From e05ce1ea2029a942ce0d9a9df018b36d0604f0d5 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Tue, 20 Oct 2020 16:55:50 +0200 Subject: UV/Image: Remove Legacy Drawing MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit With D8234 a new drawing method for UV/Image editor was introduced. For debugging reasons we left the old drawing method in the code base. This patch will remove the old drawing method. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D9011 --- source/blender/editors/uvedit/uvedit_draw.c | 497 +--------------------------- 1 file changed, 4 insertions(+), 493 deletions(-) (limited to 'source/blender/editors/uvedit/uvedit_draw.c') diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c index 044fca2310c..a4ab9164017 100644 --- a/source/blender/editors/uvedit/uvedit_draw.c +++ b/source/blender/editors/uvedit/uvedit_draw.c @@ -21,78 +21,20 @@ * \ingroup eduv */ -#include -#include -#include -#include - -#include "MEM_guardedalloc.h" - -#include "DNA_material_types.h" -#include "DNA_mesh_types.h" -#include "DNA_meshdata_types.h" -#include "DNA_object_types.h" -#include "DNA_scene_types.h" -#include "DNA_screen_types.h" -#include "DNA_space_types.h" - -#include "../../draw/intern/draw_cache_impl.h" - #include "BLI_math.h" -#include "BLI_task.h" #include "BLI_utildefines.h" -#include "BKE_deform.h" -#include "BKE_editmesh.h" -#include "BKE_layer.h" -#include "BKE_material.h" - -#include "BKE_scene.h" - -#include "DEG_depsgraph.h" -#include "DEG_depsgraph_query.h" +#include "DNA_scene_types.h" +#include "DNA_screen_types.h" +#include "DNA_userdef_types.h" -#include "GPU_batch.h" -#include "GPU_framebuffer.h" #include "GPU_immediate.h" #include "GPU_matrix.h" -#include "GPU_state.h" - -#include "ED_image.h" -#include "ED_mesh.h" -#include "ED_uvedit.h" #include "UI_interface.h" -#include "UI_resources.h" #include "UI_view2d.h" -#include "uvedit_intern.h" - -/* Struct containing the needed batches per object. - * this optimizes the way how data is requested from - * the draw manager. */ -typedef struct UVEditGPUBatches { - Object *ob_eval; - GPUBatch *faces; - GPUBatch *edges; - GPUBatch *verts; - GPUBatch *facedots; -} UVEditGPUBatches; - -static int draw_uvs_face_check(const ToolSettings *ts) -{ - /* checks if we are selecting only faces */ - if (ts->uv_flag & UV_SYNC_SELECTION) { - if (ts->selectmode == SCE_SELECT_FACE) { - return 2; - } - if (ts->selectmode & SCE_SELECT_FACE) { - return 1; - } - return 0; - } - return (ts->uv_selectmode == UV_SELECT_FACE); -} +#include "ED_uvedit.h" /* ------------------------- */ @@ -166,434 +108,3 @@ void ED_image_draw_cursor(ARegion *region, const float cursor[2]) GPU_matrix_translate_2f(-cursor[0], -cursor[1]); } - -static void uvedit_get_batches(Object *ob, - SpaceImage *sima, - const Scene *scene, - UVEditGPUBatches *batches, - float *tot_area, - float *tot_area_uv) -{ - float *tmp_tot_area, *tmp_tot_area_uv; - int drawfaces = draw_uvs_face_check(scene->toolsettings); - const bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0; - const bool draw_faces = (sima->flag & SI_NO_DRAWFACES) == 0; - - DRW_mesh_batch_cache_validate(ob->data); - batches->edges = DRW_mesh_batch_cache_get_edituv_edges(ob->data); - batches->verts = DRW_mesh_batch_cache_get_edituv_verts(ob->data); - - if (drawfaces) { - batches->facedots = DRW_mesh_batch_cache_get_edituv_facedots(ob->data); - } - else { - batches->facedots = NULL; - } - - if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) { - batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_area( - ob->data, &tmp_tot_area, &tmp_tot_area_uv); - } - else if (draw_stretch) { - batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(ob->data); - } - else if (draw_faces) { - batches->faces = DRW_mesh_batch_cache_get_edituv_faces(ob->data); - } - else { - batches->faces = NULL; - } - struct TaskGraph *task_graph = BLI_task_graph_create(); - DRW_mesh_batch_cache_create_requested(task_graph, ob, ob->data, scene, false, false); - BLI_task_graph_work_and_wait(task_graph); - BLI_task_graph_free(task_graph); - - if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) { - /* after create_requested we can load the actual areas */ - *tot_area += *tmp_tot_area; - *tot_area_uv += *tmp_tot_area_uv; - } -} - -static void draw_uvs_shadow(SpaceImage *sima, - const Scene *scene, - Object *obedit, - Depsgraph *depsgraph) -{ - Object *ob_eval = DEG_get_evaluated_object(depsgraph, obedit); - Mesh *me = ob_eval->data; - const float overlay_alpha = sima->uv_opacity; - float col[4]; - UI_GetThemeColor4fv(TH_UV_SHADOW, col); - - DRW_mesh_batch_cache_validate(me); - GPUBatch *edges = DRW_mesh_batch_cache_get_uv_edges(me); - - struct TaskGraph *task_graph = BLI_task_graph_create(); - DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false); - BLI_task_graph_work_and_wait(task_graph); - BLI_task_graph_free(task_graph); - - if (edges) { - if (sima->flag & SI_SMOOTH_UV) { - GPU_line_smooth(true); - GPU_blend(GPU_BLEND_ALPHA); - } - else if (overlay_alpha < 1.0f) { - GPU_blend(GPU_BLEND_ALPHA); - } - - col[3] = overlay_alpha; - GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UV_UNIFORM_COLOR); - GPU_batch_uniform_4fv(edges, "color", col); - GPU_batch_draw(edges); - - if (sima->flag & SI_SMOOTH_UV) { - GPU_line_smooth(false); - GPU_blend(GPU_BLEND_NONE); - } - else if (overlay_alpha < 1.0f) { - GPU_blend(GPU_BLEND_NONE); - } - } -} - -static void draw_uvs_texpaint(const Scene *scene, Object *ob, Depsgraph *depsgraph) -{ - Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob); - Mesh *me = ob_eval->data; - const ToolSettings *ts = scene->toolsettings; - float col[4]; - UI_GetThemeColor4fv(TH_UV_SHADOW, col); - - if (me->mloopuv == NULL) { - return; - } - - DRW_mesh_batch_cache_validate(me); - GPUBatch *geom = DRW_mesh_batch_cache_get_uv_edges(me); - struct TaskGraph *task_graph = BLI_task_graph_create(); - DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false); - BLI_task_graph_work_and_wait(task_graph); - BLI_task_graph_free(task_graph); - - GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_UV_UNIFORM_COLOR); - GPU_batch_uniform_4fv(geom, "color", col); - - const bool do_material_masking = (ts->uv_flag & UV_SHOW_SAME_IMAGE); - if (do_material_masking && me->mloopuv) { - /* Render loops that have the active material. Minize draw calls. */ - MPoly *mpoly = me->mpoly; - uint draw_start = 0; - uint idx = 0; - bool prev_ma_match = (mpoly->mat_nr == (ob_eval->actcol - 1)); - - /* TODO(fclem): If drawcall count becomes a problem in the future - * we can use multi draw indirect drawcalls for this. - * (not implemented in GPU module at the time of writing). */ - for (int a = 0; a < me->totpoly; a++, mpoly++) { - bool ma_match = (mpoly->mat_nr == (ob_eval->actcol - 1)); - if (ma_match != prev_ma_match) { - if (ma_match == false) { - GPU_batch_draw_range(geom, draw_start, idx - draw_start); - } - else { - draw_start = idx; - } - } - idx += mpoly->totloop + 1; - prev_ma_match = ma_match; - } - if (prev_ma_match == true) { - GPU_batch_draw_range(geom, draw_start, idx - draw_start); - } - } - else { - GPU_batch_draw(geom); - } -} - -/* draws uv's in the image space */ -static void draw_uvs(SpaceImage *sima, - const Scene *scene, - Depsgraph *depsgraph, - UVEditGPUBatches *batch, - float tot_area_ratio, - float tot_area_ratio_inv) -{ - Object *ob_eval = batch->ob_eval; - const ToolSettings *ts = scene->toolsettings; - float col1[4], col2[4], col3[4], transparent[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - const float overlay_alpha = sima->uv_opacity; - - if (sima->flag & SI_DRAWSHADOW) { - bool is_cage_like_final_meshes = false; - Mesh *me = (Mesh *)ob_eval->data; - BMEditMesh *embm = me->edit_mesh; - is_cage_like_final_meshes = embm && embm->mesh_eval_final && - embm->mesh_eval_final->runtime.is_original; - - /* 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) && is_cage_like_final_meshes)) { - draw_uvs_shadow(sima, scene, ob_eval, depsgraph); - } - } - - bool interpedges; - bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0; - if (ts->uv_flag & UV_SYNC_SELECTION) { - interpedges = (ts->selectmode & SCE_SELECT_VERTEX) != 0; - } - else { - interpedges = (ts->uv_selectmode == UV_SELECT_VERTEX); - } - - GPU_blend(GPU_BLEND_ALPHA); - - if (batch->faces) { - GPU_batch_program_set_builtin(batch->faces, - (draw_stretch) ? (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA) ? - GPU_SHADER_2D_UV_FACES_STRETCH_AREA : - GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE : - GPU_SHADER_2D_UV_FACES); - - if (!draw_stretch) { - GPU_blend(GPU_BLEND_ALPHA); - - UI_GetThemeColor4fv(TH_FACE, col1); - UI_GetThemeColor4fv(TH_FACE_SELECT, col2); - UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, col3); - - col1[3] *= overlay_alpha; - col2[3] *= overlay_alpha; - col3[3] *= overlay_alpha; - - GPU_batch_uniform_4fv(batch->faces, "faceColor", col1); - GPU_batch_uniform_4fv(batch->faces, "selectColor", col2); - GPU_batch_uniform_4fv(batch->faces, "activeColor", col3); - } - else if (sima->dt_uvstretch == SI_UVDT_STRETCH_ANGLE) { - float asp[2]; - ED_space_image_get_uv_aspect(sima, &asp[0], &asp[1]); - GPU_batch_uniform_2fv(batch->faces, "aspect", asp); - } - else if (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA) { - GPU_batch_uniform_1f(batch->faces, "totalAreaRatio", tot_area_ratio); - GPU_batch_uniform_1f(batch->faces, "totalAreaRatioInv", tot_area_ratio_inv); - } - - GPU_batch_draw(batch->faces); - - if (!draw_stretch) { - GPU_blend(GPU_BLEND_NONE); - } - } - if (batch->edges) { - if (sima->flag & SI_SMOOTH_UV) { - GPU_line_smooth(true); - GPU_blend(GPU_BLEND_ALPHA); - } - else if (overlay_alpha < 1.0f) { - GPU_blend(GPU_BLEND_ALPHA); - } - - { - /* We could modify the vbo's data filling - * instead of modifying the provoking vert. */ - GPU_provoking_vertex(GPU_VERTEX_FIRST); - - UI_GetThemeColor3fv(TH_EDGE_SELECT, col2); - col2[3] = overlay_alpha; - - const float dash_width = (sima->dt_uv == SI_UVDT_DASH) ? (4.0f * UI_DPI_FAC) : 9999.0f; - eGPUBuiltinShader shader = (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH : - GPU_SHADER_2D_UV_EDGES; -#ifdef __APPLE__ - if (sima->dt_uv == SI_UVDT_OUTLINE) { - /* Apple drivers do not support wide line. This is a workaround awaiting the 2D view - * refactor. Limiting to OSX since this will slow down the drawing. (see T76806) */ - GPU_batch_program_set_builtin(batch->edges, GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR); - - float viewport[4]; - GPU_viewport_size_get_f(viewport); - - /* No U.pixelsize scaling for now since the inner line is not scalled. */ - GPU_batch_uniform_1f(batch->edges, "lineWidth", 2.0f); - GPU_batch_uniform_4f(batch->edges, "color", 0.0f, 0.0f, 0.0f, 1.0f); - GPU_batch_uniform_2fv(batch->edges, "viewportSize", &viewport[2]); - - GPU_batch_draw(batch->edges); - } -#endif - - GPU_batch_program_set_builtin(batch->edges, shader); - - if (sima->dt_uv == SI_UVDT_OUTLINE) { -#ifndef __APPLE__ - /* Black Outline. */ - GPU_line_width(3.0f); - GPU_batch_uniform_4f(batch->edges, "edgeColor", 0.0f, 0.0f, 0.0f, overlay_alpha); - GPU_batch_uniform_4f(batch->edges, "selectColor", 0.0f, 0.0f, 0.0f, overlay_alpha); - GPU_batch_uniform_1f(batch->edges, "dashWidth", dash_width); - GPU_batch_draw(batch->edges); -#endif - UI_GetThemeColor3fv(TH_WIRE_EDIT, col1); - } - else if (sima->dt_uv == SI_UVDT_BLACK) { - copy_v3_fl3(col1, 0.0f, 0.0f, 0.0f); - } - else { - copy_v3_fl3(col1, 1.0f, 1.0f, 1.0f); - } - col1[3] = overlay_alpha; - - GPU_batch_program_set_builtin(batch->edges, shader); - - /* Inner Line. Use depth test to insure selection is drawn on top. */ - GPU_depth_test(GPU_DEPTH_LESS_EQUAL); - GPU_line_width(1.0f); - GPU_batch_uniform_4fv(batch->edges, "edgeColor", col1); - GPU_batch_uniform_4fv(batch->edges, "selectColor", col2); - GPU_batch_uniform_1f(batch->edges, "dashWidth", dash_width); - GPU_batch_draw(batch->edges); - GPU_depth_test(GPU_DEPTH_NONE); - - GPU_provoking_vertex(GPU_VERTEX_LAST); - } - - if (sima->flag & SI_SMOOTH_UV) { - GPU_line_smooth(false); - GPU_blend(GPU_BLEND_NONE); - } - else if (overlay_alpha < 1.0f) { - GPU_blend(GPU_BLEND_NONE); - } - } - - if (batch->verts || batch->facedots) { - UI_GetThemeColor4fv(TH_VERTEX_SELECT, col2); - if (batch->verts) { - const float point_size = UI_GetThemeValuef(TH_VERTEX_SIZE); - const float pinned_col[4] = {1.0f, 0.0f, 0.0f, 1.0f}; /* TODO Theme? */ - UI_GetThemeColor4fv(TH_VERTEX, col1); - GPU_blend(GPU_BLEND_ALPHA); - GPU_program_point_size(true); - - GPU_batch_program_set_builtin(batch->verts, GPU_SHADER_2D_UV_VERTS); - GPU_batch_uniform_4f(batch->verts, "vertColor", col1[0], col1[1], col1[2], 1.0f); - GPU_batch_uniform_4fv(batch->verts, "selectColor", transparent); - GPU_batch_uniform_4fv(batch->verts, "pinnedColor", pinned_col); - GPU_batch_uniform_1f(batch->verts, "pointSize", (point_size + 1.5f) * M_SQRT2); - GPU_batch_uniform_1f(batch->verts, "outlineWidth", 0.75f); - - /* #GPU_batch_draw_advanced is needed as unbinding the shader and redrawing - * causes the vertices not to draw at the right size. */ - GPU_shader_bind(batch->verts->shader); - - GPU_batch_draw_advanced(batch->verts, 0, 0, 0, 0); - - /* 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(batch->verts, "vertColor", transparent); - GPU_batch_uniform_4fv(batch->verts, "selectColor", col2); - - GPU_batch_draw_advanced(batch->verts, 0, 0, 0, 0); - - GPU_shader_unbind(); - /* Finish #GPU_batch_draw_advanced drawing. */ - - GPU_blend(GPU_BLEND_NONE); - GPU_program_point_size(false); - } - if (batch->facedots) { - const float point_size = UI_GetThemeValuef(TH_FACEDOT_SIZE); - GPU_point_size(point_size); - - UI_GetThemeColor4fv(TH_WIRE, col1); - GPU_batch_program_set_builtin(batch->facedots, GPU_SHADER_2D_UV_FACEDOTS); - GPU_batch_uniform_4fv(batch->facedots, "vertColor", col1); - GPU_batch_uniform_4fv(batch->facedots, "selectColor", col2); - GPU_batch_draw(batch->facedots); - } - } -} - -static void draw_uv_shadows_get( - SpaceImage *sima, Object *ob, Object *obedit, bool *r_show_shadow, bool *r_show_texpaint) -{ - *r_show_shadow = *r_show_texpaint = false; - - if (ED_space_image_show_render(sima) || (sima->flag & SI_NO_DRAW_TEXPAINT)) { - return; - } - - if ((sima->mode == SI_MODE_PAINT) && obedit && obedit->type == OB_MESH) { - struct BMEditMesh *em = BKE_editmesh_from_object(obedit); - - *r_show_shadow = EDBM_uv_check(em); - } - - *r_show_texpaint = (ob && ob->type == OB_MESH && ob->mode == OB_MODE_TEXTURE_PAINT); -} - -void ED_uvedit_draw_main(SpaceImage *sima, - const Scene *scene, - ViewLayer *view_layer, - Object *obedit, - Object *obact, - Depsgraph *depsgraph) -{ - bool show_uvedit, show_uvshadow, show_texpaint_uvshadow; - - show_uvedit = ED_space_image_show_uvedit(sima, obedit); - draw_uv_shadows_get(sima, obact, obedit, &show_uvshadow, &show_texpaint_uvshadow); - - if (show_uvedit || show_uvshadow || show_texpaint_uvshadow) { - if (show_uvshadow) { - draw_uvs_shadow(sima, scene, obedit, depsgraph); - } - else if (show_uvedit) { - uint objects_len = 0; - Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs( - view_layer, ((View3D *)NULL), &objects_len); - if (objects_len > 0) { - GPU_depth_mask(true); - GPU_clear_depth(1.0f); - } - - /* go over all objects and create the batches + add their areas to the total */ - UVEditGPUBatches *batches = MEM_mallocN(sizeof(UVEditGPUBatches) * objects_len, __func__); - float tot_area = 0.0f; - float tot_area_uv = 0.0f; - float tot_area_ratio = 0.0f; - float tot_area_ratio_inv = 0.0f; - - for (uint ob_index = 0; ob_index < objects_len; ob_index++) { - Object *ob_iter = objects[ob_index]; - Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob_iter); - batches[ob_index].ob_eval = ob_eval; - uvedit_get_batches(ob_eval, sima, scene, &batches[ob_index], &tot_area, &tot_area_uv); - } - - if (tot_area > FLT_EPSILON && tot_area_uv > FLT_EPSILON) { - tot_area_ratio = tot_area / tot_area_uv; - tot_area_ratio_inv = tot_area_uv / tot_area; - } - - /* go over all batches created in the previous loop and draw them */ - for (uint ob_index = 0; ob_index < objects_len; ob_index++) { - UVEditGPUBatches *batch = &batches[ob_index]; - draw_uvs(sima, scene, depsgraph, batch, tot_area_ratio, tot_area_ratio_inv); - } - MEM_freeN(batches); - MEM_freeN(objects); - } - else { - draw_uvs_texpaint(scene, obact, depsgraph); - } - } -} -- cgit v1.2.3