Edit Mode overlay: backwire "ghost wireframe" with variable intensity

This commit is contained in:
Clément Foucault 2017-03-03 02:48:34 +01:00
parent bb8a172dfb
commit 85945849a9
14 changed files with 421 additions and 56 deletions

View File

@ -127,6 +127,7 @@ class COLLECTION_PT_edit_mode_settings(CollectionButtonsPanel, Panel):
col = layout.column()
template_engine_settings(col, settings, "show_occlude_wire")
template_engine_settings(col, settings, "backwire_opacity")
if __name__ == "__main__": # only for live edit.

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@ -89,6 +89,10 @@ data_to_c_simple(modes/shaders/edit_overlay_geom_edge.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_loosevert_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facedot_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facedot_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_mix_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_mix_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facefill_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facefill_frag.glsl SRC)
list(APPEND INC
)

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@ -689,6 +689,7 @@ static void CLAY_view_draw(RenderEngine *UNUSED(engine), const bContext *context
CLAY_FramebufferList *fbl = DRW_engine_framebuffer_list_get();
CLAY_engine_init();
DRW_mode_init();
/* TODO : tag to refresh by the deps graph */
/* ideally only refresh when objects are added/removed */

View File

@ -131,6 +131,7 @@ typedef struct DRWFboTexture {
void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int texnbr);
void DRW_framebuffer_bind(struct GPUFrameBuffer *fb);
void DRW_framebuffer_clear(bool color, bool depth, float clear_col[4]);
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
@ -144,19 +145,20 @@ void DRW_shader_free(struct GPUShader *shader);
/* Batches */
typedef enum {
DRW_STATE_WRITE_DEPTH = (1 << 0),
DRW_STATE_WRITE_COLOR = (1 << 1),
DRW_STATE_DEPTH_LESS = (1 << 2),
DRW_STATE_DEPTH_EQUAL = (1 << 3),
DRW_STATE_CULL_BACK = (1 << 4),
DRW_STATE_CULL_FRONT = (1 << 5),
DRW_STATE_WIRE = (1 << 6),
DRW_STATE_WIRE_LARGE = (1 << 7),
DRW_STATE_POINT = (1 << 8),
DRW_STATE_STIPPLE_2 = (1 << 9),
DRW_STATE_STIPPLE_3 = (1 << 10),
DRW_STATE_STIPPLE_4 = (1 << 11),
DRW_STATE_BLEND = (1 << 12),
DRW_STATE_WRITE_DEPTH = (1 << 0),
DRW_STATE_WRITE_COLOR = (1 << 1),
DRW_STATE_DEPTH_LESS = (1 << 2),
DRW_STATE_DEPTH_EQUAL = (1 << 3),
DRW_STATE_DEPTH_GREATER = (1 << 4),
DRW_STATE_CULL_BACK = (1 << 5),
DRW_STATE_CULL_FRONT = (1 << 6),
DRW_STATE_WIRE = (1 << 7),
DRW_STATE_WIRE_LARGE = (1 << 8),
DRW_STATE_POINT = (1 << 9),
DRW_STATE_STIPPLE_2 = (1 << 10),
DRW_STATE_STIPPLE_3 = (1 << 11),
DRW_STATE_STIPPLE_4 = (1 << 12),
DRW_STATE_BLEND = (1 << 13),
} DRWState;
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
@ -210,6 +212,7 @@ void *DRW_render_settings_get(Scene *scene, const char *engine_name);
#endif /* __DRW_ENGINE_H__ */
/* Cache */
void DRW_mode_init(void);
void DRW_mode_cache_init(void);
void DRW_mode_cache_populate(struct Object *ob);
void DRW_mode_cache_finish(void);

