600 lines
20 KiB
C
600 lines
20 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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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup eduv
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*/
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#include <float.h>
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "../../draw/intern/draw_cache_impl.h"
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#include "BLI_math.h"
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#include "BLI_task.h"
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#include "BLI_utildefines.h"
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#include "BKE_deform.h"
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#include "BKE_editmesh.h"
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#include "BKE_layer.h"
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#include "BKE_material.h"
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#include "BKE_scene.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_batch.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "ED_image.h"
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#include "ED_mesh.h"
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#include "ED_uvedit.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "uvedit_intern.h"
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/* Struct containing the needed batches per object.
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* this optimizes the way how data is requested from
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* the draw manager. */
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typedef struct UVEditGPUBatches {
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Object *ob_eval;
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GPUBatch *faces;
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GPUBatch *edges;
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GPUBatch *verts;
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GPUBatch *facedots;
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} UVEditGPUBatches;
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static int draw_uvs_face_check(const ToolSettings *ts)
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{
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/* checks if we are selecting only faces */
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if (ts->uv_flag & UV_SYNC_SELECTION) {
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if (ts->selectmode == SCE_SELECT_FACE) {
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return 2;
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}
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if (ts->selectmode & SCE_SELECT_FACE) {
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return 1;
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}
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return 0;
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}
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return (ts->uv_selectmode == UV_SELECT_FACE);
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}
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/* ------------------------- */
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void ED_image_draw_cursor(ARegion *region, const float cursor[2])
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{
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float zoom[2], x_fac, y_fac;
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UI_view2d_scale_get_inverse(®ion->v2d, &zoom[0], &zoom[1]);
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mul_v2_fl(zoom, 256.0f * UI_DPI_FAC);
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x_fac = zoom[0];
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y_fac = zoom[1];
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GPU_line_width(1.0f);
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GPU_matrix_translate_2fv(cursor);
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
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immUniform1i("colors_len", 2); /* "advanced" mode */
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immUniformArray4fv(
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"colors", (float *)(float[][4]){{1.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
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immUniform1f("dash_width", 8.0f);
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immUniform1f("dash_factor", 0.5f);
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immBegin(GPU_PRIM_LINES, 8);
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immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f);
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immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac);
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immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac);
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immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f);
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immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f);
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immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac);
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immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac);
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immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f);
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immEnd();
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immUniformArray4fv(
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"colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
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immUniform1f("dash_width", 2.0f);
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immUniform1f("dash_factor", 0.5f);
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immBegin(GPU_PRIM_LINES, 8);
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immVertex2f(shdr_pos, -0.020f * x_fac, 0.0f);
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immVertex2f(shdr_pos, -0.1f * x_fac, 0.0f);
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immVertex2f(shdr_pos, 0.1f * x_fac, 0.0f);
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immVertex2f(shdr_pos, 0.020f * x_fac, 0.0f);
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immVertex2f(shdr_pos, 0.0f, -0.020f * y_fac);
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immVertex2f(shdr_pos, 0.0f, -0.1f * y_fac);
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immVertex2f(shdr_pos, 0.0f, 0.1f * y_fac);
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immVertex2f(shdr_pos, 0.0f, 0.020f * y_fac);
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immEnd();
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immUnbindProgram();
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GPU_matrix_translate_2f(-cursor[0], -cursor[1]);
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}
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static void uvedit_get_batches(Object *ob,
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SpaceImage *sima,
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const Scene *scene,
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UVEditGPUBatches *batches,
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float *tot_area,
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float *tot_area_uv)
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{
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float *tmp_tot_area, *tmp_tot_area_uv;
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int drawfaces = draw_uvs_face_check(scene->toolsettings);
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const bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0;
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const bool draw_faces = (sima->flag & SI_NO_DRAWFACES) == 0;
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DRW_mesh_batch_cache_validate(ob->data);
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batches->edges = DRW_mesh_batch_cache_get_edituv_edges(ob->data);
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batches->verts = DRW_mesh_batch_cache_get_edituv_verts(ob->data);
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if (drawfaces) {
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batches->facedots = DRW_mesh_batch_cache_get_edituv_facedots(ob->data);
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}
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else {
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batches->facedots = NULL;
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}
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if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) {
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batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_area(
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ob->data, &tmp_tot_area, &tmp_tot_area_uv);
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}
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else if (draw_stretch) {
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batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(ob->data);
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}
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else if (draw_faces) {
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batches->faces = DRW_mesh_batch_cache_get_edituv_faces(ob->data);
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}
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else {
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batches->faces = NULL;
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}
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struct TaskGraph *task_graph = BLI_task_graph_create();
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DRW_mesh_batch_cache_create_requested(task_graph, ob, ob->data, scene, false, false);
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BLI_task_graph_work_and_wait(task_graph);
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BLI_task_graph_free(task_graph);
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if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) {
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/* after create_requested we can load the actual areas */
