Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.
We don't want to clutter gpu_shader.c with engine specific code Added face's center dot Simplified loose vert shader
This commit is contained in:
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aa102283da
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b463cd2ab8
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@ -43,5 +43,6 @@ struct Batch *BKE_mesh_batch_cache_get_fancy_edges(struct Mesh *me);
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struct Batch *BKE_mesh_batch_cache_get_overlay_triangles(struct Mesh *me);
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struct Batch *BKE_mesh_batch_cache_get_overlay_loose_edges(struct Mesh *me);
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struct Batch *BKE_mesh_batch_cache_get_overlay_loose_verts(struct Mesh *me);
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struct Batch *BKE_mesh_batch_cache_get_overlay_facedots(struct Mesh *me);
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#endif /* __BKE_MESH_RENDER_H__ */
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@ -298,7 +298,7 @@ static int UNUSED_FUNCTION(mesh_render_data_loops_num_get)(const MeshRenderData
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return mrdata->totloop;
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}
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static int UNUSED_FUNCTION(mesh_render_data_polys_num_get)(const MeshRenderData *mrdata)
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static int mesh_render_data_polys_num_get(const MeshRenderData *mrdata)
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{
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BLI_assert(mrdata->types & MR_DATATYPE_POLY);
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return mrdata->totpoly;
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@ -334,6 +334,26 @@ static void mesh_render_data_edge_verts_indices_get(const MeshRenderData *mrdata
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}
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}
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static void mesh_render_data_poly_center_select_get(MeshRenderData *mrdata, const int poly, float center[3], bool *selected)
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{
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BLI_assert(mrdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
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if (mrdata->edit_bmesh) {
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const BMFace *bf = BM_face_at_index(mrdata->edit_bmesh->bm, poly);
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BM_face_calc_center_mean(bf, center);
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*selected = (BM_elem_flag_test(bf, BM_ELEM_SELECT) != 0) ? true : false;
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}
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else {
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MVert *mvert = mrdata->mvert;
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const MPoly *mpoly = mrdata->mpoly + poly;
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const MLoop *mloop = mrdata->mloop + mpoly->loopstart;
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BKE_mesh_calc_poly_center(mpoly, mloop, mvert, center);
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*selected = false; /* No selection if not in edit mode */
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}
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}
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static bool mesh_render_data_edge_exists(MeshRenderData *mrdata, const int v1, const int v2)
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{
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BLI_assert(mrdata->types & MR_DATATYPE_EDGE);
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@ -705,6 +725,7 @@ typedef struct MeshBatchCache {
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Batch *overlay_triangles;
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Batch *overlay_loose_verts;
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Batch *overlay_loose_edges;
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Batch *overlay_facedots;
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/* settings to determine if cache is invalid */
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bool is_dirty;
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@ -806,6 +827,7 @@ void BKE_mesh_batch_cache_clear(Mesh *me)
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if (cache->overlay_triangles) Batch_discard(cache->overlay_triangles);
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if (cache->overlay_loose_verts) Batch_discard(cache->overlay_loose_verts);
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if (cache->overlay_loose_edges) Batch_discard(cache->overlay_loose_edges);
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if (cache->overlay_facedots) Batch_discard(cache->overlay_facedots);
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if (cache->triangles_with_normals) {
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Batch_discard_all(cache->triangles_with_normals);
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@ -1163,4 +1185,40 @@ Batch *BKE_mesh_batch_cache_get_overlay_loose_verts(Mesh *me)
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return cache->overlay_loose_verts;
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}
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Batch *BKE_mesh_batch_cache_get_overlay_facedots(Mesh *me)
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{
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MeshBatchCache *cache = mesh_batch_cache_get(me);
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if (cache->overlay_facedots == NULL) {
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MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY);
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static VertexFormat format = { 0 };
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static unsigned pos_id, data_id;
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if (format.attrib_ct == 0) {
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/* initialize vertex format */
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pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
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data_id = add_attrib(&format, "data", GL_INT, 1, KEEP_INT);
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}
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const int poly_ct = mesh_render_data_polys_num_get(mrdata);
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VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
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VertexBuffer_allocate_data(vbo, poly_ct);
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for (int i = 0; i < poly_ct; ++i) {
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float poly_center[3];
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int selected = 0;
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mesh_render_data_poly_center_select_get(mrdata, i, poly_center, (bool *)&selected);
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setAttrib(vbo, pos_id, i, poly_center);
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setAttrib(vbo, data_id, i, &selected);
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}
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cache->overlay_facedots = Batch_create(GL_POINTS, vbo, NULL);
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mesh_render_data_free(mrdata);
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}
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return cache->overlay_facedots;
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}
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#undef MESH_RENDER_FUNCTION
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@ -27,7 +27,7 @@ set(INC
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.
