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blender-archive/source/blender/editors/space_view3d/drawobject.c
Hans Goudey 9f5c0ffb5e Cleanup: Use const variables for object's evaluated mesh
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
2021-07-01 23:03:27 -05:00

213 lines
6.8 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.
*
* 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_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_math.h"
#include "BKE_DerivedMesh.h"
#include "BKE_editmesh.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_immediate.h"
#include "GPU_shader.h"
#include "GPU_state.h"
#include "ED_mesh.h"
#include "UI_resources.h"
#include "DRW_engine.h"
#include "view3d_intern.h" /* bad level include */
/* 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(const 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], uint 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) ********* */
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;
}
const Mesh *me = ob->data;
{
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
const Mesh *me_eval = BKE_object_get_evaluated_mesh(ob_eval);
if (me_eval != NULL) {
me = me_eval;
}
}
GPU_front_facing(ob->transflag & OB_NEG_SCALE);
/* Just to create the data to pass to immediate mode! (sigh) */
const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
if (facemap_data) {
GPU_blend(GPU_BLEND_ALPHA);
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);
/* Make a batch and free it each time for 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) {
const 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(GPU_BLEND_NONE);
}
}