[Bf-blender-cvs] [a72220ecf09] blender2.8: DNA: move back-face culling to shading popover

Campbell Barton noreply at git.blender.org
Wed Dec 19 01:05:45 CET 2018


Commit: a72220ecf097d9d23d64c5afc774fcedc353f81c
Author: Campbell Barton
Date:   Wed Dec 19 10:55:53 2018 +1100
Branches: blender2.8
https://developer.blender.org/rBa72220ecf097d9d23d64c5afc774fcedc353f81c

DNA: move back-face culling to shading popover

Overlay options shouldn't be used when overlays are disabled.

Move to shading popover, reported as T58070.

===================================================================

M	release/scripts/startup/bl_ui/space_view3d.py
M	source/blender/blenloader/intern/versioning_280.c
M	source/blender/draw/engines/basic/basic_engine.c
M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/draw/engines/workbench/workbench_deferred.c
M	source/blender/draw/engines/workbench/workbench_forward.c
M	source/blender/makesdna/DNA_view3d_types.h
M	source/blender/makesrna/intern/rna_space.c

===================================================================

diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 3c713de9a71..e8fb17258d1 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -4547,6 +4547,9 @@ class VIEW3D_PT_shading_options(Panel):
             )
 
             col = layout.column()
+
+            col.prop(shading, "show_backface_culling")
+
             row = col.row()
             row.active = not shading.show_xray
             row.prop(shading, "show_cavity")
@@ -4766,13 +4769,9 @@ class VIEW3D_PT_overlay_geometry(Panel):
         col = layout.column(align=True)
         col.active = display_all
 
-        split = col.split()
-        sub = split.column(align=True)
-        sub.prop(overlay, "show_backface_culling")
+        col.prop(overlay, "show_face_orientation")
 
-        sub = split.column(align=True)
-        #sub.prop(overlay, "show_onion_skins")
-        sub.prop(overlay, "show_face_orientation")
+        # sub.prop(overlay, "show_onion_skins")
 
 
 class VIEW3D_PT_overlay_motion_tracking(Panel):
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index a2a2c3fb738..0c9b9806425 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -2743,5 +2743,24 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
 					SCE_SNAP_TRANSFORM_MODE_TRANSLATE;
 			}
 		}
+
+		for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
+			for (ScrArea *area = screen->areabase.first; area; area = area->next) {
+				for (SpaceLink *sl = area->spacedata.first; sl; sl = sl->next) {
+					switch (sl->spacetype) {
+						case SPACE_VIEW3D:
+						{
+							enum { V3D_BACKFACE_CULLING = (1 << 10) };
+							View3D *v3d = (View3D *)sl;
+							if (v3d->flag2 & V3D_BACKFACE_CULLING) {
+								v3d->flag2 &= ~V3D_BACKFACE_CULLING;
+								v3d->shading.flag |= V3D_SHADING_BACKFACE_CULLING;
+							}
+							break;
+						}
+					}
+				}
+			}
+		}
 	}
 }
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
index f64d345c52f..cf0605c7eda 100644
--- a/source/blender/draw/engines/basic/basic_engine.c
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -160,7 +160,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
 
 	struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
 	if (geom) {
-		const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
+		const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
 		/* Depth Prepass */
 		DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
 	}
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index f26920c2474..00b77eee19b 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1439,7 +1439,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
 	Scene *scene = draw_ctx->scene;
 	GHash *material_hash = stl->g_data->material_hash;
 
-	const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
+	const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
 	const bool is_active = (ob == draw_ctx->obact);
 	const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
 	/* For now just force fully shaded with eevee when supported. */
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 66a98ef2e00..0b7d840a589 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -487,7 +487,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
 	/* Prepass */
 	{
 		DRWShadingGroup *grp;
-		const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
+		const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
 
 		int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
 		psl->prepass_pass = DRW_pass_create("Prepass", (do_cull) ? state | DRW_STATE_CULL_BACK : state);
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 3b755b31156..7a0a5e20864 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -325,7 +325,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
 	});
 
 	workbench_volume_cache_init(vedata);
-	const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
+	const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
 	const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
 
 	/* Transparency Accum */
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 242be7b75cc..1fc143ed71f 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -362,7 +362,7 @@ typedef struct View3D {
 #define V3D_SHOW_RECONSTRUCTION (1 << 7)
 #define V3D_SHOW_CAMERAPATH     (1 << 8)
 #define V3D_SHOW_BUNDLENAME     (1 << 9)
-#define V3D_BACKFACE_CULLING    (1 << 10)
+#define V3D_FLAG2_DEPRECATED_10 (1 << 10)  /* cleared */
 #define V3D_RENDER_BORDER       (1 << 11)
 #define V3D_FLAG2_DEPRECATED_12 (1 << 12)  /* cleared */
 #define V3D_FLAG2_DEPRECATED_13 (1 << 13)  /* cleared */
@@ -396,6 +396,7 @@ enum {
 	V3D_SHADING_SCENE_WORLD         = (1 << 7),
 	V3D_SHADING_XRAY_BONE           = (1 << 8),
 	V3D_SHADING_WORLD_ORIENTATION   = (1 << 9),
+	V3D_SHADING_BACKFACE_CULLING    = (1 << 10),
 };
 
 /* View3DShading->color_type */
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index f3d2d5d805e..b77eed67d21 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2475,6 +2475,11 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
 	RNA_def_property_ui_text(prop, "World Space Lighting", "Make the lighting fixed and not follow the camera");
 	RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
 
+	prop = RNA_def_property(srna, "show_backface_culling", PROP_BOOLEAN, PROP_NONE);
+	RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_BACKFACE_CULLING);
+	RNA_def_property_ui_text(prop, "Backface Culling", "Use back face culling to hide the back side of faces");
+	RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
 	prop = RNA_def_property(srna, "show_cavity", PROP_BOOLEAN, PROP_NONE);
 	RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_CAVITY);
 	RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
@@ -2726,12 +2731,6 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
 	                         "Show dashed lines indicating parent or constraint relationships");
 	RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
 
-	/* TODO: this should become a per object setting? */
-	prop = RNA_def_property(srna, "show_backface_culling", PROP_BOOLEAN, PROP_NONE);
-	RNA_def_property_boolean_sdna(prop, NULL, "flag2", V3D_BACKFACE_CULLING);
-	RNA_def_property_ui_text(prop, "Backface Culling", "Use back face culling to hide the back side of faces");
-	RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
-
 	prop = RNA_def_property(srna, "show_cursor", PROP_BOOLEAN, PROP_NONE);
 	RNA_def_property_boolean_negative_sdna(prop, NULL, "overlay.flag", V3D_OVERLAY_HIDE_CURSOR);
 	RNA_def_property_ui_text(prop, "Show 3D Cursor", "Display 3D Cursor Overlay");



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