Merge branch 'blender-v2.81-release'
This commit is contained in:
commit
bb890d4f65
@ -293,6 +293,7 @@ data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_skin_root_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_curve_overlay_handle_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_curve_overlay_handle_geom.glsl SRC)
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data_to_c_simple(modes/shaders/edit_curve_overlay_loosevert_vert.glsl SRC)
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@ -140,6 +140,10 @@ float min_v3(vec3 v)
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{
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return min(v.x, min(v.y, v.z));
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}
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float min_v4(vec4 v)
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{
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return min(min(v.x, v.y), min(v.z, v.w));
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}
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float max_v2(vec2 v)
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{
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return max(v.x, v.y);
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@ -148,6 +152,10 @@ float max_v3(vec3 v)
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{
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return max(v.x, max(v.y, v.z));
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}
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float max_v4(vec4 v)
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{
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return max(max(v.x, v.y), max(v.z, v.w));
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}
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float sum(vec2 v)
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{
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@ -70,6 +70,18 @@ float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector)
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#define scube(x) shadows_cube_data[x]
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#define scascade(x) shadows_cascade_data[x]
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float shadow_cube_radial_depth(vec3 cubevec, float tex_id, int shadow_id)
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{
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float depth = sample_cube(sssShadowCubes, cubevec, tex_id).r;
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/* To reverting the constant bias from shadow rendering. (Tweaked for 16bit shadowmaps) */
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const float depth_bias = 3.1e-5;
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depth = saturate(depth - depth_bias);
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depth = linear_depth(true, depth, sd(shadow_id).sh_far, sd(shadow_id).sh_near);
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depth *= length(cubevec / max_v3(abs(cubevec)));
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return depth;
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}
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vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, vec2 rand, float sss_scale)
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{
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int shadow_id = int(ld.l_shadowid);
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@ -79,12 +91,12 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, vec2 rand, f
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/* We use the full l_vector.xyz so that the spread is minimize
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* if the shading point is further away from the light source */
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/* TODO(fclem) do something better than this. */
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// vec3 T, B;
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// make_orthonormal_basis(L.xyz / L.w, T, B);
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// rand.xy *= data.sh_blur;
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// W = W + T * rand.x + B * rand.y;
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vec3 T, B;
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make_orthonormal_basis(L.xyz / L.w, T, B);
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float s, dist;
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vec3 n;
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vec4 depths;
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float d, dist;
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int data_id = int(sd(shadow_id).sh_data_index);
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if (ld.l_type == SUN) {
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vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
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@ -105,20 +117,62 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, vec2 rand, f
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return vec3(0.0);
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}
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float tex_id = scascade(data_id).sh_tex_index;
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s = sample_cascade(sssShadowCascades, shpos.xy, tex_id + id).r;
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s *= range;
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float tex_id = scascade(data_id).sh_tex_index + id;
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/* Assume cascades have same height and width. */
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vec2 ofs = vec2(1.0, 0.0) / float(textureSize(sssShadowCascades, 0).x);
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d = sample_cascade(sssShadowCascades, shpos.xy, tex_id).r;
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depths.x = sample_cascade(sssShadowCascades, shpos.xy + ofs.xy, tex_id).r;
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depths.y = sample_cascade(sssShadowCascades, shpos.xy + ofs.yx, tex_id).r;
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depths.z = sample_cascade(sssShadowCascades, shpos.xy - ofs.xy, tex_id).r;
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depths.w = sample_cascade(sssShadowCascades, shpos.xy - ofs.yx, tex_id).r;
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/* To reverting the constant bias from shadow rendering. (Tweaked for 16bit shadowmaps) */
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float depth_bias = 3.1e-5;
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depths = saturate(depths - depth_bias);
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d = saturate(d - depth_bias);
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/* Size of a texel in world space.
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* FIXME This is only correct if l_right is the same right vector used for shadowmap creation.
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* This won't work if the shadow matrix is rotated (soft shadows).