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@ -942,8 +942,7 @@ static void set_state(short flag)
}
/* Depht Test */
if (flag & DRW_STATE_DEPTH_LESS ||
flag & DRW_STATE_DEPTH_EQUAL)
if (flag & (DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER))
{
glEnable(GL_DEPTH_TEST);
@ -952,6 +951,8 @@ static void set_state(short flag)
glDepthFunc(GL_LEQUAL);
else if (flag & DRW_STATE_DEPTH_EQUAL)
glDepthFunc(GL_EQUAL);
else if (flag & DRW_STATE_DEPTH_GREATER)
glDepthFunc(GL_GREATER);
}
else {
glDisable(GL_DEPTH_TEST);
@ -977,6 +978,7 @@ static void set_state(short flag)
/* Blending (all buffer) */
if (flag & DRW_STATE_BLEND) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else {
glDisable(GL_BLEND);
@ -1063,6 +1065,23 @@ void DRW_draw_pass(DRWPass *UNUSED(pass))
#endif
/* ******************************************* Mode Engine Cache ****************************************** */
void DRW_mode_init(void)
{
const bContext *C = DRW_get_context();
int mode = CTX_data_mode_enum(C);
switch (mode) {
case CTX_MODE_EDIT_MESH:
EDIT_MESH_init();
break;
case CTX_MODE_EDIT_ARMATURE:
break;
case CTX_MODE_OBJECT:
break;
}
}
void DRW_mode_cache_init(void)
{
const bContext *C = DRW_get_context();
@ -1188,6 +1207,8 @@ void *DRW_render_settings_get(Scene *scene, const char *engine_name)
void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX],
int texnbr)
{
BLI_assert(texnbr <= MAX_FBO_TEX);
if (!*fb) {
int color_attachment = -1;
*fb = GPU_framebuffer_create();
@ -1226,6 +1247,19 @@ void DRW_framebuffer_bind(struct GPUFrameBuffer *fb)
GPU_framebuffer_bind(fb);
}
void DRW_framebuffer_clear(bool color, bool depth, float clear_col[4])
{
if (color) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[4]);
}
if (depth) {
glDepthMask(GL_TRUE);
}
glClear(((color) ? GL_COLOR_BUFFER_BIT : 0) |
((depth) ? GL_DEPTH_BUFFER_BIT : 0));
}
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot)
{
GPU_framebuffer_texture_attach(fb, tex, slot);

