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blender-archive/source/blender/editors/uvedit/uvedit_draw.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 eduv
*/
#include <float.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "../../draw/intern/draw_cache_impl.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_deform.h"
#include "BKE_editmesh.h"
#include "BKE_material.h"
#include "BKE_layer.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_draw.h"
#include "ED_image.h"
#include "ED_mesh.h"
#include "ED_uvedit.h"
#include "UI_resources.h"
#include "UI_interface.h"
#include "UI_view2d.h"
#include "uvedit_intern.h"
static int draw_uvs_face_check(const ToolSettings *ts)
{
/* checks if we are selecting only faces */
if (ts->uv_flag & UV_SYNC_SELECTION) {
if (ts->selectmode == SCE_SELECT_FACE) {
return 2;
}
else if (ts->selectmode & SCE_SELECT_FACE) {
return 1;
}
else {
return 0;
}
}
else {
return (ts->uv_selectmode == UV_SELECT_FACE);
}
}
/* ------------------------- */
void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
{
float zoom[2], x_fac, y_fac;
UI_view2d_scale_get_inverse(&ar->v2d, &zoom[0], &zoom[1]);
mul_v2_fl(zoom, 256.0f * UI_DPI_FAC);
x_fac = zoom[0];
y_fac = zoom[1];
GPU_line_width(1.0f);
GPU_matrix_translate_2fv(cursor);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 2); /* "advanced" mode */
immUniformArray4fv(
"colors", (float *)(float[][4]){{1.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 8.0f);
immBegin(GPU_PRIM_LINES, 8);
immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac);
immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac);
immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac);
immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac);
immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f);
immEnd();
immUniformArray4fv(
"colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
immUniform1f("dash_width", 2.0f);
immBegin(GPU_PRIM_LINES, 8);
immVertex2f(shdr_pos, -0.020f * x_fac, 0.0f);
immVertex2f(shdr_pos, -0.1f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.1f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.020f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.0f, -0.020f * y_fac);
immVertex2f(shdr_pos, 0.0f, -0.1f * y_fac);
immVertex2f(shdr_pos, 0.0f, 0.1f * y_fac);
immVertex2f(shdr_pos, 0.0f, 0.020f * y_fac);
immEnd();
immUnbindProgram();
GPU_matrix_translate_2f(-cursor[0], -cursor[1]);
}
static void uvedit_get_batches(Object *ob,
SpaceImage *sima,
const ToolSettings *ts,
GPUBatch **faces,
GPUBatch **edges,
GPUBatch **verts,
GPUBatch **facedots)
{
int drawfaces = draw_uvs_face_check(ts);
const bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0;
const bool draw_faces = (sima->flag & SI_NO_DRAWFACES) == 0;
DRW_mesh_batch_cache_validate(ob->data);
*edges = DRW_mesh_batch_cache_get_edituv_edges(ob->data);
*verts = DRW_mesh_batch_cache_get_edituv_verts(ob->data);
if (drawfaces) {
*facedots = DRW_mesh_batch_cache_get_edituv_facedots(ob->data);
}
else {
*facedots = NULL;
}
if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) {
*faces = DRW_mesh_batch_cache_get_edituv_faces_strech_area(ob->data);
}
else if (draw_stretch) {
*faces = DRW_mesh_batch_cache_get_edituv_faces_strech_angle(ob->data);
}
else if (draw_faces) {
*faces = DRW_mesh_batch_cache_get_edituv_faces(ob->data);
}
else {
*faces = NULL;
}
DRW_mesh_batch_cache_create_requested(ob, ob->data, ts, false, false);
}
static void draw_uvs_shadow(SpaceImage *UNUSED(sima),
Scene *scene,
Object *obedit,
Depsgraph *depsgraph)
{
Object *eval_ob = DEG_get_evaluated_object(depsgraph, obedit);
Mesh *me = eval_ob->data;
float col[4];
UI_GetThemeColor4fv(TH_UV_SHADOW, col);
DRW_mesh_batch_cache_validate(me);
GPUBatch *edges = DRW_mesh_batch_cache_get_uv_edges(me);
DRW_mesh_batch_cache_create_requested(eval_ob, me, scene->toolsettings, false, false);
if (edges) {
GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UV_UNIFORM_COLOR);
GPU_batch_uniform_4fv(edges, "color", col);
GPU_batch_draw(edges);
}
}
static void draw_uvs_texpaint(Scene *scene, Object *ob, Depsgraph *depsgraph)
{
Object *eval_ob = DEG_get_evaluated_object(depsgraph, ob);
Mesh *me = eval_ob->data;
ToolSettings *ts = scene->toolsettings;
float col[4];
UI_GetThemeColor4fv(TH_UV_SHADOW, col);
if (me->mloopuv == NULL) {
return;
}
DRW_mesh_batch_cache_validate(me);
GPUBatch *geom = DRW_mesh_batch_cache_get_uv_edges(me);
DRW_mesh_batch_cache_create_requested(eval_ob, me, scene->toolsettings, false, false);
GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_UV_UNIFORM_COLOR);
GPU_batch_uniform_4fv(geom, "color", col);
const bool do_material_masking = (ts->uv_flag & UV_SHOW_SAME_IMAGE);
if (do_material_masking && me->mloopuv) {
/* Render loops that have the active material. Minize draw calls. */
MPoly *mpoly = me->mpoly;
uint draw_start = 0;
uint idx = 0;
bool prev_ma_match = (mpoly->mat_nr == (eval_ob->actcol - 1));
GPU_matrix_bind(geom->interface);
/* TODO(fclem): If drawcall count becomes a problem in the future
* we can use multi draw indirect drawcalls for this.
* (not implemented in GPU module at the time of writing). */
for (int a = 0; a < me->totpoly; a++, mpoly++) {
bool ma_match = (mpoly->mat_nr == (eval_ob->actcol - 1));
if (ma_match != prev_ma_match) {
if (ma_match == false) {
GPU_batch_draw_range_ex(geom, draw_start, idx - draw_start, false);
}
else {
draw_start = idx;
}
}
idx += mpoly->totloop + 1;
prev_ma_match = ma_match;
}
if (prev_ma_match == true) {
GPU_batch_draw_range_ex(geom, draw_start, idx - draw_start, false);
}
GPU_batch_program_use_end(geom);
}
else {
GPU_batch_draw(geom);
}
}
/* draws uv's in the image space */
static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit, Depsgraph *depsgraph)
{
GPUBatch *faces, *edges, *verts, *facedots;
Object *eval_ob = DEG_get_evaluated_object(depsgraph, obedit);
const ToolSettings *ts = scene->toolsettings;
float col1[4], col2[4], col3[4], transparent[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (sima->flag & SI_DRAWSHADOW) {
bool is_cage_like_final_meshes = false;
Mesh *me = (Mesh *)eval_ob->data;
BMEditMesh *embm = me->edit_mesh;
is_cage_like_final_meshes = embm && embm->mesh_eval_final &&
embm->mesh_eval_final->runtime.is_original;
/* When sync selection is enabled, all faces are drawn (except for hidden)
* so if cage is the same as the final, there is no point in drawing this. */
if (!((ts->uv_flag & UV_SYNC_SELECTION) && is_cage_like_final_meshes)) {
draw_uvs_shadow(sima, scene, obedit, depsgraph);
}
}
uvedit_get_batches(eval_ob, sima, ts, &faces, &edges, &verts, &facedots);
bool interpedges;
bool do_elem_order_fix = (ts->uv_flag & UV_SYNC_SELECTION) && (ts->selectmode & SCE_SELECT_FACE);
bool do_selected_edges = ((sima->flag & SI_NO_DRAWEDGES) == 0);
bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0;
if (ts->uv_flag & UV_SYNC_SELECTION) {
interpedges = (ts->selectmode & SCE_SELECT_VERTEX) != 0;
}
else {
interpedges = (ts->uv_selectmode == UV_SELECT_VERTEX);
}
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
if (faces) {
GPU_batch_program_set_builtin(faces,
(draw_stretch) ? (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA) ?
GPU_SHADER_2D_UV_FACES_STRETCH_AREA :
GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE :
GPU_SHADER_2D_UV_FACES);
if (!draw_stretch) {
GPU_blend(true);
UI_GetThemeColor4fv(TH_FACE, col1);
UI_GetThemeColor4fv(TH_FACE_SELECT, col2);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, col3);
col3[3] *= 0.2; /* Simulate dithering */
GPU_batch_uniform_4fv(faces, "faceColor", col1);
GPU_batch_uniform_4fv(faces, "selectColor", col2);
GPU_batch_uniform_4fv(faces, "activeColor", col3);
}
else if (sima->dt_uvstretch == SI_UVDT_STRETCH_ANGLE) {
float asp[2];
ED_space_image_get_uv_aspect(sima, &asp[0], &asp[1]);
GPU_batch_uniform_2fv(faces, "aspect", asp);
}
GPU_batch_draw(faces);
if (!draw_stretch) {
GPU_blend(false);
}
}
if (edges) {
if (sima->flag & SI_SMOOTH_UV) {
GPU_line_smooth(true);
GPU_blend(true);
}
switch (sima->dt_uv) {
case SI_UVDT_DASH: {
float dash_colors[2][4] = {{0.56f, 0.56f, 0.56f, 1.0f}, {0.07f, 0.07f, 0.07f, 1.0f}};
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
GPU_line_width(1.0f);
GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
GPU_batch_uniform_4fv_array(edges, "colors", 2, (float *)dash_colors);
GPU_batch_uniform_2f(
edges, "viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
GPU_batch_uniform_1i(edges, "colors_len", 2); /* "advanced" mode */
GPU_batch_uniform_1f(edges, "dash_width", 4.0f);
GPU_batch_draw(edges);
break;
}
case SI_UVDT_BLACK:
case SI_UVDT_WHITE: {
GPU_line_width(1.0f);
GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UNIFORM_COLOR);
if (sima->dt_uv == SI_UVDT_WHITE) {
GPU_batch_uniform_4f(edges, "color", 1.0f, 1.0f, 1.0f, 1.0f);
}
else {
GPU_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
}
GPU_batch_draw(edges);
break;
}
case SI_UVDT_OUTLINE: {
GPU_line_width(3.0f);
GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UNIFORM_COLOR);
GPU_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
GPU_batch_draw(edges);
UI_GetThemeColor4fv(TH_WIRE_EDIT, col1);
UI_GetThemeColor4fv(TH_EDGE_SELECT, col2);
/* We could modify the vbo's data filling
* instead of modifying the provoking vert. */
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
GPU_line_width(1.0f);
GPU_batch_program_set_builtin(
edges, (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH : GPU_SHADER_2D_UV_EDGES);
GPU_batch_uniform_4fv(edges, "edgeColor", col1);
GPU_batch_uniform_4fv(edges, "selectColor", do_selected_edges ? col2 : col1);
GPU_batch_draw(edges);
if (do_elem_order_fix && do_selected_edges) {
/* We have problem in this mode when face order make some edges
* appear unselected because an adjacent face is not selected and
* render after the selected face.
* So, to avoid sorting edges by state we just render selected edges
* on top. A bit overkill but it's simple. */
GPU_blend(true);
GPU_batch_uniform_4fv(edges, "edgeColor", transparent);
GPU_batch_uniform_4fv(edges, "selectColor", col2);
GPU_batch_draw(edges);
GPU_blend(false);
}
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
break;
}
}
if (sima->flag & SI_SMOOTH_UV) {
GPU_line_smooth(false);
GPU_blend(false);
}
}
if (verts || facedots) {
float pointsize = UI_GetThemeValuef(TH_VERTEX_SIZE);
UI_GetThemeColor4fv(TH_VERTEX_SELECT, col2);
if (verts) {
float pinned_col[4] = {1.0f, 0.0f, 0.0f, 1.0f}; /* TODO Theme? */
UI_GetThemeColor4fv(TH_VERTEX, col1);
GPU_blend(true);
GPU_enable_program_point_size();
GPU_batch_program_set_builtin(verts, GPU_SHADER_2D_UV_VERTS);
GPU_batch_uniform_4f(verts, "vertColor", col1[0], col1[1], col1[2], 1.0f);
GPU_batch_uniform_4fv(verts, "selectColor", (do_elem_order_fix) ? transparent : col2);
GPU_batch_uniform_4fv(verts, "pinnedColor", pinned_col);
GPU_batch_uniform_1f(verts, "pointSize", (pointsize + 1.5f) * M_SQRT2);
GPU_batch_uniform_1f(verts, "outlineWidth", 0.75f);
GPU_batch_draw(verts);
if (do_elem_order_fix) {
/* We have problem in this mode when face order make some verts
* appear unselected because an adjacent face is not selected and
* render after the selected face.
* So, to avoid sorting verts by state we just render selected verts
* on top. A bit overkill but it's simple. */
GPU_batch_uniform_4fv(verts, "vertColor", transparent);
GPU_batch_uniform_4fv(verts, "selectColor", col2);
GPU_batch_uniform_4fv(verts, "pinnedColor", pinned_col);
GPU_batch_uniform_1f(verts, "pointSize", (pointsize + 1.5f) * M_SQRT2);
GPU_batch_uniform_1f(verts, "outlineWidth", 0.75f);
GPU_batch_draw(verts);
}
GPU_blend(false);
GPU_disable_program_point_size();
}
if (facedots) {
GPU_point_size(pointsize);
UI_GetThemeColor4fv(TH_WIRE, col1);
GPU_batch_program_set_builtin(facedots, GPU_SHADER_2D_UV_FACEDOTS);
GPU_batch_uniform_4fv(facedots, "vertColor", col1);
GPU_batch_uniform_4fv(facedots, "selectColor", col2);
GPU_batch_draw(facedots);
}
}
}
static void draw_uv_shadows_get(
SpaceImage *sima, Object *ob, Object *obedit, bool *show_shadow, bool *show_texpaint)
{
*show_shadow = *show_texpaint = false;
if (ED_space_image_show_render(sima) || (sima->flag & SI_NO_DRAW_TEXPAINT)) {
return;
}
if ((sima->mode == SI_MODE_PAINT) && obedit && obedit->type == OB_MESH) {
struct BMEditMesh *em = BKE_editmesh_from_object(obedit);
*show_shadow = EDBM_uv_check(em);
}
*show_texpaint = (ob && ob->type == OB_MESH && ob->mode == OB_MODE_TEXTURE_PAINT);
}
void ED_uvedit_draw_main(SpaceImage *sima,
Scene *scene,
ViewLayer *view_layer,
Object *obedit,
Object *obact,
Depsgraph *depsgraph)
{
bool show_uvedit, show_uvshadow, show_texpaint_uvshadow;
show_uvedit = ED_space_image_show_uvedit(sima, obedit);
draw_uv_shadows_get(sima, obact, obedit, &show_uvshadow, &show_texpaint_uvshadow);
if (show_uvedit || show_uvshadow || show_texpaint_uvshadow) {
if (show_uvshadow) {
draw_uvs_shadow(sima, scene, obedit, depsgraph);
}
else if (show_uvedit) {
uint objects_len = 0;
Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(
view_layer, ((View3D *)NULL), &objects_len);
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *ob_iter = objects[ob_index];
draw_uvs(sima, scene, ob_iter, depsgraph);
}
MEM_freeN(objects);
}
else {
draw_uvs_texpaint(scene, obact, depsgraph);
}
}
}