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authorCampbell Barton <ideasman42@gmail.com>2013-07-01 04:42:44 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-07-01 04:42:44 +0400
commitc729c5ab4b5b44b2f3081b06143816cd5d8a4074 (patch)
treed67d267f71610795a40d63cc76ea75377c1ecbed /source/blender
parentb3ceab896aa6369cf4cd6c62ae3b0e2180ff8ae6 (diff)
fix [#35911] Show weights not working with a weight edit modifier in edit mode
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c18
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c118
-rw-r--r--source/blender/editors/space_view3d/drawobject.c30
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h2
4 files changed, 108 insertions, 60 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index aeb664b3c2f..6f86b0c3f88 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -1946,9 +1946,9 @@ static void editbmesh_calc_modifiers(Scene *scene, Object *ob, BMEditMesh *em, D
DerivedMesh **final_r,
CustomDataMask dataMask)
{
- ModifierData *md;
+ ModifierData *md, *previewmd = NULL;
float (*deformedVerts)[3] = NULL;
- CustomDataMask mask;
+ CustomDataMask mask, previewmask = 0;
DerivedMesh *dm, *orcodm = NULL;
int i, numVerts = 0, cageIndex = modifiers_getCageIndex(scene, ob, NULL, 1);
CDMaskLink *datamasks, *curr;
@@ -1962,6 +1962,7 @@ static void editbmesh_calc_modifiers(Scene *scene, Object *ob, BMEditMesh *em, D
const int do_final_wmcol = FALSE;
int do_init_wmcol = ((((Mesh *)ob->data)->drawflag & ME_DRAWEIGHT) && !do_final_wmcol);
int do_init_statvis = ((((Mesh *)ob->data)->drawflag & ME_DRAW_STATVIS) && !do_init_wmcol);
+ const int do_mod_wmcol = do_init_wmcol;
modifiers_clearErrors(ob);
@@ -1972,7 +1973,18 @@ static void editbmesh_calc_modifiers(Scene *scene, Object *ob, BMEditMesh *em, D
dm = NULL;
md = modifiers_getVirtualModifierList(ob);
- datamasks = modifiers_calcDataMasks(scene, ob, md, dataMask, required_mode, NULL, 0);
+ /* copied from mesh_calc_modifiers */
+ if (do_mod_wmcol) {
+ previewmd = modifiers_getLastPreview(scene, md, required_mode);
+ /* even if the modifier doesn't need the data, to make a preview it may */
+ if (previewmd) {
+ if (do_mod_wmcol) {
+ previewmask = CD_MASK_MDEFORMVERT;
+ }
+ }
+ }
+
+ datamasks = modifiers_calcDataMasks(scene, ob, md, dataMask, required_mode, previewmd, previewmask);
curr = datamasks;
for (i = 0; md; i++, md = md->next, curr = curr->next) {
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 6a836c4af13..8a714c4d51e 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -1004,45 +1004,81 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
}
/* Vertex Paint and Weight Paint */
+void draw_mesh_paint_weight_faces(Mesh *me, DerivedMesh *dm, void *facemask, const bool use_light)
+{
+ if (use_light) {
+ const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
+
+ /* but set default spec */
+ glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
+
+ /* diffuse */
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_COLOR_MATERIAL);
+ }
+
+ dm->drawMappedFaces(dm, (DMSetDrawOptions)facemask, GPU_enable_material, NULL, me,
+ DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
+
+ if (use_light) {
+ glDisable(GL_COLOR_MATERIAL);
+ glDisable(GL_LIGHTING);
+
+ GPU_disable_material();
+ }
+}
+
+void draw_mesh_paint_weight_edges(RegionView3D *rv3d, DerivedMesh *dm, const bool use_depth)
+{
+ /* weight paint in solid mode, special case. focus on making the weights clear
+ * rather than the shading, this is also forced in wire view */
+
+ if (use_depth) {
+ bglPolygonOffset(rv3d->dist, 1.0);
+ glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
+ }
+ else {
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ glEnable(GL_BLEND);
+ glColor4ub(255, 255, 255, 96);
+ glEnable(GL_LINE_STIPPLE);
+ glLineStipple(1, 0xAAAA);
+
+ dm->drawEdges(dm, 1, 1);
+
+ if (use_depth) {
+ bglPolygonOffset(rv3d->dist, 0.0);
+ glDepthMask(1);
+ }
+ else {
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ glDisable(GL_LINE_STIPPLE);
+ glDisable(GL_BLEND);
+}
void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
Object *ob, DerivedMesh *dm, const int draw_flags)
{
DMSetDrawOptions facemask = NULL;
Mesh *me = ob->data;
- const bool do_light = (v3d->drawtype >= OB_SOLID);
+ const bool use_light = (v3d->drawtype >= OB_SOLID);
/* hide faces in face select mode */
if (me->editflag & (ME_EDIT_PAINT_VERT_SEL | ME_EDIT_PAINT_FACE_SEL))
