2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 * Copyright 2016, Blender Foundation.
19 /** \file \ingroup draw
22 #include "DRW_engine.h"
23 #include "DRW_render.h"
25 #include "GPU_extensions.h"
27 #include "DNA_mesh_types.h"
28 #include "DNA_view3d_types.h"
30 #include "draw_common.h"
32 #include "draw_cache_impl.h"
33 #include "draw_mode_engines.h"
35 #include "edit_mesh_mode_intern.h" /* own include */
37 #include "BKE_editmesh.h"
38 #include "BKE_object.h"
40 #include "BIF_glutil.h"
42 #include "BLI_dynstr.h"
43 #include "BLI_string_utils.h"
45 extern char datatoc_paint_weight_vert_glsl[];
46 extern char datatoc_paint_weight_frag_glsl[];
48 extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
49 extern char datatoc_edit_mesh_overlay_frag_glsl[];
50 extern char datatoc_edit_mesh_overlay_vert_glsl[];
51 extern char datatoc_edit_mesh_overlay_geom_glsl[];
52 extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
53 extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
54 extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
55 extern char datatoc_edit_normals_vert_glsl[];
56 extern char datatoc_edit_normals_geom_glsl[];
57 extern char datatoc_common_globals_lib_glsl[];
59 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
60 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
61 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
62 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
63 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
65 /* *********** LISTS *********** */
66 typedef struct EDIT_MESH_PassList {
67 struct DRWPass *weight_faces;
68 struct DRWPass *depth_hidden_wire;
69 struct DRWPass *ghost_clear_depth;
70 struct DRWPass *edit_face_overlay;
71 struct DRWPass *edit_face_occluded;
72 struct DRWPass *mix_occlude;
73 struct DRWPass *facefill_occlude;
74 struct DRWPass *normals;
77 typedef struct EDIT_MESH_FramebufferList {
78 struct GPUFrameBuffer *occlude_wire_fb;
79 struct GPUFrameBuffer *ghost_wire_fb;
80 } EDIT_MESH_FramebufferList;
82 typedef struct EDIT_MESH_StorageList {
83 struct EDIT_MESH_PrivateData *g_data;
84 } EDIT_MESH_StorageList;
86 typedef struct EDIT_MESH_Data {
88 EDIT_MESH_FramebufferList *fbl;
89 DRWViewportEmptyList *txl;
90 EDIT_MESH_PassList *psl;
91 EDIT_MESH_StorageList *stl;
94 #define MAX_SHADERS 16
96 /** Can only contain shaders (freed as array). */
97 typedef struct EDIT_MESH_Shaders {
99 GPUShader *weight_face;
102 GPUShader *overlay_vert;
103 GPUShader *overlay_edge;
104 GPUShader *overlay_edge_flat;
105 GPUShader *overlay_face;
106 GPUShader *overlay_facedot;
108 GPUShader *overlay_mix;
109 GPUShader *overlay_facefill;
110 GPUShader *normals_face;
111 GPUShader *normals_loop;
114 GPUShader *ghost_clear_depth;
117 /* *********** STATIC *********** */
119 EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
121 /* temp buffer texture */
122 struct GPUTexture *occlude_wire_depth_tx;
123 struct GPUTexture *occlude_wire_color_tx;
124 } e_data = {NULL}; /* Engine data */
126 typedef struct EDIT_MESH_PrivateData {
128 DRWShadingGroup *fweights_shgrp;
129 DRWShadingGroup *depth_shgrp_hidden_wire;
131 DRWShadingGroup *fnormals_shgrp;
132 DRWShadingGroup *vnormals_shgrp;
133 DRWShadingGroup *lnormals_shgrp;
135 DRWShadingGroup *vert_shgrp;
136 DRWShadingGroup *edge_shgrp;
137 DRWShadingGroup *face_shgrp;
138 DRWShadingGroup *face_cage_shgrp;
139 DRWShadingGroup *facedot_shgrp;
141 DRWShadingGroup *facefill_occluded_shgrp;
149 } EDIT_MESH_PrivateData; /* Transient data */
151 /* *********** FUNCTIONS *********** */
154 static void EDIT_MESH_engine_init(void *vedata)
156 EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
158 const DRWContextState *draw_ctx = DRW_context_state_get();
159 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
161 const float *viewport_size = DRW_viewport_size_get();
162 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
164 e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
165 &draw_engine_edit_mesh_type);
166 e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
167 &draw_engine_edit_mesh_type);
169 GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
170 GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
171 GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
174 if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
175 DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
178 const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
180 if (!sh_data->weight_face) {
181 sh_data->weight_face = GPU_shader_create_from_arrays({
182 .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
183 .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL},
184 .defs = (const char *[]){sh_cfg_data->def, NULL},
187 char *lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
188 /* Use geometry shader to draw edge wireframe. This ensure us
189 * the same result accross platforms and more flexibility. But
190 * we pay the cost of running a geometry shader.
191 * In the future we might consider using only the vertex shader
192 * and loading data manually with buffer textures. */
193 const bool use_geom_shader = true;
194 const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
195 if (!use_geom_shader) {
196 geom_sh_code[0] = NULL;
198 const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
199 sh_data->overlay_face = GPU_shader_create_from_arrays({
200 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
201 .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
202 .defs = (const char *[]){sh_cfg_data->def, "#define FACE\n", NULL},
204 sh_data->overlay_edge = GPU_shader_create_from_arrays({
205 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
206 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
207 .defs = (const char *[]){sh_cfg_data->def, use_geom_def, "#define EDGE\n", NULL},
208 .geom = (use_geom_shader) ? geom_sh_code : NULL,
210 sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
211 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
212 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
213 .defs = (const char *[]){sh_cfg_data->def, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
214 .geom = (use_geom_shader) ? geom_sh_code : NULL,
216 sh_data->overlay_vert = GPU_shader_create_from_arrays({
217 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
218 .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
219 .defs = (const char *[]){sh_cfg_data->def, "#define VERT\n", NULL},
221 sh_data->overlay_facedot = GPU_shader_create_from_arrays({
222 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
223 .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
224 .defs = (const char *[]){sh_cfg_data->def, "#define FACEDOT\n", NULL},
226 sh_data->overlay_facefill = GPU_shader_create_from_arrays({
227 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
228 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
229 .defs = (const char *[]){sh_cfg_data->def, NULL},
233 sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
235 sh_data->normals_face = GPU_shader_create_from_arrays({
236 .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
237 .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
238 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
239 .defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
242 sh_data->normals_loop = GPU_shader_create_from_arrays({
243 .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
244 .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
245 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
246 .defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
249 sh_data->normals = GPU_shader_create_from_arrays({
250 .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
251 .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
252 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
253 .defs = (const char *[]){sh_cfg_data->def, NULL},
256 sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->sh_cfg);
258 sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL);
262 static DRWPass *edit_mesh_create_overlay_pass(
263 float *face_alpha, int *data_mask, bool do_edges, bool UNUSED(xray),
265 DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
266 DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp)
268 const DRWContextState *draw_ctx = DRW_context_state_get();
269 RegionView3D *rv3d = draw_ctx->rv3d;
270 Scene *scene = draw_ctx->scene;
271 ToolSettings *tsettings = scene->toolsettings;
272 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
273 const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
274 const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
275 const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0;
277 float viewdist = rv3d->dist;
278 DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
279 /* special exception for ortho camera (viewdist isnt used for perspective cameras) */
280 if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
281 viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
283 const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
285 DRWPass *pass = DRW_pass_create(
286 "Edit Mesh Face Overlay Pass",
287 DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
289 DRWShadingGroup *grp;
291 GPUShader *vert_sh = sh_data->overlay_vert;
292 GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
293 GPUShader *face_sh = sh_data->overlay_face;
294 GPUShader *facedot_sh = sh_data->overlay_facedot;
298 grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
299 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
300 DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
301 if (rv3d->rflag & RV3D_CLIPPING) {
302 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
306 grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
307 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
308 DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
309 DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
310 DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
311 DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f);
312 if (rv3d->rflag & RV3D_CLIPPING) {
313 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
316 /* Cage geom needs to be offseted to avoid Z-fighting. */
317 grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
318 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
321 grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
322 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
323 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
324 DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
325 DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
326 DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
327 DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
328 DRW_shgroup_uniform_float_copy(grp, "edgeScale", select_edge ? 1.75f : 1.0f);
329 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
330 /* To match blender loop structure. */
331 DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
332 if (rv3d->rflag & RV3D_CLIPPING) {
333 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
338 grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass);
339 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
340 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
341 DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f);
342 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH);
343 DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
344 if (rv3d->rflag & RV3D_CLIPPING) {
345 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
352 static float backwire_opacity;
