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_gpu_shader_cfg_world_clip_lib_glsl[];
47 extern char datatoc_paint_weight_vert_glsl[];
48 extern char datatoc_paint_weight_frag_glsl[];
50 extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
51 extern char datatoc_edit_mesh_overlay_frag_glsl[];
52 extern char datatoc_edit_mesh_overlay_vert_glsl[];
53 extern char datatoc_edit_mesh_overlay_geom_glsl[];
54 extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
55 extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
56 extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
57 extern char datatoc_edit_normals_vert_glsl[];
58 extern char datatoc_edit_normals_geom_glsl[];
59 extern char datatoc_common_globals_lib_glsl[];
61 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
62 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
63 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
64 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
65 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
67 /* *********** LISTS *********** */
68 typedef struct EDIT_MESH_PassList {
69 struct DRWPass *weight_faces;
70 struct DRWPass *depth_hidden_wire;
71 struct DRWPass *ghost_clear_depth;
72 struct DRWPass *edit_face_overlay;
73 struct DRWPass *edit_face_occluded;
74 struct DRWPass *mix_occlude;
75 struct DRWPass *facefill_occlude;
76 struct DRWPass *normals;
79 typedef struct EDIT_MESH_FramebufferList {
80 struct GPUFrameBuffer *occlude_wire_fb;
81 struct GPUFrameBuffer *ghost_wire_fb;
82 } EDIT_MESH_FramebufferList;
84 typedef struct EDIT_MESH_StorageList {
85 struct EDIT_MESH_PrivateData *g_data;
86 } EDIT_MESH_StorageList;
88 typedef struct EDIT_MESH_Data {
90 EDIT_MESH_FramebufferList *fbl;
91 DRWViewportEmptyList *txl;
92 EDIT_MESH_PassList *psl;
93 EDIT_MESH_StorageList *stl;
96 #define MAX_SHADERS 16
98 /** Can only contain shaders (freed as array). */
99 typedef struct EDIT_MESH_Shaders {
101 GPUShader *weight_face;
104 GPUShader *overlay_vert;
105 GPUShader *overlay_edge;
106 GPUShader *overlay_edge_flat;
107 GPUShader *overlay_face;
108 GPUShader *overlay_facedot;
110 GPUShader *overlay_mix;
111 GPUShader *overlay_facefill;
112 GPUShader *normals_face;
113 GPUShader *normals_loop;
116 GPUShader *ghost_clear_depth;
119 /* *********** STATIC *********** */
121 EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
123 /* temp buffer texture */
124 struct GPUTexture *occlude_wire_depth_tx;
125 struct GPUTexture *occlude_wire_color_tx;
126 } e_data = {NULL}; /* Engine data */
128 typedef struct EDIT_MESH_PrivateData {
130 DRWShadingGroup *fweights_shgrp;
131 DRWShadingGroup *depth_shgrp_hidden_wire;
133 DRWShadingGroup *fnormals_shgrp;
134 DRWShadingGroup *vnormals_shgrp;
135 DRWShadingGroup *lnormals_shgrp;
137 DRWShadingGroup *vert_shgrp;
138 DRWShadingGroup *edge_shgrp;
139 DRWShadingGroup *face_shgrp;
140 DRWShadingGroup *face_cage_shgrp;
141 DRWShadingGroup *facedot_shgrp;
143 DRWShadingGroup *facefill_occluded_shgrp;
151 } EDIT_MESH_PrivateData; /* Transient data */
153 /* *********** FUNCTIONS *********** */
156 static void EDIT_MESH_engine_init(void *vedata)
158 EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
160 const DRWContextState *draw_ctx = DRW_context_state_get();
161 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
162 const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0;
164 const float *viewport_size = DRW_viewport_size_get();
165 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
167 e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
168 &draw_engine_edit_mesh_type);
169 e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
170 &draw_engine_edit_mesh_type);
172 GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
173 GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
174 GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
178 DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
181 const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
182 const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
184 if (!sh_data->weight_face) {
185 sh_data->weight_face = GPU_shader_create_from_arrays({
186 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
187 .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL},
188 .defs = (const char *[]){world_clip_def_or_empty, NULL},
191 char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
192 /* Use geometry shader to draw edge wireframe. This ensure us
193 * the same result accross platforms and more flexibility. But
194 * we pay the cost of running a geometry shader.
