Fix T39781: Autosmooth feature: erroneously showing hidden vertices' normals too when in "vertex per face" display

So, turned out after all we need a foreachmapped helper for loops as well... :/

CDDM and EBDM were reasonably simple, but I fought hours with CCGDM (subsurf) to find only a
bad working solution (see D478). So I fallback to a code similar to CDDM one.
Probably not nice for performances, but loops and subsurf are not matching well...

Reviewers: campbellbarton

CC: brecht

Differential Revision: https://developer.blender.org/D478
This commit is contained in:
Bastien Montagne 2014-04-23 15:18:11 +02:00
parent 8bf7172384
commit 70fdcebb93
Notes: blender-bot 2023-02-14 10:47:17 +01:00
Referenced by issue #39781, Autosmooth feature: erroneously showing hidden vertices' normals too when in "vertex per face" display
5 changed files with 134 additions and 32 deletions

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@ -156,7 +156,7 @@ typedef enum DMDrawFlag {
typedef enum DMForeachFlag {
DM_FOREACH_NOP = 0,
DM_FOREACH_USE_NORMAL = (1 << 0), /* foreachMappedVert, foreachMappedFaceCenter */
DM_FOREACH_USE_NORMAL = (1 << 0), /* foreachMappedVert, foreachMappedLoop, foreachMappedFaceCenter */
} DMForeachFlag;
typedef enum DMDirtyFlag {
@ -309,6 +309,15 @@ struct DerivedMesh {
const float v0co[3], const float v1co[3]),
void *userData);
/** Iterate over each mapped loop in the derived mesh, calling the given function
* with the original loop index and the mapped loops's new coordinate and normal.
*/
void (*foreachMappedLoop)(DerivedMesh *dm,
void (*func)(void *userData, int vertex_index, int face_index,
const float co[3], const float no[3]),
void *userData,
DMForeachFlag flag);
/** Iterate over each mapped face in the derived mesh, calling the
* given function with the original face and the mapped face's (or
* faces') center and normal.

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@ -1691,6 +1691,35 @@ static void cdDM_foreachMappedEdge(
}
}
static void cdDM_foreachMappedLoop(
DerivedMesh *dm,
void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
void *userData,
DMForeachFlag flag)
{
/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
* return loop data from bmesh itself. */
const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
const MVert *mv = CDDM_get_verts(dm);
const MLoop *ml = CDDM_get_loops(dm);
const MPoly *mp = CDDM_get_polys(dm);
const int *v_index = DM_get_vert_data_layer(dm, CD_ORIGINDEX);
const int *f_index = DM_get_poly_data_layer(dm, CD_ORIGINDEX);
int p_idx, i;
for (p_idx = 0; p_idx < dm->numPolyData; ++p_idx, ++mp) {
for (i = 0; i < mp->totloop; ++i, ++ml) {
const int v_idx = v_index ? v_index[ml->v] : ml->v;
const int f_idx = f_index ? f_index[p_idx] : p_idx;
const float *no = lnors ? *lnors++ : NULL;
if (!ELEM(ORIGINDEX_NONE, v_idx, f_idx)) {
func(userData, v_idx, f_idx, mv[ml->v].co, no);
}
}
}
}
static void cdDM_foreachMappedFaceCenter(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float cent[3], const float no[3]),
@ -1831,6 +1860,7 @@ static CDDerivedMesh *cdDM_create(const char *desc)
dm->foreachMappedVert = cdDM_foreachMappedVert;
dm->foreachMappedEdge = cdDM_foreachMappedEdge;
dm->foreachMappedLoop = cdDM_foreachMappedLoop;
dm->foreachMappedFaceCenter = cdDM_foreachMappedFaceCenter;
dm->release = cdDM_release;

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@ -378,6 +378,39 @@ static void emDM_drawUVEdges(DerivedMesh *dm)
glEnd();
}
static void emDM_foreachMappedLoop(
DerivedMesh *dm,
void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
void *userData,
DMForeachFlag flag)
{
/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
* return loop data from bmesh itself. */
const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm;
BMesh *bm = bmdm->em->bm;
BMFace *efa;
BMIter iter;
const float (*vertexCos)[3] = bmdm->vertexCos;
int f_idx;
BM_mesh_elem_index_ensure(bm, BM_VERT);
BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, f_idx) {
BMLoop *l_iter, *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
do {
const BMVert *eve = l_iter->v;
const int v_idx = BM_elem_index_get(eve);
const float *no = lnors ? *lnors++ : NULL;
func(userData, v_idx, f_idx, vertexCos ? vertexCos[v_idx] : eve->co, no);
} while ((l_iter = l_iter->next) != l_first);
}
}
static void emDM_foreachMappedFaceCenter(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float co[3], const float no[3]),
@ -1728,6 +1761,7 @@ DerivedMesh *getEditDerivedBMesh(BMEditMesh *em,
bmdm->dm.recalcTessellation = emDM_recalcTessellation;
bmdm->dm.foreachMappedVert = emDM_foreachMappedVert;
bmdm->dm.foreachMappedLoop = emDM_foreachMappedLoop;
bmdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
bmdm->dm.foreachMappedFaceCenter = emDM_foreachMappedFaceCenter;

