**Problem** When using Texture Paint mode, the Image Editor will show a UV Wireframe to display the active object's UVs. In every other mode, this wireframe is absent. This is currently a big problem for Sculpt Mode since the Experimental Texture Paint system is a part of that mode, meaning that the user can't see their UVs while they paint in Sculpt Mode. This is also troublesome for users that would like to quickly view an object's UVs without using Texture Paint Mode. **Solution** Since it's useful to be able to view an object's UVs at all times, the Image Editor should display UV Wireframes in all Object Modes regardless of the Image Editor's mode. This is the best solution since it means that future Blender features, that would benefit from having a preview of an object's UV Wireframes, will automatically have that option since UV Wireframes are supported in all modes. Also, if a user doesn't want to see UV Wireframes for any reason, it can be disabled with an Overlay option. Additionally, when multiple objects are selected, each object should have its UV Wireframe drawn in the Image Editor. The selected objects that aren't active should have less opaque wireframes to indicate which wireframe belongs to the active object. This is the best approach for having multiple objects selected since it allows the user to quickly view the UV layout for all selected objects to troubleshoot UV problems, like texture mapping. This is especially helpful when using a material for multiple different objects. An alternative solution would be to only show the UV Wireframe for the active object, but this would be undesirable because it would make troubleshooting UV positions tedious when working with multiple objects since the user would need to select objects individually. Co-authored-by: T0MIS0N <50230774+T0MIS0N@users.noreply.github.com> Co-authored-by: Sean Kim <SeanCTKim@protonmail.com> Pull Request: https://projects.blender.org/blender/blender/pulls/135102
330 lines
13 KiB
C++
330 lines
13 KiB
C++
/* SPDX-FileCopyrightText: 2016 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw
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*/
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#pragma once
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#include <cstdint>
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#include "BLI_span.hh"
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struct GPUMaterial;
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namespace blender::gpu {
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class Batch;
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class VertBuf;
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} // namespace blender::gpu
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struct GPUUniformBuf;
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struct ModifierData;
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struct PTCacheEdit;
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struct ParticleSystem;
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struct TaskGraph;
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struct Curve;
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struct Curves;
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struct Lattice;
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struct Mesh;
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struct Object;
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struct Scene;
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struct PointCloud;
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struct Volume;
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struct GreasePencil;
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enum eMeshBatchDirtyMode : int8_t;
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namespace blender::draw {
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/* -------------------------------------------------------------------- */
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/** \name Expose via BKE callbacks
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* \{ */
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void DRW_curve_batch_cache_dirty_tag(Curve *cu, int mode);
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void DRW_curve_batch_cache_validate(Curve *cu);
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void DRW_curve_batch_cache_free(Curve *cu);
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void DRW_mesh_batch_cache_dirty_tag(Mesh *mesh, eMeshBatchDirtyMode mode);
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void DRW_mesh_batch_cache_validate(Mesh &mesh);
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void DRW_mesh_batch_cache_free(void *batch_cache);
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void DRW_lattice_batch_cache_dirty_tag(Lattice *lt, int mode);
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void DRW_lattice_batch_cache_validate(Lattice *lt);
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void DRW_lattice_batch_cache_free(Lattice *lt);
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void DRW_particle_batch_cache_dirty_tag(ParticleSystem *psys, int mode);
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void DRW_particle_batch_cache_free(ParticleSystem *psys);
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void DRW_curves_batch_cache_dirty_tag(Curves *curves, int mode);
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void DRW_curves_batch_cache_validate(Curves *curves);
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void DRW_curves_batch_cache_free(Curves *curves);
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void DRW_pointcloud_batch_cache_dirty_tag(PointCloud *pointcloud, int mode);
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void DRW_pointcloud_batch_cache_validate(PointCloud *pointcloud);
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void DRW_pointcloud_batch_cache_free(PointCloud *pointcloud);
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void DRW_volume_batch_cache_dirty_tag(Volume *volume, int mode);
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void DRW_volume_batch_cache_validate(Volume *volume);
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void DRW_volume_batch_cache_free(Volume *volume);
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void DRW_grease_pencil_batch_cache_dirty_tag(GreasePencil *grease_pencil, int mode);
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void DRW_grease_pencil_batch_cache_validate(GreasePencil *grease_pencil);
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void DRW_grease_pencil_batch_cache_free(GreasePencil *grease_pencil);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Garbage Collection
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* \{ */
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void DRW_batch_cache_free_old(Object *ob, int ctime);
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/**
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* Thread safety need to be assured by caller. Don't call this during drawing.
