Support for UV Stretching overlay during multi object editing. The VBO now holds the ratios per fase. In the shader these ratios will be compared against the global ratios. The global rations are created from all selected objects. The current implementation does not fit well with the draw module. The plan is to move the drawing of other spaces towards the draw manager what leads to a better fit. Currently the details on this solution is unclear but this requirement will become an attentionpoint in the future design. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5665
257 lines
7.8 KiB
C++
257 lines
7.8 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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* Copyright 2019, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#ifndef __DRAW_CACHE_EXTRACT_MESH_H__
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#define __DRAW_CACHE_EXTRACT_MESH_H__
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/* Vertex Group Selection and display options */
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typedef struct DRW_MeshWeightState {
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int defgroup_active;
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int defgroup_len;
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short flags;
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char alert_mode;
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/* Set of all selected bones for Multipaint. */
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bool *defgroup_sel; /* [defgroup_len] */
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int defgroup_sel_count;
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} DRW_MeshWeightState;
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/* DRW_MeshWeightState.flags */
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enum {
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DRW_MESH_WEIGHT_STATE_MULTIPAINT = (1 << 0),
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DRW_MESH_WEIGHT_STATE_AUTO_NORMALIZE = (1 << 1),
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};
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typedef struct DRW_MeshCDMask {
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uint32_t uv : 8;
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uint32_t tan : 8;
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uint32_t vcol : 8;
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uint32_t orco : 1;
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uint32_t tan_orco : 1;
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} DRW_MeshCDMask;
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typedef enum eMRIterType {
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MR_ITER_LOOPTRI = 1 << 0,
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MR_ITER_LOOP = 1 << 1,
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MR_ITER_LEDGE = 1 << 2,
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MR_ITER_LVERT = 1 << 3,
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} eMRIterType;
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typedef enum eMRDataType {
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MR_DATA_POLY_NOR = 1 << 1,
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MR_DATA_LOOP_NOR = 1 << 2,
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MR_DATA_LOOPTRI = 1 << 3,
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/** Force loop normals calculation. */
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MR_DATA_TAN_LOOP_NOR = 1 << 4,
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} eMRDataType;
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typedef enum eMRExtractType {
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MR_EXTRACT_BMESH,
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MR_EXTRACT_MAPPED,
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MR_EXTRACT_MESH,
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} eMRExtractType;
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BLI_INLINE int mesh_render_mat_len_get(Mesh *me)
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{
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return MAX2(1, me->totcol);
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}
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typedef struct MeshBufferCache {
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/* Every VBO below contains at least enough
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* data for every loops in the mesh (except fdots).
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* For some VBOs, it extends to (in this exact order) :
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* loops + loose_edges*2 + loose_verts */
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struct {
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GPUVertBuf *pos_nor; /* extend */
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GPUVertBuf *lnor; /* extend */
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GPUVertBuf *edge_fac; /* extend */
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GPUVertBuf *weights; /* extend */
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GPUVertBuf *uv;
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GPUVertBuf *tan;
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GPUVertBuf *vcol;
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GPUVertBuf *orco;
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/* Only for edit mode. */
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GPUVertBuf *edit_data; /* extend */
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GPUVertBuf *edituv_data;
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GPUVertBuf *stretch_area;
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GPUVertBuf *stretch_angle;
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GPUVertBuf *mesh_analysis;
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GPUVertBuf *fdots_pos;
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GPUVertBuf *fdots_nor;
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GPUVertBuf *fdots_uv;
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// GPUVertBuf *fdots_edit_data; /* inside fdots_nor for now. */
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GPUVertBuf *fdots_edituv_data;
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/* Selection */
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GPUVertBuf *vert_idx; /* extend */
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GPUVertBuf *edge_idx; /* extend */
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GPUVertBuf *poly_idx;
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GPUVertBuf *fdot_idx;
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} vbo;
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/* Index Buffers:
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* Only need to be updated when topology changes. */
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struct {
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/* Indices to vloops. */
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GPUIndexBuf *tris; /* Ordered per material. */
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GPUIndexBuf *lines; /* Loose edges last. */
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GPUIndexBuf *points;
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GPUIndexBuf *fdots;
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/* 3D overlays. */
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GPUIndexBuf *lines_paint_mask; /* no loose edges. */
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GPUIndexBuf *lines_adjacency;
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/* Uv overlays. (visibility can differ from 3D view) */
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GPUIndexBuf *edituv_tris;
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GPUIndexBuf *edituv_lines;
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GPUIndexBuf *edituv_points;
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GPUIndexBuf *edituv_fdots;
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} ibo;
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} MeshBufferCache;
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typedef enum DRWBatchFlag {
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MBC_SURFACE = (1 << 0),
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MBC_SURFACE_WEIGHTS = (1 << 1),
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MBC_EDIT_TRIANGLES = (1 << 2),
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MBC_EDIT_VERTICES = (1 << 3),
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MBC_EDIT_EDGES = (1 << 4),
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MBC_EDIT_VNOR = (1 << 5),
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MBC_EDIT_LNOR = (1 << 6),
