525 lines
17 KiB
C++
525 lines
17 KiB
C++
/* SPDX-FileCopyrightText: 2019 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw_engine
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*
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* Engine for drawing a selection map where the pixels indicate the selection indices.
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*/
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#include "BKE_editmesh.hh"
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#include "BKE_mesh_types.hh"
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#include "BLI_math_matrix.h"
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#include "BLT_translation.hh"
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#include "DEG_depsgraph_query.hh"
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#include "DRW_render.hh"
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#include "ED_view3d.hh"
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#include "RE_engine.h"
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#include "DRW_engine.hh"
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#include "DRW_select_buffer.hh"
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#include "draw_cache_impl.hh"
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#include "draw_common_c.hh"
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#include "draw_context_private.hh"
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#include "draw_manager.hh"
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#include "draw_pass.hh"
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#include "draw_view_data.hh"
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#include "../overlay/overlay_private.hh"
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#include "select_engine.hh"
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namespace blender::draw::edit_select {
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#define USE_CAGE_OCCLUSION
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struct Instance : public DrawEngine {
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private:
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PassSimple depth_only_ps = {"depth_only_ps"};
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PassSimple::Sub *depth_only = nullptr;
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PassSimple::Sub *depth_occlude = nullptr;
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PassSimple select_edge_ps = {"select_id_edge_ps"};
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PassSimple::Sub *select_edge = nullptr;
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PassSimple select_id_vert_ps = {"select_id_vert_ps"};
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PassSimple::Sub *select_vert = nullptr;
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PassSimple select_face_ps = {"select_id_face_ps"};
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PassSimple::Sub *select_face_uniform = nullptr;
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PassSimple::Sub *select_face_flat = nullptr;
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View view_faces = {"view_faces"};
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View view_edges = {"view_edges"};
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View view_verts = {"view_verts"};
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const DRWContext *draw_ctx = nullptr;
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public:
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struct StaticData {
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GPUFrameBuffer *framebuffer_select_id;
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GPUTexture *texture_u32;
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struct Shaders {
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/* Depth Pre Pass */
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GPUShader *select_id_flat;
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GPUShader *select_id_uniform;
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} sh_data[GPU_SHADER_CFG_LEN];
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SELECTID_Context context;
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static StaticData &get()
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{
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static StaticData data = {};
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return data;
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}
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};
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blender::StringRefNull name_get() final
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{
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return "SelectID";
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}
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void init() final
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{
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this->draw_ctx = DRW_context_get();
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StaticData &e_data = StaticData::get();
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eGPUShaderConfig sh_cfg = (RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d)) ?
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GPU_SHADER_CFG_CLIPPED :
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GPU_SHADER_CFG_DEFAULT;
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StaticData::Shaders *sh_data = &e_data.sh_data[sh_cfg];
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/* Prepass */
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if (!sh_data->select_id_flat) {
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sh_data->select_id_flat = GPU_shader_create_from_info_name(
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sh_cfg == GPU_SHADER_CFG_CLIPPED ? "select_id_flat_clipped" : "select_id_flat");
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}
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if (!sh_data->select_id_uniform) {
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sh_data->select_id_uniform = GPU_shader_create_from_info_name(
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sh_cfg == GPU_SHADER_CFG_CLIPPED ? "select_id_uniform_clipped" : "select_id_uniform");
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}
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}
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void begin_sync() final
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{
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StaticData &e_data = StaticData::get();
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eGPUShaderConfig sh_cfg = (RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d)) ?
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GPU_SHADER_CFG_CLIPPED :
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GPU_SHADER_CFG_DEFAULT;
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StaticData::Shaders *sh = &e_data.sh_data[sh_cfg];
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if (e_data.context.select_mode == -1) {
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e_data.context.select_mode = get_object_select_mode(draw_ctx->scene, draw_ctx->obact);
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BLI_assert(e_data.context.select_mode != 0);
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}
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DRWState state = DRW_STATE_DEFAULT;
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if (RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d)) {
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state |= DRW_STATE_CLIP_PLANES;
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}
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bool retopology_occlusion = RETOPOLOGY_ENABLED(draw_ctx->v3d) && !XRAY_ENABLED(draw_ctx->v3d);
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float retopology_offset = RETOPOLOGY_OFFSET(draw_ctx->v3d);
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/* Note there might be less than 6 planes, but we always compute the 6 of them for simplicity.