195 * In the future we might consider using only the vertex shader
196 * and loading data manually with buffer textures. */
197 const bool use_geom_shader = true;
198 const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
199 if (!use_geom_shader) {
200 geom_sh_code[0] = NULL;
202 const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
203 sh_data->overlay_face = GPU_shader_create_from_arrays({
204 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
205 .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
206 .defs = (const char *[]){world_clip_def_or_empty, "#define FACE\n", NULL},
208 sh_data->overlay_edge = GPU_shader_create_from_arrays({
209 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
210 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
211 .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", NULL},
212 .geom = (use_geom_shader) ? geom_sh_code : NULL,
214 sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
215 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
216 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
217 .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
218 .geom = (use_geom_shader) ? geom_sh_code : NULL,
220 sh_data->overlay_vert = GPU_shader_create_from_arrays({
221 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
222 .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
223 .defs = (const char *[]){world_clip_def_or_empty, "#define VERT\n", NULL},
225 sh_data->overlay_facedot = GPU_shader_create_from_arrays({
226 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
227 .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
228 .defs = (const char *[]){world_clip_def_or_empty, "#define FACEDOT\n", NULL},
230 sh_data->overlay_facefill = GPU_shader_create_from_arrays({
231 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
232 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
233 .defs = (const char *[]){world_clip_def_or_empty, NULL},
237 sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
239 sh_data->normals_face = GPU_shader_create_from_arrays({
240 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
241 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
242 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
243 .defs = (const char *[]){world_clip_def_or_empty, "#define FACE_NORMALS\n", NULL},
246 sh_data->normals_loop = GPU_shader_create_from_arrays({
247 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
248 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
249 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
250 .defs = (const char *[]){world_clip_def_or_empty, "#define LOOP_NORMALS\n", NULL},
253 sh_data->normals = GPU_shader_create_from_arrays({
254 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
255 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
256 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
257 .defs = (const char *[]){world_clip_def_or_empty, NULL},
260 sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->shader_cfg);
262 sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL);
266 static DRWPass *edit_mesh_create_overlay_pass(
267 float *face_alpha, int *data_mask, bool do_edges, bool UNUSED(xray),
269 DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
270 DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp)
272 const DRWContextState *draw_ctx = DRW_context_state_get();
273 RegionView3D *rv3d = draw_ctx->rv3d;
274 Scene *scene = draw_ctx->scene;
275 ToolSettings *tsettings = scene->toolsettings;
276 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
277 const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
278 const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
279 const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0;
281 float viewdist = rv3d->dist;
282 DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
283 /* special exception for ortho camera (viewdist isnt used for perspective cameras) */
284 if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
285 viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
287 const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
289 DRWPass *pass = DRW_pass_create(
290 "Edit Mesh Face Overlay Pass",
291 DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
293 DRWShadingGroup *grp;
295 GPUShader *vert_sh = sh_data->overlay_vert;
296 GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
297 GPUShader *face_sh = sh_data->overlay_face;
298 GPUShader *facedot_sh = sh_data->overlay_facedot;
302 grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
303 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
304 DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
305 if (rv3d->rflag & RV3D_CLIPPING) {
306 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
310 grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
311 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
312 DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
313 DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
314 DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
315 DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f);
316 if (rv3d->rflag & RV3D_CLIPPING) {
317 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
320 /* Cage geom needs to be offseted to avoid Z-fighting. */
321 grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
322 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
325 grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
326 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
327 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
328 DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
329 DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
330 DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
331 DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
332 DRW_shgroup_uniform_float_copy(grp, "edgeScale", select_edge ? 1.75f : 1.0f);
333 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
334 /* To match blender loop structure. */
335 DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
336 if (rv3d->rflag & RV3D_CLIPPING) {
337 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
342 grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass);
343 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
344 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
345 DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f);
346 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH);
347 DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
348 if (rv3d->rflag & RV3D_CLIPPING) {
349 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
356 static float backwire_opacity;
