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 blender/draw/modes/edit_mesh_mode.c
23 #include "DRW_engine.h"
24 #include "DRW_render.h"
26 #include "GPU_extensions.h"
28 #include "DNA_mesh_types.h"
29 #include "DNA_view3d_types.h"
31 #include "draw_common.h"
33 #include "draw_cache_impl.h"
34 #include "draw_mode_engines.h"
36 #include "edit_mesh_mode_intern.h" /* own include */
38 #include "BKE_editmesh.h"
39 #include "BKE_object.h"
41 #include "BIF_glutil.h"
43 #include "BLI_dynstr.h"
44 #include "BLI_string_utils.h"
46 extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
48 extern char datatoc_paint_weight_vert_glsl[];
49 extern char datatoc_paint_weight_frag_glsl[];
51 extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
52 extern char datatoc_edit_mesh_overlay_frag_glsl[];
53 extern char datatoc_edit_mesh_overlay_vert_glsl[];
54 extern char datatoc_edit_mesh_overlay_geom_glsl[];
55 extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
56 extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
57 extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
58 extern char datatoc_edit_normals_vert_glsl[];
59 extern char datatoc_edit_normals_geom_glsl[];
60 extern char datatoc_common_globals_lib_glsl[];
62 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
63 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
64 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
65 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
66 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
68 /* *********** LISTS *********** */
69 typedef struct EDIT_MESH_PassList {
70 struct DRWPass *weight_faces;
71 struct DRWPass *depth_hidden_wire;
72 struct DRWPass *ghost_clear_depth;
73 struct DRWPass *edit_face_overlay;
74 struct DRWPass *edit_face_occluded;
75 struct DRWPass *mix_occlude;
76 struct DRWPass *facefill_occlude;
77 struct DRWPass *normals;
80 typedef struct EDIT_MESH_FramebufferList {
81 struct GPUFrameBuffer *occlude_wire_fb;
82 struct GPUFrameBuffer *ghost_wire_fb;
83 } EDIT_MESH_FramebufferList;
85 typedef struct EDIT_MESH_StorageList {
86 struct EDIT_MESH_PrivateData *g_data;
87 } EDIT_MESH_StorageList;
89 typedef struct EDIT_MESH_Data {
91 EDIT_MESH_FramebufferList *fbl;
92 DRWViewportEmptyList *txl;
93 EDIT_MESH_PassList *psl;
94 EDIT_MESH_StorageList *stl;
97 #define MAX_SHADERS 16
99 /** Can only contain shaders (freed as array). */
100 typedef struct EDIT_MESH_Shaders {
102 GPUShader *weight_face;
105 GPUShader *overlay_vert;
106 GPUShader *overlay_edge;
107 GPUShader *overlay_edge_flat;
108 GPUShader *overlay_edge_deco;
109 GPUShader *overlay_face;
110 GPUShader *overlay_facedot;
112 GPUShader *overlay_mix;
113 GPUShader *overlay_facefill;
114 GPUShader *normals_face;
115 GPUShader *normals_loop;
118 GPUShader *ghost_clear_depth;
121 /* *********** STATIC *********** */
123 EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN];
125 /* temp buffer texture */
126 struct GPUTexture *occlude_wire_depth_tx;
127 struct GPUTexture *occlude_wire_color_tx;
128 } e_data = {NULL}; /* Engine data */
130 typedef struct EDIT_MESH_PrivateData {
132 DRWShadingGroup *fweights_shgrp;
133 DRWShadingGroup *depth_shgrp_hidden_wire;
135 DRWShadingGroup *fnormals_shgrp;
136 DRWShadingGroup *vnormals_shgrp;
137 DRWShadingGroup *lnormals_shgrp;
139 DRWShadingGroup *vert_shgrp;
140 DRWShadingGroup *edge_shgrp;
141 DRWShadingGroup *edge_deco_shgrp;
142 DRWShadingGroup *face_shgrp;
143 DRWShadingGroup *face_cage_shgrp;
144 DRWShadingGroup *facedot_shgrp;
146 DRWShadingGroup *facefill_occluded_shgrp;
154 float edge_width_scale;
155 } EDIT_MESH_PrivateData; /* Transient data */
157 /* *********** FUNCTIONS *********** */
160 static void EDIT_MESH_engine_init(void *vedata)
162 EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
164 const DRWContextState *draw_ctx = DRW_context_state_get();
165 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
166 const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0;
168 const float *viewport_size = DRW_viewport_size_get();
169 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
171 e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
172 &draw_engine_edit_mesh_type);
173 e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
174 &draw_engine_edit_mesh_type);
176 GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
177 GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
178 GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
182 DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
185 const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
186 const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
188 if (!sh_data->weight_face) {
189 sh_data->weight_face = GPU_shader_create_from_arrays({
190 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_paint_weight_vert_glsl, NULL},
191 .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_paint_weight_frag_glsl, NULL},
192 .defs = (const char *[]){world_clip_def_or_empty, NULL},
195 char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
196 const bool use_geom_shader = GPU_max_line_width() <= 2.0f;
197 const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
198 if (!use_geom_shader) {
199 geom_sh_code[0] = NULL;
201 const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
202 sh_data->overlay_face = GPU_shader_create_from_arrays({
