diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-23 01:57:12 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-11 18:00:23 +0300 |
commit | 55ddb21b7ca79664922699a383130881b7761f43 (patch) | |
tree | d0b5170c67d8432e91c1d96bf83af0929fad767f /source/blender/editors/space_view3d/drawobject.c | |
parent | 4c0c4e7f9fed6e675d11363865594fb294bdc4b6 (diff) |
Mesh Selection: Port to batch cache request
This makes it more future proof and remove baked id offset inside the vbos.
Instead we add the offset as a uniform. This makes it possible to reuse
the vbos instead of discarding them all the time.
Also using batch request may reduce batches creation time.
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 131 |
1 files changed, 54 insertions, 77 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 409f0300530..f778021a2db 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -190,99 +190,61 @@ bool view3d_camera_border_hack_test = false; /* ***************** BACKBUF SEL (BBS) ********* */ -static void bbs_obmode_mesh_verts(Object *ob, int offset) -{ - Mesh *me = ob->data; - GPUBatch *batch = DRW_mesh_batch_cache_get_verts_with_select_id(me, offset); - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32); - GPU_batch_draw(batch); -} - -static void bbs_mesh_verts(BMEditMesh *em, int offset) +static void bbs_mesh_verts(GPUBatch *batch, int offset) { GPU_point_size(UI_GetThemeValuef(TH_VERTEX_SIZE)); - Mesh *me = em->ob->data; - GPUBatch *batch = DRW_mesh_batch_cache_get_verts_with_select_id(me, offset); - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32); + GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_SELECT_ID); + GPU_batch_uniform_1ui(batch, "offset", offset); GPU_batch_draw(batch); } -static void bbs_mesh_wire(BMEditMesh *em, int offset) +static void bbs_mesh_wire(GPUBatch *batch, int offset) { GPU_line_width(1.0f); + glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); - Mesh *me = em->ob->data; - GPUBatch *batch = DRW_mesh_batch_cache_get_edges_with_select_id(me, offset); - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32); + GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_SELECT_ID); + GPU_batch_uniform_1ui(batch, "offset", offset); GPU_batch_draw(batch); + + glProvokingVertex(GL_LAST_VERTEX_CONVENTION); } -static void bbs_mesh_face(BMEditMesh *em, const bool use_select) +/* two options, facecolors or black */ +static void bbs_mesh_face(GPUBatch *batch, const bool use_select) { - Mesh *me = em->ob->data; - GPUBatch *batch; - if (use_select) { - batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, true, 1); - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32); + GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_SELECT_ID); + GPU_batch_uniform_1ui(batch, "offset", 1); GPU_batch_draw(batch); } else { - int selcol; - GPU_select_index_get(0, &selcol); - batch = DRW_mesh_batch_cache_get_triangles_with_select_mask(me, true); - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR_U32); - GPU_batch_uniform_1ui(batch, "color", selcol); + GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_SELECT_ID); + GPU_batch_uniform_1ui(batch, "id", 0); GPU_batch_draw(batch); } } -static void bbs_mesh_face_dot(BMEditMesh *em) +static void bbs_mesh_face_dot(GPUBatch *batch) { - Mesh *me = em->ob->data; - GPUBatch *batch = DRW_mesh_batch_cache_get_facedots_with_select_id(me, 1); - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32); + GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_SELECT_ID); + GPU_batch_uniform_1ui(batch, "offset", 1); GPU_batch_draw(batch); } -/* two options, facecolors or black */ -static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d, - Object *ob, bool use_faceselect) -{ - if (use_faceselect) { - bbs_mesh_face(em, true); - - if (check_ob_drawface_dot(scene, v3d, ob->dt)) { - bbs_mesh_face_dot(em); - } - } - else { - bbs_mesh_face(em, false); - } -} - static void bbs_mesh_solid_verts(Depsgraph *UNUSED(depsgraph), Scene *UNUSED(scene), Object *ob) { Mesh *me = ob->data; - /* Only draw faces to mask out verts, we don't want their selection ID's. */ - const int G_f_orig = G.f; - G.f &= ~G_BACKBUFSEL; - - { - int selcol; - GPUBatch *batch; - GPU_select_index_get(0, &selcol); - batch = DRW_mesh_batch_cache_get_triangles_with_select_mask(me, true); - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR_U32); - GPU_batch_uniform_1ui(batch, "color", selcol); - GPU_batch_draw(batch); - } + GPUBatch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me); + GPUBatch *geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(me); + DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, true); - G.f |= (G_f_orig & G_BACKBUFSEL); + /* Only draw faces to mask out verts, we don't want their selection ID's. */ + bbs_mesh_face(geom_faces, false); + bbs_mesh_verts(geom_verts, 1); - bbs_obmode_mesh_verts(ob, 1); bm_vertoffs = me->totvert + 1; } @@ -290,15 +252,12 @@ static void bbs_mesh_solid_faces(Scene *UNUSED(scene), Object *ob) { Mesh *me = ob->data; Mesh *me_orig = DEG_get_original_object(ob)->data; - GPUBatch *batch; - if ((me_orig->editflag & ME_EDIT_PAINT_FACE_SEL)) { - batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, true, 1); - } - else { - batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, false, 1); - } - GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32); - GPU_batch_draw(batch); + + const bool use_hide = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL); + GPUBatch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me); + DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, use_hide); + + bbs_mesh_face(geom_faces, true); } void draw_object_backbufsel( @@ -311,8 +270,6 @@ void draw_object_backbufsel( } GPU_matrix_mul(ob->obmat); - - glClearDepth(1.0); GPU_clear(GPU_DEPTH_BIT); GPU_depth_test(true); switch (ob->type) { @@ -320,10 +277,30 @@ void draw_object_backbufsel( if (ob->mode & OB_MODE_EDIT) { Mesh *me = ob->data; BMEditMesh *em = me->edit_btmesh; + const bool draw_facedot = check_ob_drawface_dot(scene, v3d, ob->dt); + const bool use_faceselect = (select_mode & SCE_SELECT_FACE) != 0; BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE); - bbs_mesh_solid_EM(em, scene, v3d, ob, (select_mode & SCE_SELECT_FACE) != 0); + GPUBatch *geom_faces, *geom_edges, *geom_verts, *geom_facedots; + geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me); + if (select_mode & SCE_SELECT_EDGE) { + geom_edges = DRW_mesh_batch_cache_get_edges_with_select_id(me); + } + if (select_mode & SCE_SELECT_VERTEX) { + geom_verts = DRW_mesh_batch_cache_get_verts_with_select_id(me); + } + if (draw_facedot) { + geom_facedots = DRW_mesh_batch_cache_get_facedots_with_select_id(me); + } + DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, true); + + bbs_mesh_face(geom_faces, use_faceselect); + + if (use_faceselect && draw_facedot) { + bbs_mesh_face_dot(geom_facedots); + } + if (select_mode & SCE_SELECT_FACE) bm_solidoffs = 1 + em->bm->totface; else { @@ -334,7 +311,7 @@ void draw_object_backbufsel( /* we draw edges if edge select mode */ if (select_mode & SCE_SELECT_EDGE) { - bbs_mesh_wire(em, bm_solidoffs); + bbs_mesh_wire(geom_edges, bm_solidoffs); bm_wireoffs = bm_solidoffs + em->bm->totedge; } else { @@ -344,7 +321,7 @@ void draw_object_backbufsel( /* we draw verts if vert select mode. */ if (select_mode & SCE_SELECT_VERTEX) { - bbs_mesh_verts(em, bm_wireoffs); + bbs_mesh_verts(geom_verts, bm_wireoffs); bm_vertoffs = bm_wireoffs + em->bm->totvert; } else { @@ -354,7 +331,7 @@ void draw_object_backbufsel( ED_view3d_polygon_offset(rv3d, 0.0); } else { - Mesh *me = ob->data; + Mesh *me = DEG_get_original_object(ob)->data; if ((me->editflag & ME_EDIT_PAINT_VERT_SEL) && /* currently vertex select supports weight paint and vertex paint*/ ((ob->mode & OB_MODE_WEIGHT_PAINT) || (ob->mode & OB_MODE_VERTEX_PAINT))) |