Files
test/source/blender/editors/uvedit/uvedit_draw.c
2020-08-24 22:51:31 +10:00

600 lines
20 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 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_task.h"
#include "BLI_utildefines.h"
#include "BKE_deform.h"
#include "BKE_editmesh.h"
#include "BKE_layer.h"
#include "BKE_material.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "GPU_batch.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "ED_image.h"
#include "ED_mesh.h"
#include "ED_uvedit.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "uvedit_intern.h"
/* Struct containing the needed batches per object.
* this optimizes the way how data is requested from
* the draw manager. */
typedef struct UVEditGPUBatches {
Object *ob_eval;
GPUBatch *faces;
GPUBatch *edges;
GPUBatch *verts;
GPUBatch *facedots;
} UVEditGPUBatches;
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;
}
if (ts->selectmode & SCE_SELECT_FACE) {
return 1;
}
return 0;
}
return (ts->uv_selectmode == UV_SELECT_FACE);
}
/* ------------------------- */
void ED_image_draw_cursor(ARegion *region, const float cursor[2])
{
float zoom[2], x_fac, y_fac;
UI_view2d_scale_get_inverse(&region->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);
immUniform1f("dash_factor", 0.5f);
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);
immUniform1f("dash_factor", 0.5f);
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 Scene *scene,
UVEditGPUBatches *batches,
float *tot_area,
float *tot_area_uv)
{
float *tmp_tot_area, *tmp_tot_area_uv;
int drawfaces = draw_uvs_face_check(scene->toolsettings);
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);
batches->edges = DRW_mesh_batch_cache_get_edituv_edges(ob->data);
batches->verts = DRW_mesh_batch_cache_get_edituv_verts(ob->data);
if (drawfaces) {
batches->facedots = DRW_mesh_batch_cache_get_edituv_facedots(ob->data);
}
else {
batches->facedots = NULL;
}
if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) {
batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_area(
ob->data, &tmp_tot_area, &tmp_tot_area_uv);
}
else if (draw_stretch) {
batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(ob->data);
}
else if (draw_faces) {
batches->faces = DRW_mesh_batch_cache_get_edituv_faces(ob->data);
}
else {
batches->faces = NULL;
}
struct TaskGraph *task_graph = BLI_task_graph_create();
DRW_mesh_batch_cache_create_requested(task_graph, ob, ob->data, scene, false, false);
BLI_task_graph_work_and_wait(task_graph);
BLI_task_graph_free(task_graph);
if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) {
/* after create_requested we can load the actual areas */
*tot_area += *tmp_tot_area;
*tot_area_uv += *tmp_tot_area_uv;
}
}
static void draw_uvs_shadow(SpaceImage *sima,
const Scene *scene,
Object *obedit,
Depsgraph *depsgraph)
{
Object *ob_eval = DEG_get_evaluated_object(depsgraph, obedit);
Mesh *me = ob_eval->data;
const float overlay_alpha = sima->uv_opacity;
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);
struct TaskGraph *task_graph = BLI_task_graph_create();
DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false);
BLI_task_graph_work_and_wait(task_graph);
BLI_task_graph_free(task_graph);
if (edges) {
if (sima->flag & SI_SMOOTH_UV) {
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
}
else if (overlay_alpha < 1.0f) {
GPU_blend(GPU_BLEND_ALPHA);
}
col[3] = overlay_alpha;
GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UV_UNIFORM_COLOR);
GPU_batch_uniform_4fv(edges, "color", col);
GPU_batch_draw(edges);
if (sima->flag & SI_SMOOTH_UV) {
GPU_line_smooth(false);
GPU_blend(GPU_BLEND_NONE);
}
else if (overlay_alpha < 1.0f) {
GPU_blend(GPU_BLEND_NONE);
}
}
}
static void draw_uvs_texpaint(const Scene *scene, Object *ob, Depsgraph *depsgraph)
{
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
Mesh *me = ob_eval->data;
const 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);
struct TaskGraph *task_graph = BLI_task_graph_create();
DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false);
BLI_task_graph_work_and_wait(task_graph);
BLI_task_graph_free(task_graph);
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 == (ob_eval->actcol - 1));
/* 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 == (ob_eval->actcol - 1));
if (ma_match != prev_ma_match) {
if (ma_match == false) {
GPU_batch_draw_range(geom, draw_start, idx - draw_start);
}
else {
draw_start = idx;
}
}
idx += mpoly->totloop + 1;
prev_ma_match = ma_match;
}
if (prev_ma_match == true) {
GPU_batch_draw_range(geom, draw_start, idx - draw_start);
}
}
else {
GPU_batch_draw(geom);
}
}
/* draws uv's in the image space */
static void draw_uvs(SpaceImage *sima,
const Scene *scene,
Depsgraph *depsgraph,
UVEditGPUBatches *batch,
float tot_area_ratio,
float tot_area_ratio_inv)
{
Object *ob_eval = batch->ob_eval;
const ToolSettings *ts = scene->toolsettings;
float col1[4], col2[4], col3[4], transparent[4] = {0.0f, 0.0f, 0.0f, 0.0f};
const float overlay_alpha = sima->uv_opacity;
if (sima->flag & SI_DRAWSHADOW) {
bool is_cage_like_final_meshes = false;
Mesh *me = (Mesh *)ob_eval->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, ob_eval, depsgraph);
}
}
bool interpedges;
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(GPU_BLEND_ALPHA);
if (batch->faces) {
GPU_batch_program_set_builtin(batch->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(GPU_BLEND_ALPHA);
UI_GetThemeColor4fv(TH_FACE, col1);
UI_GetThemeColor4fv(TH_FACE_SELECT, col2);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, col3);
col1[3] *= overlay_alpha;
col2[3] *= overlay_alpha;
col3[3] *= overlay_alpha;
GPU_batch_uniform_4fv(batch->faces, "faceColor", col1);
GPU_batch_uniform_4fv(batch->faces, "selectColor", col2);
GPU_batch_uniform_4fv(batch->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(batch->faces, "aspect", asp);
}
else if (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA) {
GPU_batch_uniform_1f(batch->faces, "totalAreaRatio", tot_area_ratio);
GPU_batch_uniform_1f(batch->faces, "totalAreaRatioInv", tot_area_ratio_inv);
}
GPU_batch_draw(batch->faces);
if (!draw_stretch) {
GPU_blend(GPU_BLEND_NONE);
}
}
if (batch->edges) {
if (sima->flag & SI_SMOOTH_UV) {
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
}
else if (overlay_alpha < 1.0f) {
GPU_blend(GPU_BLEND_ALPHA);
}
{
/* We could modify the vbo's data filling
* instead of modifying the provoking vert. */
GPU_provoking_vertex(GPU_VERTEX_FIRST);
UI_GetThemeColor3fv(TH_EDGE_SELECT, col2);
col2[3] = overlay_alpha;
const float dash_width = (sima->dt_uv == SI_UVDT_DASH) ? (4.0f * UI_DPI_FAC) : 9999.0f;
eGPUBuiltinShader shader = (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH :
GPU_SHADER_2D_UV_EDGES;
#ifdef __APPLE__
if (sima->dt_uv == SI_UVDT_OUTLINE) {
/* Apple drivers do not support wide line. This is a workaround awaiting the 2D view
* refactor. Limiting to OSX since this will slow down the drawing. (see T76806) */
GPU_batch_program_set_builtin(batch->edges, GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
float viewport[4];
GPU_viewport_size_get_f(viewport);
/* No U.pixelsize scaling for now since the inner line is not scalled. */
GPU_batch_uniform_1f(batch->edges, "lineWidth", 2.0f);
GPU_batch_uniform_4f(batch->edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
GPU_batch_uniform_2fv(batch->edges, "viewportSize", &viewport[2]);
GPU_batch_draw(batch->edges);
}
#endif
GPU_batch_program_set_builtin(batch->edges, shader);
if (sima->dt_uv == SI_UVDT_OUTLINE) {
#ifndef __APPLE__
/* Black Outline. */
GPU_line_width(3.0f);
GPU_batch_uniform_4f(batch->edges, "edgeColor", 0.0f, 0.0f, 0.0f, overlay_alpha);
GPU_batch_uniform_4f(batch->edges, "selectColor", 0.0f, 0.0f, 0.0f, overlay_alpha);
GPU_batch_uniform_1f(batch->edges, "dashWidth", dash_width);
GPU_batch_draw(batch->edges);
#endif
UI_GetThemeColor3fv(TH_WIRE_EDIT, col1);
}
else if (sima->dt_uv == SI_UVDT_BLACK) {
copy_v3_fl3(col1, 0.0f, 0.0f, 0.0f);