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*tot_area += *tmp_tot_area;
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*tot_area_uv += *tmp_tot_area_uv;
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}
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}
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static void draw_uvs_shadow(SpaceImage *sima,
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const Scene *scene,
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Object *obedit,
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Depsgraph *depsgraph)
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{
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Object *ob_eval = DEG_get_evaluated_object(depsgraph, obedit);
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Mesh *me = ob_eval->data;
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const float overlay_alpha = sima->uv_opacity;
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float col[4];
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UI_GetThemeColor4fv(TH_UV_SHADOW, col);
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DRW_mesh_batch_cache_validate(me);
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GPUBatch *edges = DRW_mesh_batch_cache_get_uv_edges(me);
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struct TaskGraph *task_graph = BLI_task_graph_create();
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DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false);
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BLI_task_graph_work_and_wait(task_graph);
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BLI_task_graph_free(task_graph);
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if (edges) {
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if (sima->flag & SI_SMOOTH_UV) {
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GPU_line_smooth(true);
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GPU_blend(GPU_BLEND_ALPHA);
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}
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else if (overlay_alpha < 1.0f) {
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GPU_blend(GPU_BLEND_ALPHA);
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}
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col[3] = overlay_alpha;
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GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UV_UNIFORM_COLOR);
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GPU_batch_uniform_4fv(edges, "color", col);
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GPU_batch_draw(edges);
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if (sima->flag & SI_SMOOTH_UV) {
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GPU_line_smooth(false);
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GPU_blend(GPU_BLEND_NONE);
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}
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else if (overlay_alpha < 1.0f) {
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GPU_blend(GPU_BLEND_NONE);
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}
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}
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}
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static void draw_uvs_texpaint(const Scene *scene, Object *ob, Depsgraph *depsgraph)
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{
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Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
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Mesh *me = ob_eval->data;
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const ToolSettings *ts = scene->toolsettings;
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float col[4];
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UI_GetThemeColor4fv(TH_UV_SHADOW, col);
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if (me->mloopuv == NULL) {
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return;
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}
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DRW_mesh_batch_cache_validate(me);
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GPUBatch *geom = DRW_mesh_batch_cache_get_uv_edges(me);
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struct TaskGraph *task_graph = BLI_task_graph_create();
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DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false);
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BLI_task_graph_work_and_wait(task_graph);
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BLI_task_graph_free(task_graph);
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GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_UV_UNIFORM_COLOR);
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GPU_batch_uniform_4fv(geom, "color", col);
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const bool do_material_masking = (ts->uv_flag & UV_SHOW_SAME_IMAGE);
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if (do_material_masking && me->mloopuv) {
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/* Render loops that have the active material. Minize draw calls. */
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MPoly *mpoly = me->mpoly;
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uint draw_start = 0;
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uint idx = 0;
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bool prev_ma_match = (mpoly->mat_nr == (ob_eval->actcol - 1));
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/* TODO(fclem): If drawcall count becomes a problem in the future
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* we can use multi draw indirect drawcalls for this.
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* (not implemented in GPU module at the time of writing). */
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for (int a = 0; a < me->totpoly; a++, mpoly++) {
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bool ma_match = (mpoly->mat_nr == (ob_eval->actcol - 1));
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if (ma_match != prev_ma_match) {
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if (ma_match == false) {
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GPU_batch_draw_range(geom, draw_start, idx - draw_start);
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}
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else {
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draw_start = idx;
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}
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}
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idx += mpoly->totloop + 1;
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prev_ma_match = ma_match;
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}
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if (prev_ma_match == true) {
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GPU_batch_draw_range(geom, draw_start, idx - draw_start);
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}
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}
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else {
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GPU_batch_draw(geom);
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}
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}
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/* draws uv's in the image space */
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static void draw_uvs(SpaceImage *sima,
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const Scene *scene,
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Depsgraph *depsgraph,
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UVEditGPUBatches *batch,
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float tot_area_ratio,
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float tot_area_ratio_inv)
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{
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Object *ob_eval = batch->ob_eval;
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const ToolSettings *ts = scene->toolsettings;
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float col1[4], col2[4], col3[4], transparent[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float overlay_alpha = sima->uv_opacity;
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if (sima->flag & SI_DRAWSHADOW) {
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bool is_cage_like_final_meshes = false;
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Mesh *me = (Mesh *)ob_eval->data;
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BMEditMesh *embm = me->edit_mesh;
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is_cage_like_final_meshes = embm && embm->mesh_eval_final &&
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embm->mesh_eval_final->runtime.is_original;
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/* When sync selection is enabled, all faces are drawn (except for hidden)
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* so if cage is the same as the final, there is no point in drawing this. */
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if (!((ts->uv_flag & UV_SYNC_SELECTION) && is_cage_like_final_meshes)) {
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draw_uvs_shadow(sima, scene, ob_eval, depsgraph);
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}
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}
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bool interpedges;
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bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0;
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if (ts->uv_flag & UV_SYNC_SELECTION) {
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interpedges = (ts->selectmode & SCE_SELECT_VERTEX) != 0;
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}
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else {
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interpedges = (ts->uv_selectmode == UV_SELECT_VERTEX);
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}
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GPU_blend(GPU_BLEND_ALPHA);
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if (batch->faces) {
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GPU_batch_program_set_builtin(batch->faces,
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(draw_stretch) ? (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA) ?
