[Bf-blender-cvs] [456d145] blender2.8: OpenGL: new mesh draw routines for new viewport
Mike Erwin
noreply at git.blender.org
Wed Oct 26 01:39:59 CEST 2016
Commit: 456d145d070e456bd3836f3529453043ce53a0b0
Author: Mike Erwin
Date: Tue Oct 25 19:34:17 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB456d145d070e456bd3836f3529453043ce53a0b0
OpenGL: new mesh draw routines for new viewport
Totally WIP.
Started with copies of legacy routines, modified to use the new shaders & batch cache. Not all features are implemented; this is why we keep legacy viewport around during development!
===================================================================
M source/blender/editors/space_view3d/drawobject.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index ba3dfb7..8df1007 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -974,7 +974,7 @@ void drawcircball(int mode, const float cent[3], float rad, const float tmat[4][
glDisableClientState(GL_VERTEX_ARRAY);
}
-void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos)
+static void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos)
{
float verts[CIRCLE_RESOL][3];
@@ -4225,9 +4225,15 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
}
+static void draw_em_fancy_new(Scene *scene, ARegion *ar, View3D *v3d,
+ Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, const char dt)
+{
+ /* for now... nothing! */
+}
+
/* Mesh drawing routines */
-void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
+void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm) /* LEGACY */
{
if ((v3d->transp == false) && /* not when we draw the transparent pass */
(ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
@@ -4251,6 +4257,51 @@ void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
}
}
+static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *dm)
+{
+ if ((v3d->transp == false) && /* not when we draw the transparent pass */
+ (ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
+ {
+ glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
+ glDepthMask(GL_FALSE);
+
+ const float outline_color[4];
+ UI_GetThemeColor4fv(TH_SELECT, outline_color);
+#if 1
+ Batch *fancy_edges = MBC_get_fancy_edges(dm);
+
+ if (rv3d->persp == RV3D_ORTHO) {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ /* set eye vector, transformed to object coords */
+ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
+ mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
+ Batch_Uniform3fv(fancy_edges, "eye", eye);
+ }
+ else {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ glEnable(GL_BLEND); /* hack until we support geometry shaders on Mac */
+ }
+
+ Batch_Uniform1b(fancy_edges, "drawFront", false);
+ Batch_Uniform1b(fancy_edges, "drawBack", false);
+ Batch_Uniform1b(fancy_edges, "drawSilhouette", true);
+ Batch_Uniform4fv(fancy_edges, "silhouetteColor", outline_color);
+
+ Batch_draw(fancy_edges);
+
+ if (rv3d->persp != RV3D_ORTHO) {
+ glDisable(GL_BLEND); /* hack */
+ }
+#else
+ Batch *batch = MBC_get_all_edges(dm);
+ Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ Batch_Uniform4fv(batch, "color", outline_color);
+ Batch_draw(batch);
+#endif
+ glDepthMask(GL_TRUE);
+ }
+}
+
static bool object_is_halo(Scene *scene, Object *ob)
{
const Material *ma = give_current_material(ob, 1);
@@ -4629,6 +4680,412 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
return retval;
}
+static void draw_mesh_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const unsigned char ob_wire_col[4], const short dflag)
+{
+ if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
+ /* too complicated! use existing methods */
+ /* TODO: move this into a separate depth pre-pass */
+ draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ return;
+ }
+
+#ifdef WITH_GAMEENGINE
+ Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, scene) : base->object;
+#else
+ Object *ob = base->object;
+#endif
+ Mesh *me = ob->data;
+ eWireDrawMode draw_wire = OBDRAW_WIRE_OFF; /* could be bool draw_wire_overlay */
+ bool no_edges, no_faces;
+ DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
+ const bool is_obact = (ob == OBACT);
+ int draw_flags = (is_obact && BKE_paint_select_face_test(ob)) ? DRAW_FACE_SELECT : 0;
+
+ if (!dm)
+ return;
+
+ const bool solid = dt >= OB_SOLID;
+ if (solid) {
+ DM_update_materials(dm, ob);
+ }
+
+ /* Check to draw dynamic paint colors (or weights from WeightVG modifiers).
