Curves: Add sculpt selection overlay
This commit adds visualization to the selection in curves sculpt mode. Previously it was only possible to see the selection when it was connected to a material. In order to obstruct the users vision as little as possible, the selected areas of the curve are left as is, but a dark overlay is drawn over unselected areas. To make it work, the overlay requests the selection attribute and then ensures that the evaluation is complete for curves. Then it retrieves the evaluated selection GPU texture and passes that to the shader. This reuses the existing generic attribute extraction system because there currently wouldn't be any benefits to dealing with selection separately, and because it avoids duplication of the logic that extracts attributes from curves and evaluates them if necessary. Differential Revision: https://developer.blender.org/D15219
This commit is contained in:
parent
5d6e7df4a8
commit
e3ef56ef91
Notes:
blender-bot
2023-02-14 07:40:56 +01:00
Referenced by issue #96849, Visualize curves mask in curves sculpt mode
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@ -6669,6 +6669,7 @@ class VIEW3D_PT_overlay_sculpt_curves(Panel):
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overlay = view.overlay
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row = layout.row(align=True)
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row.active = overlay.show_overlays
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row.prop(overlay, "sculpt_mode_mask_opacity", text="Selection Opacity")
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@ -194,6 +194,7 @@ set(SRC
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engines/overlay/overlay_paint.c
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engines/overlay/overlay_particle.c
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engines/overlay/overlay_sculpt.c
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engines/overlay/overlay_sculpt_curves.cc
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engines/overlay/overlay_shader.c
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engines/overlay/overlay_volume.c
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engines/overlay/overlay_wireframe.c
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@ -556,6 +557,8 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_particle_vert.glsl
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engines/overlay/shaders/overlay_point_varying_color_frag.glsl
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engines/overlay/shaders/overlay_point_varying_color_varying_outline_aa_frag.glsl
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engines/overlay/shaders/overlay_sculpt_curves_selection_frag.glsl
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engines/overlay/shaders/overlay_sculpt_curves_selection_vert.glsl
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engines/overlay/shaders/overlay_sculpt_mask_frag.glsl
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engines/overlay/shaders/overlay_sculpt_mask_vert.glsl
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engines/overlay/shaders/overlay_uniform_color_frag.glsl
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@ -192,6 +192,8 @@ static void OVERLAY_cache_init(void *vedata)
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OVERLAY_edit_curves_cache_init(vedata);
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break;
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case CTX_MODE_SCULPT_CURVES:
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OVERLAY_sculpt_curves_cache_init(vedata);
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break;
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case CTX_MODE_OBJECT:
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break;
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default:
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@ -310,6 +312,8 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
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(draw_ctx->object_mode & OB_MODE_ALL_PAINT);
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const bool in_sculpt_mode = (ob == draw_ctx->obact) && (ob->sculpt != NULL) &&
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(ob->sculpt->mode_type == OB_MODE_SCULPT);
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const bool in_curves_sculpt_mode = (ob == draw_ctx->obact) &&
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(ob->mode == OB_MODE_SCULPT_CURVES);
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const bool has_surface = ELEM(ob->type,
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OB_MESH,
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OB_CURVES_LEGACY,
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@ -428,6 +432,9 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
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if (in_sculpt_mode) {
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OVERLAY_sculpt_cache_populate(vedata, ob);
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}
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else if (in_curves_sculpt_mode) {
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OVERLAY_sculpt_curves_cache_populate(vedata, ob);
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}
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if (draw_motion_paths) {
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OVERLAY_motion_path_cache_populate(vedata, ob);
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@ -591,6 +598,9 @@ static void OVERLAY_draw_scene(void *vedata)
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case CTX_MODE_SCULPT:
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OVERLAY_sculpt_draw(vedata);
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break;
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case CTX_MODE_SCULPT_CURVES:
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OVERLAY_sculpt_curves_draw(vedata);
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break;
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case CTX_MODE_EDIT_MESH:
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case CTX_MODE_POSE:
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case CTX_MODE_PAINT_WEIGHT:
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@ -116,6 +116,7 @@ typedef struct OVERLAY_PassList {
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DRWPass *particle_ps;
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DRWPass *pointcloud_ps;
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DRWPass *sculpt_mask_ps;
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DRWPass *sculpt_curves_selection_ps;
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DRWPass *volume_ps;
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DRWPass *wireframe_ps;
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DRWPass *wireframe_xray_ps;
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@ -279,6 +280,7 @@ typedef struct OVERLAY_PrivateData {
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DRWShadingGroup *particle_shapes_grp;
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DRWShadingGroup *pointcloud_dots_grp;
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DRWShadingGroup *sculpt_mask_grp;
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DRWShadingGroup *sculpt_curves_selection_grp;
