Pointcloud selection support
This patch adds support for selecting pointclouds. Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately. {F11652666} Addresses T92415 Reviewed By: fclem Differential Revision: https://developer.blender.org/D13059
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Notes:
blender-bot
2023-02-14 11:34:30 +01:00
Referenced by commit fe44001215
, Revert "Pointcloud selection support"
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@ -1 +1 @@
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Subproject commit f2a08d80ccd3c13af304525778df3905f95bd44d
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Subproject commit 67f1fbca1482d9d9362a4001332e785c3fd5d230
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@ -45,6 +45,7 @@ extern char datatoc_depth_vert_glsl[];
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extern char datatoc_conservative_depth_geom_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_common_pointcloud_lib_glsl[];
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/* *********** LISTS *********** */
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@ -56,6 +57,7 @@ typedef struct BASIC_StorageList {
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typedef struct BASIC_PassList {
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struct DRWPass *depth_pass[2];
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struct DRWPass *depth_pass_pointcloud[2];
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struct DRWPass *depth_pass_cull[2];
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} BASIC_PassList;
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@ -70,7 +72,9 @@ typedef struct BASIC_Data {
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typedef struct BASIC_Shaders {
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/* Depth Pre Pass */
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struct GPUShader *depth;
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struct GPUShader *pointcloud_depth;
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struct GPUShader *depth_conservative;
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struct GPUShader *pointcloud_depth_conservative;
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} BASIC_Shaders;
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/* *********** STATIC *********** */
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@ -83,6 +87,7 @@ typedef struct BASIC_PrivateData {
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DRWShadingGroup *depth_shgrp[2];
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DRWShadingGroup *depth_shgrp_cull[2];
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DRWShadingGroup *depth_hair_shgrp[2];
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DRWShadingGroup *depth_pointcloud_shgrp[2];
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bool use_material_slot_selection;
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} BASIC_PrivateData; /* Transient data */
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@ -106,6 +111,20 @@ static void basic_engine_init(void *UNUSED(vedata))
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->pointcloud_depth = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_pointcloud_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def,
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"#define POINTCLOUD\n",
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"#define INSTANCED_ATTR\n",
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"#define UNIFORM_RESOURCE_ID\n",
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NULL},
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});
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sh_data->depth_conservative = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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@ -118,6 +137,25 @@ static void basic_engine_init(void *UNUSED(vedata))
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
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});
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sh_data->pointcloud_depth_conservative = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_pointcloud_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.geom = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_conservative_depth_geom_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def,
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"#define CONSERVATIVE_RASTER\n",
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"#define POINTCLOUD\n",
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"#define INSTANCED_ATTR\n",
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"#define UNIFORM_RESOURCE_ID\n",
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NULL},
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});
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}
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}
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@ -150,9 +188,17 @@ static void basic_cache_init(void *vedata)
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DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
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sh = DRW_state_is_select() ? sh_data->pointcloud_depth_conservative : sh_data->pointcloud_depth;
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DRW_PASS_CREATE(psl->depth_pass_pointcloud[i], state | clip_state | infront_state);
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stl->g_data->depth_pointcloud_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_pointcloud[i]);
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DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
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stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(sh_data->depth,
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psl->depth_pass[i]);
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sh = DRW_state_is_select() ? sh_data->depth_conservative : sh_data->depth;
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state |= DRW_STATE_CULL_BACK;
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DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
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stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]);
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@ -231,8 +277,16 @@ static void basic_cache_populate(void *vedata, Object *ob)
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!DRW_state_is_image_render();
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const bool do_cull = (draw_ctx->v3d &&
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(draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
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DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] :
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stl->g_data->depth_shgrp[do_in_front];
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DRWShadingGroup *shgrp = NULL;
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if (ob->type == OB_POINTCLOUD) {
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shgrp = stl->g_data->depth_pointcloud_shgrp[do_in_front];
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}
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else {
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shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] :
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stl->g_data->depth_shgrp[do_in_front];
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}
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if (use_sculpt_pbvh) {
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DRW_shgroup_call_sculpt(shgrp, ob, false, false);
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@ -273,8 +327,10 @@ static void basic_draw_scene(void *vedata)
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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DRW_draw_pass(psl->depth_pass[0]);
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DRW_draw_pass(psl->depth_pass_pointcloud[0]);
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DRW_draw_pass(psl->depth_pass_cull[0]);
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DRW_draw_pass(psl->depth_pass[1]);
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DRW_draw_pass(psl->depth_pass_pointcloud[1]);
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DRW_draw_pass(psl->depth_pass_cull[1]);
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}
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@ -284,6 +340,8 @@ static void basic_engine_free(void)
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BASIC_Shaders *sh_data = &e_data.sh_data[i];
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DRW_SHADER_FREE_SAFE(sh_data->depth);
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DRW_SHADER_FREE_SAFE(sh_data->depth_conservative);
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DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth);
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DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth_conservative);
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}
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}
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@ -3,7 +3,9 @@
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RESOURCE_ID_VARYING
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#endif
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#ifndef POINTCLOUD
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in vec3 pos;
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#endif
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void main()
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{
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@ -12,7 +14,12 @@ void main()
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PASS_RESOURCE_ID
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#endif
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#ifdef POINTCLOUD
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vec3 world_pos = pointcloud_get_pos();
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#else
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vec3 world_pos = point_object_to_world(pos);
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#endif
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gl_Position = point_world_to_ndc(world_pos);
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#ifdef USE_WORLD_CLIP_PLANES
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