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@ -27,6 +27,7 @@
#include "DRW_render.h"
#include "GPU_shader.h"
#include "GPU_viewport.h"
#include "DNA_view3d_types.h"
#include "draw_mode_pass.h"
@ -40,14 +41,37 @@ typedef struct EDIT_MESH_PassList {
struct DRWPass *wire_outline_pass;
struct DRWPass *depth_pass_hidden_wire;
struct DRWPass *edit_face_overlay_pass;
struct DRWPass *edit_face_occluded_pass;
struct DRWPass *mix_occlude_pass;
struct DRWPass *facefill_occlude_pass;
} EDIT_MESH_PassList;
/* keep it under MAX_BUFFERS */
typedef struct EDIT_MESH_FramebufferList {
struct GPUFrameBuffer *occlude_wire_fb;
struct GPUFrameBuffer *occlude_face_fb;
} EDIT_MESH_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct EDIT_MESH_TextureList {
struct GPUTexture *occlude_wire_depth_tx;
struct GPUTexture *occlude_wire_color_tx;
struct GPUTexture *occlude_face_color_tx;
} EDIT_MESH_TextureList;
static DRWShadingGroup *depth_shgrp_hidden_wire;
static DRWShadingGroup *face_overlay_shgrp;
static DRWShadingGroup *ledges_overlay_shgrp;
static DRWShadingGroup *lverts_overlay_shgrp;
static DRWShadingGroup *facedot_overlay_shgrp;
static DRWShadingGroup *face_occluded_shgrp;
static DRWShadingGroup *ledges_occluded_shgrp;
static DRWShadingGroup *lverts_occluded_shgrp;
static DRWShadingGroup *facedot_occluded_shgrp;
static DRWShadingGroup *facefill_occluded_shgrp;
extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */
static struct GPUShader *overlay_tri_sh = NULL;
@ -58,6 +82,8 @@ static struct GPUShader *overlay_edge_sh = NULL;
static struct GPUShader *overlay_edge_vcol_sh = NULL;
static struct GPUShader *overlay_vert_sh = NULL;
static struct GPUShader *overlay_facedot_sh = NULL;
static struct GPUShader *overlay_mix_sh = NULL;
static struct GPUShader *overlay_facefill_sh = NULL;
extern char datatoc_edit_overlay_frag_glsl[];
extern char datatoc_edit_overlay_vert_glsl[];
@ -66,19 +92,28 @@ extern char datatoc_edit_overlay_geom_edge_glsl[];
extern char datatoc_edit_overlay_loosevert_vert_glsl[];
extern char datatoc_edit_overlay_facedot_frag_glsl[];
extern char datatoc_edit_overlay_facedot_vert_glsl[];
extern char datatoc_edit_overlay_mix_vert_glsl[];
extern char datatoc_edit_overlay_mix_frag_glsl[];
extern char datatoc_edit_overlay_facefill_vert_glsl[];
extern char datatoc_edit_overlay_facefill_frag_glsl[];
void EDIT_MESH_cache_init(void)
void EDIT_MESH_init(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
static struct GPUShader *depth_sh, *tri_sh, *ledge_sh;
EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get();
EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get();
const struct bContext *C = DRW_get_context();
struct RegionView3D *rv3d = CTX_wm_region_view3d(C);
Scene *scene = CTX_data_scene(C);
ToolSettings *ts = scene->toolsettings;
float *viewport_size = DRW_viewport_size_get();
if (!depth_sh)
depth_sh = DRW_shader_create_3D_depth_only();
DRWFboTexture tex[2] = {{&txl->occlude_wire_depth_tx, DRW_BUF_DEPTH_24},
{&txl->occlude_wire_color_tx, DRW_BUF_RGBA_8}};
DRW_framebuffer_init(&fbl->occlude_wire_fb,
(int)viewport_size[0], (int)viewport_size[1],
tex, 2);
DRWFboTexture tex2 = {&txl->occlude_face_color_tx, DRW_BUF_RGBA_8};
DRW_framebuffer_init(&fbl->occlude_face_fb,
(int)viewport_size[0], (int)viewport_size[1],
&tex2, 1);
if (!overlay_tri_sh) {
overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
@ -119,6 +154,25 @@ void EDIT_MESH_cache_init(void)
overlay_facedot_sh = DRW_shader_create(datatoc_edit_overlay_facedot_vert_glsl, NULL,
datatoc_edit_overlay_facedot_frag_glsl, NULL);
}
if (!overlay_mix_sh) {
overlay_mix_sh = DRW_shader_create(datatoc_edit_overlay_mix_vert_glsl, NULL,
datatoc_edit_overlay_mix_frag_glsl, NULL);
}
if (!overlay_facefill_sh) {
overlay_facefill_sh = DRW_shader_create(datatoc_edit_overlay_facefill_vert_glsl, NULL,
datatoc_edit_overlay_facefill_frag_glsl, NULL);
}
}
static DRWPass *edit_mesh_create_overlay_pass(DRWShadingGroup **face_shgrp, DRWShadingGroup **ledges_shgrp,
DRWShadingGroup **lverts_shgrp, DRWShadingGroup **facedot_shgrp,
float *faceAlpha, DRWState statemod)
{
static struct GPUShader *tri_sh, *ledge_sh;
const struct bContext *C = DRW_get_context();
