Files
test/source/blender/draw/intern/draw_cache_impl.hh
Sean Kim e02eb13a59 Fix #144035: Image Editor ignores face selection
Introduced in 24d08e0bae

The above commit introduced a new batch for drawing UVs in the Image
editor that does not consider face selection when drawing the
corresponding UV map. This was done to reuse the IBO used in object
mode.

Unfortunately, this change didn't account for the case of being able to
select faces in the 3D Viewport (i.e. in Edit or Texture Paint mode)
while also viewing the Image Editor in Paint Mode.

To fix this, the following changes have been made:

* Introduce a new case when drawing the `MeshUV` overlay for objects
  being edited.
* Add two new IBO types and a new batch type to clearly differentiate
  between the above cases when extracting mesh data.
* Fixes some incorrect usage of the `sync_selection` concept

Pull Request: https://projects.blender.org/blender/blender/pulls/144105
2025-08-28 03:11:21 +02:00

340 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#pragma once
#include <cstdint>
#include "BLI_math_matrix_types.hh"
#include "BLI_span.hh"
#include "BLI_string_ref.hh"
#include "GPU_vertex_buffer.hh"
struct GPUMaterial;
namespace blender::gpu {
class Batch;
class UniformBuf;
class VertBuf;
} // namespace blender::gpu
struct ModifierData;
struct PTCacheEdit;
struct ParticleSystem;
struct TaskGraph;
struct Curve;
struct Curves;
struct Lattice;
struct Mesh;
struct Object;
struct Scene;
struct PointCloud;
struct Volume;
struct GreasePencil;
enum eMeshBatchDirtyMode : int8_t;
namespace blender::draw {
class ObjectRef;
/* -------------------------------------------------------------------- */
/** \name Expose via BKE callbacks
* \{ */
void DRW_curve_batch_cache_dirty_tag(Curve *cu, int mode);
void DRW_curve_batch_cache_validate(Curve *cu);
void DRW_curve_batch_cache_free(Curve *cu);
void DRW_mesh_batch_cache_dirty_tag(Mesh *mesh, eMeshBatchDirtyMode mode);
void DRW_mesh_batch_cache_validate(Mesh &mesh);
void DRW_mesh_batch_cache_free(void *batch_cache);
void DRW_lattice_batch_cache_dirty_tag(Lattice *lt, int mode);
void DRW_lattice_batch_cache_validate(Lattice *lt);
void DRW_lattice_batch_cache_free(Lattice *lt);
void DRW_particle_batch_cache_dirty_tag(ParticleSystem *psys, int mode);
void DRW_particle_batch_cache_free(ParticleSystem *psys);
void DRW_curves_batch_cache_dirty_tag(Curves *curves, int mode);
void DRW_curves_batch_cache_validate(Curves *curves);
void DRW_curves_batch_cache_free(Curves *curves);
void DRW_pointcloud_batch_cache_dirty_tag(PointCloud *pointcloud, int mode);
void DRW_pointcloud_batch_cache_validate(PointCloud *pointcloud);
void DRW_pointcloud_batch_cache_free(PointCloud *pointcloud);
void DRW_volume_batch_cache_dirty_tag(Volume *volume, int mode);
void DRW_volume_batch_cache_validate(Volume *volume);
void DRW_volume_batch_cache_free(Volume *volume);
void DRW_grease_pencil_batch_cache_dirty_tag(GreasePencil *grease_pencil, int mode);
void DRW_grease_pencil_batch_cache_validate(GreasePencil *grease_pencil);
void DRW_grease_pencil_batch_cache_free(GreasePencil *grease_pencil);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Garbage Collection
* \{ */
void DRW_batch_cache_free_old(Object *ob, int ctime);
/**
* Thread safety need to be assured by caller. Don't call this during drawing.
* \note For now this only free the shading batches / VBO if any cd layers is not needed anymore.
*/
void DRW_mesh_batch_cache_free_old(Mesh *mesh, int ctime);
void DRW_curves_batch_cache_free_old(Curves *curves, int ctime);
void DRW_pointcloud_batch_cache_free_old(PointCloud *pointcloud, int ctime);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Generic
* \{ */
void DRW_vertbuf_create_wiredata(gpu::VertBuf *vbo, int vert_len);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Curve
* \{ */
void DRW_curve_batch_cache_create_requested(Object *ob, const Scene *scene);
