Fix T75556: Select Emitter Object via Hair

{rB3685347b4172} introduced a conservative depth rendering for
selection. The conservative depth rendering assumed that all geometry
are triangle based. Hair is lined base.

This patch will use a normal depth shader for rendering hair.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7661
This commit is contained in:
Jeroen Bakker 2020-05-11 15:15:26 +02:00 committed by Jeroen Bakker
parent 859eee7e15
commit 849672a991
Notes: blender-bot 2023-02-14 11:28:43 +01:00
Referenced by issue #75556, Particle Hair cannot be selected anymore
1 changed files with 5 additions and 1 deletions

View File

@ -79,6 +79,7 @@ static struct {
typedef struct BASIC_PrivateData {
DRWShadingGroup *depth_shgrp[2];
DRWShadingGroup *depth_shgrp_cull[2];
DRWShadingGroup *depth_hair_shgrp[2];
} BASIC_PrivateData; /* Transient data */
/* Functions */
@ -137,6 +138,9 @@ static void basic_cache_init(void *vedata)
DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(sh_data->depth,
psl->depth_pass[i]);
state |= DRW_STATE_CULL_BACK;
DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]);
@ -167,7 +171,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], hairs, NULL);
DRW_shgroup_call(stl->g_data->depth_hair_shgrp[do_in_front], hairs, NULL);
}
}
}