The default face set color is white, so we can skip drawing the default face set. This allows to enable again the optimization of not drawing overlays in nodes where the mask is empty. This will still slow down the viewport when a new face set is created for the whole mesh or when inverting the mask, like in previous versions. I also renamed the function to make more clear that now it is checking for both mask and face sets. Reviewed By: brecht Maniphest Tasks: T74692 Differential Revision: https://developer.blender.org/D7207
123 lines
4.6 KiB
C++
123 lines
4.6 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#ifndef __GPU_BUFFERS_H__
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#define __GPU_BUFFERS_H__
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#include <stddef.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BMesh;
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struct CCGElem;
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struct CCGKey;
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struct DMFlagMat;
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struct GSet;
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struct MLoop;
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struct MLoopCol;
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struct MLoopTri;
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struct MPoly;
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struct MVert;
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struct Mesh;
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struct PBVH;
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/* Buffers for drawing from PBVH grids. */
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typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
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/* Build must be called once before using the other functions, used every time
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* mesh topology changes. Threaded. */
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GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
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const struct MPoly *mpoly,
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const struct MLoop *mloop,
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const struct MLoopTri *looptri,
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const struct MVert *verts,
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const int *face_indices,
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const int *sculpt_facemap,
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const int face_indices_len,
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const struct Mesh *mesh);
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GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, unsigned int **grid_hidden);
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GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading);
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/* Free part of data for update. Not thread safe, must run in OpenGL main thread. */
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void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers);
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void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
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const struct DMFlagMat *grid_flag_mats,
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int *grid_indices);
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/* Update mesh buffers without topology changes. Threaded. */
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enum {
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GPU_PBVH_BUFFERS_SHOW_MASK = (1 << 1),
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GPU_PBVH_BUFFERS_SHOW_VCOL = (1 << 2),
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GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS = (1 << 3),
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};
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void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
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const struct MVert *mvert,
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const int *vert_indices,
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int totvert,
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const float *vmask,
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const struct MLoopCol *vcol,
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const int *sculpt_face_sets,
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const int face_sets_color_seed,
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const int face_sets_color_default,
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const int (*face_vert_indices)[3],
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const int update_flags);
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void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
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struct BMesh *bm,
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struct GSet *bm_faces,
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struct GSet *bm_unique_verts,
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struct GSet *bm_other_verts,
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const int update_flags);
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void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
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struct CCGElem **grids,
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const struct DMFlagMat *grid_flag_mats,
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int *grid_indices,
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int totgrid,
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const struct CCGKey *key,
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const int update_flags);
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/* Finish update. Not thread safe, must run in OpenGL main thread. */
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void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers);
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/* Free buffers. Not thread safe, must run in OpenGL main thread. */
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void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers);
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/* draw */
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struct GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires);
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short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers);
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bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers);
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#ifdef __cplusplus
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}
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#endif
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#endif
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