203 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
204 .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
205 .defs = (const char *[]){world_clip_def_or_empty, "#define FACE\n", NULL},
207 sh_data->overlay_edge = GPU_shader_create_from_arrays({
208 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
209 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
210 .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", NULL},
211 .geom = (use_geom_shader) ? geom_sh_code : NULL,
213 sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
214 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
215 .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
216 .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
217 .geom = (use_geom_shader) ? geom_sh_code : NULL,
219 sh_data->overlay_edge_deco = GPU_shader_create_from_arrays({
220 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
221 .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
222 .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
223 .geom = (use_geom_shader) ? geom_sh_code : NULL,
225 sh_data->overlay_vert = 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 VERT\n", NULL},
230 sh_data->overlay_facedot = GPU_shader_create_from_arrays({
231 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
232 .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
233 .defs = (const char *[]){world_clip_def_or_empty, "#define FACEDOT\n", NULL},
235 sh_data->overlay_facefill = GPU_shader_create_from_arrays({
236 .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
237 .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
238 .defs = (const char *[]){world_clip_def_or_empty, NULL},
242 sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
244 sh_data->normals_face = GPU_shader_create_from_arrays({
245 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
246 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
247 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
248 .defs = (const char *[]){world_clip_def_or_empty, "#define FACE_NORMALS\n", NULL},
251 sh_data->normals_loop = GPU_shader_create_from_arrays({
252 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
253 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
254 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
255 .defs = (const char *[]){world_clip_def_or_empty, "#define LOOP_NORMALS\n", NULL},
258 sh_data->normals = GPU_shader_create_from_arrays({
259 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
260 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_geom_glsl, NULL},
261 .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
262 .defs = (const char *[]){world_clip_def_or_empty, NULL},
265 sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->shader_cfg);
267 sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL);
271 static DRWPass *edit_mesh_create_overlay_pass(
272 float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool UNUSED(xray),
274 DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
275 DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_edge_deco_shgrp, DRWShadingGroup **r_vert_shgrp)
277 const DRWContextState *draw_ctx = DRW_context_state_get();
278 RegionView3D *rv3d = draw_ctx->rv3d;
279 Scene *scene = draw_ctx->scene;
280 ToolSettings *tsettings = scene->toolsettings;
281 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
282 const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
283 const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
285 float viewdist = rv3d->dist;
286 DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
287 /* special exception for ortho camera (viewdist isnt used for perspective cameras) */
288 if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
289 viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
291 const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
293 DRWPass *pass = DRW_pass_create(
294 "Edit Mesh Face Overlay Pass",
295 DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
297 DRWShadingGroup *grp;
300 GPUShader *vert_sh = sh_data->overlay_vert;
301 GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
302 GPUShader *face_sh = sh_data->overlay_face;
303 GPUShader *facedot_sh = sh_data->overlay_facedot;
304 GPUShader *edge_deco_sh = sh_data->overlay_edge_deco;
307 grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
308 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
309 DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
310 DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
311 if (rv3d->rflag & RV3D_CLIPPING) {
312 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
316 grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
317 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
318 DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
319 DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
320 DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
321 DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
322 DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f);
323 if (rv3d->rflag & RV3D_CLIPPING) {
324 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
327 /* Cage geom needs to be offseted to avoid Z-fighting. */
328 grp = *r_face_cage_shgrp = DRW_shgroup_create_sub(*r_face_shgrp);
329 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