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* TODO precompute */
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float unit_world_in_uv_space = length(mat3(scascade(data_id).shadowmat[int(id)]) * ld.l_right);
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float dx_scale = 2.0 * ofs.x / unit_world_in_uv_space;
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d *= range;
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depths *= range;
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/* This is the normal of the occluder in world space. */
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// vec3 T = ld.l_forward * dx + ld.l_right * dx_scale;
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// vec3 B = ld.l_forward * dy + ld.l_up * dx_scale;
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// n = normalize(cross(T, B));
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}
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else {
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float ofs = 1.0 / float(textureSize(sssShadowCubes, 0).x);
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vec3 cubevec = transform_point(scube(data_id).shadowmat, W);
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dist = length(cubevec);
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cubevec /= dist;
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/* tex_id == data_id for cube shadowmap */
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float tex_id = float(data_id);
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s = sample_cube(sssShadowCubes, cubevec, tex_id).r;
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s = length(cubevec / max_v3(abs(cubevec))) *
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linear_depth(true, s, sd(shadow_id).sh_far, sd(shadow_id).sh_near);
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d = shadow_cube_radial_depth(cubevec, tex_id, shadow_id);
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/* NOTE: The offset is irregular in respect to cubeface uvs. But it has
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* a much more uniform behavior than biasing based on face derivatives. */
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depths.x = shadow_cube_radial_depth(cubevec + T * ofs, tex_id, shadow_id);
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depths.y = shadow_cube_radial_depth(cubevec + B * ofs, tex_id, shadow_id);
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depths.z = shadow_cube_radial_depth(cubevec - T * ofs, tex_id, shadow_id);
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depths.w = shadow_cube_radial_depth(cubevec - B * ofs, tex_id, shadow_id);
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}
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float dx = depths.x - depths.z;
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float dy = depths.y - depths.w;
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float s = min(d, min_v4(depths));
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/* To avoid light leak from depth discontinuity and shadowmap aliasing. */
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float slope_bias = (abs(dx) + abs(dy)) * 0.5;
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s -= slope_bias;
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float delta = dist - s;
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float power = light_translucent_power_with_falloff(ld, N, l_vector);
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@ -70,7 +70,6 @@ vec2 cubeFaceCoordEEVEE(vec3 P, float face, sampler2DArrayShadow tex)
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vec4 sample_cube(sampler2DArray tex, vec3 cubevec, float cube)
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{
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/* Manual Shadow Cube Layer indexing. */
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/* TODO Shadow Cube Array. */
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float face = cubeFaceIndexEEVEE(cubevec);
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vec2 uv = cubeFaceCoordEEVEE(cubevec, face, tex);
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@ -81,7 +81,7 @@ BLI_INLINE int mesh_render_mat_len_get(Mesh *me)
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typedef struct MeshBufferCache {
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/* Every VBO below contains at least enough
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* data for every loops in the mesh (except fdots).
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* data for every loops in the mesh (except fdots and skin roots).
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* For some VBOs, it extends to (in this exact order) :
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* loops + loose_edges*2 + loose_verts */
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struct {
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@ -104,6 +104,7 @@ typedef struct MeshBufferCache {
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GPUVertBuf *fdots_uv;
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// GPUVertBuf *fdots_edit_data; /* inside fdots_nor for now. */
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GPUVertBuf *fdots_edituv_data;
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GPUVertBuf *skin_roots;
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/* Selection */
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GPUVertBuf *vert_idx; /* extend */
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GPUVertBuf *edge_idx; /* extend */
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@ -157,6 +158,7 @@ typedef enum DRWBatchFlag {
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MBC_WIRE_LOOPS = (1 << 24),
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MBC_WIRE_LOOPS_UVS = (1 << 25),
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MBC_SURF_PER_MAT = (1 << 26),
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MBC_SKIN_ROOTS = (1 << 27),
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} DRWBatchFlag;
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#define MBC_EDITUV \
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@ -185,6 +187,7 @@ typedef struct MeshBatchCache {
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GPUBatch *edit_lnor;
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GPUBatch *edit_fdots;
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GPUBatch *edit_mesh_analysis;
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GPUBatch *edit_skin_roots;
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/* Edit UVs */
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GPUBatch *edituv_faces_stretch_area;
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GPUBatch *edituv_faces_stretch_angle;