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intern
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engines/clay
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modes/
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modes
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../blenkernel
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../blenlib
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@ -82,6 +82,14 @@ data_to_c_simple(engines/clay/shaders/clay_vert.glsl SRC)
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data_to_c_simple(engines/clay/shaders/ssao_alchemy.glsl SRC)
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data_to_c_simple(engines/clay/shaders/ssao_groundtruth.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_geom_tri.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_geom_edge.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_loosevert_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_facedot_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_overlay_facedot_vert.glsl SRC)
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list(APPEND INC
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)
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@ -754,7 +754,7 @@ static void CLAY_collection_settings_create(RenderEngine *UNUSED(engine), Collec
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BKE_collection_engine_property_add_float(ces, "ssao_factor_edge", 1.0f);
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}
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void clay_engine_free(void)
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void CLAY_engine_free(void)
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{
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/* data.depth_sh Is builtin so it's automaticaly freed */
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if (data.clay_sh) {
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@ -31,6 +31,6 @@ extern RenderEngineType viewport_clay_type;
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struct RenderEngineSettings *CLAY_render_settings_create(void);
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struct MaterialEngineSettings *CLAY_material_settings_create(void);
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void clay_engine_free(void);
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void CLAY_engine_free(void);
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#endif /* __CLAY_H__ */
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@ -868,8 +868,6 @@ Batch *DRW_cache_single_vert_get(void)
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/* Meshes */
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void DRW_cache_wire_overlay_get(Object *ob, Batch **tris, Batch **ledges, Batch **lverts)
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{
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Batch *overlay_wire = NULL;
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BLI_assert(ob->type == OB_MESH);
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Mesh *me = ob->data;
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@ -877,8 +875,15 @@ void DRW_cache_wire_overlay_get(Object *ob, Batch **tris, Batch **ledges, Batch
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*tris = BKE_mesh_batch_cache_get_overlay_triangles(me);
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*ledges = BKE_mesh_batch_cache_get_overlay_loose_edges(me);
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*lverts = BKE_mesh_batch_cache_get_overlay_loose_verts(me);
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}
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return overlay_wire;
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Batch *DRW_cache_face_centers_get(Object *ob)
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{
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BLI_assert(ob->type == OB_MESH);
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Mesh *me = ob->data;
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return BKE_mesh_batch_cache_get_overlay_facedots(me);
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}
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Batch *DRW_cache_wire_outline_get(Object *ob)
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@ -63,6 +63,7 @@ struct Batch *DRW_cache_bone_arrows_get(void);
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/* Meshes */
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void DRW_cache_wire_overlay_get(
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struct Object *ob, struct Batch **tris, struct Batch **ledges, struct Batch **lverts);
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struct Batch *DRW_cache_face_centers_get(struct Object *ob);
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struct Batch *DRW_cache_wire_outline_get(struct Object *ob);