RegionView3D *rv3d = CTX_wm_region_view3d(C);
Scene *scene = CTX_data_scene(C);
ToolSettings *ts = scene->toolsettings;
if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) {
ledge_sh = overlay_edge_vcol_sh;
@ -137,25 +191,78 @@ void EDIT_MESH_cache_init(void)
tri_sh = overlay_tri_sh;
}
psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
DRWPass *pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
psl->edit_face_overlay_pass = DRW_pass_create("Edit Mesh Face Overlay Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT);
*face_shgrp = DRW_shgroup_create(tri_sh, pass);
DRW_shgroup_uniform_block(*face_shgrp, "globalsBlock", globals_ubo, 0);
DRW_shgroup_uniform_vec2(*face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float(*face_shgrp, "faceAlphaMod", faceAlpha, 1);
face_overlay_shgrp = DRW_shgroup_create(tri_sh, psl->edit_face_overlay_pass);
DRW_shgroup_uniform_block(face_overlay_shgrp, "globalsBlock", globals_ubo, 0);
DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
ledges_overlay_shgrp = DRW_shgroup_create(ledge_sh, psl->edit_face_overlay_pass);
DRW_shgroup_uniform_vec2(ledges_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
*ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
DRW_shgroup_uniform_vec2(*ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
if ((ts->selectmode & (SCE_SELECT_VERTEX)) != 0) {
lverts_overlay_shgrp = DRW_shgroup_create(overlay_vert_sh, psl->edit_face_overlay_pass);
DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
*lverts_shgrp = DRW_shgroup_create(overlay_vert_sh, pass);
DRW_shgroup_uniform_vec2(*lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
}
if ((ts->selectmode & (SCE_SELECT_FACE)) != 0) {
facedot_overlay_shgrp = DRW_shgroup_create(overlay_facedot_sh, psl->edit_face_overlay_pass);
*facedot_shgrp = DRW_shgroup_create(overlay_facedot_sh, pass);
}
return pass;
}
static float backwire_opacity;
static float face_mod;
void EDIT_MESH_cache_init(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
const struct bContext *C = DRW_get_context();
View3D *v3d = CTX_wm_view3d(C);
bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0);
static float zero = 0.0f;
static struct GPUShader *depth_sh;
if (!depth_sh)
depth_sh = DRW_shader_create_3D_depth_only();
psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
if (!do_zbufclip) {
psl->edit_face_overlay_pass = edit_mesh_create_overlay_pass(&face_overlay_shgrp, &ledges_overlay_shgrp, &lverts_overlay_shgrp,
&facedot_overlay_shgrp, &face_mod, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND);
}
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_pass = edit_mesh_create_overlay_pass(&face_occluded_shgrp, &ledges_occluded_shgrp, &lverts_occluded_shgrp,
&facedot_occluded_shgrp, &zero, DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_DEPTH);
/* 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. */
psl->facefill_occlude_pass = DRW_pass_create("Front Face Color", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS);
facefill_occluded_shgrp = DRW_shgroup_create(overlay_facefill_sh, psl->facefill_occlude_pass);
DRW_shgroup_uniform_block(facefill_occluded_shgrp, "globalsBlock", globals_ubo, 0);
/* we need a full screen pass to combine the result */
EDIT_MESH_TextureList *txl = DRW_mode_texture_list_get();
DefaultTextureList *dtxl = DRW_engine_texture_list_get();
struct Batch *quad = DRW_cache_fullscreen_quad_get();
static float mat[4][4]; /* not even used but avoid crash */
psl->mix_occlude_pass = DRW_pass_create("Mix Occluded Wires", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
DRWShadingGroup *mix_shgrp = DRW_shgroup_create(overlay_mix_sh, psl->mix_occlude_pass);
DRW_shgroup_call_add(mix_shgrp, quad, mat);
DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
DRW_shgroup_uniform_buffer(mix_shgrp, "wireColor", &txl->occlude_wire_color_tx, 0);
DRW_shgroup_uniform_buffer(mix_shgrp, "faceColor", &txl->occlude_face_color_tx, 1);
DRW_shgroup_uniform_buffer(mix_shgrp, "wireDepth", &txl->occlude_wire_depth_tx, 2);
DRW_shgroup_uniform_buffer(mix_shgrp, "sceneDepth", &dtxl->depth, 3);
}
DRW_mode_passes_setup(NULL,
@ -167,37 +274,58 @@ void EDIT_MESH_cache_init(void)