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@ -3859,6 +3859,69 @@ static const MeshExtract extract_fdots_edituv_data = {
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Extract Skin Modifier Roots
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* \{ */
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typedef struct SkinRootData {
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float size;
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float local_pos[3];
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} SkinRootData;
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static void *extract_skin_roots_init(const MeshRenderData *mr, void *buf)
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{
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/* Exclusively for edit mode. */
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BLI_assert(mr->bm);
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static GPUVertFormat format = {0};
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if (format.attr_len == 0) {
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GPU_vertformat_attr_add(&format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
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GPU_vertformat_attr_add(&format, "local_pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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}
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GPUVertBuf *vbo = buf;
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GPU_vertbuf_init_with_format(vbo, &format);
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GPU_vertbuf_data_alloc(vbo, mr->bm->totvert);
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SkinRootData *vbo_data = (SkinRootData *)vbo->data;
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int root_len = 0;
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int cd_ofs = CustomData_get_offset(&mr->bm->vdata, CD_MVERT_SKIN);
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BMIter iter;
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BMVert *eve;
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BM_ITER_MESH (eve, &iter, mr->bm, BM_VERTS_OF_MESH) {
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const MVertSkin *vs = BM_ELEM_CD_GET_VOID_P(eve, cd_ofs);
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if (vs->flag & MVERT_SKIN_ROOT) {
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vbo_data->size = (vs->radius[0] + vs->radius[1]) * 0.5f;
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copy_v3_v3(vbo_data->local_pos, eve->co);
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vbo_data++;
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root_len++;
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}
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}
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/* It's really unlikely that all verts will be roots. Resize to avoid loosing VRAM. */
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GPU_vertbuf_data_len_set(vbo, root_len);
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return NULL;
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}
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static const MeshExtract extract_skin_roots = {
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extract_skin_roots_init,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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0,
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false,
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};
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Extract Selection Index
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* \{ */
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@ -4358,6 +4421,7 @@ void mesh_buffer_cache_create_requested(MeshBatchCache *cache,
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EXTRACT(vbo, edge_idx);
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EXTRACT(vbo, vert_idx);
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EXTRACT(vbo, fdot_idx);
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EXTRACT(vbo, skin_roots);
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EXTRACT(ibo, tris);
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EXTRACT(ibo, lines);
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@ -142,6 +142,7 @@ struct GPUBatch *DRW_mesh_batch_cache_get_edit_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_vnors(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_lnors(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_facedots(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_skin_roots(struct Mesh *me);
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/* edit-mesh selection */
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struct GPUBatch *DRW_mesh_batch_cache_get_triangles_with_select_id(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_facedots_with_select_id(struct Mesh *me);
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@ -879,6 +879,13 @@ GPUBatch *DRW_mesh_batch_cache_get_edit_facedots(Mesh *me)
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return DRW_batch_request(&cache->batch.edit_fdots);
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}
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GPUBatch *DRW_mesh_batch_cache_get_edit_skin_roots(Mesh *me)
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{
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MeshBatchCache *cache = mesh_batch_cache_get(me);
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mesh_batch_cache_add_request(cache, MBC_SKIN_ROOTS);
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return DRW_batch_request(&cache->batch.edit_skin_roots);
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}
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/** \} */
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/* ---------------------------------------------------------------------- */
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@ -1319,6 +1326,18 @@ void DRW_mesh_batch_cache_create_requested(
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DRW_vbo_request(cache->batch.edit_fdots, &mbufcache->vbo.fdots_pos);
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DRW_vbo_request(cache->batch.edit_fdots, &mbufcache->vbo.fdots_nor);
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}
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if (DRW_batch_requested(cache->batch.edit_skin_roots, GPU_PRIM_LINES)) {
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DRW_vbo_request(cache->batch.edit_skin_roots, &mbufcache->vbo.skin_roots);
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/* HACK(fclem): This is a workaround the deferred batch init
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* that prevent drawing using DRW_shgroup_call_instances_with_attribs.
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* So we instead create the whole instancing batch here.
