200 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * Copyright 2016, Blender Foundation.
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * Contributor(s): Blender Institute
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 *
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 */
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/** \file blender/draw/modes/paint_vertex_mode.c
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 *  \ingroup draw
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 */
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#include "DRW_engine.h"
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#include "DRW_render.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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#include "DNA_mesh_types.h"
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#include "DNA_view3d_types.h"
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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extern char datatoc_paint_vertex_vert_glsl[];
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extern char datatoc_paint_vertex_frag_glsl[];
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extern char datatoc_paint_wire_vert_glsl[];
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extern char datatoc_paint_wire_frag_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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/* *********** LISTS *********** */
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typedef struct PAINT_VERTEX_PassList {
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	struct DRWPass *vcolor_faces;
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	struct DRWPass *wire_overlay;
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	struct DRWPass *face_overlay;
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} PAINT_VERTEX_PassList;
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typedef struct PAINT_VERTEX_StorageList {
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	struct PAINT_VERTEX_PrivateData *g_data;
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} PAINT_VERTEX_StorageList;
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typedef struct PAINT_VERTEX_Data {
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	void *engine_type; /* Required */
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	DRWViewportEmptyList *fbl;
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	DRWViewportEmptyList *txl;
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	PAINT_VERTEX_PassList *psl;
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	PAINT_VERTEX_StorageList *stl;
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} PAINT_VERTEX_Data;
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/* *********** STATIC *********** */
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static struct {
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	struct GPUShader *vcolor_face_shader;
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	struct GPUShader *wire_overlay_shader;
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	struct GPUShader *face_overlay_shader;
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} e_data = {NULL}; /* Engine data */
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typedef struct PAINT_VERTEX_PrivateData {
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	DRWShadingGroup *fvcolor_shgrp;
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	DRWShadingGroup *lwire_shgrp;
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	DRWShadingGroup *face_shgrp;
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} PAINT_VERTEX_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
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{
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	if (!e_data.vcolor_face_shader) {
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		e_data.vcolor_face_shader = DRW_shader_create(
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		        datatoc_paint_vertex_vert_glsl, NULL,
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		        datatoc_paint_vertex_frag_glsl, NULL);
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		e_data.wire_overlay_shader = DRW_shader_create_with_lib(
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		        datatoc_paint_wire_vert_glsl, NULL,
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		        datatoc_paint_wire_frag_glsl,
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		        datatoc_common_globals_lib_glsl, "#define VERTEX_MODE\n");
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		e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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	}
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}
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static void PAINT_VERTEX_cache_init(void *vedata)
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{
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	PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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	PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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	if (!stl->g_data) {
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		/* Alloc transient pointers */
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		stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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	}
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	{
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		/* Create a pass */
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		psl->vcolor_faces = DRW_pass_create(
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		        "Vert Color Pass",
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		        DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_MULTIPLY);
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		stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
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	}
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	{
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		psl->wire_overlay = DRW_pass_create(
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		        "Wire Pass",
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		        DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
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		stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
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	}
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	{
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		psl->face_overlay = DRW_pass_create(
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		        "Face Mask Pass",
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		        DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
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		stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
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		static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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		DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
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	}
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}
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static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
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{
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	PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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	const DRWContextState *draw_ctx = DRW_context_state_get();
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	const View3D *v3d = draw_ctx->v3d;
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	if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
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		const Mesh *me = ob->data;
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		const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
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		const bool use_surface = DRW_object_is_mode_shade(ob) == true;
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		const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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		struct Gwn_Batch *geom;
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		if (use_surface) {
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			geom = DRW_cache_mesh_surface_vert_colors_get(ob);
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			DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
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		}
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		if (use_face_sel || use_wire) {
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			geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel);
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			DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
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		}
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		if (use_face_sel) {
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			geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
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			DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
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		}
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	}
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}
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static void PAINT_VERTEX_draw_scene(void *vedata)
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{
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	PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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	DRW_draw_pass(psl->vcolor_faces);
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	DRW_draw_pass(psl->face_overlay);
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	DRW_draw_pass(psl->wire_overlay);
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}
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static void PAINT_VERTEX_engine_free(void)
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{
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	DRW_SHADER_FREE_SAFE(e_data.vcolor_face_shader);
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	DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
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}
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static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
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DrawEngineType draw_engine_paint_vertex_type = {
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	NULL, NULL,
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	N_("PaintVertexMode"),
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	&PAINT_VERTEX_data_size,
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	&PAINT_VERTEX_engine_init,
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	&PAINT_VERTEX_engine_free,
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	&PAINT_VERTEX_cache_init,
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	&PAINT_VERTEX_cache_populate,
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	NULL,
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	NULL,
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	&PAINT_VERTEX_draw_scene,
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	NULL,
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	NULL,
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};
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