Remove show_backface_culling check in select engine
May add back so selection engine can read backface cull state from from different engines.
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3f91567052
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ab168f63f6
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@ -70,6 +70,7 @@ typedef struct SELECT_TextureList {
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typedef struct SELECT_PassList {
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#ifdef USE_DEPTH
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struct DRWPass *depth_pass;
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struct DRWPass *depth_pass_cull;
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#endif
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struct DRWPass *color_pass;
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struct g_data *g_data;
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@ -95,12 +96,11 @@ static struct {
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} e_data = {NULL}; /* Engine data */
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typedef struct g_data {
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#ifdef USE_DEPTH
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DRWShadingGroup *depth_shgrp;
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DRWShadingGroup *depth_shgrp_select;
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DRWShadingGroup *depth_shgrp_active;
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DRWShadingGroup *depth_shgrp_cull;
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DRWShadingGroup *depth_shgrp_cull_select;
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DRWShadingGroup *depth_shgrp_cull_active;
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#endif
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DRWShadingGroup *color_shgrp;
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} g_data; /* Transient data */
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/* Functions */
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@ -111,10 +111,12 @@ static void SELECT_engine_init(void *vedata)
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SELECT_TextureList *txl = ((SELECT_Data *)vedata)->txl;
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SELECT_FramebufferList *fbl = ((SELECT_Data *)vedata)->fbl;
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#ifdef USE_DEPTH
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/* Depth prepass */
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if (!e_data.depth_sh) {
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e_data.depth_sh = DRW_shader_create_3D_depth_only();
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}
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#endif
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/* Shading pass */
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if (!e_data.color_sh) {
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@ -125,6 +127,7 @@ static void SELECT_engine_init(void *vedata)
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stl->storage = MEM_callocN(sizeof(SELECT_Storage), "SELECT_Storage");
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}
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#ifdef USE_DEPTH
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if (DRW_viewport_is_fbo()) {
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const float *viewport_size = DRW_viewport_size_get();
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DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24, 0};
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@ -132,6 +135,7 @@ static void SELECT_engine_init(void *vedata)
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(int)viewport_size[0], (int)viewport_size[1],
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&tex, 1);
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}
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#endif
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}
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static void SELECT_cache_init(void *vedata)
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@ -149,18 +153,23 @@ static void SELECT_cache_init(void *vedata)
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{
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psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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psl->depth_pass_cull = DRW_pass_create(
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"Depth Pass Cull",
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DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
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stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
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}
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#endif
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/* Color Pass */
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{
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psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
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stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
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}
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}
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static void SELECT_cache_populate(void *vedata, Object *ob)
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{
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SELECT_PassList *psl = ((SELECT_Data *)vedata)->psl;
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SELECT_StorageList *stl = ((SELECT_Data *)vedata)->stl;
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if (!DRW_is_object_renderable(ob))
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@ -168,16 +177,13 @@ static void SELECT_cache_populate(void *vedata, Object *ob)
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struct Batch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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IDProperty *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, "");
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bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
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bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */
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#ifdef USE_DEPTH
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/* Depth Prepass */
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DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
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#endif
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/* Shading */
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DRWShadingGroup *color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
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DRW_shgroup_call_add(color_shgrp, geom, ob->obmat);
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DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat);
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}
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}
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@ -198,6 +204,7 @@ static void SELECT_draw_scene(void *vedata)
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#ifdef USE_DEPTH
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/* Pass 1 : Depth pre-pass */
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->depth_pass_cull);
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/* Pass 2 : Duplicate depth */
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/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
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