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* Note that we use GPU_PRIM_LINES instead of expected GPU_PRIM_LINE_STRIP
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* in order to mimic the old stipple pattern. */
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cache->batch.edit_skin_roots->inst = cache->batch.edit_skin_roots->verts[0];
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cache->batch.edit_skin_roots->verts[0] = NULL;
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GPUBatch *circle = DRW_cache_screenspace_circle_get();
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GPU_batch_vertbuf_add(cache->batch.edit_skin_roots, circle->verts[0]);
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}
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/* Selection */
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if (DRW_batch_requested(cache->batch.edit_selection_verts, GPU_PRIM_POINTS)) {
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@ -83,6 +83,7 @@ void DRW_globals_update(void)
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UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
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UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
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UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
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UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
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UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
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/* Custom median color to slightly affect the edit mesh colors. */
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|
@ -73,6 +73,7 @@ typedef struct GlobalsUboStorage {
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float colorVNormal[4];
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float colorLNormal[4];
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float colorFaceDot[4];
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float colorSkinRoot[4];
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float colorDeselect[4];
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float colorOutline[4];
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|
@ -55,6 +55,7 @@ extern char datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl[];
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extern char datatoc_edit_normals_vert_glsl[];
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extern char datatoc_edit_normals_geom_glsl[];
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extern char datatoc_edit_mesh_skin_root_vert_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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@ -114,6 +115,7 @@ typedef struct EDIT_MESH_Shaders {
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GPUShader *overlay_edge_flat;
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GPUShader *overlay_face;
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GPUShader *overlay_facedot;
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GPUShader *overlay_skin_root;
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GPUShader *overlay_mix;
|
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GPUShader *overlay_facefill;
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@ -141,6 +143,7 @@ typedef struct EDIT_MESH_ComponentShadingGroupList {
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DRWShadingGroup *faces;
|
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DRWShadingGroup *faces_cage;
|
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DRWShadingGroup *facedots;
|
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DRWShadingGroup *skin_roots;
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} EDIT_MESH_ComponentShadingGroupList;
|
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|
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typedef struct EDIT_MESH_PrivateData {
|
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@ -266,6 +269,12 @@ static void EDIT_MESH_engine_init(void *vedata)
|
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.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
|
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});
|
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sh_data->overlay_skin_root = GPU_shader_create_from_arrays({
|
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.vert = (const char *[]){lib, datatoc_edit_mesh_skin_root_vert_glsl, NULL},
|
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
|
