This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/intern/draw_cache_extract.h
Alexander Gavrilov 084bf7daee Weight Paint: Implement a new Lock-Relative mode.
This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.

The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.

Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.

This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.

Differential Revision: https://developer.blender.org/D3837
2020-03-18 11:55:44 +03:00

266 lines
8.3 KiB
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.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#ifndef __DRAW_CACHE_EXTRACT_H__
#define __DRAW_CACHE_EXTRACT_H__
/* Vertex Group Selection and display options */
typedef struct DRW_MeshWeightState {
int defgroup_active;
int defgroup_len;
short flags;
char alert_mode;
/* Set of all selected bones for Multipaint. */
bool *defgroup_sel; /* [defgroup_len] */
int defgroup_sel_count;
/* Set of all locked and unlocked deform bones for Lock Relative mode. */
bool *defgroup_locked; /* [defgroup_len] */
bool *defgroup_unlocked; /* [defgroup_len] */
} DRW_MeshWeightState;
/* DRW_MeshWeightState.flags */
enum {
DRW_MESH_WEIGHT_STATE_MULTIPAINT = (1 << 0),
DRW_MESH_WEIGHT_STATE_AUTO_NORMALIZE = (1 << 1),
DRW_MESH_WEIGHT_STATE_LOCK_RELATIVE = (1 << 2),
};
typedef struct DRW_MeshCDMask {
uint32_t uv : 8;
uint32_t tan : 8;
uint32_t vcol : 8;
uint32_t orco : 1;
uint32_t tan_orco : 1;
/** Edit uv layer is from the base edit mesh as
* modifiers could remove it. (see T68857) */
uint32_t edit_uv : 1;
} DRW_MeshCDMask;
typedef enum eMRIterType {
MR_ITER_LOOPTRI = 1 << 0,
MR_ITER_LOOP = 1 << 1,
MR_ITER_LEDGE = 1 << 2,
MR_ITER_LVERT = 1 << 3,
} eMRIterType;
typedef enum eMRDataType {
MR_DATA_POLY_NOR = 1 << 1,
MR_DATA_LOOP_NOR = 1 << 2,
MR_DATA_LOOPTRI = 1 << 3,
/** Force loop normals calculation. */
MR_DATA_TAN_LOOP_NOR = 1 << 4,
} eMRDataType;
typedef enum eMRExtractType {
MR_EXTRACT_BMESH,
MR_EXTRACT_MAPPED,
MR_EXTRACT_MESH,
} eMRExtractType;
BLI_INLINE int mesh_render_mat_len_get(Mesh *me)
{
return MAX2(1, me->totcol);
}
typedef struct MeshBufferCache {
/* Every VBO below contains at least enough
* data for every loops in the mesh (except fdots and skin roots).
* For some VBOs, it extends to (in this exact order) :
* loops + loose_edges*2 + loose_verts */
struct {
GPUVertBuf *pos_nor; /* extend */
GPUVertBuf *lnor; /* extend */
GPUVertBuf *edge_fac; /* extend */
GPUVertBuf *weights; /* extend */
GPUVertBuf *uv;
GPUVertBuf *tan;
GPUVertBuf *vcol;
GPUVertBuf *orco;
/* Only for edit mode. */
GPUVertBuf *edit_data; /* extend */
GPUVertBuf *edituv_data;
GPUVertBuf *stretch_area;
GPUVertBuf *stretch_angle;
GPUVertBuf *mesh_analysis;
GPUVertBuf *fdots_pos;
GPUVertBuf *fdots_nor;
GPUVertBuf *fdots_uv;
// GPUVertBuf *fdots_edit_data; /* inside fdots_nor for now. */
GPUVertBuf *fdots_edituv_data;
GPUVertBuf *skin_roots;
/* Selection */
GPUVertBuf *vert_idx; /* extend */
GPUVertBuf *edge_idx; /* extend */
GPUVertBuf *poly_idx;
GPUVertBuf *fdot_idx;
} vbo;
/* Index Buffers:
* Only need to be updated when topology changes. */
struct {
/* Indices to vloops. */
GPUIndexBuf *tris; /* Ordered per material. */
GPUIndexBuf *lines; /* Loose edges last. */
GPUIndexBuf *lines_loose; /* sub buffer of `lines` only containing the loose edges. */
GPUIndexBuf *points;
GPUIndexBuf *fdots;
/* 3D overlays. */
GPUIndexBuf *lines_paint_mask; /* no loose edges. */
GPUIndexBuf *lines_adjacency;
/* Uv overlays. (visibility can differ from 3D view) */
GPUIndexBuf *edituv_tris;
GPUIndexBuf *edituv_lines;
GPUIndexBuf *edituv_points;
GPUIndexBuf *edituv_fdots;
} ibo;