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struct Batch *DRW_cache_surface_get(struct Object *ob);
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@ -1372,7 +1372,9 @@ extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */
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void DRW_engines_free(void)
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{
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#ifdef WITH_CLAY_ENGINE
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clay_engine_free();
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CLAY_engine_free();
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EDIT_MESH_engine_free();
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DRW_shape_cache_free();
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@ -113,7 +113,7 @@ void DRW_update_global_values(void)
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/* M_SQRT2 to be at least the same size of the old square */
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ts.sizeVertex = UI_GetThemeValuef(TH_VERTEX_SIZE) * M_SQRT2 / 2.0f;
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ts.sizeFaceDot = UI_GetThemeValuef(TH_FACEDOT_SIZE) * M_SQRT2 / 2.0f;
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ts.sizeFaceDot = UI_GetThemeValuef(TH_FACEDOT_SIZE) * M_SQRT2;
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ts.sizeEdge = 1.0f / 2.0f; /* TODO Theme */
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ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * M_SQRT1_2);
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ts.sizeNormal = 1.0f; /* TODO compute */
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@ -46,43 +46,117 @@ static DRWShadingGroup *depth_shgrp_hidden_wire;
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static DRWShadingGroup *face_overlay_shgrp;
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static DRWShadingGroup *ledges_overlay_shgrp;
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static DRWShadingGroup *lverts_overlay_shgrp;
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static DRWShadingGroup *facedot_overlay_shgrp;
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extern struct GPUUniformBuffer *globals_ubo; /* draw_mode_pass.c */
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static struct GPUShader *overlay_tri_sh = NULL;
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static struct GPUShader *overlay_tri_fast_sh = NULL;
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static struct GPUShader *overlay_tri_vcol_sh = NULL;
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static struct GPUShader *overlay_tri_vcol_fast_sh = NULL;
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static struct GPUShader *overlay_edge_sh = NULL;
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static struct GPUShader *overlay_edge_vcol_sh = NULL;
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static struct GPUShader *overlay_vert_sh = NULL;
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static struct GPUShader *overlay_facedot_sh = NULL;
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extern char datatoc_edit_overlay_frag_glsl[];
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extern char datatoc_edit_overlay_vert_glsl[];
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extern char datatoc_edit_overlay_geom_tri_glsl[];
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extern char datatoc_edit_overlay_geom_edge_glsl[];
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extern char datatoc_edit_overlay_loosevert_vert_glsl[];
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extern char datatoc_edit_overlay_facedot_frag_glsl[];
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extern char datatoc_edit_overlay_facedot_vert_glsl[];
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void EDIT_MESH_cache_init(void)
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{
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EDIT_MESH_PassList *psl = DRW_mode_pass_list_get();
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static struct GPUShader *depth_sh;
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static struct GPUShader *over_tri_sh, *over_vert_sh, *over_edge_sh, *over_tri_fast_sh;
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static struct GPUShader *depth_sh, *tri_sh, *ledge_sh;
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const struct bContext *C = DRW_get_context();
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struct RegionView3D *rv3d = CTX_wm_region_view3d(C);
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Scene *scene = CTX_data_scene(C);
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ToolSettings *ts = scene->toolsettings;
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if (!depth_sh)
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depth_sh = DRW_shader_create_3D_depth_only();
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if (!over_tri_fast_sh)