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.defs = (const char *[]){sh_cfg_data->def, NULL},
|
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});
|
||||
|
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MEM_freeN(lib);
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sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl,
|
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@ -341,6 +350,7 @@ static void edit_mesh_create_overlay_passes(float face_alpha,
|
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GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
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GPUShader *face_sh = sh_data->overlay_face;
|
||||
GPUShader *facedot_sh = sh_data->overlay_facedot;
|
||||
GPUShader *skin_root_sh = sh_data->overlay_skin_root;
|
||||
|
||||
/* Faces */
|
||||
passes->faces = DRW_pass_create("Edit Mesh Faces", DRW_STATE_WRITE_COLOR | statemod);
|
||||
@ -388,6 +398,10 @@ static void edit_mesh_create_overlay_passes(float face_alpha,
|
||||
if (rv3d->rflag & RV3D_CLIPPING) {
|
||||
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
|
||||
}
|
||||
|
||||
grp = shgrps->skin_roots = DRW_shgroup_create(skin_root_sh, passes->verts);
|
||||
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
|
||||
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
|
||||
}
|
||||
if (select_face) {
|
||||
grp = shgrps->facedots = DRW_shgroup_create(facedot_sh, passes->verts);
|
||||
@ -632,21 +646,24 @@ static void EDIT_MESH_cache_init(void *vedata)
|
||||
|
||||
static void edit_mesh_add_ob_to_pass(Scene *scene,
|
||||
Object *ob,
|
||||
DRWShadingGroup *skin_roots_shgrp,
|
||||
DRWShadingGroup *vert_shgrp,
|
||||
DRWShadingGroup *edge_shgrp,
|
||||
DRWShadingGroup *face_shgrp,
|
||||
DRWShadingGroup *face_cage_shgrp,
|
||||
DRWShadingGroup *facedot_shgrp)
|
||||
{
|
||||
struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter;
|
||||
struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter, *skin_roots;
|
||||
ToolSettings *tsettings = scene->toolsettings;
|
||||
|
||||
bool has_edit_mesh_cage = false;
|
||||
bool has_skin_roots = false;
|
||||
/* TODO: Should be its own function. */
|
||||
Mesh *me = (Mesh *)ob->data;
|
||||
BMEditMesh *embm = me->edit_mesh;
|
||||
if (embm) {
|
||||
has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
|
||||
has_skin_roots = CustomData_get_offset(&embm->bm->vdata, CD_MVERT_SKIN) != -1;
|
||||
}
|
||||
|
||||
face_shgrp = (has_edit_mesh_cage) ? face_cage_shgrp : face_shgrp;
|
||||
@ -659,6 +676,21 @@ static void edit_mesh_add_ob_to_pass(Scene *scene,
|
||||
if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
|
||||
geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data);
|
||||
DRW_shgroup_call_no_cull(vert_shgrp, geom_verts, ob);
|
||||
|
||||
if (has_skin_roots) {
|
||||
DRWShadingGroup *grp = DRW_shgroup_create_sub(skin_roots_shgrp);
|
||||
/* We need to upload the matrix. But the ob can be temporary allocated so we cannot
|
||||
* use direct reference to ob->obmat. */
|
||||
DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[0]", ob->obmat[0]);
|
||||
DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[1]", ob->obmat[1]);
|
||||
DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[2]", ob->obmat[2]);
|
||||
DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[3]", ob->obmat[3]);
|
||||
|
||||
skin_roots = DRW_mesh_batch_cache_get_edit_skin_roots(ob->data);
|
||||
/* NOTE(fclem) We cannot use ob here since it would offset the instance attribs with
|
||||
* baseinstance offset. */
|
||||
DRW_shgroup_call(grp, skin_roots, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) {
|
||||
@ -721,6 +753,7 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
|
||||
if (g_data->do_zbufclip) {
|
||||
edit_mesh_add_ob_to_pass(scene,
|
||||
ob,
|
||||
g_data->edit_shgrps.skin_roots,
|
||||
g_data->edit_shgrps.verts,
|
||||
g_data->edit_shgrps.edges,
|
||||
g_data->facefill_occluded_shgrp,
|
||||
@ -730,6 +763,7 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
|
||||
else if (do_in_front) {
|
||||
edit_mesh_add_ob_to_pass(scene,
|
||||
ob,
|
||||
g_data->edit_in_front_shgrps.skin_roots,
|
||||
g_data->edit_in_front_shgrps.verts,
|
||||
g_data->edit_in_front_shgrps.edges,
|
||||
g_data->edit_in_front_shgrps.faces,
|
||||
@ -739,6 +773,7 @@ static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
|
||||
else {
|
||||
edit_mesh_add_ob_to_pass(scene,
|
||||
ob,
|
||||
g_data->edit_shgrps.skin_roots,
|
||||
g_data->edit_shgrps.verts,
|
||||
g_data->edit_shgrps.edges,
|
||||
g_data->edit_shgrps.faces,
|
||||
|
@ -3111,7 +3111,8 @@ static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob,
