Tex Paint: hide selected face-mask edges

Internal selected edges were distracting when painting images.

Also remove unused flag.
This commit is contained in:
Campbell Barton 2014-12-02 17:56:40 +01:00
parent e1f5e19eee
commit af92f3d325
Notes: blender-bot 2023-02-14 09:45:58 +01:00
Referenced by issue #43874, Face Selection Mask No Longer Displays Wireframe Overlay in Texture Paint Mode
Referenced by issue #42788, animation rendering crashes when 2 3d Views set to "material" shading mode are shown
4 changed files with 38 additions and 17 deletions

View File

@ -96,7 +96,7 @@ typedef struct drawTFace_userData {
BLI_INLINE int edge_vis_index(const int index) { return index * 2; }
BLI_INLINE int edge_sel_index(const int index) { return index * 2 + 1; }
static BLI_bitmap *get_tface_mesh_marked_edge_info(Mesh *me)
static BLI_bitmap *get_tface_mesh_marked_edge_info(Mesh *me, bool draw_select_edges)
{
BLI_bitmap *bitmap_edge_flags = BLI_BITMAP_NEW(me->totedge * 2, __func__);
MPoly *mp;
@ -112,8 +112,17 @@ static BLI_bitmap *get_tface_mesh_marked_edge_info(Mesh *me)
ml = me->mloop + mp->loopstart;
for (j = 0; j < mp->totloop; j++, ml++) {
BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_vis_index(ml->e));
if (select_set) BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_sel_index(ml->e));
if ((draw_select_edges == false) &&
(select_set && BLI_BITMAP_TEST(bitmap_edge_flags, edge_sel_index(ml->e))))
{
BLI_BITMAP_DISABLE(bitmap_edge_flags, edge_vis_index(ml->e));
}
else {
BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_vis_index(ml->e));
if (select_set) {
BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_sel_index(ml->e));
}
}
}
}
}
@ -128,21 +137,26 @@ static DMDrawOption draw_mesh_face_select__setHiddenOpts(void *userData, int ind
Mesh *me = data->me;
if (me->drawflag & ME_DRAWEDGES) {
if ((me->drawflag & ME_HIDDENEDGES) || (BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index))))
if ((BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index))))
return DM_DRAW_OPTION_NORMAL;
else
return DM_DRAW_OPTION_SKIP;
}
else if (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index)))
else if (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index)) &&
BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index)))
{
return DM_DRAW_OPTION_NORMAL;
else
}
else {
return DM_DRAW_OPTION_SKIP;
}
}
static DMDrawOption draw_mesh_face_select__setSelectOpts(void *userData, int index)
{
drawMeshFaceSelect_userData *data = userData;
return (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index))) ? DM_DRAW_OPTION_NORMAL : DM_DRAW_OPTION_SKIP;
return (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index)) &&
BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index))) ? DM_DRAW_OPTION_NORMAL : DM_DRAW_OPTION_SKIP;
}
/* draws unselected */
@ -157,12 +171,12 @@ static DMDrawOption draw_mesh_face_select__drawFaceOptsInv(void *userData, int i
return DM_DRAW_OPTION_SKIP;
}
void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm, bool draw_select_edges)
{
drawMeshFaceSelect_userData data;
data.me = me;
data.edge_flags = get_tface_mesh_marked_edge_info(me);
data.edge_flags = get_tface_mesh_marked_edge_info(me, draw_select_edges);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
@ -939,8 +953,10 @@ static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d
draw_textured_end();
/* draw edges and selected faces over textured mesh */
if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
draw_mesh_face_select(rv3d, me, dm);
if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT)) {
bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0;
draw_mesh_face_select(rv3d, me, dm, draw_select_edges);
}
/* reset from negative scale correction */
glFrontFace(GL_CCW);
@ -1136,8 +1152,10 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
glMatrixMode(GL_MODELVIEW);
/* faceselect mode drawing over textured mesh */
if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT))
draw_mesh_face_select(rv3d, ob->data, dm);
if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT)) {
bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0;
draw_mesh_face_select(rv3d, ob->data, dm, draw_select_edges);
}
}
/* Vertex Paint and Weight Paint */
@ -1261,7 +1279,8 @@ void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
/* draw face selection on top */
if (draw_flags & DRAW_FACE_SELECT) {
draw_mesh_face_select(rv3d, me, dm);
bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0;
draw_mesh_face_select(rv3d, me, dm, draw_select_edges);
}
else if ((use_light == false) || (ob->dtx & OB_DRAWWIRE)) {
const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) || !(ob->mode & OB_MODE_WEIGHT_PAINT);

View File

@ -3771,7 +3771,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glFrontFace(GL_CCW);
if (draw_flags & DRAW_FACE_SELECT)
draw_mesh_face_select(rv3d, me, dm);
draw_mesh_face_select(rv3d, me, dm, false);
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);

View File

@ -163,7 +163,9 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* drawmesh.c */
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
struct Object *ob, struct DerivedMesh *dm, const int draw_flags);
void draw_mesh_face_select(struct RegionView3D *rv3d, struct Mesh *me, struct DerivedMesh *dm);
void draw_mesh_face_select(
struct RegionView3D *rv3d, struct Mesh *me, struct DerivedMesh *dm,
bool draw_select_edges);
void draw_mesh_paint_weight_faces(struct DerivedMesh *dm, const bool do_light,
void *facemask_cb, void *user_data);
void draw_mesh_paint_vcolor_faces(struct DerivedMesh *dm, const bool use_light,

View File

@ -201,7 +201,7 @@ enum {
ME_DRAW_VNORMALS = 1 << 3,
ME_DRAWEIGHT = 1 << 4,
ME_HIDDENEDGES = 1 << 5,
/* ME_HIDDENEDGES = 1 << 5, */ /* DEPRECATED */
ME_DRAWCREASES = 1 << 6,
ME_DRAWSEAMS = 1 << 7,