GPU_INDEXBUF_DISCARD_SAFE(mbufcache->ibo.edituv_points);
GPU_INDEXBUF_DISCARD_SAFE(mbufcache->ibo.edituv_fdots);
}
- GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_strech_area);
- GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_strech_angle);
+ GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_stretch_area);
+ GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_stretch_angle);
GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces);
GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_edges);
GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_verts);
GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_fdots);
GPU_BATCH_DISCARD_SAFE(cache->batch.wire_loops_uvs);
+ cache->tot_area = 0.0f;
+ cache->tot_uv_area = 0.0f;
+
cache->batch_ready &= ~MBC_EDITUV;
}
GPU_VERTBUF_DISCARD_SAFE(mbufcache->vbo.edituv_data);
GPU_VERTBUF_DISCARD_SAFE(mbufcache->vbo.fdots_edituv_data);
}
- GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_strech_area);
- GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_strech_angle);
+ GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_stretch_area);
+ GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces_stretch_angle);
GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_faces);
GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_edges);
GPU_BATCH_DISCARD_SAFE(cache->batch.edituv_verts);
/** \name UV Image editor API
* \{ */
-GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_strech_area(Mesh *me)
+/* Creates the GPUBatch for drawing the UV Stretching Area Overlay.
+ * Optional retrieves the total area or total uv area of the mesh.
+ *
+ * The `cache->tot_area` and cache->tot_uv_area` update are calculation are
+ * only valid after calling `DRW_mesh_batch_cache_create_requested`. */
+GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_stretch_area(Mesh *me,
+ float *tot_area,
+ float *tot_uv_area)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
texpaint_request_active_uv(cache, me);
- mesh_batch_cache_add_request(cache, MBC_EDITUV_FACES_STRECH_AREA);
- return DRW_batch_request(&cache->batch.edituv_faces_strech_area);
+ mesh_batch_cache_add_request(cache, MBC_EDITUV_FACES_STRETCH_AREA);
+
+ if (tot_area != NULL) {
+ *tot_area = cache->tot_area;
+ }
+ if (tot_uv_area != NULL) {
+ *tot_uv_area = cache->tot_uv_area;
+ }
+ return DRW_batch_request(&cache->batch.edituv_faces_stretch_area);
}
-GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_strech_angle(Mesh *me)
+GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
texpaint_request_active_uv(cache, me);
- mesh_batch_cache_add_request(cache, MBC_EDITUV_FACES_STRECH_ANGLE);
- return DRW_batch_request(&cache->batch.edituv_faces_strech_angle);
+ mesh_batch_cache_add_request(cache, MBC_EDITUV_FACES_STRETCH_ANGLE);
+ return DRW_batch_request(&cache->batch.edituv_faces_stretch_angle);
}
GPUBatch *DRW_mesh_batch_cache_get_edituv_faces(Mesh *me)
}
if (batch_requested &
- (MBC_SURFACE | MBC_SURF_PER_MAT | MBC_WIRE_LOOPS_UVS | MBC_EDITUV_FACES_STRECH_AREA |
- MBC_EDITUV_FACES_STRECH_ANGLE | MBC_EDITUV_FACES | MBC_EDITUV_EDGES | MBC_EDITUV_VERTS)) {
+ (MBC_SURFACE | MBC_SURF_PER_MAT | MBC_WIRE_LOOPS_UVS | MBC_EDITUV_FACES_STRETCH_AREA |
+ MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | MBC_EDITUV_EDGES | MBC_EDITUV_VERTS)) {
/* Modifiers will only generate an orco layer if the mesh is deformed. */
if (cache->cd_needed.orco != 0) {
if (CustomData_get_layer(&me->vdata, CD_ORCO) == NULL) {
/* We only clear the batches as they may already have been
* referenced. */
GPU_BATCH_CLEAR_SAFE(cache->batch.wire_loops_uvs);
- GPU_BATCH_CLEAR_SAFE(cache->batch.edituv_faces_strech_area);
- GPU_BATCH_CLEAR_SAFE(cache->batch.edituv_faces_strech_angle);
+ GPU_BATCH_CLEAR_SAFE(cache->batch.edituv_faces_stretch_area);
+ GPU_BATCH_CLEAR_SAFE(cache->batch.edituv_faces_stretch_angle);
GPU_BATCH_CLEAR_SAFE(cache->batch.edituv_faces);
GPU_BATCH_CLEAR_SAFE(cache->batch.edituv_edges);
GPU_BATCH_CLEAR_SAFE(cache->batch.edituv_verts);
DRW_vbo_request(cache->batch.edituv_faces, &mbufcache->vbo.uv);