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*/
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int clipping_plane_count = RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d) ? 6 : 0;
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{
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depth_only_ps.init();
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depth_only_ps.state_set(state, clipping_plane_count);
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depth_only = nullptr;
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depth_occlude = nullptr;
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{
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auto &sub = depth_only_ps.sub("DepthOnly");
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sub.shader_set(sh->select_id_uniform);
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sub.push_constant("retopology_offset", retopology_offset);
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sub.push_constant("select_id", 0);
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depth_only = ⊂
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}
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if (retopology_occlusion) {
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auto &sub = depth_only_ps.sub("Occlusion");
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sub.shader_set(sh->select_id_uniform);
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sub.push_constant("retopology_offset", 0.0f);
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sub.push_constant("select_id", 0);
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depth_occlude = ⊂
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}
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select_face_ps.init();
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select_face_ps.state_set(state, clipping_plane_count);
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select_face_uniform = nullptr;
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select_face_flat = nullptr;
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if (e_data.context.select_mode & SCE_SELECT_FACE) {
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auto &sub = select_face_ps.sub("Face");
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sub.shader_set(sh->select_id_flat);
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sub.push_constant("retopology_offset", retopology_offset);
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select_face_flat = ⊂
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}
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else {
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auto &sub = select_face_ps.sub("FaceNoSelect");
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sub.shader_set(sh->select_id_uniform);
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sub.push_constant("select_id", 0);
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sub.push_constant("retopology_offset", retopology_offset);
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select_face_uniform = ⊂
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}
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select_edge_ps.init();
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select_edge = nullptr;
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if (e_data.context.select_mode & SCE_SELECT_EDGE) {
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auto &sub = select_edge_ps.sub("Sub");
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sub.state_set(state | DRW_STATE_FIRST_VERTEX_CONVENTION, clipping_plane_count);
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sub.shader_set(sh->select_id_flat);
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sub.push_constant("retopology_offset", retopology_offset);
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select_edge = ⊂
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}
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select_id_vert_ps.init();
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select_vert = nullptr;
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if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
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const float vertex_size = U.pixelsize *
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blender::draw::overlay::Resources::vertex_size_get();
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auto &sub = select_id_vert_ps.sub("Sub");
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sub.state_set(state, clipping_plane_count);
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sub.shader_set(sh->select_id_flat);
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sub.push_constant("vertex_size", float(2 * vertex_size));
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sub.push_constant("retopology_offset", retopology_offset);
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select_vert = ⊂
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}
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}
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e_data.context.elem_ranges.clear();
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e_data.context.persmat = float4x4(draw_ctx->rv3d->persmat);
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e_data.context.max_index_drawn_len = 1;
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framebuffer_setup();
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GPU_framebuffer_bind(e_data.framebuffer_select_id);
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GPU_framebuffer_clear_color_depth(e_data.framebuffer_select_id, blender::float4{0.0f}, 1.0f);
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}
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ElemIndexRanges edit_mesh_sync(Object *ob,
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ResourceHandle res_handle,
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short select_mode,
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bool draw_facedot,
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const uint initial_index)
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{
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using namespace blender::draw;
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using namespace blender;
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Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(*ob);
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BMEditMesh *em = mesh.runtime->edit_mesh.get();
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ElemIndexRanges ranges{};
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ranges.total = IndexRange::from_begin_size(initial_index, 0);
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BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
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if (select_mode & SCE_SELECT_FACE) {
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ranges.face = alloc_range(ranges.total, em->bm->totface);
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gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(mesh);
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PassSimple::Sub *face_sub = select_face_flat;
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face_sub->push_constant("offset", int(ranges.face.start()));
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face_sub->draw(geom_faces, res_handle);
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if (draw_facedot) {
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gpu::Batch *geom_facedots = DRW_mesh_batch_cache_get_facedots_with_select_id(mesh);
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face_sub->draw(geom_facedots, res_handle);
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}
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}
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else {
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if (ob->dt >= OB_SOLID) {
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#ifdef USE_CAGE_OCCLUSION
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gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(mesh);
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#else
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gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_surface(mesh);
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#endif
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select_face_uniform->draw(geom_faces, res_handle);
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}
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}
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/* Unlike faces, only draw edges if edge select mode. */
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if (select_mode & SCE_SELECT_EDGE) {
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ranges.edge = alloc_range(ranges.total, em->bm->totedge);
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gpu::Batch *geom_edges = DRW_mesh_batch_cache_get_edges_with_select_id(mesh);
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select_edge->push_constant("offset", int(ranges.edge.start()));
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select_edge->draw(geom_edges, res_handle);
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}
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/* Unlike faces, only verts if vert select mode. */
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if (select_mode & SCE_SELECT_VERTEX) {
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ranges.vert = alloc_range(ranges.total, em->bm->totvert);
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gpu::Batch *geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(mesh);
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select_vert->push_constant("offset", int(ranges.vert.start()));
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select_vert->draw(geom_verts, res_handle);
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}
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return ranges;
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}
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ElemIndexRanges mesh_sync(Object *ob,
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ResourceHandle res_handle,
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short select_mode,
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const uint initial_index)
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{
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using namespace blender::draw;