NULL);
}
static void edit_mesh_add_ob_to_pass(Scene *scene, Object *ob, DRWShadingGroup *face_shgrp, DRWShadingGroup *ledges_shgrp,
DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp)
{
struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
ToolSettings *ts = scene->toolsettings;
DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat);
DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat);
if (facefill_shgrp)
DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat);
if ((ts->selectmode & SCE_SELECT_VERTEX) != 0)
DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat);
if ((ts->selectmode & SCE_SELECT_FACE) != 0) {
geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
DRW_shgroup_call_add(facedot_shgrp, geo_ovl_fcenter, ob->obmat);
}
}
void EDIT_MESH_cache_populate(Object *ob)
{
struct Batch *geom;
struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
const struct bContext *C = DRW_get_context();
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
Object *obedit = scene->obedit;
ToolSettings *ts = scene->toolsettings;
struct Batch *geom;
CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
backwire_opacity = BKE_collection_engine_property_value_get_float(ces_mode_ed, "backwire_opacity"); /* should be done only once */
face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
switch (ob->type) {
case OB_MESH:
if (ob == obedit) {
DRW_cache_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
DRW_shgroup_call_add(face_overlay_shgrp, geo_ovl_tris, ob->obmat);
DRW_shgroup_call_add(ledges_overlay_shgrp, geo_ovl_ledges, ob->obmat);
if ((ts->selectmode & SCE_SELECT_VERTEX) != 0)
DRW_shgroup_call_add(lverts_overlay_shgrp, geo_ovl_lverts, ob->obmat);
if ((ts->selectmode & SCE_SELECT_FACE) != 0) {
geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
DRW_shgroup_call_add(facedot_overlay_shgrp, geo_ovl_fcenter, ob->obmat);
}
if (ob == obedit) {
if (do_occlude_wire) {
geom = DRW_cache_surface_get(ob);
DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
}
if ((v3d->flag & V3D_ZBUF_SELECT) == 0) {
edit_mesh_add_ob_to_pass(scene, ob, face_occluded_shgrp, ledges_occluded_shgrp,
lverts_occluded_shgrp, facedot_occluded_shgrp, facefill_occluded_shgrp);
}
else {
edit_mesh_add_ob_to_pass(scene, ob, face_overlay_shgrp, ledges_overlay_shgrp,
lverts_overlay_shgrp, facedot_overlay_shgrp, NULL);
}
}
break;
case OB_LAMP:
@ -229,9 +357,36 @@ void EDIT_MESH_cache_finish(void)
void EDIT_MESH_draw(void)
{
EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
EDIT_MESH_FramebufferList *fbl = DRW_mode_framebuffer_list_get();
DefaultFramebufferList *dfbl = DRW_engine_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_engine_texture_list_get();
DRW_draw_pass(psl->depth_pass_hidden_wire);
DRW_draw_pass(psl->edit_face_overlay_pass);
if (psl->edit_face_occluded_pass) {
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* render facefill */
DRW_framebuffer_texture_detach(dtxl->depth);
DRW_framebuffer_texture_attach(fbl->occlude_face_fb, dtxl->depth, 0);
DRW_framebuffer_bind(fbl->occlude_face_fb);
DRW_framebuffer_clear(true, false, clearcol);
DRW_draw_pass(psl->facefill_occlude_pass);
DRW_framebuffer_texture_detach(dtxl->depth);
/* Render wires on a separate framebuffer */
DRW_framebuffer_bind(fbl->occlude_wire_fb);
DRW_framebuffer_clear(true, true, clearcol);
DRW_draw_pass(psl->edit_face_occluded_pass);
/* Combine with scene buffer */
DRW_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->mix_occlude_pass);
DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0);
}
else {
DRW_draw_pass(psl->edit_face_overlay_pass);
}
DRW_draw_pass(psl->wire_outline_pass);
DRW_draw_pass(psl->non_meshes_pass);
DRW_draw_pass(psl->ob_center_pass);
@ -241,6 +396,7 @@ void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
BKE_collection_engine_property_add_float(ces, "backwire_opacity", 0.5);
}
void EDIT_MESH_engine_free(void)
@ -261,4 +417,8 @@ void EDIT_MESH_engine_free(void)
DRW_shader_free(overlay_vert_sh);
if (overlay_facedot_sh)
DRW_shader_free(overlay_facedot_sh);
if (overlay_mix_sh)
DRW_shader_free(overlay_mix_sh);
if (overlay_facefill_sh)
DRW_shader_free(overlay_facefill_sh);
}