357 static float face_mod;
358 static float size_normal;
360 static void EDIT_MESH_cache_init(void *vedata)
362 EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
363 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
364 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
366 const DRWContextState *draw_ctx = DRW_context_state_get();
367 View3D *v3d = draw_ctx->v3d;
368 RegionView3D *rv3d = draw_ctx->rv3d;
369 Scene *scene = draw_ctx->scene;
370 ToolSettings *tsettings = scene->toolsettings;
371 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
372 static float zero = 0.0f;
375 /* Alloc transient pointers */
376 stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
378 stl->g_data->ghost_ob = 0;
379 stl->g_data->edit_ob = 0;
380 stl->g_data->do_faces = true;
381 stl->g_data->do_edges = true;
383 stl->g_data->do_zbufclip = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0;
385 stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
386 stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
387 stl->g_data->data_mask[2] = 0xFF; /* Crease */
388 stl->g_data->data_mask[3] = 0xFF; /* BWeight */
390 if (draw_ctx->object_edit->type == OB_MESH) {
391 if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
392 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) {
393 stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
395 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
396 stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
397 stl->g_data->do_faces = false;
399 if ((tsettings->selectmode & SCE_SELECT_FACE) == 0) {
400 stl->g_data->data_mask[0] &= ~VFLAG_FACE_ACTIVE;
402 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
403 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
405 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
406 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
408 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
409 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
411 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) {
412 if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
413 stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
414 stl->g_data->do_edges = false;
417 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
418 stl->g_data->data_mask[2] = 0x0;
420 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
421 stl->g_data->data_mask[3] = 0x0;
427 psl->weight_faces = DRW_pass_create(
429 DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
431 stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
433 static float alpha = 1.0f;
434 DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1);
435 DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
436 DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
437 if (rv3d->rflag & RV3D_CLIPPING) {
438 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
443 /* Complementary Depth Pass */
444 psl->depth_hidden_wire = DRW_pass_create(
445 "Depth Pass Hidden Wire",
446 DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
447 stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
448 if (rv3d->rflag & RV3D_CLIPPING) {
449 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
454 /* Depth clearing for ghosting. */
455 psl->ghost_clear_depth = DRW_pass_create(
457 DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL);
459 DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->ghost_clear_depth, psl->ghost_clear_depth);
460 DRW_shgroup_stencil_mask(shgrp, 0x00);
461 DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL);
466 psl->normals = DRW_pass_create(
467 "Edit Mesh Normals Pass",
468 DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
470 stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
471 DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
472 DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
473 if (rv3d->rflag & RV3D_CLIPPING) {
474 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d);
477 stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
478 DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
479 DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
480 if (rv3d->rflag & RV3D_CLIPPING) {
481 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d);
484 stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
485 DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
486 DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
487 if (rv3d->rflag & RV3D_CLIPPING) {
488 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d);
492 if (!stl->g_data->do_zbufclip) {
493 psl->edit_face_overlay = edit_mesh_create_overlay_pass(
494 &face_mod, stl->g_data->data_mask, stl->g_data->do_edges, false,
495 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
496 &stl->g_data->face_shgrp,
497 &stl->g_data->face_cage_shgrp,
498 &stl->g_data->facedot_shgrp,
499 &stl->g_data->edge_shgrp,
500 &stl->g_data->vert_shgrp);
503 /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
504 psl->edit_face_occluded = edit_mesh_create_overlay_pass(
505 &zero, stl->g_data->data_mask, stl->g_data->do_edges, true,
506 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
507 &stl->g_data->face_shgrp,
508 &stl->g_data->face_cage_shgrp,
509 &stl->g_data->facedot_shgrp,
510 &stl->g_data->edge_shgrp,
511 &stl->g_data->vert_shgrp);
513 /* however we loose the front faces value (because we need the depth of occluded wires and
514 * faces are alpha blended ) so we recover them in a new pass. */
515 psl->facefill_occlude = DRW_pass_create(
517 DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
518 stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, psl->facefill_occlude);
519 DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo);
520 DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
521 if (rv3d->rflag & RV3D_CLIPPING) {
522 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d);
525 /* we need a full screen pass to combine the result */
526 struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
528 psl->mix_occlude = DRW_pass_create(
529 "Mix Occluded Wires",
530 DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
531 DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
532 DRW_shgroup_call_add(mix_shgrp, quad, NULL);
533 DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
534 DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
535 DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
536 DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth);
540 static void edit_mesh_add_ob_to_pass(
541 Scene *scene, Object *ob,
542 EDIT_MESH_PrivateData *g_data,
543 DRWShadingGroup *facedot_shgrp,
544 DRWShadingGroup *facefill_shgrp)
