MeshEditMode: refactor
- added a lib for shaded functions - decreased active face inner size
This commit is contained in:
parent
86a2f4a34a
commit
e552247489
|
@ -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)
|
||||
|
|
|
@ -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(
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue