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test2/source/blender/draw/engines/select/select_draw_utils.cc

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7.5 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*
* Engine for drawing a selection map where the pixels indicate the selection indices.
*/
#include "BKE_editmesh.hh"
#include "BKE_mesh.hh"
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "ED_view3d.hh"
#include "DEG_depsgraph_query.hh"
#include "draw_cache_impl.hh"
#include "select_private.hh"
/* -------------------------------------------------------------------- */
/** \name Draw Utilities
* \{ */
short select_id_get_object_select_mode(Scene *scene, Object *ob)
{
short r_select_mode = 0;
if (ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT | OB_MODE_TEXTURE_PAINT)) {
/* In order to sample flat colors for vertex weights / texture-paint / vertex-paint
* we need to be in SCE_SELECT_FACE mode so select_cache_init() correctly sets up
* a shgroup with select_id_flat.
* Note this is not working correctly for vertex-paint (yet), but has been discussed
* in #66645 and there is a solution by @mano-wii in P1032.
* So OB_MODE_VERTEX_PAINT is already included here [required for P1032 I guess]. */
Mesh *me_orig = static_cast<Mesh *>(DEG_get_original_object(ob)->data);
if (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL) {
r_select_mode = SCE_SELECT_VERTEX;
}
else {
r_select_mode = SCE_SELECT_FACE;
}
}
else {
r_select_mode = scene->toolsettings->selectmode;
}
return r_select_mode;
}
static bool check_ob_drawface_dot(short select_mode, const View3D *v3d, eDrawType dt)
{
if (select_mode & SCE_SELECT_FACE) {
if ((dt < OB_SOLID) || XRAY_FLAG_ENABLED(v3d)) {
return true;
}
if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) {
return true;
}
}
return false;
}
static void draw_select_id_edit_mesh(SELECTID_Instance &inst,
Object *ob,
ResourceHandle res_handle,
short select_mode,
bool draw_facedot,
uint initial_offset,
uint *r_vert_offset,
uint *r_edge_offset,
uint *r_face_offset)
{
using namespace blender::draw;
using namespace blender;
Mesh &mesh = *static_cast<Mesh *>(ob->data);
BMEditMesh *em = mesh.runtime->edit_mesh.get();
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
if (select_mode & SCE_SELECT_FACE) {
gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(mesh);
PassSimple::Sub *face_sub = inst.select_face_flat;
face_sub->push_constant("offset", int(initial_offset));
face_sub->draw(geom_faces, res_handle);
if (draw_facedot) {
gpu::Batch *geom_facedots = DRW_mesh_batch_cache_get_facedots_with_select_id(mesh);
face_sub->draw(geom_facedots, res_handle);
}
*r_face_offset = initial_offset + em->bm->totface;
}
else {
if (ob->dt >= OB_SOLID) {
#ifdef USE_CAGE_OCCLUSION
gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(mesh);
#else
gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_surface(mesh);
#endif
inst.select_face_uniform->draw(geom_faces, res_handle);
}
*r_face_offset = initial_offset;
}
/* Unlike faces, only draw edges if edge select mode. */
if (select_mode & SCE_SELECT_EDGE) {
gpu::Batch *geom_edges = DRW_mesh_batch_cache_get_edges_with_select_id(mesh);
inst.select_edge->push_constant("offset", int(*r_face_offset));
inst.select_edge->draw(geom_edges, res_handle);
*r_edge_offset = *r_face_offset + em->bm->totedge;
}
else {
/* Note that `r_vert_offset` is calculated from `r_edge_offset`.
* Otherwise the first vertex is never selected, see: #53512. */
*r_edge_offset = *r_face_offset;
}
/* Unlike faces, only verts if vert select mode. */
if (select_mode & SCE_SELECT_VERTEX) {
gpu::Batch *geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(mesh);
inst.select_vert->push_constant("offset", int(*r_edge_offset));
inst.select_vert->draw(geom_verts, res_handle);
*r_vert_offset = *r_edge_offset + em->bm->totvert;
}
else {
*r_vert_offset = *r_edge_offset;
}
}
static void draw_select_id_mesh(SELECTID_Instance &inst,
Object *ob,
ResourceHandle res_handle,
short select_mode,
uint initial_offset,
uint *r_vert_offset,
uint *r_edge_offset,
uint *r_face_offset)
{
using namespace blender::draw;
using namespace blender;
Mesh &mesh = *static_cast<Mesh *>(ob->data);
gpu::Batch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(mesh);
if (select_mode & SCE_SELECT_FACE) {
inst.select_face_flat->push_constant("offset", int(initial_offset));
inst.select_face_flat->draw(geom_faces, res_handle);
*r_face_offset = initial_offset + mesh.faces_num;
}
else {
/* Only draw faces to mask out verts, we don't want their selection ID's. */
inst.select_face_uniform->draw(geom_faces, res_handle);
*r_face_offset = initial_offset;
}
if (select_mode & SCE_SELECT_EDGE) {
gpu::Batch *geom_edges = DRW_mesh_batch_cache_get_edges_with_select_id(mesh);
inst.select_edge->push_constant("offset", int(*r_face_offset));
inst.select_edge->draw(geom_edges, res_handle);
*r_edge_offset = *r_face_offset + mesh.edges_num;
}
else {
*r_edge_offset = *r_face_offset;
}
if (select_mode & SCE_SELECT_VERTEX) {
gpu::Batch *geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(mesh);
inst.select_vert->push_constant("offset", int(*r_edge_offset));
inst.select_vert->draw(geom_verts, res_handle);
*r_vert_offset = *r_edge_offset + mesh.verts_num;
}
else {
*r_vert_offset = *r_edge_offset;
}
}
void select_id_draw_object(SELECTID_Instance &inst,
View3D *v3d,
Object *ob,
ResourceHandle res_handle,
short select_mode,
uint initial_offset,
uint *r_vert_offset,
uint *r_edge_offset,
uint *r_face_offset)
{
BLI_assert(initial_offset > 0);
switch (ob->type) {
case OB_MESH: {
const Mesh &mesh = *static_cast<const Mesh *>(ob->data);
if (mesh.runtime->edit_mesh) {
bool draw_facedot = check_ob_drawface_dot(select_mode, v3d, eDrawType(ob->dt));
draw_select_id_edit_mesh(inst,
ob,
res_handle,
select_mode,
draw_facedot,
initial_offset,
r_vert_offset,
r_edge_offset,
r_face_offset);
}
else {
draw_select_id_mesh(inst,
ob,
res_handle,
select_mode,
initial_offset,
r_vert_offset,
r_edge_offset,
r_face_offset);
}
break;
}
case OB_CURVES_LEGACY:
case OB_SURF:
break;
}
}
/** \} */
#undef SELECT_ENGINE