DRW: Better stencil support.

A stencil mask is now assigned to each shading group and the stencil test is defined like the depth test via the DRW_STATE_* defines.
This commit is contained in:
Clément Foucault 2017-11-13 23:33:06 +01:00
parent 93936b8643
commit 89e9f6ea79
2 changed files with 40 additions and 25 deletions

View File

@ -173,6 +173,7 @@ typedef enum {
DRW_TEX_R_32,
DRW_TEX_DEPTH_16,
DRW_TEX_DEPTH_24,
DRW_TEX_DEPTH_24_STENCIL_8,
DRW_TEX_DEPTH_32,
} DRWTextureFormat;
@ -289,10 +290,8 @@ typedef enum {
DRW_STATE_TRANSMISSION = (1 << 17),
DRW_STATE_CLIP_PLANES = (1 << 18),
DRW_STATE_WRITE_STENCIL_SELECT = (1 << 27),
DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 28),
DRW_STATE_TEST_STENCIL_SELECT = (1 << 29),
DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 30),
DRW_STATE_WRITE_STENCIL = (1 << 27),
DRW_STATE_STENCIL_EQUAL = (1 << 28),
} DRWState;
#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS)
@ -335,6 +334,7 @@ void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, int count);
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, unsigned int mask);
void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size);
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);

View File

@ -277,6 +277,7 @@ struct DRWShadingGroup {
DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */
DRWState state_extra_disable; /* State changes for this batch only (and'd with the pass's state) */
unsigned int stencil_mask; /* Stencil mask to use for stencil test / write operations */
int type;
ID *instance_data; /* Object->data to instance */
@ -330,6 +331,7 @@ static struct DRWGlobalState {
/* Managed by `DRW_state_set`, `DRW_state_reset` */
DRWState state;
unsigned int stencil_mask;
/* Per viewport */
GPUViewport *viewport;
@ -418,6 +420,7 @@ static void drw_texture_get_format(
#endif
case DRW_TEX_DEPTH_16: *r_data_type = GPU_DEPTH_COMPONENT16; break;
case DRW_TEX_DEPTH_24: *r_data_type = GPU_DEPTH_COMPONENT24; break;
case DRW_TEX_DEPTH_24_STENCIL_8: *r_data_type = GPU_DEPTH24_STENCIL8; break;
case DRW_TEX_DEPTH_32: *r_data_type = GPU_DEPTH_COMPONENT32F; break;
default :
/* file type not supported you must uncomment it from above */
@ -791,6 +794,7 @@ DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
shgroup->shader = shader;
shgroup->state_extra = 0;
shgroup->state_extra_disable = ~0x0;
shgroup->stencil_mask = 0;
shgroup->batch_geom = NULL;
shgroup->instance_geom = NULL;
shgroup->instance_data = NULL;
@ -1132,6 +1136,11 @@ void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state)
shgroup->state_extra_disable &= ~state;
}
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, unsigned int mask)
{
shgroup->stencil_mask = mask;
}
void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size)
{
DRW_interface_attrib(shgroup, name, DRW_ATTRIB_FLOAT, size, false);
@ -1664,34 +1673,22 @@ static void DRW_state_set(DRWState state)
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_WRITE_STENCIL_SELECT |
DRW_STATE_WRITE_STENCIL_ACTIVE |
DRW_STATE_TEST_STENCIL_SELECT |
DRW_STATE_TEST_STENCIL_ACTIVE,
DRW_STATE_WRITE_STENCIL |
DRW_STATE_STENCIL_EQUAL,
test))
{
if (test) {
glEnable(GL_STENCIL_TEST);
/* Stencil Write */
if ((state & DRW_STATE_WRITE_STENCIL_SELECT) != 0) {
glStencilMask(STENCIL_SELECT);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_SELECT);
}
else if ((state & DRW_STATE_WRITE_STENCIL_ACTIVE) != 0) {
glStencilMask(STENCIL_ACTIVE);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_ACTIVE);
if ((state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilMask(0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
/* Stencil Test */
else if ((state & DRW_STATE_TEST_STENCIL_SELECT) != 0) {
else if ((state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilMask(0x00); /* disable write */
glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_SELECT);
}
else if ((state & DRW_STATE_TEST_STENCIL_ACTIVE) != 0) {
glStencilMask(0x00); /* disable write */
glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_ACTIVE);
DST.stencil_mask = 0;
}
else {
BLI_assert(0);
@ -1699,6 +1696,7 @@ static void DRW_state_set(DRWState state)
}
else {
/* disable write & test */
DST.stencil_mask = 0;
glStencilMask(0x00);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST);
@ -1713,6 +1711,22 @@ static void DRW_state_set(DRWState state)
DST.state = state;
}
static void DRW_stencil_set(unsigned int mask)
{
if (DST.stencil_mask != mask) {
/* Stencil Write */
if ((DST.state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilFunc(GL_ALWAYS, mask, 0xFF);
DST.stencil_mask = mask;
}
/* Stencil Test */
else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilFunc(GL_EQUAL, mask, 0xFF);
DST.stencil_mask = mask;
}
}
}
typedef struct DRWBoundTexture {
struct DRWBoundTexture *next, *prev;
GPUTexture *tex;
@ -1941,7 +1955,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
release_ubo_slots();
DRW_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
DRW_stencil_set(shgroup->stencil_mask);
/* Binding Uniform */
/* Don't check anything, Interface should already contain the least uniform as possible */
@ -2246,7 +2260,7 @@ static GPUTextureFormat convert_tex_format(
int fbo_format,
int *r_channels, bool *r_is_depth)
{
*r_is_depth = ELEM(fbo_format, DRW_TEX_DEPTH_16, DRW_TEX_DEPTH_24);
*r_is_depth = ELEM(fbo_format, DRW_TEX_DEPTH_16, DRW_TEX_DEPTH_24, DRW_TEX_DEPTH_24_STENCIL_8);
switch (fbo_format) {
case DRW_TEX_R_16: *r_channels = 1; return GPU_R16F;
@ -2259,6 +2273,7 @@ static GPUTextureFormat convert_tex_format(
case DRW_TEX_RGBA_32: *r_channels = 4; return GPU_RGBA32F;
case DRW_TEX_DEPTH_16: *r_channels = 1; return GPU_DEPTH_COMPONENT16;
case DRW_TEX_DEPTH_24: *r_channels = 1; return GPU_DEPTH_COMPONENT24;
case DRW_TEX_DEPTH_24_STENCIL_8: *r_channels = 1; return GPU_DEPTH24_STENCIL8;
case DRW_TEX_DEPTH_32: *r_channels = 1; return GPU_DEPTH_COMPONENT32F;
case DRW_TEX_RGB_11_11_10: *r_channels = 3; return GPU_R11F_G11F_B10F;
default: