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authorPablo Dobarro <pablodp606@gmail.com>2020-03-21 20:09:43 +0300
committerPablo Dobarro <pablodp606@gmail.com>2020-03-26 17:39:41 +0300
commit32bb8488389ae8dc9abd8ae5f662ce4a7f16f104 (patch)
tree7b85359925838c73cac2578ab1ce102d209a2713 /source/blender/gpu
parentc32cf06e42fcfd0596d678a407c6e1bd5ca0732a (diff)
Fix T74692: Do not draw nodes with the default face set
The default face set color is white, so we can skip drawing the default face set. This allows to enable again the optimization of not drawing overlays in nodes where the mask is empty. This will still slow down the viewport when a new face set is created for the whole mesh or when inverting the mask, like in previous versions. I also renamed the function to make more clear that now it is checking for both mask and face sets. Reviewed By: brecht Maniphest Tasks: T74692 Differential Revision: https://developer.blender.org/D7207
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_buffers.h2
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c21
2 files changed, 13 insertions, 10 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 9d17b199722..9d91fd79137 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -113,7 +113,7 @@ struct GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast
short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers);
-bool GPU_pbvh_buffers_has_mask(GPU_PBVH_Buffers *buffers);
+bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index c377d196eb5..3dc5052d472 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -92,7 +92,7 @@ struct GPU_PBVH_Buffers {
* smooth-shaded or all faces are flat-shaded */
bool smooth;
- bool show_mask;
+ bool show_overlay;
};
static struct {
@@ -224,6 +224,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
const bool show_face_sets = sculpt_face_sets &&
(update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0;
bool empty_mask = true;
+ bool default_face_set = true;
{
int totelem = (buffers->smooth ? totvert : (buffers->tot_tri * 3));
@@ -275,6 +276,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
/* Skip for the default color Face Set to render it white. */
if (fset != face_sets_color_default) {
face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
+ default_face_set = false;
}
}
for (int j = 0; j < 3; j++) {
@@ -336,6 +338,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
/* Skip for the default color Face Set to render it white. */
if (fset != face_sets_color_default) {
face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
+ default_face_set = false;
}
}
@@ -377,7 +380,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
const MPoly *mp = &buffers->mpoly[lt->poly];
buffers->material_index = mp->mat_nr;
- buffers->show_mask = !empty_mask;
+ buffers->show_overlay = !empty_mask || !default_face_set;
buffers->mvert = mvert;
}
@@ -410,7 +413,7 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
/* smooth or flat for all */
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
- buffers->show_mask = false;
+ buffers->show_overlay = false;
/* Count the number of visible triangles */
for (i = 0, tottri = 0; i < face_indices_len; i++) {
@@ -820,7 +823,7 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
buffers->totgrid = totgrid;
buffers->grid_flag_mats = grid_flag_mats;
buffers->gridkey = *key;
- buffers->show_mask = !empty_mask;
+ buffers->show_overlay = !empty_mask;
}
/* Threaded - do not call any functions that use OpenGL calls! */
@@ -832,7 +835,7 @@ GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, BLI_bitmap **grid_hid
buffers->grid_hidden = grid_hidden;
buffers->totgrid = totgrid;
- buffers->show_mask = false;
+ buffers->show_overlay = false;
return buffers;
}
@@ -1095,7 +1098,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
/* Get material index from the last face we iterated on. */
buffers->material_index = (f) ? f->mat_nr : 0;
- buffers->show_mask = !empty_mask;
+ buffers->show_overlay = !empty_mask;
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
}
@@ -1114,7 +1117,7 @@ GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading)
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
buffers->use_bmesh = true;
buffers->smooth = smooth_shading;
- buffers->show_mask = true;
+ buffers->show_overlay = true;
return buffers;
}
@@ -1129,9 +1132,9 @@ GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool
}
}
-bool GPU_pbvh_buffers_has_mask(GPU_PBVH_Buffers *buffers)
+bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers)
{
- return buffers->show_mask;
+ return buffers->show_overlay;
}
short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers)