diff options
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r-- | source/blender/editors/uvedit/uvedit_draw.c | 779 |
1 files changed, 168 insertions, 611 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c index 57fed0b860f..ee3afdd5772 100644 --- a/source/blender/editors/uvedit/uvedit_draw.c +++ b/source/blender/editors/uvedit/uvedit_draw.c @@ -43,6 +43,8 @@ #include "DNA_screen_types.h" #include "DNA_space_types.h" +#include "../../draw/intern/draw_cache_impl.h" + #include "BLI_math.h" #include "BLI_utildefines.h" #include "BLI_buffer.h" @@ -65,6 +67,7 @@ #include "GPU_immediate_util.h" #include "GPU_matrix.h" #include "GPU_state.h" +#include "GPU_draw.h" #include "ED_image.h" #include "ED_mesh.h" @@ -184,211 +187,6 @@ static void draw_uvs_shadow(Object *obedit) immUnbindProgram(); } -static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, Object *obedit, BMEditMesh *em, const BMFace *efa_act) -{ - BMesh *bm = em->bm; - BMFace *efa; - BMLoop *l; - BMIter iter, liter; - MLoopUV *luv; - Image *ima = sima->image; - float aspx, aspy, col[4]; - int i; - - const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV); - - BLI_buffer_declare_static(vec2f, tf_uv_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); - BLI_buffer_declare_static(vec2f, tf_uvorig_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); - - ED_space_image_get_uv_aspect(sima, &aspx, &aspy); - - switch (sima->dt_uvstretch) { - case SI_UVDT_STRETCH_AREA: - { - float totarea = 0.0f, totuvarea = 0.0f, areadiff, uvarea, area; - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - const int efa_len = efa->len; - float (*tf_uv)[2] = (float (*)[2])BLI_buffer_reinit_data(&tf_uv_buf, vec2f, efa_len); - float (*tf_uvorig)[2] = (float (*)[2])BLI_buffer_reinit_data(&tf_uvorig_buf, vec2f, efa_len); - - BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - copy_v2_v2(tf_uvorig[i], luv->uv); - } - - uv_poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, efa->len); - - totarea += BM_face_calc_area(efa); - totuvarea += area_poly_v2(tf_uv, efa->len); - - if (uvedit_face_visible_test(scene, obedit, ima, efa)) { - BM_elem_flag_enable(efa, BM_ELEM_TAG); - } - else { - if (efa == efa_act) { - efa_act = NULL; - } - BM_elem_flag_disable(efa, BM_ELEM_TAG); - } - } - - uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - if (totarea < FLT_EPSILON || totuvarea < FLT_EPSILON) { - col[0] = 1.0; - col[1] = col[2] = 0.0; - - immUniformColor3fv(col); - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (BM_elem_flag_test(efa, BM_ELEM_TAG)) { - immBegin(GPU_PRIM_TRI_FAN, efa->len); - - BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - immVertex2fv(pos, luv->uv); - } - - immEnd(); - } - } - } - else { - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (BM_elem_flag_test(efa, BM_ELEM_TAG)) { - const int efa_len = efa->len; - float (*tf_uv)[2] = (float (*)[2])BLI_buffer_reinit_data(&tf_uv_buf, vec2f, efa_len); - float (*tf_uvorig)[2] = (float (*)[2])BLI_buffer_reinit_data(&tf_uvorig_buf, vec2f, efa_len); - - area = BM_face_calc_area(efa) / totarea; - - BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - copy_v2_v2(tf_uvorig[i], luv->uv); - } - - uv_poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, efa->len); - - uvarea = area_poly_v2(tf_uv, efa->len) / totuvarea; - - if (area < FLT_EPSILON || uvarea < FLT_EPSILON) - areadiff = 1.0f; - else if (area > uvarea) - areadiff = 1.0f - (uvarea / area); - else - areadiff = 1.0f - (area / uvarea); - - BKE_defvert_weight_to_rgb(col, areadiff); - immUniformColor3fv(col); - - /* TODO: use editmesh tessface */ - immBegin(GPU_PRIM_TRI_FAN, efa->len); - - BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - immVertex2fv(pos, luv->uv); - } - - immEnd(); - } - } - } - - immUnbindProgram(); - - break; - } - case SI_UVDT_STRETCH_ANGLE: - { - float a; - - BLI_buffer_declare_static(float, uvang_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); - BLI_buffer_declare_static(float, ang_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); - BLI_buffer_declare_static(vec3f, av_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); - BLI_buffer_declare_static(vec2f, auv_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE); - - col[3] = 0.5f; /* hard coded alpha, not that nice */ - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (uvedit_face_visible_test(scene, obedit, ima, efa)) { - const int efa_len = efa->len; - float (*tf_uv)[2] = (float (*)[2])BLI_buffer_reinit_data(&tf_uv_buf, vec2f, efa_len); - float (*tf_uvorig)[2] = (float (*)[2])BLI_buffer_reinit_data(&tf_uvorig_buf, vec2f, efa_len); - float *uvang = BLI_buffer_reinit_data(&uvang_buf, float, efa_len); - float *ang = BLI_buffer_reinit_data(&ang_buf, float, efa_len); - float (*av)[3] = (float (*)[3])BLI_buffer_reinit_data(&av_buf, vec3f, efa_len); - float (*auv)[2] = (float (*)[2])BLI_buffer_reinit_data(&auv_buf, vec2f, efa_len); - int j; - - BM_elem_flag_enable(efa, BM_ELEM_TAG); - - BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - copy_v2_v2(tf_uvorig[i], luv->uv); - } - - uv_poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, efa_len); - - j = efa_len - 1; - BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { - sub_v2_v2v2(auv[i], tf_uv[j], tf_uv[i]); normalize_v2(auv[i]); - sub_v3_v3v3(av[i], l->prev->v->co, l->v->co); normalize_v3(av[i]); - j = i; - } - - for (i = 0; i < efa_len; i++) { -#if 0 - /* Simple but slow, better reuse normalized vectors - * (Not ported to bmesh, copied for reference) */ - uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[3], tf_uv[0], tf_uv[1])); - ang1 = RAD2DEG(angle_v3v3v3(efa->v4->co, efa->v1->co, efa->v2->co)); -#endif - uvang[i] = angle_normalized_v2v2(auv[i], auv[(i + 1) % efa_len]); - ang[i] = angle_normalized_v3v3(av[i], av[(i + 1) % efa_len]); - } - - /* TODO: use editmesh tessface */ - immBegin(GPU_PRIM_TRI_FAN, efa->len); - BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - a = fabsf(uvang[i] - ang[i]) / (float)M_PI; - BKE_defvert_weight_to_rgb(col, 1.0f - pow2f(1.0f - a)); - immAttrib3fv(color, col); - immVertex2fv(pos, luv->uv); - } - immEnd(); - } - else { - if (efa == efa_act) - efa_act = NULL; - BM_elem_flag_disable(efa, BM_ELEM_TAG); - } - } - - immUnbindProgram(); - - BLI_buffer_free(&uvang_buf); - BLI_buffer_free(&ang_buf); - BLI_buffer_free(&av_buf); - BLI_buffer_free(&auv_buf); - - break; - } - } - - BLI_buffer_free(&tf_uv_buf); - BLI_buffer_free(&tf_uvorig_buf); -} - static void draw_uvs_lineloop_bmfaces(BMesh *bm, const int cd_loop_uv_offset, const uint shdr_pos) { BMIter iter, liter; @@ -467,459 +265,218 @@ static void draw_uvs_texpaint(Scene *scene, Object *ob) } } -static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const int cd_loop_uv_offset, unsigned int pos) +static uchar get_state(SpaceImage *sima, Scene *scene) { - unsigned int i = *r_loop_index; - BMFace *f = em->looptris[i][0]->f; - do { - unsigned int j; - for (j = 0; j < 3; j++) { - MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(em->looptris[i][j], cd_loop_uv_offset); - immVertex2fv(pos, luv->uv); + ToolSettings *ts = scene->toolsettings; + int drawfaces = draw_uvs_face_check(scene); + const bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0; + uchar state = UVEDIT_EDGES | UVEDIT_DATA; + + if (drawfaces) { + state |= UVEDIT_FACEDOTS; + } + if (draw_stretch || !(sima->flag & SI_NO_DRAWFACES)) { + state |= UVEDIT_FACES; + + if (draw_stretch) { + if (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA) { + state |= UVEDIT_STRETCH_AREA; + } + else { + state |= UVEDIT_STRETCH_ANGLE; + } } - i++; - } while (i != em->tottri && (f == em->looptris[i][0]->f)); - *r_loop_index = i - 1; + } + if (ts->uv_flag & UV_SYNC_SELECTION) { + state |= UVEDIT_SYNC_SEL; + } + return state; } /* draws uv's in the image space */ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit, Depsgraph *depsgraph) { - ToolSettings *ts; - Mesh *me = obedit->data; - BMEditMesh *em = me->edit_btmesh; - BMesh *bm = em->bm; - BMFace *efa, *efa_act; - BMLoop *l; - BMIter iter, liter; - MLoopUV *luv; - float col1[4], col2[4]; - float pointsize; - int drawfaces, interpedges; - Image *ima = sima->image; - - const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV); - - unsigned int pos, color; - - efa_act = EDBM_uv_active_face_get(em, false, false); /* will be set to NULL if hidden */ - ts = scene->toolsettings; - - drawfaces = draw_uvs_face_check(scene); - if (ts->uv_flag & UV_SYNC_SELECTION) - interpedges = (ts->selectmode & SCE_SELECT_VERTEX); - else - interpedges = (ts->uv_selectmode == UV_SELECT_VERTEX); - - /* 1. draw shadow mesh */ + GPUBatch *faces, *edges, *verts, *facedots; + Object *eval_ob = DEG_get_evaluated_object(depsgraph, obedit); + ToolSettings *ts = scene->toolsettings; + float col1[4], col2[4], col3[4], transparent[4] = {0.0f, 0.0f, 0.0f, 0.0f}; if (sima->flag & SI_DRAWSHADOW) { - Object *ob_cage_eval = DEG_get_evaluated_object(depsgraph, obedit); /* XXX TODO: Need to check if shadow mesh is different than original mesh. */ - bool is_cage_like_final_meshes = (ob_cage_eval == obedit); + bool is_cage_like_final_meshes = true; /* When sync selection is enabled, all faces are drawn (except for hidden) * so if cage is the same as the final, there is no point in drawing this. */ - if (((ts->uv_flag & UV_SYNC_SELECTION) == 0) || is_cage_like_final_meshes) { - draw_uvs_shadow(ob_cage_eval); + if (!((ts->uv_flag & UV_SYNC_SELECTION) && is_cage_like_final_meshes)) { + draw_uvs_shadow(eval_ob); } } - if (bm->totloop == 0) { - return; - } + uchar state = get_state(sima, scene); - /* 2. draw colored faces */ + DRW_mesh_cache_uvedit( + eval_ob, sima, scene, state, + &faces, &edges, &verts, &facedots); - if (sima->flag & SI_DRAW_STRETCH) { - draw_uvs_stretch(sima, scene, obedit, em, efa_act); + bool interpedges; + bool do_elem_order_fix = (ts->uv_flag & UV_SYNC_SELECTION) && (ts->selectmode & SCE_SELECT_FACE); + bool do_selected_edges = ((sima->flag & SI_NO_DRAWEDGES) == 0); + bool draw_stretch = (state & (UVEDIT_STRETCH_AREA | UVEDIT_STRETCH_ANGLE)) != 0; + if (ts->uv_flag & UV_SYNC_SELECTION) { + interpedges = (ts->selectmode & SCE_SELECT_VERTEX) != 0; } else { - unsigned int tri_count = 0; - BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) { - if (uvedit_face_visible_test(scene, obedit, ima, efa)) { - BM_elem_flag_enable(efa, BM_ELEM_TAG); - tri_count += efa->len - 2; - } - else { - BM_elem_flag_disable(efa, BM_ELEM_TAG); - } - } - - if (tri_count && !