Commit: 9bc43223c109c413601eded1309963f3f4ec2568
Author: Campbell Barton
Date:   Tue Jan 29 00:13:42 2019 +1100
Branches: master
https://developer.blender.org/rB9bc43223c109c413601eded1309963f3f4ec2568

DRW: support clipping for object & lamp centers

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

M       source/blender/draw/intern/draw_builtin_shader.c
M       source/blender/draw/intern/draw_common.c
M       source/blender/draw/intern/draw_common.h
M       source/blender/draw/modes/object_mode.c
M       source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
M       
source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
M       source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
M       
source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl

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

diff --git a/source/blender/draw/intern/draw_builtin_shader.c 
b/source/blender/draw/intern/draw_builtin_shader.c
index 5606d31f73f..0b3fc45f5e7 100644
--- a/source/blender/draw/intern/draw_builtin_shader.c
+++ b/source/blender/draw/intern/draw_builtin_shader.c
@@ -46,7 +46,11 @@ extern char datatoc_common_world_clip_lib_glsl[];
             GPU_SHADER_3D_DEPTH_ONLY, \
             GPU_SHADER_CAMERA, \
             GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \
-            GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE)
+            GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \
+            GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \
+            GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \
+            GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \
+            GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED)
 
 /* cache of built-in shaders (each is created on first use) */
 static struct {
diff --git a/source/blender/draw/intern/draw_common.c 
b/source/blender/draw/intern/draw_common.c
index 45cfca4e7d5..e54ad6cdffc 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -343,15 +343,18 @@ DRWShadingGroup 
*shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa
        return grp;
 }
 
-DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, const float 
color[4], const float *size)
+DRWShadingGroup *shgroup_dynpoints_uniform_color(
+        DRWPass *pass, const float color[4], const float *size, 
eDRW_ShaderSlot shader_slot)
 {
-       GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+       GPUShader *sh = 
DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
 shader_slot);
 
        DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
        DRW_shgroup_uniform_vec4(grp, "color", color, 1);
        DRW_shgroup_uniform_float(grp, "size", size, 1);
        DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
-
+       if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
+               DRW_shgroup_world_clip_planes_from_rv3d(grp, 
DRW_context_state_get()->rv3d);
+       }
        return grp;
 }
 
@@ -376,9 +379,10 @@ DRWShadingGroup 
*shgroup_groundpoints_uniform_color(DRWPass *pass, const float c
        return grp;
 }
 
-DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct GPUBatch 
*geom, const float *size)
+DRWShadingGroup *shgroup_instance_screenspace(
+        DRWPass *pass, struct GPUBatch *geom, const float *size, 
eDRW_ShaderSlot shader_slot)
 {
-       GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
+       GPUShader *sh = 
DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, 
shader_slot);
 
        DRW_shgroup_instance_format(g_formats.instance_screenspace, {
                {"world_pos", DRW_ATTRIB_FLOAT, 3},
@@ -389,7 +393,9 @@ DRWShadingGroup *shgroup_instance_screenspace(DRWPass 
*pass, struct GPUBatch *ge
        DRW_shgroup_uniform_float(grp, "size", size, 1);
        DRW_shgroup_uniform_float(grp, "pixel_size", 
DRW_viewport_pixelsize_get(), 1);
        DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", 
DRW_viewport_screenvecs_get(), 2);
-
+       if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
+               DRW_shgroup_world_clip_planes_from_rv3d(grp, 
DRW_context_state_get()->rv3d);
+       }
        return grp;
 }
 
@@ -423,9 +429,10 @@ DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, 
struct GPUBatch *geom)
        return grp;
 }
 
-DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct 
GPUBatch *geom)
+DRWShadingGroup *shgroup_instance_screen_aligned(
+        DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot)
 {
-       GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED);
+       GPUShader *sh = 
DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, 
shader_slot);
 
        DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
                {"color",               DRW_ATTRIB_FLOAT, 3},
@@ -435,7 +442,9 @@ DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass 
*pass, struct GPUBatch
 
        DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, 
g_formats.instance_screen_aligned);
        DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", 
DRW_viewport_screenvecs_get(), 2);
-
+       if (shader_slot == DRW_SHADER_SLOT_CLIPPED) {
+               DRW_shgroup_world_clip_planes_from_rv3d(grp, 
DRW_context_state_get()->rv3d);
+       }
        return grp;
 }
 
diff --git a/source/blender/draw/intern/draw_common.h 
b/source/blender/draw/intern/draw_common.h
index 644e81e2f13..39a895632bd 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -142,13 +142,13 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct 
DRWShadingGroup *shgrp, cons
 
 struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
 struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass 
*pass, const float color[4]);
-struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, 
const float color[4], const float *size);
+struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, 
const float color[4], const float *size, eDRW_ShaderSlot shader_slot);
 struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass 
*pass, const float color[4]);
 struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass 
*pass, const float color[4]);
-struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, 
struct GPUBatch *geom, const float *size);
+struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, 
struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot);
 struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct 
GPUBatch *geom);
 struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct 
GPUBatch *geom);
-struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, 
struct GPUBatch *geom);
+struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, 
struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
 struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, 
struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
 struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct 
GPUBatch *geom, eDRW_ShaderSlot shader_slot);
 struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch 
*geom, eDRW_ShaderSlot shader_slot);
diff --git a/source/blender/draw/modes/object_mode.c 
b/source/blender/draw/modes/object_mode.c
index 8b5c5e9406c..4c96a5d5575 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1210,13 +1210,13 @@ static void OBJECT_cache_init(void *vedata)
                sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, 
geom, draw_ctx->shader_slot);
 
                geom = DRW_cache_field_force_get();
-               sgl->field_force = 
shgroup_instance_screen_aligned(sgl->non_meshes, geom);
+               sgl->field_force = 
shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
 
                geom = DRW_cache_field_vortex_get();
                sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, 
geom, draw_ctx->shader_slot);
 
                geom = DRW_cache_screenspace_circle_get();
-               sgl->field_curve_sta = 
shgroup_instance_screen_aligned(sgl->non_meshes, geom);
+               sgl->field_curve_sta = 
shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
 
                /* Grease Pencil */
                geom = DRW_cache_gpencil_axes_get();
@@ -1229,14 +1229,14 @@ static void OBJECT_cache_init(void *vedata)
                /* Probe */
                static float probeSize = 14.0f;
                geom = DRW_cache_lightprobe_cube_get();
-               sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, 
geom, &probeSize);
+               sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, 
geom, &probeSize, draw_ctx->shader_slot);
 
                geom = DRW_cache_lightprobe_grid_get();
-               sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, 
geom, &probeSize);
+               sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, 
geom, &probeSize, draw_ctx->shader_slot);
 
                static float probePlanarSize = 20.0f;
                geom = DRW_cache_lightprobe_planar_get();
-               sgl->probe_planar = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize);
+               sgl->probe_planar = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, 
draw_ctx->shader_slot);
 
                /* Camera */
                geom = DRW_cache_camera_get();
@@ -1312,21 +1312,21 @@ static void OBJECT_cache_init(void *vedata)
                geom = DRW_cache_single_line_get();
                sgl->lamp_buflimit = 
shgroup_distance_lines_instance(sgl->non_meshes, geom);
 
-               sgl->lamp_center = 
shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, 
&gb->sizeLampCenter);
+               sgl->lamp_center = 
shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, 
&gb->sizeLampCenter, draw_ctx->shader_slot);
 
                geom = DRW_cache_lamp_get();
-               sgl->lamp_circle = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle);
+               sgl->lamp_circle = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, 
draw_ctx->shader_slot);
                geom = DRW_cache_lamp_shadows_get();
-               sgl->lamp_circle_shadow = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow);
+               sgl->lamp_circle_shadow = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, 
draw_ctx->shader_slot);
 
                geom = DRW_cache_lamp_sunrays_get();
-               sgl->lamp_sunrays = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle);
+               sgl->lamp_sunrays = 
shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, 
draw_ctx->shader_slot);
 
                sgl->lamp_groundline = 
shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp);
                sgl->lamp_groundpoint = 
shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp);
 
                geom = DRW_cache_screenspace_circle_get();
-               sgl->lamp_area_sphere = 
shgroup_instance_screen_aligned(sgl->non_meshes, geom);
+               sgl->lamp_area_sphere = 
shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot);
 
                geom = DRW_cache_lamp_area_square_get();
                sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, 
draw_ctx->shader_slot);
@@ -1364,7 +1364,7 @@ static void OBJECT_cache_init(void *vedata)
                /* Force Field Curve Guide End (

@@ Diff output truncated at 10240 characters. @@

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