546 struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
547 ToolSettings *tsettings = scene->toolsettings;
549 bool has_edit_mesh_cage = false;
550 /* TODO: Should be its own function. */
551 Mesh *me = (Mesh *)ob->data;
552 BMEditMesh *embm = me->edit_btmesh;
554 has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
557 DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
558 DRWShadingGroup *vert_shgrp = g_data->vert_shgrp;
559 DRWShadingGroup *edge_shgrp = g_data->edge_shgrp;
561 face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp;
563 geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
564 geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
565 DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat);
566 DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
568 if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
569 geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
570 DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat);
573 if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
574 geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
575 DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat);
579 static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
581 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
582 const DRWContextState *draw_ctx = DRW_context_state_get();
583 View3D *v3d = draw_ctx->v3d;
584 Scene *scene = draw_ctx->scene;
585 ToolSettings *tsettings = scene->toolsettings;
586 struct GPUBatch *geom;
588 if (ob->type == OB_MESH) {
589 if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
590 bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
591 bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
592 bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
593 bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
594 bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
596 bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
598 if (stl->g_data->do_faces == false &&
599 stl->g_data->do_edges == false &&
600 (tsettings->selectmode & SCE_SELECT_FACE))
602 /* Force display of face centers in this case because that's
603 * the only way to see if a face is selected. */
604 show_face_dots = true;
607 /* Updating uniform */
608 backwire_opacity = v3d->overlay.backwire_opacity;
609 size_normal = v3d->overlay.normals_length;
611 face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
613 if (!stl->g_data->do_faces) {
617 if (do_show_weight) {
618 geom = DRW_cache_mesh_surface_weights_get(ob);
619 DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat);
622 if (do_occlude_wire) {
623 geom = DRW_cache_mesh_surface_get(ob);
624 DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat);
628 geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
629 DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat);
632 geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
633 DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geom, ob->obmat);
636 geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
637 DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
640 if (stl->g_data->do_zbufclip) {
641 edit_mesh_add_ob_to_pass(
642 scene, ob, stl->g_data,
643 stl->g_data->facedot_shgrp,
644 (stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
647 edit_mesh_add_ob_to_pass(
648 scene, ob, stl->g_data,
649 (show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
653 stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
654 stl->g_data->edit_ob += 1;
656 /* 3D text overlay */
657 if (v3d->overlay.edit_flag & (V3D_OVERLAY_EDIT_EDGE_LEN |
658 V3D_OVERLAY_EDIT_FACE_AREA |
659 V3D_OVERLAY_EDIT_FACE_ANG |
660 V3D_OVERLAY_EDIT_EDGE_ANG |
661 V3D_OVERLAY_EDIT_INDICES))
663 if (DRW_state_show_text()) {
664 DRW_edit_mesh_mode_text_measure_stats(
665 draw_ctx->ar, v3d, ob, &scene->unit);
672 static void EDIT_MESH_draw_scene(void *vedata)
674 EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
675 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
676 EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
677 DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
678 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
680 DRW_draw_pass(psl->weight_faces);
682 DRW_draw_pass(psl->depth_hidden_wire);
684 if (stl->g_data->do_zbufclip) {
685 float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
686 /* render facefill */
687 DRW_draw_pass(psl->facefill_occlude);
689 /* Render wires on a separate framebuffer */
690 GPU_framebuffer_bind(fbl->occlude_wire_fb);
691 GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f);
692 DRW_draw_pass(psl->normals);
693 DRW_draw_pass(psl->edit_face_occluded);
695 /* Combine with scene buffer */
696 GPU_framebuffer_bind(dfbl->color_only_fb);
697 DRW_draw_pass(psl->mix_occlude);
700 DRW_draw_pass(psl->normals);
702 const DRWContextState *draw_ctx = DRW_context_state_get();
703 View3D *v3d = draw_ctx->v3d;
705 if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0 &&
706 stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1)
708 /* In the case of single ghost object edit (common case for retopology):
709 * we duplicate the depht+stencil buffer and clear all depth to 1.0f where
710 * the stencil buffer is no 0x00. */
711 const float *viewport_size = DRW_viewport_size_get();
712 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
713 struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
714 GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
715 GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
716 GPU_ATTACHMENT_TEXTURE(dtxl->color),
719 GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
720 GPU_framebuffer_bind(fbl->ghost_wire_fb);
722 DRW_draw_pass(psl->ghost_clear_depth);
724 DRW_draw_pass(psl->edit_face_overlay);
727 // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
729 DRW_draw_pass(psl->edit_face_overlay);
731 // MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
735 DRW_state_clip_planes_reset();
738 static void EDIT_MESH_engine_free(void)
740 for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
741 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index];
742 /* Don't free builtins. */
743 sh_data->depth = NULL;
744 GPUShader **sh_data_as_array = (GPUShader **)sh_data;
745 for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) {
746 DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
751 static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
753 DrawEngineType draw_engine_edit_mesh_type = {
756 &EDIT_MESH_data_size,
757 &EDIT_MESH_engine_init,
758 &EDIT_MESH_engine_free,
759 &EDIT_MESH_cache_init,
760 &EDIT_MESH_cache_populate,
763 &EDIT_MESH_draw_scene,