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authorClément Foucault <foucault.clem@gmail.com>2018-12-23 01:57:12 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-11 18:00:23 +0300
commit55ddb21b7ca79664922699a383130881b7761f43 (patch)
treed0b5170c67d8432e91c1d96bf83af0929fad767f /source/blender/editors/space_view3d/drawobject.c
parent4c0c4e7f9fed6e675d11363865594fb294bdc4b6 (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.c131
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)))