MeshEditMode: refactor

- added a lib for shaded functions
- decreased active face inner size
This commit is contained in:
Jeroen Bakker 2018-06-15 15:36:04 +02:00
parent 86a2f4a34a
commit e552247489
6 changed files with 84 additions and 64 deletions

View File

@ -244,6 +244,7 @@ data_to_c_simple(modes/shaders/armature_shape_outline_vert.glsl SRC)
data_to_c_simple(modes/shaders/armature_shape_outline_geom.glsl SRC)
data_to_c_simple(modes/shaders/armature_stick_vert.glsl SRC)
data_to_c_simple(modes/shaders/armature_stick_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_common_lib.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_geom_tri.glsl SRC)

View File

@ -45,6 +45,7 @@
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
extern char datatoc_edit_mesh_overlay_frag_glsl[];
extern char datatoc_edit_mesh_overlay_vert_glsl[];
extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
@ -178,6 +179,18 @@ static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, b
BLI_dynstr_free(ds);
return str;
}
static char *EDIT_MESH_sh_lib()
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_common_globals_lib_glsl);
BLI_dynstr_append(ds, datatoc_edit_mesh_overlay_common_lib_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D *rv3d, bool fast_mode, bool looseedge)
{
@ -185,12 +198,14 @@ static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D
if (looseedge) {
if (!e_data.overlay_loose_edge_sh_cache[index]) {
char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true);
char *lib = EDIT_MESH_sh_lib();
e_data.overlay_loose_edge_sh_cache[index] = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_edge_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
lib,
defines);
MEM_freeN(lib);
MEM_freeN(defines);
}
return e_data.overlay_loose_edge_sh_cache[index];
@ -198,12 +213,14 @@ static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D
else {
if (!e_data.overlay_tri_sh_cache[index]) {
char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true);
char *lib = EDIT_MESH_sh_lib();
e_data.overlay_tri_sh_cache[index] = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
lib,
defines);
MEM_freeN(lib);
MEM_freeN(defines);
}
return e_data.overlay_tri_sh_cache[index];
@ -232,11 +249,13 @@ static void EDIT_MESH_engine_init(void *vedata)
}
if (!e_data.overlay_vert_sh) {
char *lib = EDIT_MESH_sh_lib();
e_data.overlay_vert_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
lib,
"#define VERTEX_SELECTION\n");
MEM_freeN(lib);
}
if (!e_data.overlay_facedot_sh) {
e_data.overlay_facedot_sh = DRW_shader_create_with_lib(

View File

@ -0,0 +1,55 @@
#define EDGE_EXISTS (1 << 0)
#define EDGE_ACTIVE (1 << 1)
#define EDGE_SELECTED (1 << 2)
#define EDGE_SEAM (1 << 3)
#define EDGE_SHARP (1 << 4)
#define EDGE_VERTEX_ACTIVE (1 << (0 + 8))
#define EDGE_VERTEX_SELECTED (1 << (1 + 8))
#define VERTEX_ACTIVE (1 << 0)
#define VERTEX_SELECTED (1 << 1)
vec4 EDIT_MESH_edge_color_outer(int edge_flag, bool face_active, float crease, float bweight)
{
vec4 color = vec4(0.0);
color = ((edge_flag & EDGE_SHARP) != 0) ? colorEdgeSharp : color;
color = (crease > 0.0) ? vec4(colorEdgeCrease.rgb, crease) : color;
color = (bweight > 0.0) ? vec4(colorEdgeBWeight.rgb, bweight) : color;
color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color;
if (face_active)
{
color = colorEditMeshActive;
}
return color;
}
vec4 EDIT_MESH_edge_color_inner(int edge_flag, bool face_active)
{
#ifdef EDGE_SELECTION
vec4 color = colorWireEdit;
color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color;
#else
vec4 color = colorWireInactive;
color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
#endif
return color;
}
vec4 EDIT_MESH_vertex_color(int vertex_flag)
{
if ((vertex_flag & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
{
return colorEdgeSelect;
}
else {
#ifdef EDGE_SELECTION
return colorWireEdit;
#else
return colorWireInactive;
#endif
}
}