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DRWShadingGroup *volume_selection_surface_grp;
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DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */
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DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */
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@ -669,6 +671,10 @@ void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata);
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void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob);
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void OVERLAY_sculpt_draw(OVERLAY_Data *vedata);
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void OVERLAY_sculpt_curves_cache_init(OVERLAY_Data *vedata);
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void OVERLAY_sculpt_curves_cache_populate(OVERLAY_Data *vedata, Object *ob);
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void OVERLAY_sculpt_curves_draw(OVERLAY_Data *vedata);
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void OVERLAY_wireframe_init(OVERLAY_Data *vedata);
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void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata);
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void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
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@ -750,6 +756,7 @@ GPUShader *OVERLAY_shader_paint_wire(void);
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GPUShader *OVERLAY_shader_particle_dot(void);
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GPUShader *OVERLAY_shader_particle_shape(void);
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GPUShader *OVERLAY_shader_sculpt_mask(void);
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GPUShader *OVERLAY_shader_sculpt_curves_selection(void);
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GPUShader *OVERLAY_shader_volume_velocity(bool use_needle, bool use_mac);
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GPUShader *OVERLAY_shader_volume_gridlines(bool color_with_flags, bool color_range);
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GPUShader *OVERLAY_shader_wireframe(bool custom_bias);
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@ -0,0 +1,96 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "draw_cache_impl.h"
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#include "overlay_private.h"
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#include "BKE_curves.hh"
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void OVERLAY_sculpt_curves_cache_init(OVERLAY_Data *vedata)
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{
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OVERLAY_PassList *psl = vedata->psl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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const DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
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DRW_PASS_CREATE(psl->sculpt_curves_selection_ps, state | pd->clipping_state);
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GPUShader *sh = OVERLAY_shader_sculpt_curves_selection();
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pd->sculpt_curves_selection_grp = DRW_shgroup_create(sh, psl->sculpt_curves_selection_ps);
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DRWShadingGroup *grp = pd->sculpt_curves_selection_grp;
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/* Reuse the same mask opacity from sculpt mode, since it wasn't worth it to add a different
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* property yet. */
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DRW_shgroup_uniform_float_copy(grp, "selection_opacity", pd->overlay.sculpt_mode_mask_opacity);
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}
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static bool everything_selected(const Curves &curves_id)
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{
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if (!(curves_id.flag & CV_SCULPT_SELECTION_ENABLED)) {
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/* When the selection is disabled, conceptually everything is selected. */
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return true;
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}
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const blender::bke::CurvesGeometry &curves = blender::bke::CurvesGeometry::wrap(
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curves_id.geometry);
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blender::VArray<float> selection;
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switch (curves_id.selection_domain) {
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case ATTR_DOMAIN_POINT:
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selection = curves.selection_point_float();
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break;
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case ATTR_DOMAIN_CURVE:
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selection = curves.selection_curve_float();
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break;
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}
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return selection.is_single() && selection.get_internal_single() == 1.0f;
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}
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void OVERLAY_sculpt_curves_cache_populate(OVERLAY_Data *vedata, Object *object)
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{
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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Curves *curves = static_cast<Curves *>(object->data);
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/* As an optimization, return early if everything is selected. */
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if (everything_selected(*curves)) {
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return;
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}
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/* Retrieve the location of the texture. */
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const char *name = curves->selection_domain == ATTR_DOMAIN_POINT ? ".selection_point_float" :
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".selection_curve_float";
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bool is_point_domain;
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GPUTexture **texture = DRW_curves_texture_for_evaluated_attribute(
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curves, name, &is_point_domain);
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if (texture == nullptr) {
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return;
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}
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/* Evaluate curves and their attributes if necessary. */
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DRWShadingGroup *grp = DRW_shgroup_curves_create_sub(
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object, pd->sculpt_curves_selection_grp, nullptr);
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if (*texture == nullptr) {
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return;
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}
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DRW_shgroup_uniform_bool_copy(grp, "is_point_domain", is_point_domain);
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DRW_shgroup_uniform_texture(grp, "selection_tx", *texture);
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}
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void OVERLAY_sculpt_curves_draw(OVERLAY_Data *vedata)
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{
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OVERLAY_PassList *psl = vedata->psl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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OVERLAY_FramebufferList *fbl = vedata->fbl;
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if (DRW_state_is_fbo()) {
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GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb :
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fbl->overlay_default_fb);
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}
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DRW_draw_pass(psl->sculpt_curves_selection_ps);
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}
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@ -90,6 +90,7 @@ typedef struct OVERLAY_Shaders {
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GPUShader *particle_shape;
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GPUShader *pointcloud_dot;
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GPUShader *sculpt_mask;
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GPUShader *sculpt_curves_selection;
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GPUShader *uniform_color;
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GPUShader *volume_velocity_needle_sh;
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GPUShader *volume_velocity_mac_sh;
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return sh_data->sculpt_mask;
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}
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GPUShader *OVERLAY_shader_sculpt_curves_selection(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->sculpt_curves_selection) {
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sh_data->sculpt_curves_selection = GPU_shader_create_from_info_name(
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draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED ? "overlay_sculpt_curves_selection_clipped" :
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"overlay_sculpt_curves_selection");
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}
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return sh_data->sculpt_curves_selection;
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}
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struct GPUShader *OVERLAY_shader_uniform_color(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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@ -0,0 +1,21 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_selection_iface, "")
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.smooth(Type::FLOAT, "mask_weight");
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GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_selection)
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.do_static_compilation(true)
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.push_constant(Type::BOOL, "is_point_domain")
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.push_constant(Type::FLOAT, "selection_opacity")
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.sampler(0, ImageType::FLOAT_BUFFER, "selection_tx")
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.vertex_out(overlay_sculpt_curves_selection_iface)
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.vertex_source("overlay_sculpt_curves_selection_vert.glsl")
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.fragment_source("overlay_sculpt_curves_selection_frag.glsl")
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.fragment_out(0, Type::VEC4, "out_color")
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.additional_info("draw_hair", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_selection_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_sculpt_curves_selection", "drw_clipped");
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@ -0,0 +1,5 @@
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void main()
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{
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out_color = vec4(vec3(0.0), 1.0 - mask_weight);
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}
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@ -0,0 +1,35 @@
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#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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float retrieve_selection()
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{
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if (is_point_domain) {
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return texelFetch(selection_tx, hair_get_base_id()).r;
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}
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return texelFetch(selection_tx, hair_get_strand_id()).r;
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}
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void main()
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{
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bool is_persp = (ProjectionMatrix[3][3] == 0.0);
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float time, thick_time, thickness;
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vec3 world_pos, tan, binor;
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hair_get_pos_tan_binor_time(is_persp,
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ModelMatrixInverse,
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ViewMatrixInverse[3].xyz,
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ViewMatrixInverse[2].xyz,
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world_pos,
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tan,
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binor,
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time,
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thickness,
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thick_time);
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gl_Position = point_world_to_ndc(world_pos);
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mask_weight = 1.0 - (selection_opacity - retrieve_selection() * selection_opacity);
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view_clipping_distances(world_pos);
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}
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@ -161,6 +161,16 @@ struct GPUBatch *DRW_lattice_batch_cache_get_edit_verts(struct Lattice *lt);
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int DRW_curves_material_count_get(struct Curves *curves);
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/**
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* Provide GPU access to a specific evaluated attribute on curves.
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*
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* \return A pointer to location where the texture will be
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* stored, which will be filled by #DRW_shgroup_curves_create_sub.