DRW_vbo_request(cache->batch.edituv_faces, &mbufcache->vbo.edituv_data);
}
- if (DRW_batch_requested(cache->batch.edituv_faces_strech_area, GPU_PRIM_TRIS)) {
- DRW_ibo_request(cache->batch.edituv_faces_strech_area, &mbufcache->ibo.edituv_tris);
- DRW_vbo_request(cache->batch.edituv_faces_strech_area, &mbufcache->vbo.uv);
- DRW_vbo_request(cache->batch.edituv_faces_strech_area, &mbufcache->vbo.edituv_data);
- DRW_vbo_request(cache->batch.edituv_faces_strech_area, &mbufcache->vbo.stretch_area);
- }
- if (DRW_batch_requested(cache->batch.edituv_faces_strech_angle, GPU_PRIM_TRIS)) {
- DRW_ibo_request(cache->batch.edituv_faces_strech_angle, &mbufcache->ibo.edituv_tris);
- DRW_vbo_request(cache->batch.edituv_faces_strech_angle, &mbufcache->vbo.uv);
- DRW_vbo_request(cache->batch.edituv_faces_strech_angle, &mbufcache->vbo.edituv_data);
- DRW_vbo_request(cache->batch.edituv_faces_strech_angle, &mbufcache->vbo.stretch_angle);
+ if (DRW_batch_requested(cache->batch.edituv_faces_stretch_area, GPU_PRIM_TRIS)) {
+ DRW_ibo_request(cache->batch.edituv_faces_stretch_area, &mbufcache->ibo.edituv_tris);
+ DRW_vbo_request(cache->batch.edituv_faces_stretch_area, &mbufcache->vbo.uv);
+ DRW_vbo_request(cache->batch.edituv_faces_stretch_area, &mbufcache->vbo.edituv_data);
+ DRW_vbo_request(cache->batch.edituv_faces_stretch_area, &mbufcache->vbo.stretch_area);
+ }
+ if (DRW_batch_requested(cache->batch.edituv_faces_stretch_angle, GPU_PRIM_TRIS)) {
+ DRW_ibo_request(cache->batch.edituv_faces_stretch_angle, &mbufcache->ibo.edituv_tris);
+ DRW_vbo_request(cache->batch.edituv_faces_stretch_angle, &mbufcache->vbo.uv);
+ DRW_vbo_request(cache->batch.edituv_faces_stretch_angle, &mbufcache->vbo.edituv_data);
+ DRW_vbo_request(cache->batch.edituv_faces_stretch_angle, &mbufcache->vbo.stretch_angle);
}
if (DRW_batch_requested(cache->batch.edituv_edges, GPU_PRIM_LINES)) {
DRW_ibo_request(cache->batch.edituv_edges, &mbufcache->ibo.edituv_lines);
#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 */
static void uvedit_get_batches(Object *ob,
SpaceImage *sima,
const Scene *scene,
- GPUBatch **faces,
- GPUBatch **edges,
- GPUBatch **verts,
- GPUBatch **facedots)
+ UVEditGPUBatches *batches,
+ float *tot_area,
+ float *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);
- *edges = DRW_mesh_batch_cache_get_edituv_edges(ob->data);
- *verts = DRW_mesh_batch_cache_get_edituv_verts(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) {
- *facedots = DRW_mesh_batch_cache_get_edituv_facedots(ob->data);
+ batches->facedots = DRW_mesh_batch_cache_get_edituv_facedots(ob->data);
}
else {
- *facedots = NULL;
+ batches->facedots = NULL;
}
if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) {
- *faces = DRW_mesh_batch_cache_get_edituv_faces_strech_area(ob->data);
+ batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_area(ob->data, NULL, NULL);
}
else if (draw_stretch) {
- *faces = DRW_mesh_batch_cache_get_edituv_faces_strech_angle(ob->data);
+ batches->faces = DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(ob->data);
}
else if (draw_faces) {
- *faces = DRW_mesh_batch_cache_get_edituv_faces(ob->data);
+ batches->faces = DRW_mesh_batch_cache_get_edituv_faces(ob->data);
}
else {
- *faces = NULL;
+ batches->faces = NULL;
}
DRW_mesh_batch_cache_create_requested(ob, ob->data, scene, false, false);
+
+ /* after create_requested we can load the actual areas */
+ float tmp_tot_area, tmp_tot_area_uv;
+ DRW_mesh_batch_cache_get_edituv_faces_stretch_area(ob->data, &tmp_tot_area, &tmp_tot_area_uv);
+ *tot_area += tmp_tot_area;
+ *tot_area_uv += tmp_tot_area_uv;
}
static void draw_uvs_shadow(SpaceImage *UNUSED(sima),
}
/* draws uv's in the image space */
-static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit, Depsgraph *depsgraph)
+static void draw_uvs(SpaceImage *sima,
+ Scene *scene,
+ Depsgraph *depsgraph,
+ UVEditGPUBatches *batch,
+ float tot_area_ratio,
+ float tot_area_ratio_inv)
{
- GPUBatch *faces, *edges, *verts, *facedots;
- Object *ob_eval = DEG_get_evaluated_object(depsgraph, obedit);
+ 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};