|
||||
DRW_buffer_add_entry(sgl->texspace, color, &one, tmp);
|
||||
}
|
||||
|
||||
static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
|
||||
static void DRW_shgroup_bounds(
|
||||
OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id, char boundtype, bool around_origin)
|
||||
{
|
||||
float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f;
|
||||
BoundBox bb_local;
|
||||
@ -3137,10 +3138,16 @@ static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int the
|
||||
}
|
||||
|
||||
UI_GetThemeColor4fv(theme_id, color);
|
||||
BKE_boundbox_calc_center_aabb(bb, center);
|
||||
BKE_boundbox_calc_size_aabb(bb, size);
|
||||
|
||||
switch (ob->boundtype) {
|
||||
if (around_origin) {
|
||||
zero_v3(center);
|
||||
}
|
||||
else {
|
||||
BKE_boundbox_calc_center_aabb(bb, center);
|
||||
}
|
||||
|
||||
switch (boundtype) {
|
||||
case OB_BOUND_BOX:
|
||||
size_to_mat4(tmp, size);
|
||||
copy_v3_v3(tmp[3], center);
|
||||
@ -3193,6 +3200,27 @@ static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int the
|
||||
}
|
||||
}
|
||||
|
||||
static void DRW_shgroup_collision(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
|
||||
{
|
||||
switch (ob->rigidbody_object->shape) {
|
||||
case RB_SHAPE_BOX:
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_BOX, true);
|
||||
break;
|
||||
case RB_SHAPE_SPHERE:
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_SPHERE, true);
|
||||
break;
|
||||
case RB_SHAPE_CONE:
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CONE, true);
|
||||
break;
|
||||
case RB_SHAPE_CYLINDER:
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CYLINDER, true);
|
||||
break;
|
||||
case RB_SHAPE_CAPSULE:
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CAPSULE, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void OBJECT_cache_populate_particles(OBJECT_Shaders *sh_data,
|
||||
Object *ob,
|
||||
OBJECT_PassList *psl)
|
||||
@ -3622,7 +3650,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
|
||||
if (theme_id == TH_UNDEFINED) {
|
||||
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
|
||||
}
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id);
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id, ob->boundtype, false);
|
||||
}
|
||||
|
||||
/* Helpers for when we're transforming origins. */
|
||||
@ -3681,7 +3709,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
|
||||
/* Don't draw bounding box again if draw type is bound box. */
|
||||
if ((ob->dtx & OB_DRAWBOUNDOX) && (ob->dt != OB_BOUNDBOX) &&
|
||||
!ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE)) {
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id);
|
||||
DRW_shgroup_bounds(sgl, ob, theme_id, ob->boundtype, false);
|
||||
}
|
||||
|
||||
if (ob->dtx & OB_AXIS) {
|
||||
@ -3691,6 +3719,10 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
|
||||
DRW_buffer_add_entry(sgl->empties.empty_axes, color, &axes_size, ob->obmat);
|
||||
}
|
||||
|
||||
if (ob->rigidbody_object) {
|
||||
DRW_shgroup_collision(sgl, ob, theme_id);
|
||||
}
|
||||
|
||||
if ((md = modifiers_findByType(ob, eModifierType_Smoke)) &&
|
||||
(modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
|
||||
(((SmokeModifierData *)md)->domain != NULL)) {
|
||||
|
@ -34,6 +34,7 @@ layout(std140) uniform globalsBlock
|
||||
vec4 colorVNormal;
|
||||
vec4 colorLNormal;
|
||||
vec4 colorFaceDot;
|
||||
vec4 colorSkinRoot;
|
||||
vec4 colorDeselect;
|
||||
vec4 colorOutline;
|
||||
vec4 colorLightNoAlpha;
|
||||
|
@ -0,0 +1,30 @@
|
||||
/* Need dedicated obmat since we use instancing attribs
|
||||
* (we cannot let have baseinstance mess them). */
|
||||
uniform vec4 editModelMat[4];
|
||||
uniform vec3 screen_vecs[2];
|
||||
|
||||
/* ---- Instantiated Attrs ---- */
|
||||
in vec2 pos;
|
||||
|
||||
/* ---- Per instance Attrs ---- */
|
||||
in float size;
|
||||
in vec3 local_pos;
|
||||
|
||||
flat out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 obmat = mat4(editModelMat[0], editModelMat[1], editModelMat[2], editModelMat[3]);
|
||||
/* Could be optimized... but it is only for a handful of verts so not a priority. */
|
||||
mat3 imat = inverse(mat3(obmat));
|
||||
vec3 right = normalize(imat * vec3(screen_vecs[0]));
|
||||
vec3 up = normalize(imat * vec3(screen_vecs[1]));
|
||||
vec3 screen_pos = (right * pos.x + up * pos.y) * size;
|
||||
vec4 pos_4d = obmat * vec4(local_pos + screen_pos, 1.0);
|
||||
gl_Position = ViewProjectionMatrix * pos_4d;
|
||||
finalColor = colorSkinRoot;
|
||||
|
||||
#ifdef USE_WORLD_CLIP_PLANES
|
||||
world_clip_planes_calc_clip_distance(pos_4d.xyz);
|
||||
#endif
|
||||
}
|
Loading…
Reference in New Issue
Block a user