/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * Contributor(s): Blender Foundation, 2002-2009 * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/uvedit/uvedit_draw.c * \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_utildefines.h" #include "BLI_buffer.h" #include "BLI_bitmap.h" #include "BKE_deform.h" #include "BKE_editmesh.h" #include "BKE_material.h" #include "BKE_layer.h" #include "BKE_scene.h" #include "BIF_glutil.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" #include "GPU_batch.h" #include "GPU_immediate.h" #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" #include "ED_uvedit.h" #include "UI_resources.h" #include "UI_interface.h" #include "UI_view2d.h" #include "uvedit_intern.h" 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; else if (ts->selectmode & SCE_SELECT_FACE) return 1; else return 0; } else return (ts->uv_selectmode == UV_SELECT_FACE); } /* ------------------------- */ void ED_image_draw_cursor(ARegion *ar, const float cursor[2]) { float zoom[2], x_fac, y_fac; UI_view2d_scale_get_inverse(&ar->v2d, &zoom[0], &zoom[1]); mul_v2_fl(zoom, 256.0f * UI_DPI_FAC); x_fac = zoom[0]; y_fac = zoom[1]; GPU_line_width(1.0f); GPU_matrix_translate_2fv(cursor); const uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); 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]){{1.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2); immUniform1f("dash_width", 8.0f); immBegin(GPU_PRIM_LINES, 8); immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f); immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac); immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac); immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f); immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f); immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac); immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac); immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f); immEnd(); immUniformArray4fv("colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2); immUniform1f("dash_width", 2.0f); immBegin(GPU_PRIM_LINES, 8); immVertex2f(shdr_pos, -0.020f * x_fac, 0.0f); immVertex2f(shdr_pos, -0.1f * x_fac, 0.0f); immVertex2f(shdr_pos, 0.1f * x_fac, 0.0f); immVertex2f(shdr_pos, 0.020f * x_fac, 0.0f); immVertex2f(shdr_pos, 0.0f, -0.020f * y_fac); immVertex2f(shdr_pos, 0.0f, -0.1f * y_fac); immVertex2f(shdr_pos, 0.0f, 0.1f * y_fac); immVertex2f(shdr_pos, 0.0f, 0.020f * y_fac); immEnd(); immUnbindProgram(); GPU_matrix_translate_2f(-cursor[0], -cursor[1]); } static void uvedit_get_batches( Object *ob, SpaceImage *sima, const ToolSettings *ts, GPUBatch **faces, GPUBatch **edges, GPUBatch **verts, GPUBatch **facedots) { int drawfaces = draw_uvs_face_check(ts); const bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0; const bool draw_faces = (sima->flag & SI_NO_DRAWFACES) == 0; *edges = DRW_mesh_batch_cache_get_edituv_edges(ob->data); *verts = DRW_mesh_batch_cache_get_edituv_verts(ob->data); if (drawfaces) { *facedots = DRW_mesh_batch_cache_get_edituv_facedots(ob->data); } else { *facedots = NULL; } if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) { *faces = DRW_mesh_batch_cache_get_edituv_faces_strech_area(ob->data); } else if (draw_stretch) { *faces = DRW_mesh_batch_cache_get_edituv_faces_strech_angle(ob->data); } else if (draw_faces) { *faces = DRW_mesh_batch_cache_get_edituv_faces(ob->data); } else { *faces = NULL; } DRW_mesh_batch_cache_create_requested(ob, ob->data, ts, false, false); } static void draw_uvs_shadow(SpaceImage *UNUSED(sima), Scene *scene, Object *obedit, Depsgraph *depsgraph) { Object *eval_ob = DEG_get_evaluated_object(depsgraph, obedit); Mesh *me = eval_ob->data; float col[4]; UI_GetThemeColor4fv(TH_UV_SHADOW, col); GPUBatch *edges = DRW_mesh_batch_cache_get_uv_edges(me); DRW_mesh_batch_cache_create_requested(eval_ob, me, scene->toolsettings, false, false); if (edges) { GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UV_UNIFORM_COLOR); GPU_batch_uniform_4fv(edges, "color", col); GPU_batch_draw(edges); } } static void draw_uvs_texpaint(Scene *scene, Object *ob, Depsgraph *depsgraph) { Object *eval_ob = DEG_get_evaluated_object(depsgraph, ob); Mesh *me = eval_ob->data; ToolSettings *ts = scene->toolsettings; float col[4]; UI_GetThemeColor4fv(TH_UV_SHADOW, col); if (me->mloopuv == NULL) { return; } GPUBatch *geom = DRW_mesh_batch_cache_get_uv_edges(me); DRW_mesh_batch_cache_create_requested(eval_ob, me, scene->toolsettings, false, false); 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 == (eval_ob->actcol - 1)); GPU_matrix_bind(geom->interface); /* 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 == (eval_ob->actcol - 1)); if (ma_match != prev_ma_match) { if (ma_match == false) { GPU_batch_draw_range_ex(geom, draw_start, idx - draw_start, false); } else { draw_start = idx; } } idx += mpoly->totloop + 1; prev_ma_match = ma_match; } if (prev_ma_match == true) { GPU_batch_draw_range_ex(geom, draw_start, idx - draw_start, false); } GPU_batch_program_use_end(geom); } else { GPU_batch_draw(geom); } } /* draws uv's in the image space */ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit, Depsgraph *depsgraph) { GPUBatch *faces, *edges, *verts, *facedots; Object *eval_ob = DEG_get_evaluated_object(depsgraph, obedit); const 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) { bool is_cage_like_final_meshes = false; Mesh *me = (Mesh *)eval_ob->data; BMEditMesh *embm = me->edit_btmesh; 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, obedit, depsgraph); } } uvedit_get_batches( eval_ob, sima, ts, &faces, &edges, &verts, &facedots); 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 = (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_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); if (faces) { GPU_batch_program_set_builtin(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(true); 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); } 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(faces, "aspect", asp); } GPU_batch_draw(faces); if (!draw_stretch) { GPU_blend(false); } } if (edges) { if (sima->flag & SI_SMOOTH_UV) { GPU_line_smooth(true); GPU_blend(true); } 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 { GPU_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f); } GPU_batch_draw(edges); break; } 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); } glProvokingVertex(GL_LAST_VERTEX_CONVENTION); break; } } if (sima->flag & SI_SMOOTH_UV) { GPU_line_smooth(false); GPU_blend(false); } } 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); } GPU_blend(false); GPU_disable_program_point_size(); } 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); } } } static void draw_uv_shadows_get( SpaceImage *sima, Object *ob, Object *obedit, bool *show_shadow, bool *show_texpaint) { *show_shadow = *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); *show_shadow = EDBM_uv_check(em); } *show_texpaint = (ob && ob->type == OB_MESH && ob->mode == OB_MODE_TEXTURE_PAINT); } void ED_uvedit_draw_main( SpaceImage *sima, ARegion *ar, Scene *scene, ViewLayer *view_layer, Object *obedit, Object *obact, Depsgraph *depsgraph) { ToolSettings *toolsettings = scene->toolsettings; 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); for (uint ob_index = 0; ob_index < objects_len; ob_index++) { Object *ob_iter = objects[ob_index]; draw_uvs(sima, scene, ob_iter, depsgraph); } MEM_freeN(objects); } else { draw_uvs_texpaint(scene, obact, depsgraph); } if (show_uvedit && !(toolsettings->use_uv_sculpt)) ED_image_draw_cursor(ar, sima->cursor); } }