View File

@ -44,18 +44,10 @@ flat in vec2 eData2[3];
out vec4 FragColor;
#define EDGE_EXISTS (1 << 0)
#define EDGE_ACTIVE (1 << 1)
#define EDGE_SELECTED (1 << 2)
#define EDGE_SEAM (1 << 3)
#define EDGE_SHARP (1 << 4)
/* Vertex flag is shifted and combined with the edge flag */
#define VERTEX_ACTIVE (1 << (0 + 8))
#define VERTEX_SELECTED (1 << (1 + 8))
#define FACE_ACTIVE (1 << (2 + 8))
#define LARGE_EDGE_SIZE 3.0
#define LARGE_EDGE_SIZE_ACTIVE_FACE 5.0
/* Style Parameters in pixel */
@ -153,17 +145,7 @@ void main()
/* Outer large edge */
float largeEdge = e[v] - sizeEdge * LARGE_EDGE_SIZE;
vec4 large_edge_color = vec4(0.0);
large_edge_color = ((flag[v] & EDGE_SHARP) != 0) ? colorEdgeSharp : large_edge_color;
large_edge_color = (edgesCrease[v] > 0.0) ? vec4(colorEdgeCrease.rgb, edgesCrease[v]) : large_edge_color;
large_edge_color = (edgesBweight[v] > 0.0) ? vec4(colorEdgeBWeight.rgb, edgesBweight[v]) : large_edge_color;
large_edge_color = ((flag[v] & EDGE_SEAM) != 0) ? colorEdgeSeam : large_edge_color;
if ((flag[0] & FACE_ACTIVE) != 0)
{
large_edge_color = colorEditMeshActive;
largeEdge = e[v] - sizeEdge * LARGE_EDGE_SIZE_ACTIVE_FACE;
}
vec4 large_edge_color = EDIT_MESH_edge_color_outer(flag[v], (flag[0]& FACE_ACTIVE) != 0, edgesCrease[v], edgesBweight[v]);
if (large_edge_color.a != 0.0) {
colorDistEdge(large_edge_color, largeEdge);
@ -178,14 +160,7 @@ void main()
#ifdef VERTEX_SELECTION
colorDistEdge(vec4(vertexColor, 1.0), innerEdge);
#else
# ifdef EDGE_SELECTION
vec4 inner_edge_color = colorWireEdit;
inner_edge_color = ((flag[v] & EDGE_SELECTED) != 0) ? colorEdgeSelect : inner_edge_color;
inner_edge_color = ((flag[v] & EDGE_ACTIVE) != 0) ? vec4(colorEditMeshActive.rgb, 1.0) : inner_edge_color;
# else
vec4 inner_edge_color = colorWireInactive;
# endif
vec4 inner_edge_color = EDIT_MESH_edge_color_inner(flag[v], (flag[0]& FACE_ACTIVE) != 0);
colorDistEdge(inner_edge_color, innerEdge);
#endif
}
@ -197,8 +172,8 @@ void main()
float size = p[v] - sizeVertex;
vec4 point_color = colorVertex;
point_color = ((flag[v] & VERTEX_SELECTED) != 0) ? colorVertexSelect : point_color;
point_color = ((flag[v] & VERTEX_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : point_color;
point_color = ((flag[v] & EDGE_VERTEX_SELECTED) != 0) ? colorVertexSelect : point_color;
point_color = ((flag[v] & EDGE_VERTEX_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : point_color;
colorDist(point_color, size);
}

View File

@ -36,9 +36,6 @@ out float facing;
noperspective out vec2 eData1;
flat out vec2 eData2[3];
#define VERTEX_ACTIVE (1 << 0)
#define VERTEX_SELECTED (1 << 1)
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
@ -71,22 +68,10 @@ float dist(vec2 pos[3], vec2 vpos, int v)
return abs(dot(vpos - e1, orthogonal));
}
vec3 getVertexColor(int v)
{
if ((vData[v].x & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
return colorEdgeSelect.rgb;
else
#ifdef EDGE_SELECTION
return colorWireEdit.rgb;
#else
return colorWireInactive.rgb;
#endif
}
void doVertex(int v, vec4 pos)
{
#ifdef VERTEX_SELECTION
vertexColor = getVertexColor(v);
vertexColor = EDIT_MESH_vertex_color(vData[v].x).rgb;
#endif
#ifdef VERTEX_FACING

View File

@ -55,9 +55,6 @@ out float facing;
noperspective out vec2 eData1;
flat out vec2 eData2[3];
#define VERTEX_ACTIVE (1 << 0)
#define VERTEX_SELECTED (1 << 1)
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
@ -90,18 +87,6 @@ float dist(vec2 pos[3], vec2 vpos, int v)
return abs(dot(vpos - e1, orthogonal));
}
vec3 getVertexColor(int v)
{
if ((vData[v].x & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
return colorEdgeSelect.rgb;
else
#ifdef EDGE_SELECTION
return colorWireEdit.rgb;
#else
return colorWireInactive.rgb;
#endif
}
vec4 getClipData(vec2 pos[3], ivec2 vidx)
{
vec2 A = pos[vidx.x];
@ -113,7 +98,7 @@ vec4 getClipData(vec2 pos[3], ivec2 vidx)
void doVertex(int v)
{
#ifdef VERTEX_SELECTION
vertexColor = getVertexColor(v);
vertexColor = EDIT_MESH_vertex_color(vData[v].x).rgb;
#endif
#ifdef VERTEX_FACING