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using namespace blender;
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Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(*ob);
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ElemIndexRanges ranges{};
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ranges.total = IndexRange::from_begin_size(initial_index, 0);
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gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(mesh);
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if (select_mode & SCE_SELECT_FACE) {
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ranges.face = alloc_range(ranges.total, mesh.faces_num);
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select_face_flat->push_constant("offset", int(ranges.face.start()));
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select_face_flat->draw(geom_faces, res_handle);
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}
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else {
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/* Only draw faces to mask out verts, we don't want their selection ID's. */
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select_face_uniform->draw(geom_faces, res_handle);
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}
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if (select_mode & SCE_SELECT_EDGE) {
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ranges.edge = alloc_range(ranges.total, mesh.edges_num);
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gpu::Batch *geom_edges = DRW_mesh_batch_cache_get_edges_with_select_id(mesh);
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select_edge->push_constant("offset", int(ranges.edge.start()));
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select_edge->draw(geom_edges, res_handle);
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}
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if (select_mode & SCE_SELECT_VERTEX) {
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ranges.vert = alloc_range(ranges.total, mesh.verts_num);
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gpu::Batch *geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(mesh);
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select_vert->push_constant("offset", int(ranges.vert.start()));
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select_vert->draw(geom_verts, res_handle);
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}
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return ranges;
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}
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ElemIndexRanges object_sync(
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View3D *v3d, Object *ob, ResourceHandle res_handle, short select_mode, uint index_start)
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{
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BLI_assert_msg(index_start > 0, "Index 0 is reserved for no selection");
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switch (ob->type) {
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case OB_MESH: {
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const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(*ob);
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if (mesh.runtime->edit_mesh) {
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bool draw_facedot = check_ob_drawface_dot(select_mode, v3d, eDrawType(ob->dt));
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return edit_mesh_sync(ob, res_handle, select_mode, draw_facedot, index_start);
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}
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return mesh_sync(ob, res_handle, select_mode, index_start);
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}
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case OB_CURVES_LEGACY:
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case OB_SURF:
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break;
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}
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BLI_assert_unreachable();
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return ElemIndexRanges{};
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}
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void object_sync(ObjectRef &ob_ref, Manager &manager) final
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{
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Object *ob = ob_ref.object;
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StaticData &e_data = StaticData::get();
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SELECTID_Context &sel_ctx = e_data.context;
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if (!sel_ctx.objects.contains(ob) && ob->dt >= OB_SOLID) {
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/* This object is not selectable. It is here to participate in occlusion.
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* This is the case in retopology mode. */
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blender::gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_surface(
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DRW_object_get_data_for_drawing<Mesh>(*ob));
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depth_occlude->draw(geom_faces, manager.resource_handle(ob_ref));
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return;
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}
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/* Only sync selectable object once.
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* This can happen in retopology mode where there is two sync loop. */
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sel_ctx.elem_ranges.lookup_or_add_cb(ob, [&]() {
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ResourceHandle res_handle = manager.resource_handle(ob_ref);
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ElemIndexRanges elem_ranges = object_sync(
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draw_ctx->v3d, ob, res_handle, sel_ctx.select_mode, sel_ctx.max_index_drawn_len);
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sel_ctx.max_index_drawn_len = elem_ranges.total.one_after_last();
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return elem_ranges;
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});
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}
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void end_sync() final {}
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void draw(Manager &manager) final
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{
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StaticData &e_data = StaticData::get();
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DRW_submission_start();
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{
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View::OffsetData offset_data(*draw_ctx->rv3d);
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/* Create view with depth offset */
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const View &view = View::default_get();
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view_faces.sync(view.viewmat(), view.winmat());
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view_edges.sync(view.viewmat(), offset_data.winmat_polygon_offset(view.winmat(), 1.0f));
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view_verts.sync(view.viewmat(), offset_data.winmat_polygon_offset(view.winmat(), 1.1f));
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}
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{
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DefaultFramebufferList *dfbl = draw_ctx->viewport_framebuffer_list_get();
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GPU_framebuffer_bind(dfbl->depth_only_fb);
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GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0f);
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manager.submit(depth_only_ps, view_faces);
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}
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/* Setup framebuffer */
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GPU_framebuffer_bind(e_data.framebuffer_select_id);
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manager.submit(select_face_ps, view_faces);
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if (e_data.context.select_mode & SCE_SELECT_EDGE) {
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manager.submit(select_edge_ps, view_edges);
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}
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if (e_data.context.select_mode & SCE_SELECT_VERTEX) {
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manager.submit(select_id_vert_ps, view_verts);
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}
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DRW_submission_end();
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}
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private:
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void framebuffer_setup()
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{
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StaticData &e_data = StaticData::get();
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DefaultTextureList *dtxl = draw_ctx->viewport_texture_list_get();
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int size[2];
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size[0] = GPU_texture_width(dtxl->depth);
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size[1] = GPU_texture_height(dtxl->depth);
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if (e_data.framebuffer_select_id == nullptr) {
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e_data.framebuffer_select_id = GPU_framebuffer_create("framebuffer_select_id");
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}
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if ((e_data.texture_u32 != nullptr) && ((GPU_texture_width(e_data.texture_u32) != size[0]) ||
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(GPU_texture_height(e_data.texture_u32) != size[1])))
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{
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GPU_texture_free(e_data.texture_u32);
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e_data.texture_u32 = nullptr;
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}
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/* Make sure the depth texture is attached.
