings *tsettings = scene->toolsettings;
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bool has_edit_mesh_cage = false;
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/* TODO: Should be its own function. */
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Mesh *me = (Mesh *)ob->data;
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BMEditMesh *embm = me->edit_btmesh;
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if (embm) {
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has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
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}
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DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
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DRWShadingGroup *verts_shgrp = g_data->verts_shgrp;
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DRWShadingGroup *ledges_shgrp = g_data->ledges_shgrp;
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DRWShadingGroup *lverts_shgrp = g_data->lverts_shgrp;
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geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
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geom_ledges = DRW_mesh_batch_cache_get_edit_loose_edges(ob->data);
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DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
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@ -671,22 +685,14 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
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if (stl->g_data->do_zbufclip) {
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edit_mesh_add_ob_to_pass(
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scene, ob,
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stl->g_data->face_occluded_shgrp,
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stl->g_data->verts_occluded_shgrp,
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stl->g_data->ledges_occluded_shgrp,
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stl->g_data->lverts_occluded_shgrp,
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stl->g_data->facedot_occluded_shgrp,
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scene, ob, stl->g_data,
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stl->g_data->facedot_shgrp,
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(stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
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}
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else {
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edit_mesh_add_ob_to_pass(
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scene, ob,
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stl->g_data->face_overlay_shgrp,
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stl->g_data->verts_overlay_shgrp,
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stl->g_data->ledges_overlay_shgrp,
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stl->g_data->lverts_overlay_shgrp,
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(show_face_dots) ? stl->g_data->facedot_overlay_shgrp : NULL,
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scene, ob, stl->g_data,
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(show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
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NULL);
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}
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@ -8,8 +8,6 @@ uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewProjectionMatrix;
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uniform ivec4 dataMask = ivec4(0xFF);
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uniform float ofs = 1e-5;
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in vec3 pos;
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#ifdef VERTEX_FACING
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in vec3 vnor;
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@ -27,7 +25,6 @@ out float vFacing;
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void main()
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{
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pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
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pPos.z -= ofs * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
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vData = data & dataMask;
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# ifdef VERTEX_FACING
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vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
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@ -64,7 +61,6 @@ out vec3 barycentric;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_Position.z -= ofs * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
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int v_0 = (gl_VertexID / 3) * 3;
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int vidx = gl_VertexID % 3;
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