} MeshBufferCache;
typedef enum DRWBatchFlag {
MBC_SURFACE = (1 << 0),
MBC_SURFACE_WEIGHTS = (1 << 1),
MBC_EDIT_TRIANGLES = (1 << 2),
MBC_EDIT_VERTICES = (1 << 3),
MBC_EDIT_EDGES = (1 << 4),
MBC_EDIT_VNOR = (1 << 5),
MBC_EDIT_LNOR = (1 << 6),
MBC_EDIT_FACEDOTS = (1 << 7),
MBC_EDIT_MESH_ANALYSIS = (1 << 8),
MBC_EDITUV_FACES_STRETCH_AREA = (1 << 9),
MBC_EDITUV_FACES_STRETCH_ANGLE = (1 << 10),
MBC_EDITUV_FACES = (1 << 11),
MBC_EDITUV_EDGES = (1 << 12),
MBC_EDITUV_VERTS = (1 << 13),
MBC_EDITUV_FACEDOTS = (1 << 14),
MBC_EDIT_SELECTION_VERTS = (1 << 15),
MBC_EDIT_SELECTION_EDGES = (1 << 16),
MBC_EDIT_SELECTION_FACES = (1 << 17),
MBC_EDIT_SELECTION_FACEDOTS = (1 << 18),
MBC_ALL_VERTS = (1 << 19),
MBC_ALL_EDGES = (1 << 20),
MBC_LOOSE_EDGES = (1 << 21),
MBC_EDGE_DETECTION = (1 << 22),
MBC_WIRE_EDGES = (1 << 23),
MBC_WIRE_LOOPS = (1 << 24),
MBC_WIRE_LOOPS_UVS = (1 << 25),
MBC_SURF_PER_MAT = (1 << 26),
MBC_SKIN_ROOTS = (1 << 27),
} DRWBatchFlag;
#define MBC_EDITUV \
(MBC_EDITUV_FACES_STRETCH_AREA | MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | \
MBC_EDITUV_EDGES | MBC_EDITUV_VERTS | MBC_EDITUV_FACEDOTS | MBC_WIRE_LOOPS_UVS)
#define FOREACH_MESH_BUFFER_CACHE(batch_cache, mbc) \
for (MeshBufferCache *mbc = &batch_cache->final; \
mbc == &batch_cache->final || mbc == &batch_cache->cage || mbc == &batch_cache->uv_cage; \
mbc = (mbc == &batch_cache->final) ? \
&batch_cache->cage : \
((mbc == &batch_cache->cage) ? &batch_cache->uv_cage : NULL))
typedef struct MeshBatchCache {
MeshBufferCache final, cage, uv_cage;
struct {
/* Surfaces / Render */
GPUBatch *surface;
GPUBatch *surface_weights;
/* Edit mode */
GPUBatch *edit_triangles;
GPUBatch *edit_vertices;
GPUBatch *edit_edges;
GPUBatch *edit_vnor;
GPUBatch *edit_lnor;
GPUBatch *edit_fdots;
GPUBatch *edit_mesh_analysis;
GPUBatch *edit_skin_roots;
/* Edit UVs */
GPUBatch *edituv_faces_stretch_area;
GPUBatch *edituv_faces_stretch_angle;
GPUBatch *edituv_faces;
GPUBatch *edituv_edges;
GPUBatch *edituv_verts;
GPUBatch *edituv_fdots;
/* Edit selection */
GPUBatch *edit_selection_verts;
GPUBatch *edit_selection_edges;
GPUBatch *edit_selection_faces;
GPUBatch *edit_selection_fdots;
/* Common display / Other */
GPUBatch *all_verts;
GPUBatch *all_edges;
GPUBatch *loose_edges;
GPUBatch *edge_detection;
GPUBatch *wire_edges; /* Individual edges with face normals. */
GPUBatch *wire_loops; /* Loops around faces. no edges between selected faces */
GPUBatch *wire_loops_uvs; /* Same as wire_loops but only has uvs. */
} batch;
GPUBatch **surface_per_mat;
DRWBatchFlag batch_requested;
DRWBatchFlag batch_ready;
/* settings to determine if cache is invalid */
int edge_len;
int tri_len;
int poly_len;
int vert_len;
int mat_len;
bool is_dirty; /* Instantly invalidates cache, skipping mesh check */
bool is_editmode;
bool is_uvsyncsel;
struct DRW_MeshWeightState weight_state;
DRW_MeshCDMask cd_used, cd_needed, cd_used_over_time;
int lastmatch;
/* Valid only if edge_detection is up to date. */
bool is_manifold;
/* Total areas for drawing UV Stretching. Contains the summed area in mesh
* space (`tot_area`) and the summed area in uv space (`tot_uvarea`).
*
* Only valid after `DRW_mesh_batch_cache_create_requested` has been called. */
float tot_area, tot_uv_area;
bool no_loose_wire;
} MeshBatchCache;
void mesh_buffer_cache_create_requested(MeshBatchCache *cache,
MeshBufferCache mbc,
Mesh *me,
const bool is_editmode,
const float obmat[4][4],
const bool do_final,
const bool do_uvedit,
const bool use_subsurf_fdots,
const DRW_MeshCDMask *cd_layer_used,
const Scene *scene,
const ToolSettings *ts,
const bool use_hide);
#endif /* __DRAW_CACHE_EXTRACT_H__ */