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*/
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struct GPUTexture **DRW_curves_texture_for_evaluated_attribute(struct Curves *curves,
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const char *name,
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bool *r_is_point_domain);
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struct GPUBatch *DRW_curves_batch_cache_get_edit_points(struct Curves *curves);
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void DRW_curves_batch_cache_create_requested(struct Object *ob);
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@ -512,40 +512,41 @@ static bool curves_ensure_attributes(const Curves &curves,
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ThreadMutex *render_mutex = &cache.render_mutex;
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const CustomData *cd_curve = &curves.geometry.curve_data;
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const CustomData *cd_point = &curves.geometry.point_data;
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DRW_Attributes attrs_needed;
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drw_attributes_clear(&attrs_needed);
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ListBase gpu_attrs = GPU_material_attributes(gpu_material);
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LISTBASE_FOREACH (GPUMaterialAttribute *, gpu_attr, &gpu_attrs) {
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const char *name = gpu_attr->name;
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int layer_index;
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eCustomDataType type;
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eAttrDomain domain;
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if (drw_custom_data_match_attribute(cd_curve, name, &layer_index, &type)) {
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domain = ATTR_DOMAIN_CURVE;
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}
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else if (drw_custom_data_match_attribute(cd_point, name, &layer_index, &type)) {
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domain = ATTR_DOMAIN_POINT;
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}
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else {
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continue;
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}
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drw_attributes_add_request(&attrs_needed, name, type, layer_index, domain);
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}
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CurvesEvalFinalCache &final_cache = cache.curves_cache.final[subdiv];
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if (!drw_attributes_overlap(&final_cache.attr_used, &attrs_needed)) {
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/* Some new attributes have been added, free all and start over. */
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for (const int i : IndexRange(GPU_MAX_ATTR)) {
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GPU_VERTBUF_DISCARD_SAFE(cache.curves_cache.proc_attributes_buf[i]);
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DRW_TEXTURE_FREE_SAFE(cache.curves_cache.proc_attributes_tex[i]);
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if (gpu_material) {
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DRW_Attributes attrs_needed;
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drw_attributes_clear(&attrs_needed);
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ListBase gpu_attrs = GPU_material_attributes(gpu_material);
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LISTBASE_FOREACH (GPUMaterialAttribute *, gpu_attr, &gpu_attrs) {
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const char *name = gpu_attr->name;
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int layer_index;
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eCustomDataType type;
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eAttrDomain domain;
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if (drw_custom_data_match_attribute(cd_curve, name, &layer_index, &type)) {
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domain = ATTR_DOMAIN_CURVE;
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}
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else if (drw_custom_data_match_attribute(cd_point, name, &layer_index, &type)) {
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domain = ATTR_DOMAIN_POINT;
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}
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else {
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continue;
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}
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drw_attributes_add_request(&attrs_needed, name, type, layer_index, domain);
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}
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drw_attributes_merge(&final_cache.attr_used, &attrs_needed, render_mutex);
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if (!drw_attributes_overlap(&final_cache.attr_used, &attrs_needed)) {
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/* Some new attributes have been added, free all and start over. */
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for (const int i : IndexRange(GPU_MAX_ATTR)) {
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GPU_VERTBUF_DISCARD_SAFE(cache.curves_cache.proc_attributes_buf[i]);
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DRW_TEXTURE_FREE_SAFE(cache.curves_cache.proc_attributes_tex[i]);
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}
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drw_attributes_merge(&final_cache.attr_used, &attrs_needed, render_mutex);
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}
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drw_attributes_merge(&final_cache.attr_used_over_time, &attrs_needed, render_mutex);
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}
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drw_attributes_merge(&final_cache.attr_used_over_time, &attrs_needed, render_mutex);
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bool need_tf_update = false;
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@ -602,9 +603,7 @@ bool curves_ensure_procedural_data(Curves *curves,
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*curves, cache.curves_cache, thickness_res, subdiv);
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}
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if (gpu_material) {
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need_ft_update |= curves_ensure_attributes(*curves, cache, gpu_material, subdiv);
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}
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need_ft_update |= curves_ensure_attributes(*curves, cache, gpu_material, subdiv);
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return need_ft_update;
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}
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@ -620,6 +619,69 @@ GPUBatch *DRW_curves_batch_cache_get_edit_points(Curves *curves)
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return DRW_batch_request(&cache.edit_points);
|
||||
}
|
||||
|
||||
static void request_attribute(Curves &curves, const char *name)
|
||||
{
|
||||
CurvesBatchCache &cache = curves_batch_cache_get(curves);
|
||||
const DRWContextState *draw_ctx = DRW_context_state_get();
|
||||
const Scene *scene = draw_ctx->scene;
|
||||
const int subdiv = scene->r.hair_subdiv;
|
||||
CurvesEvalFinalCache &final_cache = cache.curves_cache.final[subdiv];
|
||||
|
||||
DRW_Attributes attributes{};
|
||||
|
||||
CurveComponent component;
|
||||
component.replace(&curves, GeometryOwnershipType::ReadOnly);
|
||||
std::optional<AttributeMetaData> meta_data = component.attribute_get_meta_data(name);
|
||||
if (!meta_data) {
|
||||
return;
|
||||
}
|
||||
const eAttrDomain domain = meta_data->domain;
|
||||
const eCustomDataType type = meta_data->data_type;
|
||||
const CustomData &custom_data = domain == ATTR_DOMAIN_POINT ? curves.geometry.point_data :
|
||||
curves.geometry.curve_data;
|
||||
|
||||
drw_attributes_add_request(
|
||||
&attributes, name, type, CustomData_get_named_layer(&custom_data, type, name), domain);
|
||||
|
||||
drw_attributes_merge(&final_cache.attr_used, &attributes, &cache.render_mutex);
|
||||
}
|
||||
|
||||
GPUTexture **DRW_curves_texture_for_evaluated_attribute(Curves *curves,
|
||||
const char *name,
|
||||
bool *r_is_point_domain)
|
||||
{
|
||||
CurvesBatchCache &cache = curves_batch_cache_get(*curves);
|
||||
const DRWContextState *draw_ctx = DRW_context_state_get();
|
||||
const Scene *scene = draw_ctx->scene;
|
||||
const int subdiv = scene->r.hair_subdiv;
|
||||
CurvesEvalFinalCache &final_cache = cache.curves_cache.final[subdiv];
|
||||
|
||||
request_attribute(*curves, name);
|
||||
|
||||
int request_i = -1;
|
||||
for (const int i : IndexRange(final_cache.attr_used.num_requests)) {
|
||||
if (STREQ(final_cache.attr_used.requests[i].attribute_name, name)) {
|
||||
request_i = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (request_i == -1) {
|
||||
*r_is_point_domain = false;
|
||||
return nullptr;
|
||||
}
|
||||
switch (final_cache.attr_used.requests[request_i].domain) {
|
||||
case ATTR_DOMAIN_POINT:
|
||||
*r_is_point_domain = true;
|
||||
return &final_cache.attributes_tex[request_i];
|
||||
case ATTR_DOMAIN_CURVE:
|
||||
*r_is_point_domain = false;
|
||||
return &cache.curves_cache.proc_attributes_tex[request_i];
|
||||
default:
|
||||
BLI_assert_unreachable();
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void DRW_curves_batch_cache_create_requested(Object *ob)
|
||||
{
|
||||
Curves *curves = static_cast<Curves *>(ob->data);
|
||||
|
|
|
@ -270,6 +270,7 @@ static void test_overlay_glsl_shaders()
|
|||
EXPECT_NE(OVERLAY_shader_particle_dot(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_particle_shape(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_sculpt_mask(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_sculpt_curves_selection(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_volume_velocity(false, false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_volume_velocity(false, true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_volume_velocity(true, false), nullptr);
|
||||
|
|
|
@ -900,21 +900,11 @@ static int select_all_exec(bContext *C, wmOperator *op)
|
|||
|
||||
for (Curves *curves_id : unique_curves) {
|
||||
if (action == SEL_SELECT) {
|
||||
/* The optimization to avoid storing the selection when everything is selected causes too
|
||||
* many problems at the moment, since there is no proper visualization yet. Keep the code but
|
||||
* disable it for now. */
|
||||
#if 0
|
||||
/* As an optimization, just remove the selection attributes when everything is selected. */
|
||||
CurveComponent component;
|
||||
component.replace(curves_id, GeometryOwnershipType::Editable);
|
||||
component.attribute_try_delete(".selection_point_float");
|
||||
component.attribute_try_delete(".selection_curve_float");
|
||||
#else
|
||||
CurvesGeometry &curves = CurvesGeometry::wrap(curves_id->geometry);
|
||||
MutableSpan<float> selection = curves_id->selection_domain == ATTR_DOMAIN_POINT ?
|
||||
curves.selection_point_float_for_write() :
|
||||
curves.selection_curve_float_for_write();
|
||||
selection.fill(1.0f);
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
CurvesGeometry &curves = CurvesGeometry::wrap(curves_id->geometry);
|
||||
|
|
|
@ -465,6 +465,7 @@ set(SRC_SHADER_CREATE_INFOS
|
|||
../draw/engines/overlay/shaders/infos/overlay_outline_info.hh
|
||||
../draw/engines/overlay/shaders/infos/overlay_paint_info.hh
|
||||
../draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh
|
||||
../draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh
|
||||
../draw/engines/overlay/shaders/infos/overlay_volume_info.hh
|
||||
../draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh
|
||||
../draw/engines/select/shaders/infos/select_id_info.hh
|
||||
|
|
Loading…
Reference in New Issue