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@ -1554,6 +1554,35 @@ static void ccgDM_foreachMappedEdge(
ccgEdgeIterator_free(ei);
}
static void ccgDM_foreachMappedLoop(
DerivedMesh *dm,
void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
void *userData,
DMForeachFlag flag)
{
/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
* return loop data from bmesh itself. */
const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
MVert *mv = dm->getVertArray(dm);
MLoop *ml = dm->getLoopArray(dm);
MPoly *mp = dm->getPolyArray(dm);
const int *v_index = dm->getVertDataArray(dm, CD_ORIGINDEX);
const int *f_index = dm->getPolyDataArray(dm, CD_ORIGINDEX);
int p_idx, i;
for (p_idx = 0; p_idx < dm->numPolyData; ++p_idx, ++mp) {
for (i = 0; i < mp->totloop; ++i, ++ml) {
const int v_idx = v_index ? v_index[ml->v] : ml->v;
const int f_idx = f_index ? f_index[p_idx] : p_idx;
const float *no = lnors ? *lnors++ : NULL;
if (!ELEM(ORIGINDEX_NONE, v_idx, f_idx)) {
func(userData, v_idx, f_idx, mv[ml->v].co, no);
}
}
}
}
static void ccgDM_drawVerts(DerivedMesh *dm)
{
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
@ -3461,6 +3490,7 @@ static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
ccgdm->dm.getVertCos = ccgdm_getVertCos;
ccgdm->dm.foreachMappedVert = ccgDM_foreachMappedVert;
ccgdm->dm.foreachMappedEdge = ccgDM_foreachMappedEdge;
ccgdm->dm.foreachMappedLoop = ccgDM_foreachMappedLoop;
ccgdm->dm.foreachMappedFaceCenter = ccgDM_foreachMappedFaceCenter;
ccgdm->dm.drawVerts = ccgDM_drawVerts;

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@ -2433,47 +2433,46 @@ static int draw_dm_test_freestyle_face_mark(BMesh *bm, BMFace *efa)
#endif
/* Draw loop normals. */
static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
static void draw_dm_loop_normals__mapFunc(void *userData, int vertex_index, int face_index,
const float co[3], const float no[3])
{
/* XXX Would it be worth adding a dm->foreachMappedLoop func just for this? I doubt it... */
if (no) {
const drawDMNormal_userData *data = userData;
const BMVert *eve = BM_vert_at_index(data->bm, vertex_index);
const BMFace *efa = BM_face_at_index(data->bm, face_index);
float vec[3];
/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
* return loop data from bmesh itself. */
float (*lnors)[3] = DM_get_loop_data_layer(dm, CD_NORMAL);
if (lnors) {
drawDMNormal_userData data;
const MLoop *mloops = dm->getLoopArray(dm);
const MVert *mverts = dm->getVertArray(dm);
int i, totloops = dm->getNumLoops(dm);
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
calcDrawDMNormalScale(ob, &data);
glBegin(GL_LINES);
for (i = 0; i < totloops; i++, mloops++, lnors++) {
float no[3];
const float *co = mverts[mloops->v].co;
if (!data.uniform_scale) {
mul_v3_m3v3(no, data.tmat, (float *)lnors);
normalize_v3(no);
mul_m3_v3(data.imat, no);
if (!(BM_elem_flag_test(eve, BM_ELEM_HIDDEN) || BM_elem_flag_test(efa, BM_ELEM_HIDDEN))) {
if (!data->uniform_scale) {
mul_v3_m3v3(vec, data->tmat, no);
normalize_v3(vec);
mul_m3_v3(data->imat, vec);
}
else {
copy_v3_v3(no, (float *)lnors);
copy_v3_v3(vec, no);
}
mul_v3_fl(no, data.normalsize);
add_v3_v3(no, co);
mul_v3_fl(vec, data->normalsize);
add_v3_v3(vec, co);
glVertex3fv(co);
glVertex3fv(no);
glVertex3fv(vec);
}
glEnd();
}
}
static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
{
drawDMNormal_userData data;
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
calcDrawDMNormalScale(ob, &data);
glBegin(GL_LINES);
dm->foreachMappedLoop(dm, draw_dm_loop_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
glEnd();
}
/* Draw faces with color set based on selection
* return 2 for the active face so it renders with stipple enabled */
static DMDrawOption draw_dm_faces_sel__setDrawOptions(void *userData, int index)