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GPU_SHADER_2D_UV_FACES_STRETCH_AREA :
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GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE :
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GPU_SHADER_2D_UV_FACES);
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if (!draw_stretch) {
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GPU_blend(GPU_BLEND_ALPHA);
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UI_GetThemeColor4fv(TH_FACE, col1);
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UI_GetThemeColor4fv(TH_FACE_SELECT, col2);
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UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, col3);
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col1[3] *= overlay_alpha;
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col2[3] *= overlay_alpha;
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col3[3] *= overlay_alpha;
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GPU_batch_uniform_4fv(batch->faces, "faceColor", col1);
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GPU_batch_uniform_4fv(batch->faces, "selectColor", col2);
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GPU_batch_uniform_4fv(batch->faces, "activeColor", col3);
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}
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else if (sima->dt_uvstretch == SI_UVDT_STRETCH_ANGLE) {
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float asp[2];
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ED_space_image_get_uv_aspect(sima, &asp[0], &asp[1]);
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GPU_batch_uniform_2fv(batch->faces, "aspect", asp);
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}
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else if (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA) {
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GPU_batch_uniform_1f(batch->faces, "totalAreaRatio", tot_area_ratio);
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GPU_batch_uniform_1f(batch->faces, "totalAreaRatioInv", tot_area_ratio_inv);
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}
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GPU_batch_draw(batch->faces);
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if (!draw_stretch) {
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GPU_blend(GPU_BLEND_NONE);
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}
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}
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if (batch->edges) {
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if (sima->flag & SI_SMOOTH_UV) {
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GPU_line_smooth(true);
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GPU_blend(GPU_BLEND_ALPHA);
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}
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else if (overlay_alpha < 1.0f) {
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GPU_blend(GPU_BLEND_ALPHA);
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}
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{
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/* We could modify the vbo's data filling
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* instead of modifying the provoking vert. */
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GPU_provoking_vertex(GPU_VERTEX_FIRST);
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UI_GetThemeColor3fv(TH_EDGE_SELECT, col2);
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col2[3] = overlay_alpha;
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const float dash_width = (sima->dt_uv == SI_UVDT_DASH) ? (4.0f * UI_DPI_FAC) : 9999.0f;
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eGPUBuiltinShader shader = (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH :
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GPU_SHADER_2D_UV_EDGES;
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#ifdef __APPLE__
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if (sima->dt_uv == SI_UVDT_OUTLINE) {
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/* Apple drivers do not support wide line. This is a workaround awaiting the 2D view
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* refactor. Limiting to OSX since this will slow down the drawing. (see T76806) */
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GPU_batch_program_set_builtin(batch->edges, GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
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float viewport[4];
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GPU_viewport_size_get_f(viewport);
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/* No U.pixelsize scaling for now since the inner line is not scalled. */
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GPU_batch_uniform_1f(batch->edges, "lineWidth", 2.0f);
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GPU_batch_uniform_4f(batch->edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
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GPU_batch_uniform_2fv(batch->edges, "viewportSize", &viewport[2]);
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GPU_batch_draw(batch->edges);
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}
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#endif
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GPU_batch_program_set_builtin(batch->edges, shader);
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if (sima->dt_uv == SI_UVDT_OUTLINE) {
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#ifndef __APPLE__
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/* Black Outline. */
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GPU_line_width(3.0f);
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GPU_batch_uniform_4f(batch->edges, "edgeColor", 0.0f, 0.0f, 0.0f, overlay_alpha);
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GPU_batch_uniform_4f(batch->edges, "selectColor", 0.0f, 0.0f, 0.0f, overlay_alpha);
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GPU_batch_uniform_1f(batch->edges, "dashWidth", dash_width);
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GPU_batch_draw(batch->edges);
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#endif
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UI_GetThemeColor3fv(TH_WIRE_EDIT, col1);
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}
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else if (sima->dt_uv == SI_UVDT_BLACK) {
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copy_v3_fl3(col1, 0.0f, 0.0f, 0.0f);
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}
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|
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);
|
|
}
|
|
}
|
|
}
|