facemask = wpaint__setSolidDrawOptions_facemask;
if (ob->mode & OB_MODE_WEIGHT_PAINT) {
-
- if (do_light) {
- const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
-
- /* enforce default material settings */
+ if (use_light) {
GPU_enable_material(0, NULL);
-
- /* but set default spec */
- glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
-
- /* diffuse */
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- glEnable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
}
- dm->drawMappedFaces(dm, facemask, GPU_enable_material, NULL, me,
- DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
-
- if (do_light) {
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
-
- GPU_disable_material();
- }
+ draw_mesh_paint_weight_faces(me, dm, facemask, use_light);
}
else if (ob->mode & OB_MODE_VERTEX_PAINT) {
if (me->mloopcol) {
@@ -1060,37 +1096,9 @@ void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
if (draw_flags & DRAW_FACE_SELECT) {
draw_mesh_face_select(rv3d, me, dm);
}
- else if ((do_light == false) || (ob->dtx & OB_DRAWWIRE)) {
- const int use_depth = (v3d->flag & V3D_ZBUF_SELECT) || !(ob->mode & OB_MODE_WEIGHT_PAINT);
-
- /* weight paint in solid mode, special case. focus on making the weights clear
- * rather than the shading, this is also forced in wire view */
-
- if (use_depth) {
- bglPolygonOffset(rv3d->dist, 1.0);
- glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
- }
- else {
- glDisable(GL_DEPTH_TEST);
- }
-
- glEnable(GL_BLEND);
- glColor4ub(255, 255, 255, 96);
- glEnable(GL_LINE_STIPPLE);
- glLineStipple(1, 0xAAAA);
-
- dm->drawEdges(dm, 1, 1);
-
- if (use_depth) {
- bglPolygonOffset(rv3d->dist, 0.0);
- glDepthMask(1);
- }
- else {
- glEnable(GL_DEPTH_TEST);
- }
-
- glDisable(GL_LINE_STIPPLE);
- glDisable(GL_BLEND);
+ else if ((use_light == false) || (ob->dtx & OB_DRAWWIRE)) {
+ const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) || !(ob->mode & OB_MODE_WEIGHT_PAINT);
+ draw_mesh_paint_weight_edges(rv3d, dm, use_depth);
}
}
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 1ce8cf9082e..3329f69bb0b 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -179,7 +179,7 @@ static void ob_wire_color_blend_theme_id(const unsigned char ob_wire_col[4], con
}
/* this condition has been made more complex since editmode can draw textures */
-static bool check_object_draw_texture(Scene *scene, View3D *v3d, int drawtype)
+static bool check_object_draw_texture(Scene *scene, View3D *v3d, const char drawtype)
{
/* texture and material draw modes */
if (ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) && drawtype > OB_SOLID) {
@@ -201,6 +201,18 @@ static bool check_object_draw_texture(Scene *scene, View3D *v3d, int drawtype)
return false;
}
+static bool check_object_draw_editweight(Mesh *me, DerivedMesh *finalDM)
+{
+ if (me->drawflag & ME_DRAWEIGHT) {
+ /* editmesh handles its own weight drawing */
+ if (finalDM->type != DM_TYPE_EDITBMESH) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
static bool check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
@@ -3030,7 +3042,21 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
EDBM_index_arrays_ensure(em, BM_VERT | BM_EDGE | BM_FACE);
- if (dt > OB_WIRE) {
+ if (check_object_draw_editweight(me, finalDM)) {
+ if (dt > OB_WIRE) {
+ draw_mesh_paint_weight_faces(me, finalDM, NULL, true);
+
+ bglPolygonOffset(rv3d->dist, 1.0);
+ glDepthMask(0);
+ }
+ else {
+ glEnable(GL_DEPTH_TEST);
+ draw_mesh_paint_weight_faces(me, finalDM, NULL, false);
+ draw_mesh_paint_weight_edges(rv3d, finalDM, true);
+ glDisable(GL_DEPTH_TEST);
+ }
+ }
+ else if (dt > OB_WIRE) {
if (check_object_draw_texture(scene, v3d, dt)) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index f5ffd10c272..eb8ffb3f453 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -150,6 +150,8 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
struct Object *ob, struct DerivedMesh *dm, const int draw_flags);
void draw_mesh_face_select(struct RegionView3D *rv3d, struct Mesh *me, struct DerivedMesh *dm);
+void draw_mesh_paint_weight_faces(struct Mesh *me, struct DerivedMesh *dm, void *facemask, const bool do_light);
+void draw_mesh_paint_weight_edges(RegionView3D *rv3d, struct DerivedMesh *dm, const bool use_depth);
void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
struct Object *ob, struct DerivedMesh *dm, const int draw_flags);