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over_tri_fast_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_TRI_FAST);
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if (!over_tri_sh)
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over_tri_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_TRI);
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if (!over_edge_sh)
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over_edge_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_EDGE);
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if (!over_vert_sh)
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over_vert_sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY_EDIT_VERT);
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if (!overlay_tri_sh) {
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overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n");
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}
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if (!overlay_tri_fast_sh) {
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overlay_tri_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, NULL);
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}
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if (!overlay_tri_vcol_sh) {
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overlay_tri_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, "#define EDGE_FIX\n"
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"#define VERTEX_SELECTION\n");
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}
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if (!overlay_tri_vcol_fast_sh) {
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overlay_tri_vcol_fast_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_tri_glsl,
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datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
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}
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if (!overlay_edge_sh) {
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overlay_edge_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_edge_glsl,
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datatoc_edit_overlay_frag_glsl, NULL);
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}
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if (!overlay_edge_vcol_sh) {
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overlay_edge_vcol_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl,
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datatoc_edit_overlay_geom_edge_glsl,
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datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
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}
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if (!overlay_vert_sh) {
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overlay_vert_sh = DRW_shader_create(datatoc_edit_overlay_loosevert_vert_glsl, NULL,
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datatoc_edit_overlay_frag_glsl, "#define VERTEX_SELECTION\n");
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}
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if (!overlay_facedot_sh) {
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overlay_facedot_sh = DRW_shader_create(datatoc_edit_overlay_facedot_vert_glsl, NULL,
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datatoc_edit_overlay_facedot_frag_glsl, NULL);
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}
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if ((ts->selectmode & SCE_SELECT_VERTEX) != 0) {
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ledge_sh = overlay_edge_vcol_sh;
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if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
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tri_sh = overlay_tri_vcol_fast_sh;
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else
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tri_sh = overlay_tri_vcol_sh;
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}
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else {
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ledge_sh = overlay_edge_sh;
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if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
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tri_sh = overlay_tri_fast_sh;
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else
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tri_sh = overlay_tri_sh;
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}
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psl->depth_pass_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
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depth_shgrp_hidden_wire = DRW_shgroup_create(depth_sh, psl->depth_pass_hidden_wire);
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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);