blender::gpu::Batch *DRW_curve_batch_cache_get_wire_edge(Curve *cu);
blender::gpu::Batch *DRW_curve_batch_cache_get_wire_edge_viewer_attribute(Curve *cu);
blender::gpu::Batch *DRW_curve_batch_cache_get_normal_edge(Curve *cu);
blender::gpu::Batch *DRW_curve_batch_cache_get_edit_edges(Curve *cu);
blender::gpu::Batch *DRW_curve_batch_cache_get_edit_verts(Curve *cu);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Lattice
* \{ */
blender::gpu::Batch *DRW_lattice_batch_cache_get_all_edges(Lattice *lt,
bool use_weight,
int actdef);
blender::gpu::Batch *DRW_lattice_batch_cache_get_all_verts(Lattice *lt);
blender::gpu::Batch *DRW_lattice_batch_cache_get_edit_verts(Lattice *lt);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Curves
* \{ */
/**
* Provide GPU access to a specific evaluated attribute on curves.
*
* \return A pointer to location where the texture will be
* stored, which will be filled by #DRW_shgroup_curves_create_sub.
*/
blender::gpu::VertBufPtr &DRW_curves_texture_for_evaluated_attribute(Curves *curves,
StringRef name,
bool &r_is_point_domain,
bool &r_valid_attribute);
blender::gpu::Batch *DRW_curves_batch_cache_get_edit_points(Curves *curves);
blender::gpu::Batch *DRW_curves_batch_cache_get_sculpt_curves_cage(Curves *curves);
blender::gpu::Batch *DRW_curves_batch_cache_get_edit_curves_handles(Curves *curves);
blender::gpu::Batch *DRW_curves_batch_cache_get_edit_curves_lines(Curves *curves);
void DRW_curves_batch_cache_create_requested(Object *ob);
/** \} */
/* -------------------------------------------------------------------- */
/** \name PointCloud
* \{ */
gpu::VertBuf *DRW_pointcloud_position_and_radius_buffer_get(Object *ob);
gpu::VertBuf **DRW_pointcloud_evaluated_attribute(PointCloud *pointcloud, StringRef name);
blender::gpu::Batch *DRW_pointcloud_batch_cache_get_dots(Object *ob);
blender::gpu::Batch *DRW_pointcloud_batch_cache_get_edit_dots(PointCloud *pointcloud);
void DRW_pointcloud_batch_cache_create_requested(Object *ob);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Volume
* \{ */
blender::gpu::Batch *DRW_volume_batch_cache_get_wireframes_face(Volume *volume);
blender::gpu::Batch *DRW_volume_batch_cache_get_selection_surface(Volume *volume);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh
* \{ */
/**
* Can be called for any surface type. Mesh *mesh is the final mesh.
*/
void DRW_mesh_batch_cache_create_requested(TaskGraph &task_graph,
Object &ob,
Mesh &mesh,
const Scene &scene,
bool is_paint_mode,
bool use_hide);
blender::gpu::Batch *DRW_mesh_batch_cache_get_all_verts(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_paint_overlay_verts(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_all_edges(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_loose_edges(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edge_detection(Mesh &mesh, bool *r_is_manifold);
blender::gpu::Batch *DRW_mesh_batch_cache_get_surface(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_paint_overlay_surface(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_paint_overlay_edges(Mesh &mesh);
Span<gpu::Batch *> DRW_mesh_batch_cache_get_surface_shaded(Object &object,
Mesh &mesh,
Span<const GPUMaterial *> materials);
Span<gpu::Batch *> DRW_mesh_batch_cache_get_surface_texpaint(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_texpaint_single(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_vertpaint(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_sculpt(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_weights(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_sculpt_overlays(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_viewer_attribute(Mesh &mesh);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Mesh Drawing
* \{ */
