Remove show_backface_culling check in select engine

May add back so selection engine can read backface cull state
from from different engines.
This commit is contained in:
Campbell Barton 2017-04-26 18:08:49 +10:00
parent 3f91567052
commit ab168f63f6
1 changed files with 19 additions and 12 deletions

View File

@ -70,6 +70,7 @@ typedef struct SELECT_TextureList {
typedef struct SELECT_PassList {
#ifdef USE_DEPTH
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
#endif
struct DRWPass *color_pass;
struct g_data *g_data;
@ -95,12 +96,11 @@ static struct {
} e_data = {NULL}; /* Engine data */
typedef struct g_data {
#ifdef USE_DEPTH
DRWShadingGroup *depth_shgrp;
DRWShadingGroup *depth_shgrp_select;
DRWShadingGroup *depth_shgrp_active;
DRWShadingGroup *depth_shgrp_cull;
DRWShadingGroup *depth_shgrp_cull_select;
DRWShadingGroup *depth_shgrp_cull_active;
#endif
DRWShadingGroup *color_shgrp;
} g_data; /* Transient data */
/* Functions */
@ -111,10 +111,12 @@ static void SELECT_engine_init(void *vedata)
SELECT_TextureList *txl = ((SELECT_Data *)vedata)->txl;
SELECT_FramebufferList *fbl = ((SELECT_Data *)vedata)->fbl;
#ifdef USE_DEPTH
/* Depth prepass */
if (!e_data.depth_sh) {
e_data.depth_sh = DRW_shader_create_3D_depth_only();
}
#endif
/* Shading pass */
if (!e_data.color_sh) {
@ -125,6 +127,7 @@ static void SELECT_engine_init(void *vedata)
stl->storage = MEM_callocN(sizeof(SELECT_Storage), "SELECT_Storage");
}
#ifdef USE_DEPTH
if (DRW_viewport_is_fbo()) {
const float *viewport_size = DRW_viewport_size_get();
DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24, 0};
@ -132,6 +135,7 @@ static void SELECT_engine_init(void *vedata)
(int)viewport_size[0], (int)viewport_size[1],
&tex, 1);
}
#endif
}
static void SELECT_cache_init(void *vedata)
@ -149,18 +153,23 @@ static void SELECT_cache_init(void *vedata)
{
psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
psl->depth_pass_cull = DRW_pass_create(
"Depth Pass Cull",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
}
#endif
/* Color Pass */
{
psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
}
}
static void SELECT_cache_populate(void *vedata, Object *ob)
{
SELECT_PassList *psl = ((SELECT_Data *)vedata)->psl;
SELECT_StorageList *stl = ((SELECT_Data *)vedata)->stl;
if (!DRW_is_object_renderable(ob))
@ -168,16 +177,13 @@ static void SELECT_cache_populate(void *vedata, Object *ob)
struct Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
IDProperty *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, "");
bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */
#ifdef USE_DEPTH
/* Depth Prepass */
DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
#endif
/* Shading */
DRWShadingGroup *color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
DRW_shgroup_call_add(color_shgrp, geom, ob->obmat);
DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat);
}
}
@ -198,6 +204,7 @@ static void SELECT_draw_scene(void *vedata)
#ifdef USE_DEPTH
/* Pass 1 : Depth pre-pass */
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
/* Pass 2 : Duplicate depth */
/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */