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blender-archive/source/blender/editors/space_view3d/drawobject.c

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup spview3d
*/
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "BLI_math.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_editmesh.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "GPU_draw.h"
#include "GPU_shader.h"
#include "GPU_immediate.h"
#include "GPU_batch.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_framebuffer.h"
#include "ED_mesh.h"
#include "UI_resources.h"
#include "DRW_engine.h"
#include "view3d_intern.h" /* bad level include */
#include "../../draw/intern/draw_cache_impl.h" /* bad level include (temporary) */
int view3d_effective_drawtype(const struct View3D *v3d)
{
if (v3d->shading.type == OB_RENDER) {
return v3d->shading.prev_type;
}
return v3d->shading.type;
}
static bool check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0) {
return false;
}
if (G.f & G_FLAG_BACKBUFSEL) {
return false;
}
/* if its drawing textures with zbuf sel, then don't draw dots */
if (dt == OB_TEXTURE && vd->shading.type == OB_TEXTURE) {
return false;
}
return true;
}
/* OpenGL Circle Drawing - Tables for Optimized Drawing Speed */
/* 32 values of sin function (still same result!) */
#define CIRCLE_RESOL 32
static const float sinval[CIRCLE_RESOL] = {
0.00000000,
0.20129852,
0.39435585,
0.57126821,
0.72479278,
0.84864425,
0.93775213,
0.98846832,
0.99871650,
0.96807711,
0.89780453,
0.79077573,
0.65137248,
0.48530196,
0.29936312,
0.10116832,
-0.10116832,
-0.29936312,
-0.48530196,
-0.65137248,
-0.79077573,
-0.89780453,
-0.96807711,
-0.99871650,
-0.98846832,
-0.93775213,
-0.84864425,
-0.72479278,
-0.57126821,
-0.39435585,
-0.20129852,
0.00000000,
};
/* 32 values of cos function (still same result!) */
static const float cosval[CIRCLE_RESOL] = {
1.00000000,
0.97952994,
0.91895781,
0.82076344,
0.68896691,
0.52896401,
0.34730525,
0.15142777,
-0.05064916,
-0.25065253,
-0.44039415,
-0.61210598,
-0.75875812,
-0.87434661,
-0.95413925,
-0.99486932,
-0.99486932,
-0.95413925,
-0.87434661,
-0.75875812,
-0.61210598,
-0.44039415,
-0.25065253,
-0.05064916,
0.15142777,
0.34730525,
0.52896401,
0.68896691,
0.82076344,
0.91895781,
0.97952994,
1.00000000,
};
static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, const float tmat[4][4])
{
float vx[3], vy[3];
float *viter = (float *)verts;
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
for (uint a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
}
}
void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos)
{
float verts[CIRCLE_RESOL][3];
circball_array_fill(verts, cent, rad, tmat);
immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL);
for (int i = 0; i < CIRCLE_RESOL; ++i) {
immVertex3fv(pos, verts[i]);
}
immEnd();
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
uchar view3d_camera_border_hack_col[3];
bool view3d_camera_border_hack_test = false;
#endif
/* ***************** BACKBUF SEL (BBS) ********* */
/** See #DRW_shgroup_world_clip_planes_from_rv3d, same function for draw manager. */
static void bbs_world_clip_planes_from_rv3d(GPUBatch *batch, const float world_clip_planes[6][4])
{
GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes[0]);
}
static void bbs_mesh_verts(GPUBatch *batch, int offset, const float world_clip_planes[6][4])
{
GPU_point_size(UI_GetThemeValuef(TH_VERTEX_SIZE));
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_FLAT_SELECT_ID, sh_cfg);
GPU_batch_uniform_1ui(batch, "offset", offset);
if (world_clip_planes != NULL) {
bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
}
GPU_batch_draw(batch);
}
static void bbs_mesh_wire(GPUBatch *batch, int offset, const float world_clip_planes[6][4])
{
GPU_line_width(1.0f);
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_FLAT_SELECT_ID, sh_cfg);
GPU_batch_uniform_1ui(batch, "offset", offset);
if (world_clip_planes != NULL) {
bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
}
GPU_batch_draw(batch);
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
}
/* two options, facecolors or black */
static void bbs_mesh_face(GPUBatch *batch, const bool use_select, const float world_clip_planes[6][4])
{
if (use_select) {
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_FLAT_SELECT_ID, sh_cfg);
GPU_batch_uniform_1ui(batch, "offset", 1);
if (world_clip_planes != NULL) {
bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
}
GPU_batch_draw(batch);
}
else {
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_UNIFORM_SELECT_ID, sh_cfg);
GPU_batch_uniform_1ui(batch, "id", 0);
if (world_clip_planes != NULL) {
bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
}
GPU_batch_draw(batch);
}
}
static void bbs_mesh_face_dot(GPUBatch *batch, const float world_clip_planes[6][4])
{
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_FLAT_SELECT_ID, sh_cfg);
GPU_batch_uniform_1ui(batch, "offset", 1);
if (world_clip_planes != NULL) {
bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
}
GPU_batch_draw(batch);
}
static void bbs_mesh_solid_verts(
Depsgraph *UNUSED(depsgraph), Scene *UNUSED(scene), Object *ob, const float world_clip_planes[6][4])
{
Mesh *me = ob->data;
GPUBatch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me);
GPUBatch *geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(me);
DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, true);
/* Only draw faces to mask out verts, we don't want their selection ID's. */
bbs_mesh_face(geom_faces, false, world_clip_planes);
bbs_mesh_verts(geom_verts, 1, world_clip_planes);
bm_vertoffs = me->totvert + 1;
}
static void bbs_mesh_solid_faces(Scene *UNUSED(scene), Object *ob, const float world_clip_planes[6][4])
{
Mesh *me = ob->data;
Mesh *me_orig = DEG_get_original_object(ob)->data;
const bool use_hide = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL);
GPUBatch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me);
DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, use_hide);
bbs_mesh_face(geom_faces, true, world_clip_planes);
}
void draw_object_select_id(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob,
short select_mode)
{
ToolSettings *ts = scene->toolsettings;
if (select_mode == -1) {
select_mode = ts->selectmode;
}
GPU_matrix_mul(ob->obmat);
GPU_depth_test(true);
const float (*world_clip_planes)[4] = NULL;
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_local(rv3d, ob->obmat);
world_clip_planes = rv3d->clip_local;
}
switch (ob->type) {
case OB_MESH:
if (ob->mode & OB_MODE_EDIT) {
Mesh *me = ob->data;
BMEditMesh *em = me->edit_mesh;
const bool draw_facedot = check_ob_drawface_dot(scene, v3d, ob->dt);
const bool use_faceselect = (select_mode & SCE_SELECT_FACE) != 0;
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
GPUBatch *geom_faces, *geom_edges, *geom_verts, *geom_facedots;
geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me);
if (select_mode & SCE_SELECT_EDGE) {
geom_edges = DRW_mesh_batch_cache_get_edges_with_select_id(me);
}
if (select_mode & SCE_SELECT_VERTEX) {
geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(me);
}
if (draw_facedot) {
geom_facedots = DRW_mesh_batch_cache_get_facedots_with_select_id(me);
}
DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, true);
bbs_mesh_face(geom_faces, use_faceselect, world_clip_planes);
if (use_faceselect && draw_facedot) {
bbs_mesh_face_dot(geom_facedots, world_clip_planes);
}
if (select_mode & SCE_SELECT_FACE) {
bm_solidoffs = 1 + em->bm->totface;
}
else {
bm_solidoffs = 1;
}
ED_view3d_polygon_offset(rv3d, 1.0);
/* we draw edges if edge select mode */
if (select_mode & SCE_SELECT_EDGE) {
bbs_mesh_wire(geom_edges, bm_solidoffs, world_clip_planes);
bm_wireoffs = bm_solidoffs + em->bm->totedge;
}
else {
/* `bm_vertoffs` is calculated from `bm_wireoffs`. (otherwise see T53512) */
bm_wireoffs = bm_solidoffs;
}
ED_view3d_polygon_offset(rv3d, 1.1);
/* we draw verts if vert select mode. */
if (select_mode & SCE_SELECT_VERTEX) {
bbs_mesh_verts(geom_verts, bm_wireoffs, world_clip_planes);
bm_vertoffs = bm_wireoffs + em->bm->totvert;
}
else {
bm_vertoffs = bm_wireoffs;
}
ED_view3d_polygon_offset(rv3d, 0.0);
}
else {
Mesh *me = DEG_get_original_object(ob)->data;
if ((me->editflag & ME_EDIT_PAINT_VERT_SEL) &&
/* currently vertex select supports weight paint and vertex paint*/
((ob->mode & OB_MODE_WEIGHT_PAINT) || (ob->mode & OB_MODE_VERTEX_PAINT)))
{
bbs_mesh_solid_verts(depsgraph, scene, ob, world_clip_planes);
}
else {
bbs_mesh_solid_faces(scene, ob, world_clip_planes);
}
}
break;
case OB_CURVE:
case OB_SURF:
break;
}
GPU_matrix_set(rv3d->viewmat);
}
void draw_object_depth(RegionView3D *rv3d, Object *ob)
{
GPU_matrix_mul(ob->obmat);
GPU_depth_test(true);
const float (*world_clip_planes)[4] = NULL;
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_local(rv3d, ob->obmat);
world_clip_planes = rv3d->clip_local;
}
switch (ob->type) {
case OB_MESH:
{
GPUBatch *batch;
Mesh *me = ob->data;
if (ob->mode & OB_MODE_EDIT) {
batch = DRW_mesh_batch_cache_get_edit_triangles(me);
}
else {
batch = DRW_mesh_batch_cache_get_surface(me);
}
DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, true);
DRW_opengl_context_enable();
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
if (world_clip_planes != NULL) {
bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
}
GPU_batch_draw(batch);
DRW_opengl_context_disable();
}
break;
case OB_CURVE:
case OB_SURF:
break;
}
GPU_matrix_set(rv3d->viewmat);
}
void ED_draw_object_facemap(
Depsgraph *depsgraph, Object *ob, const float col[4], const int facemap)
{
/* happens on undo */
if (ob->type != OB_MESH || !ob->data) {
return;
}
Mesh *me = ob->data;
{
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
if (ob_eval->runtime.mesh_eval) {
me = ob_eval->runtime.mesh_eval;
}
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
/* Just to create the data to pass to immediate mode, grr! */
const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
if (facemap_data) {
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
const MVert *mvert = me->mvert;
const MPoly *mpoly = me->mpoly;
const MLoop *mloop = me->mloop;
int mpoly_len = me->totpoly;
int mloop_len = me->totloop;
facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
/* use gawain immediate mode fore now */
const int looptris_len = poly_to_tri_count(mpoly_len, mloop_len);
const int vbo_len_capacity = looptris_len * 3;
int vbo_len_used = 0;
GPUVertFormat format_pos = { 0 };
const uint pos_id = GPU_vertformat_attr_add(&format_pos, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPUVertBuf *vbo_pos = GPU_vertbuf_create_with_format(&format_pos);
GPU_vertbuf_data_alloc(vbo_pos, vbo_len_capacity);
GPUVertBufRaw pos_step;
GPU_vertbuf_attr_get_raw_data(vbo_pos, pos_id, &pos_step);
const MPoly *mp;
int i;
if (me->runtime.looptris.array) {
MLoopTri *mlt = me->runtime.looptris.array;
for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
if (facemap_data[i] == facemap) {
for (int j = 2; j < mp->totloop; j++) {
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[0]].v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[1]].v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[2]].v].co);
vbo_len_used += 3;
mlt++;
}
}
else {
mlt += mp->totloop - 2;
}
}
}
else {
/* No tessellation data, fan-fill. */
for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
if (facemap_data[i] == facemap) {
const MLoop *ml_start = &mloop[mp->loopstart];
const MLoop *ml_a = ml_start + 1;
const MLoop *ml_b = ml_start + 2;
for (int j = 2; j < mp->totloop; j++) {
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_start->v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_a->v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_b->v].co);
vbo_len_used += 3;
ml_a++;
ml_b++;
}
}
}
}
if (vbo_len_capacity != vbo_len_used) {
GPU_vertbuf_data_resize(vbo_pos, vbo_len_used);
}
GPUBatch *draw_batch = GPU_batch_create(GPU_PRIM_TRIS, vbo_pos, NULL);
GPU_batch_program_set_builtin(draw_batch, GPU_SHADER_3D_UNIFORM_COLOR);
GPU_batch_uniform_4fv(draw_batch, "color", col);
GPU_batch_draw(draw_batch);
GPU_batch_discard(draw_batch);
GPU_vertbuf_discard(vbo_pos);
GPU_blend(false);
}
}