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MBC_EDIT_FACEDOTS = (1 << 7),
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MBC_EDIT_MESH_ANALYSIS = (1 << 8),
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MBC_EDITUV_FACES_STRETCH_AREA = (1 << 9),
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MBC_EDITUV_FACES_STRETCH_ANGLE = (1 << 10),
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MBC_EDITUV_FACES = (1 << 11),
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MBC_EDITUV_EDGES = (1 << 12),
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MBC_EDITUV_VERTS = (1 << 13),
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MBC_EDITUV_FACEDOTS = (1 << 14),
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MBC_EDIT_SELECTION_VERTS = (1 << 15),
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MBC_EDIT_SELECTION_EDGES = (1 << 16),
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MBC_EDIT_SELECTION_FACES = (1 << 17),
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MBC_EDIT_SELECTION_FACEDOTS = (1 << 18),
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MBC_ALL_VERTS = (1 << 19),
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MBC_ALL_EDGES = (1 << 20),
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MBC_LOOSE_EDGES = (1 << 21),
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MBC_EDGE_DETECTION = (1 << 22),
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MBC_WIRE_EDGES = (1 << 23),
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MBC_WIRE_LOOPS = (1 << 24),
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MBC_WIRE_LOOPS_UVS = (1 << 25),
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MBC_SURF_PER_MAT = (1 << 26),
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} DRWBatchFlag;
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#define MBC_EDITUV \
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(MBC_EDITUV_FACES_STRETCH_AREA | MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | \
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MBC_EDITUV_EDGES | MBC_EDITUV_VERTS | MBC_EDITUV_FACEDOTS | MBC_WIRE_LOOPS_UVS)
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#define FOREACH_MESH_BUFFER_CACHE(batch_cache, mbc) \
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for (MeshBufferCache *mbc = &batch_cache->final; \
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mbc == &batch_cache->final || mbc == &batch_cache->cage || mbc == &batch_cache->uv_cage; \
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mbc = (mbc == &batch_cache->final) ? \
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&batch_cache->cage : \
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((mbc == &batch_cache->cage) ? &batch_cache->uv_cage : NULL))
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typedef struct MeshBatchCache {
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MeshBufferCache final, cage, uv_cage;
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struct {
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/* Surfaces / Render */
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GPUBatch *surface;
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GPUBatch *surface_weights;
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/* Edit mode */
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GPUBatch *edit_triangles;
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GPUBatch *edit_vertices;
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GPUBatch *edit_edges;
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GPUBatch *edit_vnor;
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GPUBatch *edit_lnor;
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GPUBatch *edit_fdots;
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GPUBatch *edit_mesh_analysis;
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/* Edit UVs */
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GPUBatch *edituv_faces_stretch_area;
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GPUBatch *edituv_faces_stretch_angle;
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GPUBatch *edituv_faces;
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GPUBatch *edituv_edges;
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GPUBatch *edituv_verts;
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GPUBatch *edituv_fdots;
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/* Edit selection */
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GPUBatch *edit_selection_verts;
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GPUBatch *edit_selection_edges;
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GPUBatch *edit_selection_faces;
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GPUBatch *edit_selection_fdots;
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/* Common display / Other */
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GPUBatch *all_verts;
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GPUBatch *all_edges;
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GPUBatch *loose_edges;
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GPUBatch *edge_detection;
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GPUBatch *wire_edges; /* Individual edges with face normals. */
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GPUBatch *wire_loops; /* Loops around faces. no edges between selected faces */
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GPUBatch *wire_loops_uvs; /* Same as wire_loops but only has uvs. */
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} batch;
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GPUBatch **surface_per_mat;
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/* arrays of bool uniform names (and value) that will be use to
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* set srgb conversion for auto attributes.*/
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char *auto_layer_names;
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int *auto_layer_is_srgb;
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int auto_layer_len;
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DRWBatchFlag batch_requested;
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DRWBatchFlag batch_ready;
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/* settings to determine if cache is invalid */
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int edge_len;
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int tri_len;
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int poly_len;
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int vert_len;
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int mat_len;
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bool is_dirty; /* Instantly invalidates cache, skipping mesh check */
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bool is_editmode;
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bool is_uvsyncsel;
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struct DRW_MeshWeightState weight_state;
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DRW_MeshCDMask cd_used, cd_needed, cd_used_over_time;
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int lastmatch;
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/* Valid only if edge_detection is up to date. */
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bool is_manifold;
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/* Total areas for drawing UV Stretching. Contains the summed area in mesh
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* space (`tot_area`) and the summed area in uv space (`tot_uvarea`).
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*
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* Only valid after `DRW_mesh_batch_cache_create_requested` has been called. */
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float tot_area, tot_uv_area;
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bool no_loose_wire;
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} MeshBatchCache;
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void mesh_buffer_cache_create_requested(MeshBatchCache *cache,
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MeshBufferCache mbc,
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Mesh *me,
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const bool do_final,
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const bool do_uvedit,
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const bool use_subsurf_fdots,
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const DRW_MeshCDMask *cd_layer_used,
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const ToolSettings *ts,
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const bool use_hide);
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#endif /* __DRAW_CACHE_EXTRACT_MESH_H__ */
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