View File

@ -28,6 +28,8 @@
struct Object;
void EDIT_MESH_init(void);
void EDIT_MESH_cache_init(void);
void EDIT_MESH_cache_populate(struct Object *ob);
void EDIT_MESH_cache_finish(void);

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@ -49,7 +49,7 @@ out vec4 FragColor;
void main()
{
if (isSelected != 0)
FragColor = vec4(colorFaceDot.rgb, 1.0);
FragColor = colorFaceDot;
else
FragColor = vec4(colorWireEdit.rgb, 1.0);
FragColor = colorWireEdit;
}

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@ -0,0 +1,27 @@
/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
/* This shader follows the principles of
* http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
flat in vec4 faceColor;
flat in int faceActive;
out vec4 FragColor;
const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0));
void main()
{
FragColor = faceColor;
if (faceActive == 1) {
int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
FragColor *= stipple_matrix[x][y];
}
}

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@ -0,0 +1,72 @@
uniform mat4 ModelViewProjectionMatrix;
/* keep in sync with GlobalsUboStorage */
layout(std140) uniform globalsBlock {
vec4 colorWire;
vec4 colorWireEdit;
vec4 colorActive;
vec4 colorSelect;
vec4 colorTransform;
vec4 colorGroupActive;
vec4 colorGroup;
vec4 colorLamp;
vec4 colorSpeaker;
vec4 colorCamera;
vec4 colorEmpty;
vec4 colorVertex;
vec4 colorVertexSelect;
vec4 colorEditMeshActive;
vec4 colorEdgeSelect;
vec4 colorEdgeSeam;
vec4 colorEdgeSharp;
vec4 colorEdgeCrease;
vec4 colorEdgeBWeight;
vec4 colorEdgeFaceSelect;
vec4 colorFace;
vec4 colorFaceSelect;
vec4 colorNormal;
vec4 colorVNormal;
vec4 colorLNormal;
vec4 colorFaceDot;
vec4 colorDeselect;
vec4 colorOutline;
vec4 colorLampNoAlpha;
float sizeLampCenter;
float sizeLampCircle;
float sizeLampCircleShadow;
float sizeVertex;
float sizeEdge;
float sizeEdgeFix;
float sizeNormal;
float sizeFaceDot;
};
in vec3 pos;
in ivec4 data;
flat out vec4 faceColor;
flat out int faceActive;
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
if ((data.x & FACE_ACTIVE) != 0) {
faceColor = colorEditMeshActive;
faceActive = 1;
}
else if ((data.x & FACE_SELECTED) != 0) {
faceColor = colorFaceSelect;
faceActive = 0;
}
else {
faceColor = colorFace;
faceActive = 0;
}
}

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@ -48,6 +48,8 @@ layout(std140) uniform globalsBlock {
float sizeFaceDot;
};
uniform float faceAlphaMod;
flat in vec3 edgesCrease;
flat in vec3 edgesBweight;
flat in ivec3 flag;
@ -175,6 +177,9 @@ void main()
int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
FragColor *= stipple_matrix[x][y];
}
else {
FragColor.a *= faceAlphaMod;
}
/* Edges */
for (int v = 0; v < 3; ++v) {

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@ -0,0 +1,40 @@
out vec4 FragColor;
uniform sampler2D wireColor;
uniform sampler2D wireDepth;
uniform sampler2D faceColor;
uniform sampler2D sceneDepth;
uniform float alpha;
vec4 linear(vec4 col)
{
const float fac = 0.45454545;
return vec4(pow(col.r,fac), pow(col.g,fac), pow(col.b,fac), col.a);
}
vec4 srgb(vec4 col)
{
const float fac = 2.2;
return vec4(pow(col.r,fac), pow(col.g,fac), pow(col.b,fac), col.a);
}
void main()
{
ivec2 co = ivec2(gl_FragCoord.xy);
float wire_depth = texelFetch(wireDepth, co, 0).r;
float scene_depth = texelFetch(sceneDepth, co, 0).r;
vec4 wire_color = texelFetch(wireColor, co, 0).rgba;
vec4 face_color = texelFetch(faceColor, co, 0).rgba;
/* this works because not rendered depth is 1.0 and the
* following test is always true even when no wires */
if (wire_depth > scene_depth) {
wire_color.a *= alpha;
FragColor.rgb = mix(face_color.rgb, wire_color.rgb, wire_color.a);
FragColor.a = face_color.a + wire_color.a;
}
else {
FragColor = wire_color;
}
}

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@ -0,0 +1,7 @@
in vec2 pos;
void main()
{
gl_Position = vec4(pos, 0.0, 1.0);
}

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@ -2485,6 +2485,7 @@ RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_backface_culling)
/* mesh engine */
RNA_LAYER_MODE_EDIT_GET_SET_BOOL(show_occlude_wire)
RNA_LAYER_MODE_EDIT_GET_SET_FLOAT(backwire_opacity)
#undef RNA_LAYER_ENGINE_GET_SET
#undef RNA_LAYER_ENGINE_USE_GET_SET
@ -6037,11 +6038,19 @@ static void rna_def_layer_collection_mode_settings_edit(BlenderRNA *brna)
/* see RNA_LAYER_ENGINE_GET_SET macro */
prop = RNA_def_property(srna, "show_occlude_wire", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_ui_text(prop, "Hidden Wire", "");
RNA_def_property_ui_text(prop, "Hidden Wire", "Use hidden wireframe display");
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_EditMode_show_occlude_wire_get", "rna_LayerEngineSettings_EditMode_show_occlude_wire_set");
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
RNA_LAYER_MODE_EDIT_USE(show_occlude_wire)
prop = RNA_def_property(srna, "backwire_opacity", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_ui_text(prop, "Backwire Opacity", "Opacity when rendering transparent wires");
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_EditMode_backwire_opacity_get", "rna_LayerEngineSettings_EditMode_backwire_opacity_set", NULL);
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_CollectionEngineSettings_update");
RNA_LAYER_MODE_EDIT_USE(backwire_opacity)
}
static void rna_def_layer_collection_mode_settings(BlenderRNA *brna)