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if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
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face_overlay_shgrp = DRW_shgroup_create(over_tri_fast_sh, psl->edit_face_overlay_pass);
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else
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face_overlay_shgrp = DRW_shgroup_create(over_tri_sh, psl->edit_face_overlay_pass);
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ledges_overlay_shgrp = DRW_shgroup_create(over_edge_sh, psl->edit_face_overlay_pass);
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lverts_overlay_shgrp = DRW_shgroup_create(over_vert_sh, psl->edit_face_overlay_pass);
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DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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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);
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face_overlay_shgrp = DRW_shgroup_create(tri_sh, psl->edit_face_overlay_pass);
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DRW_shgroup_uniform_block(face_overlay_shgrp, "globalsBlock", globals_ubo, 0);
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DRW_shgroup_uniform_vec2(face_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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ledges_overlay_shgrp = DRW_shgroup_create(ledge_sh, psl->edit_face_overlay_pass);
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DRW_shgroup_uniform_vec2(ledges_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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if ((ts->selectmode & (SCE_SELECT_VERTEX)) != 0) {
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lverts_overlay_shgrp = DRW_shgroup_create(overlay_vert_sh, psl->edit_face_overlay_pass);
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DRW_shgroup_uniform_vec2(lverts_overlay_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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}
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if ((ts->selectmode & (SCE_SELECT_FACE)) != 0) {
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facedot_overlay_shgrp = DRW_shgroup_create(overlay_facedot_sh, psl->edit_face_overlay_pass);
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}
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DRW_mode_passes_setup(NULL,
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NULL,
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@ -96,26 +170,34 @@ void EDIT_MESH_cache_init(void)
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void EDIT_MESH_cache_populate(Object *ob)
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{
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struct Batch *geom;
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struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts;
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struct Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
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const struct bContext *C = DRW_get_context();
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Scene *scene = CTX_data_scene(C);
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Object *obedit = scene->obedit;
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ToolSettings *ts = scene->toolsettings;
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CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
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bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
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switch (ob->type) {
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case OB_MESH:
|
||||
geom = DRW_cache_surface_get(ob);
|
||||
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);
|
||||
DRW_shgroup_call_add(lverts_overlay_shgrp, geo_ovl_lverts, ob->obmat);
|
||||
}
|
||||
if (do_occlude_wire) {
|
||||
DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
|
||||
DRW_shgroup_wire_outline(ob, true, false, true);
|
||||
|
||||
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 (do_occlude_wire) {
|
||||
geom = DRW_cache_surface_get(ob);
|
||||
DRW_shgroup_call_add(depth_shgrp_hidden_wire, geom, ob->obmat);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case OB_LAMP:
|
||||
|
@ -160,3 +242,23 @@ void EDIT_MESH_collection_settings_create(CollectionEngineSettings *ces)
|
|||
BLI_assert(ces);
|
||||
BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
|
||||
}
|
||||
|
||||
void EDIT_MESH_engine_free(void)
|
||||
{
|
||||
if (overlay_tri_sh)
|
||||
DRW_shader_free(overlay_tri_sh);
|
||||
if (overlay_tri_fast_sh)
|
||||
DRW_shader_free(overlay_tri_fast_sh);
|
||||
if (overlay_tri_vcol_sh)
|
||||
DRW_shader_free(overlay_tri_vcol_sh);
|
||||
if (overlay_tri_vcol_fast_sh)
|
||||
DRW_shader_free(overlay_tri_vcol_fast_sh);
|
||||