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_triangles(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_vertices(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_edges(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_vert_normals(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_loop_normals(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_facedots(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_skin_roots(Mesh &mesh);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-mesh Selection
* \{ */
blender::gpu::Batch *DRW_mesh_batch_cache_get_triangles_with_select_id(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_facedots_with_select_id(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edges_with_select_id(Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_verts_with_select_id(Mesh &mesh);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Mode Wireframe Overlays
* \{ */
blender::gpu::Batch *DRW_mesh_batch_cache_get_wireframes_face(Mesh &mesh);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-mesh UV Editor
* \{ */
/**
* Creates the #blender::gpu::Batch for drawing the UV Stretching Area Overlay.
* Optional retrieves the total area or total uv area of the mesh.
*
* The `cache->tot_area` and `cache->tot_uv_area` update are calculation are
* only valid after calling `DRW_mesh_batch_cache_create_requested`.
*/
blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_faces_stretch_area(Object &object,
Mesh &mesh,
float **tot_area,
float **tot_uv_area);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(Object &object,
Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_faces(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_wireframe(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_edges(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_verts(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_facedots(Object &object, Mesh &mesh);
/** \} */
/* -------------------------------------------------------------------- */
/** \name For Image UV Editor
* \{ */
blender::gpu::Batch *DRW_mesh_batch_cache_get_uv_faces(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_all_uv_wireframe(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_uv_wireframe(Object &object, Mesh &mesh);
blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_mesh_analysis(Mesh &mesh);
/** \} */
/* -------------------------------------------------------------------- */
/** \name For Direct Data Access
* \{ */
/* Edit mesh bit-flags (is this the right place?). */
enum {
VFLAG_VERT_ACTIVE = 1 << 0,
VFLAG_VERT_SELECTED = 1 << 1,
VFLAG_VERT_SELECTED_BEZT_HANDLE = 1 << 2,
VFLAG_EDGE_ACTIVE = 1 << 3,
VFLAG_EDGE_SELECTED = 1 << 4,
VFLAG_EDGE_SEAM = 1 << 5,
VFLAG_EDGE_SHARP = 1 << 6,
VFLAG_EDGE_FREESTYLE = 1 << 7,
/* Beware to not go over 1 << 7 (it's a byte flag). */
/* NOTE: Grease pencil edit curve use another type of data format that allows for this value. */
VFLAG_VERT_GPENCIL_BEZT_HANDLE = 1 << 30,
};
enum {
VFLAG_FACE_ACTIVE = 1 << 0,
VFLAG_FACE_SELECTED = 1 << 1,
VFLAG_FACE_FREESTYLE = 1 << 2,
VFLAG_VERT_UV_SELECT = 1 << 3,
VFLAG_VERT_UV_PINNED = 1 << 4,
VFLAG_EDGE_UV_SELECT = 1 << 5,
VFLAG_FACE_UV_ACTIVE = 1 << 6,
VFLAG_FACE_UV_SELECT = 1 << 7,
/* Beware to not go over 1 << 7 (it's a byte flag). */
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Particles
* \{ */
blender::gpu::Batch *DRW_particles_batch_cache_get_hair(Object *object,
ParticleSystem *psys,
ModifierData *md);
blender::gpu::Batch *DRW_particles_batch_cache_get_dots(Object *object, ParticleSystem *psys);
blender::gpu::Batch *DRW_particles_batch_cache_get_edit_strands(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit,
bool use_weight);
blender::gpu::Batch *DRW_particles_batch_cache_get_edit_inner_points(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit);
blender::gpu::Batch *DRW_particles_batch_cache_get_edit_tip_points(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit);
/** \} */
} // namespace blender::draw