+ * Note: Last "preview-active" modifier in stack will win! */
+ if (DM_get_loop_data_layer(dm, CD_PREVIEW_MLOOPCOL) && modifiers_isPreview(ob))
+ draw_flags |= DRAW_MODIFIERS_PREVIEW;
+
+ /* Unwanted combination */
+ if (draw_flags & DRAW_FACE_SELECT) {
+ draw_wire = OBDRAW_WIRE_OFF;
+ }
+ else if (ob->dtx & OB_DRAWWIRE) {
+ draw_wire = OBDRAW_WIRE_ON;
+ }
+
+ /* check polys instead of tessfaces because of dyntopo where tessfaces don't exist */
+ if (dm->type == DM_TYPE_CCGDM) {
+ no_edges = !subsurf_has_edges(dm);
+ no_faces = !subsurf_has_faces(dm);
+ }
+ else {
+ no_edges = (dm->getNumEdges(dm) == 0);
+ no_faces = (dm->getNumPolys(dm) == 0);
+ }
+
+ if (solid) {
+ /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+ }
+
+ if (dt == OB_BOUNDBOX) {
+ if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_WIRE) == 0)
+ draw_bounding_volume(ob, ob->boundtype);
+ }
+ else if ((no_faces && no_edges) ||
+ ((!is_obact || (ob->mode == OB_MODE_OBJECT)) && object_is_halo(scene, ob)))
+ {
+ glPointSize(1.5);
+ // dm->drawVerts(dm);
+ // TODO: draw smooth round points as a batch
+ }
+ else if ((dt == OB_WIRE) || no_faces) {
+ draw_wire = OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
+
+ /* TODO: enable depth for wireframes */
+
+ glLineWidth(1.0f);
+
+ float color[4];
+ rgba_uchar_to_float(color, ob_wire_col);
+
+ /* TODO:
+ * const bool active = (ob == CTX_data_active_object(C));
+ * const int theme = active ? TH_ACTIVE : (base->flag & SELECT) ? TH_SELECT : TH_WIRE;
+ * UI_GetThemeColor4fv(theme, color);
+ */
+
+#if 0
+ Batch *fancy_edges = MBC_get_fancy_edges(dm);
+
+ if (rv3d->persp == RV3D_ORTHO) {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ /* set eye vector, transformed to object coords */
+ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
+ mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
+ Batch_Uniform3fv(fancy_edges, "eye", eye);
+ }
+ else {
+ Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ }
+
+ /* TODO: nice variations (lighter & darker shades) of base color */
+ float backColor[4] = { 0.5f, 0.3f, 0.0f, 1.0f };
+ float outlineColor[4] = { 1.0f, 0.7f, 0.3f, 1.0f };
+
+ Batch_Uniform4fv(fancy_edges, "frontColor", color);
+ Batch_Uniform4fv(fancy_edges, "backColor", backColor);
+ Batch_Uniform1b(fancy_edges, "drawFront", true);
+ Batch_Uniform1b(fancy_edges, "drawBack", true);
+ Batch_Uniform1b(fancy_edges, "drawSilhouette", true);
+ Batch_Uniform4fv(fancy_edges, "silhouetteColor", outlineColor);
+
+ Batch_draw(fancy_edges);
+#else
+ Batch *batch = MBC_get_all_edges(dm);
+ Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ Batch_Uniform4fv(batch, "color", color);
+ Batch_draw(batch);
+#endif
+ }
+ else if (((is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
+ check_object_draw_texture(scene, v3d, dt))
+ {
+ bool draw_loose = true;
+
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & SELECT) &&
+ !(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
+ (draw_wire == OBDRAW_WIRE_OFF))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, dm);
+ }
+
+ if (draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
+ Paint *p;
+
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+
+ if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene))) {
+ GPUVertexAttribs gattribs;
+ float planes[4][4];
+ float (*fpl)[4] = NULL;
+ const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
+
+ if (ob->sculpt->partial_redraw) {
+ if (ar->do_draw & RGN_DRAW_PARTIAL) {
+ ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
+ fpl = planes;
+ ob->sculpt->partial_redraw = 0;
+ }
+ }
+
+ GPU_object_material_bind(1, &gattribs);
+ dm->drawFacesSolid(dm, fpl, fast, NULL);
+ draw_loose = false;
+ }
+ else
+ dm->drawFacesGLSL(dm, GPU_object_material_bind);
+
+ GPU_object_material_unbind();
+
+ glFrontFace(GL_CCW);
+
+ if (draw_flags & DRAW_FACE_SELECT)
+ draw_mesh_face_select(rv3d, me, dm, false);
+ }
+ else {
+ draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);
+ }
+
+ if (draw_loose && !(draw_flags & DRAW_FACE_SELECT)) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(ob_wire_col);
+ }
+ glLineWidth(1.0f);
+ dm->drawLooseEdges(dm);
+ }
+ }
+ }
+ else if (dt == OB_SOLID) {
+ if (draw_flags & DRAW_MODIFIERS_PREVIEW) {
+ /* for object selection draws no shade */
+ if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
+ /* TODO: draw basic faces with GPU_SHADER_3D_DEPTH_ONLY */
+ }
+ else {
+ const float specular[3] = {0.47f, 0.47f, 0.47f};
+
+ /* draw outline */
+ /* TODO: move this into a separate pass */
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & SELECT) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, dm);
+ }
+
+ /* materials arent compatible with vertex colors */
+ GPU_end_object_materials();
+
+ /* set default specular */
+ GPU_basic_shader_colors(NULL, specular, 35, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+
+ dm->drawMappedFaces(dm, NULL, NULL, NULL, NULL, DM_DRAW_USE_COLORS | DM_DRAW_NEED_NORMALS);
+
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ }
+ }
+ else {
@@ Diff output truncated at 10240 characters. @@
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