/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. */ /** \file * \ingroup spview3d */ #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BLI_math.h" #include "BKE_DerivedMesh.h" #include "BKE_editmesh.h" #include "BKE_global.h" #include "BKE_object.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" #include "GPU_batch.h" #include "GPU_immediate.h" #include "GPU_shader.h" #include "GPU_state.h" #include "ED_mesh.h" #include "UI_resources.h" #include "DRW_engine.h" #include "view3d_intern.h" /* bad level include */ /* OpenGL Circle Drawing - Tables for Optimized Drawing Speed */ /* 32 values of sin function (still same result!) */ #define CIRCLE_RESOL 32 static const float sinval[CIRCLE_RESOL] = { 0.00000000, 0.20129852, 0.39435585, 0.57126821, 0.72479278, 0.84864425, 0.93775213, 0.98846832, 0.99871650, 0.96807711, 0.89780453, 0.79077573, 0.65137248, 0.48530196, 0.29936312, 0.10116832, -0.10116832, -0.29936312, -0.48530196, -0.65137248, -0.79077573, -0.89780453, -0.96807711, -0.99871650, -0.98846832, -0.93775213, -0.84864425, -0.72479278, -0.57126821, -0.39435585, -0.20129852, 0.00000000, }; /* 32 values of cos function (still same result!) */ static const float cosval[CIRCLE_RESOL] = { 1.00000000, 0.97952994, 0.91895781, 0.82076344, 0.68896691, 0.52896401, 0.34730525, 0.15142777, -0.05064916, -0.25065253, -0.44039415, -0.61210598, -0.75875812, -0.87434661, -0.95413925, -0.99486932, -0.99486932, -0.95413925, -0.87434661, -0.75875812, -0.61210598, -0.44039415, -0.25065253, -0.05064916, 0.15142777, 0.34730525, 0.52896401, 0.68896691, 0.82076344, 0.91895781, 0.97952994, 1.00000000, }; static void circball_array_fill(const float verts[CIRCLE_RESOL][3], const float cent[3], float rad, const float tmat[4][4]) { float vx[3], vy[3]; float *viter = (float *)verts; mul_v3_v3fl(vx, tmat[0], rad); mul_v3_v3fl(vy, tmat[1], rad); for (uint a = 0; a < CIRCLE_RESOL; a++, viter += 3) { viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0]; viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1]; viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2]; } } void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], uint pos) { float verts[CIRCLE_RESOL][3]; circball_array_fill(verts, cent, rad, tmat); immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL); for (int i = 0; i < CIRCLE_RESOL; i++) { immVertex3fv(pos, verts[i]); } immEnd(); } #ifdef VIEW3D_CAMERA_BORDER_HACK uchar view3d_camera_border_hack_col[3]; bool view3d_camera_border_hack_test = false; #endif /* ***************** BACKBUF SEL (BBS) ********* */ void ED_draw_object_facemap(Depsgraph *depsgraph, Object *ob, const float col[4], const int facemap) { /* happens on undo */ if (ob->type != OB_MESH || !ob->data) { return; } const Mesh *me = ob->data; { Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob); const Mesh *me_eval = BKE_object_get_evaluated_mesh(ob_eval); if (me_eval != NULL) { me = me_eval; } } GPU_front_facing(ob->transflag & OB_NEG_SCALE); /* Just to create the data to pass to immediate mode! (sigh) */ const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP); if (facemap_data) { GPU_blend(GPU_BLEND_ALPHA); const MVert *mvert = me->mvert; const MPoly *mpoly = me->mpoly; const MLoop *mloop = me->mloop; int mpoly_len = me->totpoly; int mloop_len = me->totloop; facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP); /* Make a batch and free it each time for now. */ const int looptris_len = poly_to_tri_count(mpoly_len, mloop_len); const int vbo_len_capacity = looptris_len * 3; int vbo_len_used = 0; GPUVertFormat format_pos = {0}; const uint pos_id = GPU_vertformat_attr_add( &format_pos, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); GPUVertBuf *vbo_pos = GPU_vertbuf_create_with_format(&format_pos); GPU_vertbuf_data_alloc(vbo_pos, vbo_len_capacity); GPUVertBufRaw pos_step; GPU_vertbuf_attr_get_raw_data(vbo_pos, pos_id, &pos_step); const MPoly *mp; int i; if (me->runtime.looptris.array) { const MLoopTri *mlt = me->runtime.looptris.array; for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) { if (facemap_data[i] == facemap) { for (int j = 2; j < mp->totloop; j++) { copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[0]].v].co); copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[1]].v].co); copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[2]].v].co); vbo_len_used += 3; mlt++; } } else { mlt += mp->totloop - 2; } } } else { /* No tessellation data, fan-fill. */ for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) { if (facemap_data[i] == facemap) { const MLoop *ml_start = &mloop[mp->loopstart]; const MLoop *ml_a = ml_start + 1; const MLoop *ml_b = ml_start + 2; for (int j = 2; j < mp->totloop; j++) { copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_start->v].co); copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_a->v].co); copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_b->v].co); vbo_len_used += 3; ml_a++; ml_b++; } } } } if (vbo_len_capacity != vbo_len_used) { GPU_vertbuf_data_resize(vbo_pos, vbo_len_used); } GPUBatch *draw_batch = GPU_batch_create(GPU_PRIM_TRIS, vbo_pos, NULL); GPU_batch_program_set_builtin(draw_batch, GPU_SHADER_3D_UNIFORM_COLOR); GPU_batch_uniform_4fv(draw_batch, "color", col); GPU_batch_draw(draw_batch); GPU_batch_discard(draw_batch); GPU_vertbuf_discard(vbo_pos); GPU_blend(GPU_BLEND_NONE); } }