[Bf-blender-cvs] [195879a50d6] blender2.8: Edit Mesh: Fix buggy occlusion when in xray mode.

Clément Foucault noreply at git.blender.org
Sun Jun 17 20:11:24 CEST 2018


Commit: 195879a50d6b058d78ff6228d8eda159c7abead3
Author: Clément Foucault
Date:   Sun Jun 17 20:11:23 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB195879a50d6b058d78ff6228d8eda159c7abead3

Edit Mesh: Fix buggy occlusion when in xray mode.

This mimics the behaviour of the old wireframe mode. When in Xray mode,
don't use the limit selection to visible option.

Also hide the option if Xray is enabled.

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

M	release/scripts/startup/bl_ui/space_view3d.py
M	source/blender/draw/modes/edit_mesh_mode.c

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

diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 4476f144ae5..62dceabd061 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -65,8 +65,9 @@ class VIEW3D_HT_header(Header):
                 row.prop(tool_settings.particle_edit, "select_mode", text="", expand=True)
 
             # Occlude geometry
-            if ((shading.type not in {'BOUNDBOX', 'WIREFRAME'} and (mode == 'PARTICLE_EDIT' or (mode == 'EDIT' and obj.type == 'MESH'))) or
-                    (mode in {'WEIGHT_PAINT', 'VERTEX_PAINT'})):
+            if ((((shading.type not in {'SOLID', 'TEXTURED'}) or not shading.show_xray) and
+                (mode == 'PARTICLE_EDIT' or (mode == 'EDIT' and obj.type == 'MESH'))) or
+                (mode in {'WEIGHT_PAINT', 'VERTEX_PAINT'})):
                 row = layout.row()
                 row.prop(view, "use_occlude_geometry", text="")
 
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 26648ecab07..700132e0ee4 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -134,6 +134,7 @@ typedef struct EDIT_MESH_PrivateData {
 	DRWShadingGroup *facedot_occluded_shgrp;
 	DRWShadingGroup *facefill_occluded_shgrp;
 
+	bool do_zbufclip;
 } EDIT_MESH_PrivateData; /* Transient data */
 
 /* *********** FUNCTIONS *********** */
@@ -352,8 +353,6 @@ static void EDIT_MESH_cache_init(void *vedata)
 	const DRWContextState *draw_ctx = DRW_context_state_get();
 	View3D *v3d = draw_ctx->v3d;
 
-	bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0);
-
 	static float zero = 0.0f;
 
 	if (!stl->g_data) {
@@ -361,6 +360,11 @@ static void EDIT_MESH_cache_init(void *vedata)
 		stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
 	}
 
+
+	const bool xray_enabled = ((draw_ctx->v3d->shading.flag & V3D_SHADING_XRAY) != 0) &&
+	                           (draw_ctx->v3d->drawtype < OB_MATERIAL);
+	stl->g_data->do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0) || xray_enabled;
+
 	{
 		psl->vcolor_faces = DRW_pass_create(
 		        "Vert Color Pass",
@@ -403,7 +407,7 @@ static void EDIT_MESH_cache_init(void *vedata)
 		DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", ts.colorLNormal, 1);
 	}
 
-	if (!do_zbufclip) {
+	if (!stl->g_data->do_zbufclip) {
 		psl->edit_face_overlay = edit_mesh_create_overlay_pass(
 		        &face_mod, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND,
 		        &stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp,
@@ -519,7 +523,7 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
 				}
 			}
 
-			if ((v3d->flag & V3D_ZBUF_SELECT) == 0) {
+			if (stl->g_data->do_zbufclip) {
 				edit_mesh_add_ob_to_pass(
 				        scene, ob, stl->g_data->face_occluded_shgrp, stl->g_data->ledges_occluded_shgrp,
 				        stl->g_data->lverts_occluded_shgrp, stl->g_data->facedot_occluded_shgrp,
@@ -550,6 +554,7 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
 static void EDIT_MESH_draw_scene(void *vedata)
 {
 	EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
+	EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
 	EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
 	DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
 
@@ -557,7 +562,7 @@ static void EDIT_MESH_draw_scene(void *vedata)
 
 	DRW_draw_pass(psl->depth_hidden_wire);
 
-	if (psl->edit_face_occluded) {
+	if (stl->g_data->do_zbufclip) {
 		float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
 		/* render facefill */
 		DRW_draw_pass(psl->facefill_occlude);



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