if (overlay_edge_sh)
|
||||
DRW_shader_free(overlay_edge_sh);
|
||||
if (overlay_edge_vcol_sh)
|
||||
DRW_shader_free(overlay_edge_vcol_sh);
|
||||
if (overlay_vert_sh)
|
||||
DRW_shader_free(overlay_vert_sh);
|
||||
if (overlay_facedot_sh)
|
||||
DRW_shader_free(overlay_facedot_sh);
|
||||
}
|
|
@ -34,4 +34,6 @@ void EDIT_MESH_cache_finish(void);
|
|||
|
||||
void EDIT_MESH_draw(void);
|
||||
|
||||
void EDIT_MESH_engine_free(void);
|
||||
|
||||
#endif /* __EDIT_MESH_MODE_H__ */
|
|
@ -0,0 +1,55 @@
|
|||
|
||||
/* 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;
|
||||
};
|
||||
|
||||
flat in int isSelected;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (isSelected != 0)
|
||||
FragColor = vec4(colorFaceDot.rgb, 1.0);
|
||||
else
|
||||
FragColor = vec4(colorWireEdit.rgb, 1.0);
|
||||
}
|
|
@ -0,0 +1,57 @@
|
|||
|
||||
/* 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;
|
||||
};
|
||||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
in vec3 pos;
|
||||
in int data;
|
||||
|
||||
flat out int isSelected;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
|
||||
gl_PointSize = sizeFaceDot;
|
||||
isSelected = data;
|
||||
}
|
|
@ -190,20 +190,22 @@ void main()
|
|||
colorDist(vec4(colorEdgeCrease.rgb, edgesCrease[v]), largeEdge);
|
||||
else if ((flag[v] & EDGE_SHARP) != 0)
|
||||
colorDist(colorEdgeSharp, largeEdge);
|
||||
#ifndef VERTEX_SELECTION
|
||||
else
|
||||
#ifdef VERTEX_SELECTION
|
||||
colorDist(vertexColor, innerEdge);
|
||||
#else
|
||||
colorDist(colorWireEdit, innerEdge);
|
||||
|
||||
if ((flag[v] & EDGE_ACTIVE) != 0)
|
||||
colorDist(vec4(colorEditMeshActive.xyz, 1.0), innerEdge);
|
||||
else if ((flag[v] & EDGE_SELECTED) != 0)
|
||||
colorDist(colorEdgeSelect, innerEdge);
|
||||
#else
|
||||
colorDist(vec4(vertexColor, 1.0), innerEdge);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/* Points */
|
||||
#ifdef VERTEX_SELECTION
|
||||
for (int v = 0; v < 3; ++v) {
|
||||
float size = p[v] - sizeVertex;
|
||||
|
||||
|
@ -214,6 +216,7 @@ void main()
|
|||
else
|
||||
colorDist(colorVertex, size);
|
||||
}
|
||||
#endif
|
||||
|
||||
/* don't write depth if not opaque */
|
||||
if (FragColor.a == 0.0) discard;
|
|
@ -110,12 +110,10 @@ float dist(vec2 pos[3], vec2 vpos, int v)
|
|||
|
||||
vec3 getVertexColor(int v)
|
||||
{
|
||||
if ((vData[v].x & VERTEX_ACTIVE) != 0)
|
||||
return colorEditMeshActive;
|
||||
else if ((vData[v].x & VERTEX_SELECTED) != 0)
|
||||
return colorEdgeSelect;
|
||||
if ((vData[v].x & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
|
||||
return colorEdgeSelect.rgb;
|
||||
else
|
||||
return colorWireEdit;
|
||||
return colorWireEdit.rgb;
|
||||
}
|
||||
|
||||
void doVertex(int v, vec4 pos)
|
|
@ -122,12 +122,10 @@ float dist(vec2 pos[3], vec2 vpos, int v)
|
|||
|
||||
vec3 getVertexColor(int v)
|
||||
{
|
||||
if ((vData[v].x & VERTEX_ACTIVE) != 0)
|
||||
return colorEditMeshActive;
|
||||
else if ((vData[v].x & VERTEX_SELECTED) != 0)
|
||||
return colorEdgeSelect;
|
||||
if ((vData[v].x & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
|
||||
return colorEdgeSelect.rgb;
|
||||
else
|
||||
return colorWireEdit;
|
||||
return colorWireEdit.rgb;
|
||||
}
|
||||
|
||||
vec4 getClipData(vec2 pos[3], ivec2 vidx)
|
||||
|
@ -268,12 +266,11 @@ void main()
|
|||
int vaf = (i + 1) % 3;
|
||||
int v = i % 3;
|
||||
|
||||
/* Position of the "hidden" thrid vertex
|
||||
* we set it early because it has*/
|
||||
/* Position of the "hidden" thrid vertex */
|
||||
eData1.zw = pos[vbe];
|
||||
|
||||
doVertex(vaf, pPos[v]);
|
||||
doVertex(vaf, pPos[v] + vec4(fixvec[v], 0.0, 0.0));
|
||||
doVertex(v, pPos[v]);
|
||||
doVertex(v, pPos[v] + vec4(fixvec[v], 0.0, 0.0));
|
||||
|
||||
/* Now one triangle only shade one edge
|
||||
* so we use the edge distance calculated
|
||||
|
@ -288,18 +285,18 @@ void main()
|
|||
edgesCrease[2] = ecrease[vbe];
|
||||
edgesSharp[2] = esharp[vbe];
|
||||
|
||||
doVertex(v, pPos[vaf]);
|
||||
doVertex(v, pPos[vaf] + vec4(fixvecaf[v], 0.0, 0.0));
|
||||
doVertex(vaf, pPos[vaf]);
|
||||
doVertex(vaf, pPos[vaf] + vec4(fixvecaf[v], 0.0, 0.0));
|
||||
|
||||
/* corner vertices should not drax edges but draw point only */
|
||||
flag[2] = (vData[vbe].x << 8);
|
||||
doVertex(v, pPos[vaf]);
|
||||
doVertex(v, pPos[vaf] + vec4(cornervec[vaf], 0.0, 0.0));
|
||||
doVertex(vaf, pPos[vaf]);
|
||||
doVertex(vaf, pPos[vaf] + vec4(cornervec[vaf], 0.0, 0.0));
|
||||
}
|
||||
|
||||
/* finish the loop strip */
|
||||
doVertex(0, pPos[2]);
|
||||
doVertex(0, pPos[2] + vec4(fixvec[2], 0.0, 0.0));
|
||||
doVertex(2, pPos[2]);
|
||||
doVertex(2, pPos[2] + vec4(fixvec[2], 0.0, 0.0));
|
||||
#endif
|
||||
}
|
||||
/* Harder case : compute visible edges vectors */
|
|
@ -48,15 +48,11 @@ layout(std140) uniform globalsBlock {
|
|||
float sizeFaceDot;
|
||||
};
|
||||
|
||||
layout(points) in;
|
||||
layout(triangle_strip, max_vertices=4) out;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform vec2 viewportSize;
|
||||
|
||||
in vec4 vPos[];