}
else {
copy_v3_fl3(col1, 1.0f, 1.0f, 1.0f);
}
col1[3] = overlay_alpha;
GPU_batch_program_set_builtin(batch->edges, shader);
/* Inner Line. Use depth test to insure selection is drawn on top. */
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
GPU_line_width(1.0f);
GPU_batch_uniform_4fv(batch->edges, "edgeColor", col1);
GPU_batch_uniform_4fv(batch->edges, "selectColor", col2);
GPU_batch_uniform_1f(batch->edges, "dashWidth", dash_width);
GPU_batch_draw(batch->edges);
GPU_depth_test(GPU_DEPTH_NONE);
GPU_provoking_vertex(GPU_VERTEX_LAST);
}
if (sima->flag & SI_SMOOTH_UV) {
GPU_line_smooth(false);
GPU_blend(GPU_BLEND_NONE);
}
else if (overlay_alpha < 1.0f) {
GPU_blend(GPU_BLEND_NONE);
}
}
if (batch->verts || batch->facedots) {
UI_GetThemeColor4fv(TH_VERTEX_SELECT, col2);
if (batch->verts) {
const float point_size = UI_GetThemeValuef(TH_VERTEX_SIZE);
const float pinned_col[4] = {1.0f, 0.0f, 0.0f, 1.0f}; /* TODO Theme? */
UI_GetThemeColor4fv(TH_VERTEX, col1);
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
GPU_batch_program_set_builtin(batch->verts, GPU_SHADER_2D_UV_VERTS);
GPU_batch_uniform_4f(batch->verts, "vertColor", col1[0], col1[1], col1[2], 1.0f);
GPU_batch_uniform_4fv(batch->verts, "selectColor", transparent);
GPU_batch_uniform_4fv(batch->verts, "pinnedColor", pinned_col);
GPU_batch_uniform_1f(batch->verts, "pointSize", (point_size + 1.5f) * M_SQRT2);
GPU_batch_uniform_1f(batch->verts, "outlineWidth", 0.75f);
/* #GPU_batch_draw_advanced is needed as unbinding the shader and redrawing
* causes the vertices not to draw at the right size. */
GPU_shader_bind(batch->verts->shader);
GPU_batch_draw_advanced(batch->verts, 0, 0, 0, 0);
/* 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(batch->verts, "vertColor", transparent);
GPU_batch_uniform_4fv(batch->verts, "selectColor", col2);
GPU_batch_draw_advanced(batch->verts, 0, 0, 0, 0);
GPU_shader_unbind();
/* Finish #GPU_batch_draw_advanced drawing. */
GPU_blend(GPU_BLEND_NONE);
GPU_program_point_size(false);
}
if (batch->facedots) {
const float point_size = UI_GetThemeValuef(TH_FACEDOT_SIZE);
GPU_point_size(point_size);
UI_GetThemeColor4fv(TH_WIRE, col1);
GPU_batch_program_set_builtin(batch->facedots, GPU_SHADER_2D_UV_FACEDOTS);
GPU_batch_uniform_4fv(batch->facedots, "vertColor", col1);
GPU_batch_uniform_4fv(batch->facedots, "selectColor", col2);
GPU_batch_draw(batch->facedots);
}
}
}
static void draw_uv_shadows_get(
SpaceImage *sima, Object *ob, Object *obedit, bool *r_show_shadow, bool *r_show_texpaint)
{
*r_show_shadow = *r_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);
*r_show_shadow = EDBM_uv_check(em);
}
*r_show_texpaint = (ob && ob->type == OB_MESH && ob->mode == OB_MODE_TEXTURE_PAINT);
}
void ED_uvedit_draw_main(SpaceImage *sima,
const 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);
if (objects_len > 0) {
GPU_depth_mask(true);
GPU_clear_depth(1.0f);
}
/* go over all objects and create the batches + add their areas to the total */
UVEditGPUBatches *batches = MEM_mallocN(sizeof(UVEditGPUBatches) * objects_len, __func__);
float tot_area = 0.0f;
float tot_area_uv = 0.0f;
float tot_area_ratio = 0.0f;
float tot_area_ratio_inv = 0.0f;
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *ob_iter = objects[ob_index];
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob_iter);
batches[ob_index].ob_eval = ob_eval;
uvedit_get_batches(ob_eval, sima, scene, &batches[ob_index], &tot_area, &tot_area_uv);
}
if (tot_area > FLT_EPSILON && tot_area_uv > FLT_EPSILON) {
tot_area_ratio = tot_area / tot_area_uv;
tot_area_ratio_inv = tot_area_uv / tot_area;
}
/* go over all batches created in the previous loop and draw them */
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
UVEditGPUBatches *batch = &batches[ob_index];
draw_uvs(sima, scene, depsgraph, batch, tot_area_ratio, tot_area_ratio_inv);
}
MEM_freeN(batches);
MEM_freeN(objects);
}
else {
draw_uvs_texpaint(scene, obact, depsgraph);
}
}
}