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* \note For now this only free the shading batches / VBO if any cd layers is not needed anymore.
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*/
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void DRW_mesh_batch_cache_free_old(Mesh *mesh, int ctime);
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void DRW_curves_batch_cache_free_old(Curves *curves, int ctime);
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void DRW_pointcloud_batch_cache_free_old(PointCloud *pointcloud, int ctime);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Generic
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* \{ */
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void DRW_vertbuf_create_wiredata(gpu::VertBuf *vbo, int vert_len);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Curve
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* \{ */
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void DRW_curve_batch_cache_create_requested(Object *ob, const Scene *scene);
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blender::gpu::Batch *DRW_curve_batch_cache_get_wire_edge(Curve *cu);
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blender::gpu::Batch *DRW_curve_batch_cache_get_wire_edge_viewer_attribute(Curve *cu);
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blender::gpu::Batch *DRW_curve_batch_cache_get_normal_edge(Curve *cu);
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blender::gpu::Batch *DRW_curve_batch_cache_get_edit_edges(Curve *cu);
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blender::gpu::Batch *DRW_curve_batch_cache_get_edit_verts(Curve *cu);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Lattice
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* \{ */
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blender::gpu::Batch *DRW_lattice_batch_cache_get_all_edges(Lattice *lt,
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bool use_weight,
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int actdef);
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blender::gpu::Batch *DRW_lattice_batch_cache_get_all_verts(Lattice *lt);
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blender::gpu::Batch *DRW_lattice_batch_cache_get_edit_verts(Lattice *lt);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Curves
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* \{ */
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/**
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* Provide GPU access to a specific evaluated attribute on curves.
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*
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* \return A pointer to location where the texture will be
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* stored, which will be filled by #DRW_shgroup_curves_create_sub.
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*/
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gpu::VertBuf **DRW_curves_texture_for_evaluated_attribute(Curves *curves,
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const char *name,
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bool *r_is_point_domain);
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blender::gpu::Batch *DRW_curves_batch_cache_get_edit_points(Curves *curves);
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blender::gpu::Batch *DRW_curves_batch_cache_get_sculpt_curves_cage(Curves *curves);
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blender::gpu::Batch *DRW_curves_batch_cache_get_edit_curves_handles(Curves *curves);
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blender::gpu::Batch *DRW_curves_batch_cache_get_edit_curves_lines(Curves *curves);
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void DRW_curves_batch_cache_create_requested(Object *ob);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name PointCloud
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* \{ */
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gpu::VertBuf *DRW_pointcloud_position_and_radius_buffer_get(Object *ob);
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gpu::VertBuf **DRW_pointcloud_evaluated_attribute(PointCloud *pointcloud, const char *name);
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blender::gpu::Batch *DRW_pointcloud_batch_cache_get_dots(Object *ob);
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blender::gpu::Batch *DRW_pointcloud_batch_cache_get_edit_dots(PointCloud *pointcloud);
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void DRW_pointcloud_batch_cache_create_requested(Object *ob);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Volume
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* \{ */
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blender::gpu::Batch *DRW_volume_batch_cache_get_wireframes_face(Volume *volume);
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blender::gpu::Batch *DRW_volume_batch_cache_get_selection_surface(Volume *volume);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh
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* \{ */
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/**
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* Can be called for any surface type. Mesh *mesh is the final mesh.
