[Bf-blender-cvs] [a50f8b3fd8e] master: Pointcloud selection support
Jarrett Johnson
noreply at git.blender.org
Mon Nov 1 11:25:25 CET 2021
Commit: a50f8b3fd8e74d7cc0f2224f110c85493acee1cc
Author: Jarrett Johnson
Date: Mon Nov 1 11:24:50 2021 +0100
Branches: master
https://developer.blender.org/rBa50f8b3fd8e74d7cc0f2224f110c85493acee1cc
Pointcloud selection support
This patch adds support for selecting pointclouds.
Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader varian [...]
{F11652666}
Addresses T92415
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13059
===================================================================
M release/scripts/addons
M source/blender/draw/engines/basic/basic_engine.c
M source/blender/draw/engines/basic/shaders/depth_vert.glsl
===================================================================
diff --git a/release/scripts/addons b/release/scripts/addons
index f2a08d80ccd..67f1fbca148 160000
--- a/release/scripts/addons
+++ b/release/scripts/addons
@@ -1 +1 @@
-Subproject commit f2a08d80ccd3c13af304525778df3905f95bd44d
+Subproject commit 67f1fbca1482d9d9362a4001332e785c3fd5d230
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
index 87f5c6f5857..f4fdb9d0912 100644
--- a/source/blender/draw/engines/basic/basic_engine.c
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -45,6 +45,7 @@ extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_pointcloud_lib_glsl[];
/* *********** LISTS *********** */
@@ -56,6 +57,7 @@ typedef struct BASIC_StorageList {
typedef struct BASIC_PassList {
struct DRWPass *depth_pass[2];
+ struct DRWPass *depth_pass_pointcloud[2];
struct DRWPass *depth_pass_cull[2];
} BASIC_PassList;
@@ -70,7 +72,9 @@ typedef struct BASIC_Data {
typedef struct BASIC_Shaders {
/* Depth Pre Pass */
struct GPUShader *depth;
+ struct GPUShader *pointcloud_depth;
struct GPUShader *depth_conservative;
+ struct GPUShader *pointcloud_depth_conservative;
} BASIC_Shaders;
/* *********** STATIC *********** */
@@ -83,6 +87,7 @@ typedef struct BASIC_PrivateData {
DRWShadingGroup *depth_shgrp[2];
DRWShadingGroup *depth_shgrp_cull[2];
DRWShadingGroup *depth_hair_shgrp[2];
+ DRWShadingGroup *depth_pointcloud_shgrp[2];
bool use_material_slot_selection;
} BASIC_PrivateData; /* Transient data */
@@ -106,6 +111,20 @@ static void basic_engine_init(void *UNUSED(vedata))
.defs = (const char *[]){sh_cfg->def, NULL},
});
+ sh_data->pointcloud_depth = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_common_pointcloud_lib_glsl,
+ datatoc_depth_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg->def,
+ "#define POINTCLOUD\n",
+ "#define INSTANCED_ATTR\n",
+ "#define UNIFORM_RESOURCE_ID\n",
+ NULL},
+ });
+
sh_data->depth_conservative = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
@@ -118,6 +137,25 @@ static void basic_engine_init(void *UNUSED(vedata))
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
});
+
+ sh_data->pointcloud_depth_conservative = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_common_pointcloud_lib_glsl,
+ datatoc_depth_vert_glsl,
+ NULL},
+ .geom = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_conservative_depth_geom_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg->def,
+ "#define CONSERVATIVE_RASTER\n",
+ "#define POINTCLOUD\n",
+ "#define INSTANCED_ATTR\n",
+ "#define UNIFORM_RESOURCE_ID\n",
+ NULL},
+ });
}
}
@@ -150,9 +188,17 @@ static void basic_cache_init(void *vedata)
DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
+ sh = DRW_state_is_select() ? sh_data->pointcloud_depth_conservative : sh_data->pointcloud_depth;
+ DRW_PASS_CREATE(psl->depth_pass_pointcloud[i], state | clip_state | infront_state);
+ stl->g_data->depth_pointcloud_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_pointcloud[i]);
+ DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
+
stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(sh_data->depth,
psl->depth_pass[i]);
+
+ sh = DRW_state_is_select() ? sh_data->depth_conservative : sh_data->depth;
state |= DRW_STATE_CULL_BACK;
DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]);
@@ -231,8 +277,16 @@ static void basic_cache_populate(void *vedata, Object *ob)
!DRW_state_is_image_render();
const bool do_cull = (draw_ctx->v3d &&
(draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
- DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] :
- stl->g_data->depth_shgrp[do_in_front];
+
+ DRWShadingGroup *shgrp = NULL;
+
+ if (ob->type == OB_POINTCLOUD) {
+ shgrp = stl->g_data->depth_pointcloud_shgrp[do_in_front];
+ }
+ else {
+ shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] :
+ stl->g_data->depth_shgrp[do_in_front];
+ }
if (use_sculpt_pbvh) {
DRW_shgroup_call_sculpt(shgrp, ob, false, false);
@@ -273,8 +327,10 @@ static void basic_draw_scene(void *vedata)
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
DRW_draw_pass(psl->depth_pass[0]);
+ DRW_draw_pass(psl->depth_pass_pointcloud[0]);
DRW_draw_pass(psl->depth_pass_cull[0]);
DRW_draw_pass(psl->depth_pass[1]);
+ DRW_draw_pass(psl->depth_pass_pointcloud[1]);
DRW_draw_pass(psl->depth_pass_cull[1]);
}
@@ -284,6 +340,8 @@ static void basic_engine_free(void)
BASIC_Shaders *sh_data = &e_data.sh_data[i];
DRW_SHADER_FREE_SAFE(sh_data->depth);
DRW_SHADER_FREE_SAFE(sh_data->depth_conservative);
+ DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth);
+ DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth_conservative);
}
}
diff --git a/source/blender/draw/engines/basic/shaders/depth_vert.glsl b/source/blender/draw/engines/basic/shaders/depth_vert.glsl
index 318d0acef6f..be2a7d56d19 100644
--- a/source/blender/draw/engines/basic/shaders/depth_vert.glsl
+++ b/source/blender/draw/engines/basic/shaders/depth_vert.glsl
@@ -3,7 +3,9 @@
RESOURCE_ID_VARYING
#endif
+#ifndef POINTCLOUD
in vec3 pos;
+#endif
void main()
{
@@ -12,7 +14,12 @@ void main()
PASS_RESOURCE_ID
#endif
+#ifdef POINTCLOUD
+ vec3 world_pos = pointcloud_get_pos();
+#else
vec3 world_pos = point_object_to_world(pos);
+#endif
+
gl_Position = point_world_to_ndc(world_pos);
#ifdef USE_WORLD_CLIP_PLANES
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