DwM: use batch select for vertex paint mode

This commit is contained in:
Campbell Barton 2017-08-17 07:13:02 +10:00
parent 7c96f613e4
commit 4b6c482d69
2 changed files with 53 additions and 5 deletions

@ -2202,8 +2202,13 @@ static Gwn_VertBuf *mesh_batch_cache_get_verts_visible(
}
}
else {
/* not yet done! */
BLI_assert(0);
for (int i = 0; i < vbo_len_capacity; i++) {
const MVert *mv = &rdata->mvert[i];
if (!(mv->flag & ME_HIDE)) {
GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx, mv->co);
vidx += 1;
}
}
}
const uint vbo_len_used = vidx;
if (vbo_len_used != vbo_len_capacity) {
@ -2350,8 +2355,16 @@ static Gwn_VertBuf *mesh_create_verts_select_id(
}
}
else {
/* not yet done! */
BLI_assert(0);
for (int i = 0; i < vbo_len_capacity; i++) {
const MVert *mv = &rdata->mvert[i];
if (!(mv->flag & ME_HIDE)) {
int select_id;
GPU_select_index_get(select_index, &select_id);
GWN_vertbuf_attr_set(vbo, attr_id.col, vidx, &select_id);
vidx += 1;
}
select_index += 1;
}
}
const int vbo_len_used = vidx;
if (vbo_len_used != vbo_len_capacity) {

@ -9371,7 +9371,7 @@ void draw_object_select(
/* ***************** BACKBUF SEL (BBS) ********* */
#ifdef USE_MESH_DM_SELECT
static void bbs_obmode_mesh_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
@ -9412,6 +9412,15 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
immUnbindProgram();
}
#else
static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *UNUSED(dm), int offset)
{
Mesh *me = ob->data;
Gwn_Batch *batch = DRW_mesh_batch_cache_get_verts_with_select_id(me, offset);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
GWN_batch_draw(batch);
}
#endif
#ifdef USE_MESH_DM_SELECT
static void bbs_mesh_verts__mapFunc(void *userData, int index, const float co[3],
@ -9659,6 +9668,7 @@ static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
}
}
#ifdef USE_MESH_DM_SELECT
/* must have called GPU_framebuffer_index_set beforehand */
static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
{
@ -9691,6 +9701,31 @@ static void bbs_mesh_solid_verts(const EvaluationContext *eval_ctx, Scene *scene
bm_vertoffs = me->totvert + 1;
dm->release(dm);
}
#else
static void bbs_mesh_solid_verts(const EvaluationContext *UNUSED(eval_ctx), Scene *UNUSED(scene), Object *ob)
{
Mesh *me = ob->data;
/* Only draw faces to mask out verts, we don't want their selection ID's. */
const int G_f_orig = G.f;
G.f &= ~G_BACKBUFSEL;
{
int selcol;
Gwn_Batch *batch;
GPU_select_index_get(0, &selcol);
batch = DRW_mesh_batch_cache_get_triangles_with_select_mask(me, true);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR_U32);
GWN_batch_uniform_1i(batch, "color", selcol);
GWN_batch_draw(batch);
}
G.f |= (G_f_orig & G_BACKBUFSEL);
bbs_obmode_mesh_verts(ob, NULL, 1);
bm_vertoffs = me->totvert + 1;
}
#endif
static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
{