353 static float face_mod;
354 static float size_normal;
356 static void EDIT_MESH_cache_init(void *vedata)
358 EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
359 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
360 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
362 const DRWContextState *draw_ctx = DRW_context_state_get();
363 View3D *v3d = draw_ctx->v3d;
364 RegionView3D *rv3d = draw_ctx->rv3d;
365 Scene *scene = draw_ctx->scene;
366 ToolSettings *tsettings = scene->toolsettings;
367 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
368 static float zero = 0.0f;
371 /* Alloc transient pointers */
372 stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
374 stl->g_data->ghost_ob = 0;
375 stl->g_data->edit_ob = 0;
376 stl->g_data->do_faces = true;
377 stl->g_data->do_edges = true;
379 stl->g_data->do_zbufclip = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0;
381 stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
382 stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
383 stl->g_data->data_mask[2] = 0xFF; /* Crease */
384 stl->g_data->data_mask[3] = 0xFF; /* BWeight */
386 if (draw_ctx->object_edit->type == OB_MESH) {
387 if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
388 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) {
389 stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
391 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
392 stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
393 stl->g_data->do_faces = false;
395 if ((tsettings->selectmode & SCE_SELECT_FACE) == 0) {
396 stl->g_data->data_mask[0] &= ~VFLAG_FACE_ACTIVE;
398 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
399 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
401 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
402 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
404 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
405 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
407 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) {
408 if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
409 stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
410 stl->g_data->do_edges = false;
413 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
414 stl->g_data->data_mask[2] = 0x0;
416 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
417 stl->g_data->data_mask[3] = 0x0;
423 psl->weight_faces = DRW_pass_create(
425 DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
427 stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
429 static float alpha = 1.0f;
430 DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1);
431 DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
432 DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
433 if (rv3d->rflag & RV3D_CLIPPING) {
434 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
439 /* Complementary Depth Pass */
440 psl->depth_hidden_wire = DRW_pass_create(
441 "Depth Pass Hidden Wire",
442 DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
443 stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
444 if (rv3d->rflag & RV3D_CLIPPING) {
445 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
450 /* Depth clearing for ghosting. */
451 psl->ghost_clear_depth = DRW_pass_create(
453 DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL);
455 DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->ghost_clear_depth, psl->ghost_clear_depth);
456 DRW_shgroup_stencil_mask(shgrp, 0x00);
457 DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL);
462 psl->normals = DRW_pass_create(
463 "Edit Mesh Normals Pass",
464 DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
466 stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
467 DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
468 DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
469 if (rv3d->rflag & RV3D_CLIPPING) {
470 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d);
473 stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
474 DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
475 DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
476 if (rv3d->rflag & RV3D_CLIPPING) {
477 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d);
480 stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
481 DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
482 DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
483 if (rv3d->rflag & RV3D_CLIPPING) {
484 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d);
488 if (!stl->g_data->do_zbufclip) {
489 psl->edit_face_overlay = edit_mesh_create_overlay_pass(
490 &face_mod, stl->g_data->data_mask, stl->g_data->do_edges, false,
491 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
492 &stl->g_data->face_shgrp,
493 &stl->g_data->face_cage_shgrp,
494 &stl->g_data->facedot_shgrp,
495 &stl->g_data->edge_shgrp,
496 &stl->g_data->vert_shgrp);
499 /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
500 psl->edit_face_occluded = edit_mesh_create_overlay_pass(
501 &zero, stl->g_data->data_mask, stl->g_data->do_edges, true,
502 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
503 &stl->g_data->face_shgrp,
504 &stl->g_data->face_cage_shgrp,
505 &stl->g_data->facedot_shgrp,
506 &stl->g_data->edge_shgrp,
507 &stl->g_data->vert_shgrp);
509 /* however we loose the front faces value (because we need the depth of occluded wires and
510 * faces are alpha blended ) so we recover them in a new pass. */
511 psl->facefill_occlude = DRW_pass_create(
513 DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
514 stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, psl->facefill_occlude);
515 DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo);
516 DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
517 if (rv3d->rflag & RV3D_CLIPPING) {
518 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d);
521 /* we need a full screen pass to combine the result */
522 struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
524 psl->mix_occlude = DRW_pass_create(
525 "Mix Occluded Wires",
526 DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
527 DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
528 DRW_shgroup_call_add(mix_shgrp, quad, NULL);
529 DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
530 DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
531 DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
532 DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth);
536 static void edit_mesh_add_ob_to_pass(
537 Scene *scene, Object *ob,
538 EDIT_MESH_PrivateData *g_data,
539 DRWShadingGroup *facedot_shgrp,
540 DRWShadingGroup *facefill_shgrp)