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*/
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void DRW_mesh_batch_cache_create_requested(TaskGraph &task_graph,
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Object &ob,
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Mesh &mesh,
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const Scene &scene,
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bool is_paint_mode,
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bool use_hide);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_all_verts(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_all_edges(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_loose_edges(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edge_detection(Mesh &mesh, bool *r_is_manifold);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_surface(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_edges(Mesh &mesh);
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Span<gpu::Batch *> DRW_mesh_batch_cache_get_surface_shaded(Object &object,
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Mesh &mesh,
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Span<const GPUMaterial *> materials);
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Span<gpu::Batch *> DRW_mesh_batch_cache_get_surface_texpaint(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_texpaint_single(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_vertpaint(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_sculpt(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_weights(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_sculpt_overlays(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_surface_viewer_attribute(Mesh &mesh);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Edit-Mesh Drawing
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* \{ */
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_triangles(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_vertices(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_edges(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_vert_normals(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_loop_normals(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_facedots(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_skin_roots(Mesh &mesh);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Edit-mesh Selection
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* \{ */
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blender::gpu::Batch *DRW_mesh_batch_cache_get_triangles_with_select_id(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_facedots_with_select_id(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edges_with_select_id(Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_verts_with_select_id(Mesh &mesh);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Object Mode Wireframe Overlays
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* \{ */
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blender::gpu::Batch *DRW_mesh_batch_cache_get_wireframes_face(Mesh &mesh);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Edit-mesh UV Editor
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* \{ */
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/**
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* Creates the #blender::gpu::Batch for drawing the UV Stretching Area Overlay.
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* Optional retrieves the total area or total uv area of the mesh.
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*
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* The `cache->tot_area` and cache->tot_uv_area` update are calculation are
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* only valid after calling `DRW_mesh_batch_cache_create_requested`.
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*/
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_faces_stretch_area(Object &object,
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Mesh &mesh,
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float **tot_area,
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float **tot_uv_area);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(Object &object,
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Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_faces(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_wireframe(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_edges(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_verts(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edituv_facedots(Object &object, Mesh &mesh);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name For Image UV Editor
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* \{ */
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blender::gpu::Batch *DRW_mesh_batch_cache_get_uv_faces(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_uv_wireframe(Object &object, Mesh &mesh);
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blender::gpu::Batch *DRW_mesh_batch_cache_get_edit_mesh_analysis(Mesh &mesh);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name For Direct Data Access
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* \{ */
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/* Edit mesh bit-flags (is this the right place?). */
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enum {
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VFLAG_VERT_ACTIVE = 1 << 0,
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VFLAG_VERT_SELECTED = 1 << 1,
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VFLAG_VERT_SELECTED_BEZT_HANDLE = 1 << 2,
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VFLAG_EDGE_ACTIVE = 1 << 3,
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VFLAG_EDGE_SELECTED = 1 << 4,
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VFLAG_EDGE_SEAM = 1 << 5,
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VFLAG_EDGE_SHARP = 1 << 6,
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VFLAG_EDGE_FREESTYLE = 1 << 7,
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/* Beware to not go over 1 << 7 (it's a byte flag). */
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/* NOTE: Grease pencil edit curve use another type of data format that allows for this value. */
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VFLAG_VERT_GPENCIL_BEZT_HANDLE = 1 << 30,
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};
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enum {
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VFLAG_FACE_ACTIVE = 1 << 0,
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VFLAG_FACE_SELECTED = 1 << 1,
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VFLAG_FACE_FREESTYLE = 1 << 2,
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VFLAG_VERT_UV_SELECT = 1 << 3,
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VFLAG_VERT_UV_PINNED = 1 << 4,
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VFLAG_EDGE_UV_SELECT = 1 << 5,
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VFLAG_FACE_UV_ACTIVE = 1 << 6,
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VFLAG_FACE_UV_SELECT = 1 << 7,
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/* Beware to not go over 1 << 7 (it's a byte flag). */
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Particles
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* \{ */
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blender::gpu::Batch *DRW_particles_batch_cache_get_hair(Object *object,
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ParticleSystem *psys,
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ModifierData *md);
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blender::gpu::Batch *DRW_particles_batch_cache_get_dots(Object *object, ParticleSystem *psys);
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blender::gpu::Batch *DRW_particles_batch_cache_get_edit_strands(Object *object,
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ParticleSystem *psys,
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PTCacheEdit *edit,
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bool use_weight);
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blender::gpu::Batch *DRW_particles_batch_cache_get_edit_inner_points(Object *object,
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ParticleSystem *psys,
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PTCacheEdit *edit);
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blender::gpu::Batch *DRW_particles_batch_cache_get_edit_tip_points(Object *object,
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ParticleSystem *psys,
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PTCacheEdit *edit);
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/** \} */
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} // namespace blender::draw
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