333 grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass);
334 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
335 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
336 DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
337 DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f);
338 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH);
339 DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
340 if (rv3d->rflag & RV3D_CLIPPING) {
341 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
346 grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass);
347 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
348 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
349 DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
350 DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
351 DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
352 DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
353 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
354 DRW_shgroup_state_enable(grp, DRW_STATE_BLEND);
355 DRW_shgroup_state_enable(grp, DRW_STATE_WIRE_WIDE);
356 /* To match blender loop structure. */
357 DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
358 if (rv3d->rflag & RV3D_CLIPPING) {
359 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
362 grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
363 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
364 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
365 DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
366 DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
367 DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
368 DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
369 DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
370 DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
371 DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
372 /* To match blender loop structure. */
373 DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
374 if (rv3d->rflag & RV3D_CLIPPING) {
375 DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
381 static float backwire_opacity;
382 static float face_mod;
383 static float size_normal;
385 static void EDIT_MESH_cache_init(void *vedata)
387 EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
388 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
389 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
391 const DRWContextState *draw_ctx = DRW_context_state_get();
392 View3D *v3d = draw_ctx->v3d;
393 RegionView3D *rv3d = draw_ctx->rv3d;
394 Scene *scene = draw_ctx->scene;
395 ToolSettings *tsettings = scene->toolsettings;
396 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
397 static float zero = 0.0f;
400 /* Alloc transient pointers */
401 stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
403 stl->g_data->ghost_ob = 0;
404 stl->g_data->edit_ob = 0;
405 stl->g_data->do_faces = true;
406 stl->g_data->do_edges = true;
408 stl->g_data->do_zbufclip = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0;
410 /* Applies on top of the theme edge width, so edge-mode can have thick edges. */
411 stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
413 stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
414 stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
415 stl->g_data->data_mask[2] = 0xFF; /* Crease */
416 stl->g_data->data_mask[3] = 0xFF; /* BWeight */
418 if (draw_ctx->object_edit->type == OB_MESH) {
419 if (BKE_object_is_in_editmode(draw_ctx->object_edit)) {
420 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) {
421 stl->g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE;
423 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) {
424 stl->g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE);
425 stl->g_data->do_faces = false;
427 if ((tsettings->selectmode & SCE_SELECT_FACE) == 0) {
428 stl->g_data->data_mask[0] &= ~VFLAG_FACE_ACTIVE;
430 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) {
431 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM;
433 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) {
434 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP;
436 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) {
437 stl->g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE;
439 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) {
440 if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) {
441 stl->g_data->data_mask[1] &= ~(VFLAG_EDGE_ACTIVE & VFLAG_EDGE_SELECTED);
442 stl->g_data->do_edges = false;
445 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) {
446 stl->g_data->data_mask[2] = 0x0;
448 if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) {
449 stl->g_data->data_mask[3] = 0x0;
455 psl->weight_faces = DRW_pass_create(
457 DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
459 stl->g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces);
461 static float alpha = 1.0f;
462 DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &alpha, 1);
463 DRW_shgroup_uniform_texture(stl->g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp);
464 DRW_shgroup_uniform_block(stl->g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo);
465 if (rv3d->rflag & RV3D_CLIPPING) {
466 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
471 /* Complementary Depth Pass */
472 psl->depth_hidden_wire = DRW_pass_create(