542 struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
543 ToolSettings *tsettings = scene->toolsettings;
545 bool has_edit_mesh_cage = false;
546 /* TODO: Should be its own function. */
547 Mesh *me = (Mesh *)ob->data;
548 BMEditMesh *embm = me->edit_btmesh;
550 has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
553 DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
554 DRWShadingGroup *vert_shgrp = g_data->vert_shgrp;
555 DRWShadingGroup *edge_shgrp = g_data->edge_shgrp;
557 face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp;
559 geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
560 geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
561 DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat);
562 DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
564 if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
565 geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
566 DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat);
569 if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
570 geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
571 DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat);
575 static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
577 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
578 const DRWContextState *draw_ctx = DRW_context_state_get();
579 View3D *v3d = draw_ctx->v3d;
580 Scene *scene = draw_ctx->scene;
581 ToolSettings *tsettings = scene->toolsettings;
582 struct GPUBatch *geom;
584 if (ob->type == OB_MESH) {
585 if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
586 bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
587 bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
588 bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
589 bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
590 bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
592 bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
594 if (stl->g_data->do_faces == false &&
595 stl->g_data->do_edges == false &&
596 (tsettings->selectmode & SCE_SELECT_FACE))
598 /* Force display of face centers in this case because that's
599 * the only way to see if a face is selected. */
600 show_face_dots = true;
603 /* Updating uniform */
604 backwire_opacity = v3d->overlay.backwire_opacity;
605 size_normal = v3d->overlay.normals_length;
607 face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
609 if (!stl->g_data->do_faces) {
613 if (do_show_weight) {
614 geom = DRW_cache_mesh_surface_weights_get(ob);
615 DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat);
618 if (do_occlude_wire) {
619 geom = DRW_cache_mesh_surface_get(ob);
620 DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat);
624 geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
625 DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat);
628 geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
629 DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geom, ob->obmat);
632 geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
633 DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
636 if (stl->g_data->do_zbufclip) {
637 edit_mesh_add_ob_to_pass(
638 scene, ob, stl->g_data,
639 stl->g_data->facedot_shgrp,
640 (stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
643 edit_mesh_add_ob_to_pass(
644 scene, ob, stl->g_data,
645 (show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
649 stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
650 stl->g_data->edit_ob += 1;
652 /* 3D text overlay */
653 if (v3d->overlay.edit_flag & (V3D_OVERLAY_EDIT_EDGE_LEN |
654 V3D_OVERLAY_EDIT_FACE_AREA |
655 V3D_OVERLAY_EDIT_FACE_ANG |
656 V3D_OVERLAY_EDIT_EDGE_ANG |
657 V3D_OVERLAY_EDIT_INDICES))
659 if (DRW_state_show_text()) {
660 DRW_edit_mesh_mode_text_measure_stats(
661 draw_ctx->ar, v3d, ob, &scene->unit);
668 static void EDIT_MESH_draw_scene(void *vedata)
670 EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
671 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
672 EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
673 DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
674 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
676 DRW_draw_pass(psl->weight_faces);
678 DRW_draw_pass(psl->depth_hidden_wire);
680 if (stl->g_data->do_zbufclip) {
681 float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
682 /* render facefill */
683 DRW_draw_pass(psl->facefill_occlude);
685 /* Render wires on a separate framebuffer */
686 GPU_framebuffer_bind(fbl->occlude_wire_fb);
687 GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f);
688 DRW_draw_pass(psl->normals);
689 DRW_draw_pass(psl->edit_face_occluded);
691 /* Combine with scene buffer */
692 GPU_framebuffer_bind(dfbl->color_only_fb);
693 DRW_draw_pass(psl->mix_occlude);
696 DRW_draw_pass(psl->normals);
698 const DRWContextState *draw_ctx = DRW_context_state_get();
699 View3D *v3d = draw_ctx->v3d;
701 if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0 &&
702 stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1)
704 /* In the case of single ghost object edit (common case for retopology):
705 * we duplicate the depht+stencil buffer and clear all depth to 1.0f where
706 * the stencil buffer is no 0x00. */
707 const float *viewport_size = DRW_viewport_size_get();
708 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
709 struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
710 GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
711 GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
712 GPU_ATTACHMENT_TEXTURE(dtxl->color),
715 GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
716 GPU_framebuffer_bind(fbl->ghost_wire_fb);
718 DRW_draw_pass(psl->ghost_clear_depth);
720 DRW_draw_pass(psl->edit_face_overlay);
723 // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
725 DRW_draw_pass(psl->edit_face_overlay);
727 // MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
731 DRW_state_clip_planes_reset();
734 static void EDIT_MESH_engine_free(void)
736 for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
737 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index];
738 /* Don't free builtins. */
739 sh_data->depth = NULL;
740 GPUShader **sh_data_as_array = (GPUShader **)sh_data;
741 for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) {
742 DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
747 static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
749 DrawEngineType draw_engine_edit_mesh_type = {
752 &EDIT_MESH_data_size,
753 &EDIT_MESH_engine_init,
754 &EDIT_MESH_engine_free,
755 &EDIT_MESH_cache_init,
756 &EDIT_MESH_cache_populate,
759 &EDIT_MESH_draw_scene,