/* 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);
+ draw_uvs_shadow(sima, scene, ob_eval, depsgraph);
}
}
- uvedit_get_batches(ob_eval, sima, scene, &faces, &edges, &verts, &facedots);
-
bool interpedges;
bool draw_stretch = (sima->flag & SI_DRAW_STRETCH) != 0;
if (ts->uv_flag & UV_SYNC_SELECTION) {
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,
+ 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 :
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);
+ 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(faces, "aspect", asp);
+ 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(faces);
+ GPU_batch_draw(batch->faces);
if (!draw_stretch) {
GPU_blend(false);
}
}
- if (edges) {
+ if (batch->edges) {
if (sima->flag & SI_SMOOTH_UV) {
GPU_line_smooth(true);
GPU_blend(true);
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_uniform_1f(edges, "dash_factor", 0.5f);
- GPU_batch_draw(edges);
+ GPU_batch_program_set_builtin(batch->edges, GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+ GPU_batch_uniform_4fv_array(batch->edges, "colors", 2, (float *)dash_colors);
+ GPU_batch_uniform_2f(batch->edges,
+ "viewport_size",
+ viewport_size[2] / UI_DPI_FAC,
+ viewport_size[3] / UI_DPI_FAC);
+ GPU_batch_uniform_1i(batch->edges, "colors_len", 2); /* "advanced" mode */
+ GPU_batch_uniform_1f(batch->edges, "dash_width", 4.0f);
+ GPU_batch_uniform_1f(batch->edges, "dash_factor", 0.5f);
+ GPU_batch_draw(batch->edges);
break;
}
case SI_UVDT_BLACK:
UI_GetThemeColor4fv(TH_EDGE_SELECT, col2);
GPU_batch_program_set_builtin(
- edges, (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH : GPU_SHADER_2D_UV_EDGES);
+ batch->edges, (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH : GPU_SHADER_2D_UV_EDGES);
if (sima->dt_uv == SI_UVDT_OUTLINE) {
/* Black Outline. */
GPU_line_width(3.0f);
- GPU_batch_uniform_4f(edges, "edgeColor", 0.0f, 0.0f, 0.0f, 1.0f);
- GPU_batch_uniform_4f(edges, "selectColor", 0.0f, 0.0f, 0.0f, 1.0f);
- GPU_batch_draw(edges);
+ GPU_batch_uniform_4f(batch->edges, "edgeColor", 0.0f, 0.0f, 0.0f, 1.0f);
+ GPU_batch_uniform_4f(batch->edges, "selectColor", 0.0f, 0.0f, 0.0f, 1.0f);
+ GPU_batch_draw(batch->edges);
UI_GetThemeColor4fv(TH_WIRE_EDIT, col1);
}
/* Inner Line. Use depth test to insure selection is drawn on top. */
GPU_depth_test(true);
GPU_line_width(1.0f);
- GPU_batch_uniform_4fv(edges, "edgeColor", col1);
- GPU_batch_uniform_4fv(edges, "selectColor", col2);
- GPU_batch_draw(edges);
+ GPU_batch_uniform_4fv(batch->edges, "edgeColor", col1);
+ GPU_batch_uniform_4fv(batch->edges, "selectColor", col2);
+ GPU_batch_draw(batch->edges);
GPU_depth_test(false);
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
GPU_blend(false);
}
}
- if (verts || facedots) {
+ if (batch->verts || batch->facedots) {
UI_GetThemeColor4fv(TH_VERTEX_SELECT, col2);
- if (verts) {
+ 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(true);
GPU_program_point_size(true);
- 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", transparent);
- GPU_batch_uniform_4fv(verts, "pinnedColor", pinned_col);
- GPU_batch_uniform_1f(verts, "pointSize", (point_size + 1.5f) * M_SQRT2);
- GPU_batch_uniform_1f(verts, "outlineWidth", 0.75f);
- GPU_batch_draw(verts);
+ 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(batch->verts);
/* 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_draw(verts);
+ GPU_batch_uniform_4fv(batch->verts, "vertColor", transparent);
+ GPU_batch_uniform_4fv(batch->verts, "selectColor", col2);
+ GPU_batch_draw(batch->verts);
GPU_blend(false);
GPU_program_point_size(false);
}
- if (facedots) {
+ 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(facedots, GPU_SHADER_2D_UV_FACEDOTS);
- GPU_batch_uniform_4fv(facedots, "vertColor", col1);
- GPU_batch_uniform_4fv(facedots, "selectColor", col2);
- GPU_batch_draw(facedots);
+ 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);
}
}
}
GPU_clear_depth(1.0f);
GPU_clear(GPU_DEPTH_BIT);
}
+
+ /* 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];
- draw_uvs(sima, scene, ob_iter, depsgraph);
+ 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 {