473 "Depth Pass Hidden Wire",
474 DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
475 stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire);
476 if (rv3d->rflag & RV3D_CLIPPING) {
477 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fweights_shgrp, rv3d);
482 /* Depth clearing for ghosting. */
483 psl->ghost_clear_depth = DRW_pass_create(
485 DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_STENCIL_NEQUAL);
487 DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->ghost_clear_depth, psl->ghost_clear_depth);
488 DRW_shgroup_stencil_mask(shgrp, 0x00);
489 DRW_shgroup_call_add(shgrp, DRW_cache_fullscreen_quad_get(), NULL);
494 psl->normals = DRW_pass_create(
495 "Edit Mesh Normals Pass",
496 DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
498 stl->g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals);
499 DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
500 DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1);
501 if (rv3d->rflag & RV3D_CLIPPING) {
502 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->fnormals_shgrp, rv3d);
505 stl->g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals);
506 DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
507 DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1);
508 if (rv3d->rflag & RV3D_CLIPPING) {
509 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->vnormals_shgrp, rv3d);
512 stl->g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals);
513 DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
514 DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1);
515 if (rv3d->rflag & RV3D_CLIPPING) {
516 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->lnormals_shgrp, rv3d);
520 if (!stl->g_data->do_zbufclip) {
521 psl->edit_face_overlay = edit_mesh_create_overlay_pass(
522 &face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, false,
523 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
524 &stl->g_data->face_shgrp,
525 &stl->g_data->face_cage_shgrp,
526 &stl->g_data->facedot_shgrp,
527 &stl->g_data->edge_shgrp,
528 &stl->g_data->edge_deco_shgrp,
529 &stl->g_data->vert_shgrp);
532 /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
533 psl->edit_face_occluded = edit_mesh_create_overlay_pass(
534 &zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, true,
535 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
536 &stl->g_data->face_shgrp,
537 &stl->g_data->face_cage_shgrp,
538 &stl->g_data->facedot_shgrp,
539 &stl->g_data->edge_shgrp,
540 &stl->g_data->edge_deco_shgrp,
541 &stl->g_data->vert_shgrp);
543 /* however we loose the front faces value (because we need the depth of occluded wires and
544 * faces are alpha blended ) so we recover them in a new pass. */
545 psl->facefill_occlude = DRW_pass_create(
547 DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
548 stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, psl->facefill_occlude);
549 DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", G_draw.block_ubo);
550 DRW_shgroup_uniform_ivec4(stl->g_data->facefill_occluded_shgrp, "dataMask", stl->g_data->data_mask, 1);
551 if (rv3d->rflag & RV3D_CLIPPING) {
552 DRW_shgroup_world_clip_planes_from_rv3d(stl->g_data->facefill_occluded_shgrp, rv3d);
555 /* we need a full screen pass to combine the result */
556 struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
558 psl->mix_occlude = DRW_pass_create(
559 "Mix Occluded Wires",
560 DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
561 DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude);
562 DRW_shgroup_call_add(mix_shgrp, quad, NULL);
563 DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
564 DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
565 DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
566 DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth);
570 static void edit_mesh_add_ob_to_pass(
571 Scene *scene, Object *ob,
572 EDIT_MESH_PrivateData *g_data,
573 DRWShadingGroup *facedot_shgrp,
574 DRWShadingGroup *facefill_shgrp)
576 struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
577 ToolSettings *tsettings = scene->toolsettings;
579 bool has_edit_mesh_cage = false;
580 /* TODO: Should be its own function. */
581 Mesh *me = (Mesh *)ob->data;
582 BMEditMesh *embm = me->edit_btmesh;
584 has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
587 DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
588 DRWShadingGroup *vert_shgrp = g_data->vert_shgrp;
589 DRWShadingGroup *edge_shgrp = g_data->edge_shgrp;
590 DRWShadingGroup *edge_deco_shgrp = g_data->edge_deco_shgrp;
592 face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp;
594 geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
595 geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
596 DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat);
597 DRW_shgroup_call_add(edge_deco_shgrp, geom_edges, ob->obmat);
598 DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
600 if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
601 geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
602 DRW_shgroup_call_add(vert_shgrp, geom_verts, ob->obmat);
605 if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
606 geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
607 DRW_shgroup_call_add(facedot_shgrp, geom_fcenter, ob->obmat);