(sima->flag & SI_NO_DRAWFACES)) { - /* draw transparent faces */ - UI_GetThemeColor4fv(TH_FACE, col1); - UI_GetThemeColor4fv(TH_FACE_SELECT, col2); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - GPU_blend(true); - - GPUVertFormat *format = immVertexFormat(); - pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - GPUBatch *face_batch = immBeginBatch(GPU_PRIM_TRIS, tri_count * 3); - for (unsigned int i = 0; i < em->tottri; i++) { - efa = em->looptris[i][0]->f; - if (BM_elem_flag_test(efa, BM_ELEM_TAG)) { - const bool is_select = uvedit_face_select_test(scene, efa, cd_loop_uv_offset); - - if (efa == efa_act) { - /* only once */ - float tmp_col[4]; - UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, tmp_col); - immAttrib4fv(color, tmp_col); - } - else { - immAttrib4fv(color, is_select ? col2 : col1); - } - - draw_uvs_looptri(em, &i, cd_loop_uv_offset, pos); - } - } - immEnd(); - - /* XXX performance: we should not create and throw away result. */ - GPU_batch_draw(face_batch); - GPU_batch_program_use_end(face_batch); - GPU_batch_discard(face_batch); - - immUnbindProgram(); - - GPU_blend(false); - } - else { - if (efa_act && !uvedit_face_visible_test(scene, obedit, ima, efa_act)) { - efa_act = NULL; - } - } - } - - /* 3. draw active face stippled */ - /* (removed during OpenGL upgrade, reimplement if needed) */ - - /* 4. draw edges */ - - if (sima->flag & SI_SMOOTH_UV) { - GPU_line_smooth(true); - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + interpedges = (ts->uv_selectmode == UV_SELECT_VERTEX); } - pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - switch (sima->dt_uv) { - case SI_UVDT_DASH: - { - immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); + if (faces) { + GPU_batch_program_set_builtin(faces, (draw_stretch) + ? GPU_SHADER_2D_UV_FACES_STRETCH + : GPU_SHADER_2D_UV_FACES); - float viewport_size[4]; - GPU_viewport_size_get_f(viewport_size); - immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC); - - immUniform1i("colors_len", 2); /* "advanced" mode */ - immUniformArray4fv("colors", (float *)(float[][4]){{0.56f, 0.56f, 0.56f, 1.0f}, {0.07f, 0.07f, 0.07f, 1.0f}}, 2); - immUniform1f("dash_width", 4.0f); - GPU_line_width(1.0f); + if (!draw_stretch) { + GPU_blend(true); - break; + UI_GetThemeColor4fv(TH_FACE, col1); + UI_GetThemeColor4fv(TH_FACE_SELECT, col2); + UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, col3); + col3[3] *= 0.2; /* Simulate dithering */ + GPU_batch_uniform_4fv(faces, "faceColor", col1); + GPU_batch_uniform_4fv(faces, "selectColor", col2); + GPU_batch_uniform_4fv(faces, "activeColor", col3); } - case SI_UVDT_BLACK: /* black/white */ - case SI_UVDT_WHITE: - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - if (sima->dt_uv == SI_UVDT_WHITE) { - immUniformColor3f(1.0f, 1.0f, 1.0f); - } - else { - immUniformColor3f(0.0f, 0.0f, 0.0f); - } - GPU_line_width(1.0f); - - break; - case SI_UVDT_OUTLINE: - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - imm_cpack(0x0); - GPU_line_width(3.0f); - break; - } + GPU_batch_draw(faces); - /* For more efficiency first transfer the entire buffer to vram. */ - GPUBatch *loop_batch = immBeginBatchAtMost(GPU_PRIM_LINE_LOOP, bm->totloop); - GPUVertBuf *loop_vbo = loop_batch->verts[0]; - BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - BM_ITER_ELEM(l, &liter, efa, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - immVertex2fv(pos, luv->uv); + if (!draw_stretch) { + GPU_blend(false); } } - immEnd(); - - /* Then draw each face contour separately. */ - if (loop_vbo->vertex_len != 0) { - GPU_batch_program_use_begin(loop_batch); - unsigned int index = 0, loop_vbo_count; - BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - GPU_batch_draw_range_ex(loop_batch, index, efa->len, false); - index += efa->len; + if (edges) { + if (sima->flag & SI_SMOOTH_UV) { + GPU_line_smooth(true); + GPU_blend(true); } - loop_vbo_count = index; - GPU_batch_program_use_end(loop_batch); - immUnbindProgram(); - - - if (sima->dt_uv == SI_UVDT_OUTLINE) { - GPU_line_width(1.0f); - UI_GetThemeColor4fv(TH_WIRE_EDIT, col2); - - if ((sima->flag & SI_NO_DRAWEDGES) == 0) { - int sel; - UI_GetThemeColor4fv(TH_EDGE_SELECT, col1); - - if (interpedges) { - /* Create a color buffer. */ - static GPUVertFormat format = { 0 }; - static uint shdr_col; - if (format.attr_len == 0) { - shdr_col = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - } - - GPUVertBuf *vbo_col = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo_col, loop_vbo_count); - - index = 0; - BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - BM_ITER_ELEM(l, &liter, efa, BM_LOOPS_OF_FACE) { - sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset); - GPU_vertbuf_attr_set(vbo_col, shdr_col, index++, sel ? col1 : col2); - } - } - /* Reuse the UV buffer and add the color buffer. */ - GPU_batch_vertbuf_add_ex(loop_batch, vbo_col, true); - - /* Now draw each face contour separately with another builtin program. */ - GPU_batch_program_set_builtin(loop_batch, GPU_SHADER_2D_SMOOTH_COLOR); - GPU_matrix_bind(loop_batch->interface); - - GPU_batch_program_use_begin(loop_batch); - index = 0; - BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - GPU_batch_draw_range_ex(loop_batch, index, efa->len, false); - index += efa->len; - } - GPU_batch_program_use_end(loop_batch); + switch (sima->dt_uv) { + case SI_UVDT_DASH: + { + float dash_colors[2][4] = {{0.56f, 0.56f, 0.56f, 1.0f}, {0.07f, 0.07f, 0.07f, 1.0f}}; + float viewport_size[4]; + GPU_viewport_size_get_f(viewport_size); + + GPU_line_width(1.0f); + GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); + GPU_batch_uniform_4fv_array(edges, "colors", 2, (float *)dash_colors); + GPU_batch_uniform_2f(edges, "viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC); + GPU_batch_uniform_1i(edges, "colors_len", 2); /* "advanced" mode */ + GPU_batch_uniform_1f(edges, "dash_width", 4.0f); + GPU_batch_draw(edges); + break; + } + case SI_UVDT_BLACK: + case SI_UVDT_WHITE: + { + GPU_line_width(1.0f); + GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UNIFORM_COLOR); + if (sima->dt_uv == SI_UVDT_WHITE) { + GPU_batch_uniform_4f(edges, "color", 1.0f, 1.0f, 1.0f, 1.0f); } else { - GPUVertFormat *format = immVertexFormat(); - pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - /* Use batch here to avoid problems with `IMM_BUFFER_SIZE`. */ - GPUBatch *flat_edges_batch = immBeginBatchAtMost(GPU_PRIM_LINES, loop_vbo_count * 2); - BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - BM_ITER_ELEM(l, &liter, efa, BM_LOOPS_OF_FACE) { - sel = uvedit_edge_select_test(scene, l, cd_loop_uv_offset); - immAttrib4fv(color, sel ? col1 : col2); - - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - immVertex2fv(pos, luv->uv); - luv = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset); - immVertex2fv(pos, luv->uv); - } - } - immEnd(); - - GPU_batch_draw(flat_edges_batch); - GPU_batch_discard(flat_edges_batch); - - immUnbindProgram(); - } - } - else { - GPU_batch_uniform_4fv(loop_batch, "color", col2); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - /* no nice edges */ - GPU_batch_program_use_begin(loop_batch); - index = 0; - BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - GPU_batch_draw_range_ex(loop_batch, index, efa->len, false); - index += efa->len; + GPU_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f); } - GPU_batch_program_use_end(loop_batch); - immUnbindProgram(); + GPU_batch_draw(edges); + break; } - } - } - else { - immUnbindProgram(); - } - - GPU_batch_discard(loop_batch); - - if (sima->flag & SI_SMOOTH_UV) { - GPU_line_smooth(false); - GPU_blend(false); - } - - /* 5. draw face centers */ - - if (drawfaces) { - float cent[2]; - bool col_set = false; - - GPUVertFormat *format = immVertexFormat(); - pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - pointsize = UI_GetThemeValuef(TH_FACEDOT_SIZE); - GPU_point_size(pointsize); - - immBeginAtMost(GPU_PRIM_POINTS, bm->totface); - - /* unselected faces */ - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - if (!uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) { - /* Only set color for the first face */ - if (!col_set) { - UI_GetThemeColor3fv(TH_WIRE, col1); - immAttrib3fv(color, col1); - - col_set = true; + case SI_UVDT_OUTLINE: + { + GPU_line_width(3.0f); + GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UNIFORM_COLOR); + GPU_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f); + GPU_batch_draw(edges); + + UI_GetThemeColor4fv(TH_WIRE_EDIT, col1); + UI_GetThemeColor4fv(TH_EDGE_SELECT, col2); + + /* We could modify the vbo's data filling instead of modifying the provoking vert. */ + glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); + + GPU_line_width(1.0f); + GPU_batch_program_set_builtin(edges, (interpedges) + ? GPU_SHADER_2D_UV_EDGES_SMOOTH + : GPU_SHADER_2D_UV_EDGES); + GPU_batch_uniform_4fv(edges, "edgeColor", col1); + GPU_batch_uniform_4fv(edges, "selectColor", do_selected_edges ? col2 : col1); + GPU_batch_draw(edges); + + if (do_elem_order_fix && do_selected_edges) { + /* We have problem in this mode when face order make some edges + * appear unselected because an adjacent face is not selected and + * render after the selected face. + * So, to avoid sorting edges by state we just render selected edges + * on top. A bit overkill but it's simple. */ + GPU_blend(true); + GPU_batch_uniform_4fv(edges, "edgeColor", transparent); + GPU_batch_uniform_4fv(edges, "selectColor", col2); + GPU_batch_draw(edges); + GPU_blend(false); } - - uv_poly_center(efa, cent, cd_loop_uv_offset); - immVertex2fv(pos, cent); + glProvokingVertex(GL_LAST_VERTEX_CONVENTION); + break; } } - - col_set = false; - - /* selected faces */ - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - if (uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) { - /* Only set color for the first face */ - if (!col_set) { - UI_GetThemeColor3fv(TH_FACE_DOT, col1); - immAttrib3fv(color, col1); - - col_set = true; - } - - uv_poly_center(efa, cent, cd_loop_uv_offset); - immVertex2fv(pos, cent); - } + if (sima->flag & SI_SMOOTH_UV) { + GPU_line_smooth(false); + GPU_blend(false); } - - immEnd(); - - immUnbindProgram(); } - - /* 6. draw uv vertices */ - - if (drawfaces != 2) { /* 2 means Mesh Face Mode */ - pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - /* unselected uvs */ - immUniformThemeColor(TH_VERTEX); - pointsize = UI_GetThemeValuef(TH_VERTEX_SIZE); - GPU_point_size(pointsize); - - immBeginAtMost(GPU_PRIM_POINTS, bm->totloop); - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - if (!uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) - immVertex2fv(pos, luv->uv); + if (verts || facedots) { + float pointsize = UI_GetThemeValuef(TH_VERTEX_SIZE); + UI_GetThemeColor4fv(TH_VERTEX_SELECT, col2); + if (verts) { + float pinned_col[4] = {1.0f, 0.0f, 0.0f, 1.0f}; /* TODO Theme? */ + UI_GetThemeColor4fv(TH_VERTEX, col1); + GPU_blend(true); + GPU_enable_program_point_size(); + + GPU_batch_program_set_builtin(verts, GPU_SHADER_2D_UV_VERTS); + GPU_batch_uniform_4f(verts, "vertColor", col1[0], col1[1], col1[2], 1.0f); + GPU_batch_uniform_4fv(verts, "selectColor", (do_elem_order_fix) ? transparent : col2); + GPU_batch_uniform_4fv(verts, "pinnedColor", pinned_col); + GPU_batch_uniform_1f(verts, "pointSize", (pointsize + 1.5f) * M_SQRT2); + GPU_batch_uniform_1f(verts, "outlineWidth", 0.75f); + GPU_batch_draw(verts); + + if (do_elem_order_fix) { + /* We have problem in this mode when face order make some verts + * appear unselected because an adjacent face is not selected and + * render after the selected face. + * So, to avoid sorting verts by state we just render selected verts + * on top. A bit overkill but it's simple. */ + GPU_batch_uniform_4fv(verts, "vertColor", transparent); + GPU_batch_uniform_4fv(verts, "selectColor", col2); + GPU_batch_uniform_4fv(verts, "pinnedColor", pinned_col); + GPU_batch_uniform_1f(verts, "pointSize", (pointsize + 1.5f) * M_SQRT2); + GPU_batch_uniform_1f(verts, "outlineWidth", 0.75f); + GPU_batch_draw(verts); } - } - - immEnd(); - /* pinned uvs */ - /* give odd pointsizes odd pin pointsizes */ - GPU_point_size(pointsize * 2 + (((int)pointsize % 2) ? (-1) : 0)); - imm_cpack(0xFF); - - immBeginAtMost(GPU_PRIM_POINTS, bm->totloop); - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - - if (luv->flag & MLOOPUV_PINNED) - immVertex2fv(pos, luv->uv); - } + GPU_blend(false); + GPU_disable_program_point_size(); } - - immEnd(); - - /* selected uvs */ - immUniformThemeColor(TH_VERTEX_SELECT); - GPU_point_size(pointsize); - - immBeginAtMost(GPU_PRIM_POINTS, bm->totloop); - - BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) - continue; - - BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - - if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) - immVertex2fv(pos, luv->uv); - } + if (facedots) { + GPU_point_size(pointsize); + + UI_GetThemeColor4fv(TH_WIRE, col1); + GPU_batch_program_set_builtin(facedots, GPU_SHADER_2D_UV_FACEDOTS); + GPU_batch_uniform_4fv(facedots, "vertColor", col1); + GPU_batch_uniform_4fv(facedots, "selectColor", col2); + GPU_batch_draw(facedots); } - - immEnd(); - - immUnbindProgram(); } } - static void draw_uv_shadows_get( SpaceImage *sima, Object *ob, Object *obedit, bool *show_shadow, bool *show_texpaint) |