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* It may disappear when loading another Blender session. */
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GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, dtxl->depth, 0, 0);
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if (e_data.texture_u32 == nullptr) {
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
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e_data.texture_u32 = GPU_texture_create_2d(
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"select_buf_ids", size[0], size[1], 1, GPU_R32UI, usage, nullptr);
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GPU_framebuffer_texture_attach(e_data.framebuffer_select_id, e_data.texture_u32, 0, 0);
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GPU_framebuffer_check_valid(e_data.framebuffer_select_id, nullptr);
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}
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}
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short get_object_select_mode(Scene *scene, Object *ob)
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{
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short r_select_mode = 0;
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if (ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT | OB_MODE_TEXTURE_PAINT)) {
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/* In order to sample flat colors for vertex weights / texture-paint / vertex-paint
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* we need to be in SCE_SELECT_FACE mode so select_cache_init() correctly sets up
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* a shgroup with select_id_flat.
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* Note this is not working correctly for vertex-paint (yet), but has been discussed
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* in #66645 and there is a solution by @mano-wii in P1032.
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* So OB_MODE_VERTEX_PAINT is already included here [required for P1032 I guess]. */
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Mesh *me_orig = static_cast<Mesh *>(DEG_get_original(ob)->data);
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if (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL) {
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r_select_mode = SCE_SELECT_VERTEX;
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}
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else {
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r_select_mode = SCE_SELECT_FACE;
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}
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}
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else {
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r_select_mode = scene->toolsettings->selectmode;
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}
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return r_select_mode;
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}
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bool check_ob_drawface_dot(short select_mode, const View3D *v3d, eDrawType dt)
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{
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if (select_mode & SCE_SELECT_FACE) {
|
|
if ((dt < OB_SOLID) || XRAY_FLAG_ENABLED(v3d)) {
|
|
return true;
|
|
}
|
|
if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/* Return a new range if size `n` after `total_range` and grow `total_range` by the same amount.
|
|
*/
|
|
IndexRange alloc_range(IndexRange &total_range, uint size)
|
|
{
|
|
const IndexRange indices = total_range.after(size);
|
|
total_range = IndexRange::from_begin_size(total_range.start(), total_range.size() + size);
|
|
return indices;
|
|
}
|
|
};
|
|
|
|
DrawEngine *Engine::create_instance()
|
|
{
|
|
return new Instance();
|
|
}
|
|
|
|
void Engine::free_static()
|
|
{
|
|
Instance::StaticData &e_data = Instance::StaticData::get();
|
|
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
|
|
Instance::StaticData::Shaders *sh_data = &e_data.sh_data[sh_data_index];
|
|
GPU_SHADER_FREE_SAFE(sh_data->select_id_flat);
|
|
GPU_SHADER_FREE_SAFE(sh_data->select_id_uniform);
|
|
}
|
|
|
|
GPU_TEXTURE_FREE_SAFE(e_data.texture_u32);
|
|
GPU_FRAMEBUFFER_FREE_SAFE(e_data.framebuffer_select_id);
|
|
}
|
|
|
|
} // namespace blender::draw::edit_select
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Exposed `select_private.h` functions
|
|
* \{ */
|
|
|
|
using namespace blender::draw::edit_select;
|
|
|
|
SELECTID_Context *DRW_select_engine_context_get()
|
|
{
|
|
Instance::StaticData &e_data = Instance::StaticData::get();
|
|
return &e_data.context;
|
|
}
|
|
|
|
GPUFrameBuffer *DRW_engine_select_framebuffer_get()
|
|
{
|
|
Instance::StaticData &e_data = Instance::StaticData::get();
|
|
return e_data.framebuffer_select_id;
|
|
}
|
|
|
|
GPUTexture *DRW_engine_select_texture_get()
|
|
{
|
|
Instance::StaticData &e_data = Instance::StaticData::get();
|
|
return e_data.texture_u32;
|
|
}
|
|
|
|
/** \} */
|