611 static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
613 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
614 const DRWContextState *draw_ctx = DRW_context_state_get();
615 View3D *v3d = draw_ctx->v3d;
616 Scene *scene = draw_ctx->scene;
617 ToolSettings *tsettings = scene->toolsettings;
618 struct GPUBatch *geom;
620 if (ob->type == OB_MESH) {
621 if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
622 bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
623 bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
624 bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
625 bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
626 bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
628 bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0;
630 if (stl->g_data->do_faces == false &&
631 stl->g_data->do_edges == false &&
632 (tsettings->selectmode & SCE_SELECT_FACE))
634 /* Force display of face centers in this case because that's
635 * the only way to see if a face is selected. */
636 show_face_dots = true;
639 /* Updating uniform */
640 backwire_opacity = v3d->overlay.backwire_opacity;
641 size_normal = v3d->overlay.normals_length;
643 face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
645 if (!stl->g_data->do_faces) {
649 if (do_show_weight) {
650 geom = DRW_cache_mesh_surface_weights_get(ob);
651 DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat);
654 if (do_occlude_wire) {
655 geom = DRW_cache_mesh_surface_get(ob);
656 DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat);
660 geom = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
661 DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geom, ob->obmat);
664 geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data);
665 DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geom, ob->obmat);
668 geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data);
669 DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
672 if (stl->g_data->do_zbufclip) {
673 edit_mesh_add_ob_to_pass(
674 scene, ob, stl->g_data,
675 stl->g_data->facedot_shgrp,
676 (stl->g_data->do_faces) ? stl->g_data->facefill_occluded_shgrp : NULL);
679 edit_mesh_add_ob_to_pass(
680 scene, ob, stl->g_data,
681 (show_face_dots) ? stl->g_data->facedot_shgrp : NULL,
685 stl->g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
686 stl->g_data->edit_ob += 1;
688 /* 3D text overlay */
689 if (v3d->overlay.edit_flag & (V3D_OVERLAY_EDIT_EDGE_LEN |
690 V3D_OVERLAY_EDIT_FACE_AREA |
691 V3D_OVERLAY_EDIT_FACE_ANG |
692 V3D_OVERLAY_EDIT_EDGE_ANG |
693 V3D_OVERLAY_EDIT_INDICES))
695 if (DRW_state_show_text()) {
696 DRW_edit_mesh_mode_text_measure_stats(
697 draw_ctx->ar, v3d, ob, &scene->unit);
704 static void EDIT_MESH_draw_scene(void *vedata)
706 EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
707 EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
708 EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
709 DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
710 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
712 DRW_draw_pass(psl->weight_faces);
714 DRW_draw_pass(psl->depth_hidden_wire);
716 if (stl->g_data->do_zbufclip) {
717 float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
718 /* render facefill */
719 DRW_draw_pass(psl->facefill_occlude);
721 /* Render wires on a separate framebuffer */
722 GPU_framebuffer_bind(fbl->occlude_wire_fb);
723 GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f);
724 DRW_draw_pass(psl->normals);
725 DRW_draw_pass(psl->edit_face_occluded);
727 /* Combine with scene buffer */
728 GPU_framebuffer_bind(dfbl->color_only_fb);
729 DRW_draw_pass(psl->mix_occlude);
732 DRW_draw_pass(psl->normals);
734 const DRWContextState *draw_ctx = DRW_context_state_get();
735 View3D *v3d = draw_ctx->v3d;
737 if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0) {
738 if (stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1) {
739 /* In the case of single ghost object edit (common case for retopology):
740 * we duplicate the depht+stencil buffer and clear all depth to 1.0f where
741 * the stencil buffer is no 0x00. */
742 const float *viewport_size = DRW_viewport_size_get();
743 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
744 struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
745 GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
746 GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
747 GPU_ATTACHMENT_TEXTURE(dtxl->color),
750 GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
751 GPU_framebuffer_bind(fbl->ghost_wire_fb);
753 DRW_draw_pass(psl->ghost_clear_depth);
757 DRW_draw_pass(psl->edit_face_overlay);
760 DRW_state_clip_planes_reset();
763 static void EDIT_MESH_engine_free(void)
765 for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
766 EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index];
767 /* Don't free builtins. */
768 sh_data->depth = NULL;
769 GPUShader **sh_data_as_array = (GPUShader **)sh_data;
770 for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) {
771 DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
776 static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
778 DrawEngineType draw_engine_edit_mesh_type = {
781 &EDIT_MESH_data_size,
782 &EDIT_MESH_engine_init,
783 &EDIT_MESH_engine_free,
784 &EDIT_MESH_cache_init,
785 &EDIT_MESH_cache_populate,
788 &EDIT_MESH_draw_scene,