|
||||
in vec4 pPos[];
|
||||
in ivec4 vData[];
|
||||
in vec3 pos;
|
||||
in ivec4 data;
|
||||
|
||||
/* these are the same for all vertices
|
||||
* and does not need interpolation */
|
||||
|
@ -74,40 +70,22 @@ vec2 proj(vec4 pos)
|
|||
return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
|
||||
}
|
||||
|
||||
void doVertex(vec4 pos)
|
||||
{
|
||||
gl_Position = pos;
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
clipCase = 0;
|
||||
|
||||
vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
|
||||
|
||||
/* there is no face */
|
||||
faceColor = vec4(0.0);
|
||||
|
||||
/* only verterx position 0 is used */
|
||||
eData1 = eData2 = vec4(1e10);
|
||||
eData2.zw = proj(pPos);
|
||||
|
||||
flag = ivec3(0);
|
||||
flag[0] = (data.x << 8);
|
||||
|
||||
vec2 dir = vec2(1.0) * sizeEdgeFix;
|
||||
/* Make it view independant */
|
||||
dir /= viewportSize;
|
||||
|
||||
if (ProjectionMatrix[3][3] == 0.0) {
|
||||
dir *= -vPos[0].z;
|
||||
}
|
||||
|
||||
eData2.zw = proj(pPos[0]);
|
||||
|
||||
flag[0] = (vData[0].x << 8);
|
||||
|
||||
/* Quad */
|
||||
doVertex(pPos[0] + vec4( dir.x, dir.y, 0.0, 0.0));
|
||||
doVertex(pPos[0] + vec4(-dir.x, dir.y, 0.0, 0.0));
|
||||
doVertex(pPos[0] + vec4( dir.x, -dir.y, 0.0, 0.0));
|
||||
doVertex(pPos[0] + vec4(-dir.x, -dir.y, 0.0, 0.0));
|
||||
|
||||
EndPrimitive();
|
||||
gl_PointSize = sizeEdgeFix;
|
||||
gl_Position = pPos;
|
||||
}
|
|
@ -191,11 +191,6 @@ data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
|
|||
data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_edit_overlay_frag.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_edit_overlay_geom_tri.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_edit_overlay_geom_edge.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_edit_overlay_geom_vert.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_edit_overlay_vert.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
|
||||
|
|
|
@ -100,10 +100,6 @@ typedef enum GPUBuiltinShader {
|
|||
GPU_SHADER_EDGES_FRONT_BACK_PERSP,
|
||||
GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
|
||||
GPU_SHADER_EDGES_OVERLAY_SIMPLE,
|
||||
GPU_SHADER_EDGES_OVERLAY_EDIT_TRI,
|
||||
GPU_SHADER_EDGES_OVERLAY_EDIT_TRI_FAST,
|
||||
GPU_SHADER_EDGES_OVERLAY_EDIT_VERT,
|
||||
GPU_SHADER_EDGES_OVERLAY_EDIT_EDGE,
|
||||
GPU_SHADER_EDGES_OVERLAY,
|
||||
GPU_SHADER_KEYFRAME_DIAMOND,
|
||||
GPU_SHADER_SIMPLE_LIGHTING,
|
||||
|
|
|
@ -109,11 +109,6 @@ extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
|
|||
extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
|
||||
extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
|
||||
extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_edit_overlay_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_edit_overlay_geom_tri_glsl[];
|
||||
extern char datatoc_gpu_shader_edit_overlay_geom_edge_glsl[];
|
||||
extern char datatoc_gpu_shader_edit_overlay_geom_vert_glsl[];
|
||||
extern char datatoc_gpu_shader_edit_overlay_vert_glsl[];
|
||||
extern char datatoc_gpu_shader_text_vert_glsl[];
|
||||
extern char datatoc_gpu_shader_text_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
|
||||
|
@ -672,18 +667,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
|
|||
datatoc_gpu_shader_flat_color_frag_glsl },
|
||||
[GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl,
|
||||
datatoc_gpu_shader_edges_overlay_simple_geom_glsl },
|
||||
[GPU_SHADER_EDGES_OVERLAY_EDIT_TRI] = { datatoc_gpu_shader_edit_overlay_vert_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_frag_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_geom_tri_glsl },
|
||||
[GPU_SHADER_EDGES_OVERLAY_EDIT_TRI_FAST] = { datatoc_gpu_shader_edit_overlay_vert_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_frag_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_geom_tri_glsl },
|
||||
[GPU_SHADER_EDGES_OVERLAY_EDIT_EDGE] = { datatoc_gpu_shader_edit_overlay_vert_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_frag_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_geom_edge_glsl },
|
||||
[GPU_SHADER_EDGES_OVERLAY_EDIT_VERT] = { datatoc_gpu_shader_edit_overlay_vert_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_frag_glsl,
|
||||
datatoc_gpu_shader_edit_overlay_geom_vert_glsl },
|
||||
[GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
|
||||
datatoc_gpu_shader_edges_overlay_frag_glsl,
|
||||
datatoc_gpu_shader_edges_overlay_geom_glsl },
|
||||
|
@ -778,7 +761,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
|
|||
/* just a few special cases */
|
||||
const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" :
|
||||
(shader == GPU_SHADER_SIMPLE_LIGHTING) ? "#define USE_NORMALS;\n" :
|
||||
(shader == GPU_SHADER_EDGES_OVERLAY_EDIT_TRI) ? "#define EDGE_FIX;\n" :
|
||||
(shader == GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR) ? "#define USE_INSTANCE_COLOR;\n" : NULL;
|
||||
|
||||
const GPUShaderStages *stages = builtin_shader_stages + shader;
|
||||
|
|
Loading…
Reference in New Issue