This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
		
			
				
	
	
		
			418 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			418 lines
		
	
	
		
			14 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_texture_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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#include "BIF_gl.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "GPU_texture.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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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_paint_texture_vert_glsl[];
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extern char datatoc_paint_texture_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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/* If needed, contains all global/Theme colors
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 * Add needed theme colors / values to DRW_globals_update() and update UBO
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 * Not needed for constant color. */
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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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/* *********** LISTS *********** */
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/* All lists are per viewport specific datas.
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 * They are all free when viewport changes engines
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 * or is free itself. Use PAINT_TEXTURE_engine_init() to
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 * initialize most of them and PAINT_TEXTURE_cache_init()
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 * for PAINT_TEXTURE_PassList */
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typedef struct PAINT_TEXTURE_PassList {
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	/* Declare all passes here and init them in
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	 * PAINT_TEXTURE_cache_init().
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	 * Only contains (DRWPass *) */
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	struct DRWPass *image_faces;
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	struct DRWPass *wire_overlay;
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	struct DRWPass *face_overlay;
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} PAINT_TEXTURE_PassList;
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typedef struct PAINT_TEXTURE_FramebufferList {
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	/* Contains all framebuffer objects needed by this engine.
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	 * Only contains (GPUFrameBuffer *) */
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	struct GPUFrameBuffer *fb;
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} PAINT_TEXTURE_FramebufferList;
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typedef struct PAINT_TEXTURE_TextureList {
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	/* Contains all framebuffer textures / utility textures
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	 * needed by this engine. Only viewport specific textures
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	 * (not per object). Only contains (GPUTexture *) */
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	struct GPUTexture *texture;
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} PAINT_TEXTURE_TextureList;
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typedef struct PAINT_TEXTURE_StorageList {
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	/* Contains any other memory block that the engine needs.
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	 * Only directly MEM_(m/c)allocN'ed blocks because they are
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	 * free with MEM_freeN() when viewport is freed.
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	 * (not per object) */
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	struct CustomStruct *block;
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	struct PAINT_TEXTURE_PrivateData *g_data;
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} PAINT_TEXTURE_StorageList;
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typedef struct PAINT_TEXTURE_Data {
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	/* Struct returned by DRW_viewport_engine_data_get.
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	 * If you don't use one of these, just make it a (void *) */
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	// void *fbl;
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	void *engine_type; /* Required */
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	PAINT_TEXTURE_FramebufferList *fbl;
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	PAINT_TEXTURE_TextureList *txl;
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	PAINT_TEXTURE_PassList *psl;
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	PAINT_TEXTURE_StorageList *stl;
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} PAINT_TEXTURE_Data;
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/* *********** STATIC *********** */
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static struct {
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	/* Custom shaders :
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	 * Add sources to source/blender/draw/modes/shaders
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	 * init in PAINT_TEXTURE_engine_init();
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	 * free in PAINT_TEXTURE_engine_free(); */
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	struct GPUShader *fallback_sh;
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	struct GPUShader *image_sh;
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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_TEXTURE_PrivateData {
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	/* This keeps the references of the shading groups for
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	 * easy access in PAINT_TEXTURE_cache_populate() */
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	DRWShadingGroup *shgroup_fallback;
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	DRWShadingGroup **shgroup_image_array;
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	/* face-mask  */
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	DRWShadingGroup *lwire_shgrp;
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	DRWShadingGroup *face_shgrp;
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} PAINT_TEXTURE_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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/* Init Textures, Framebuffers, Storage and Shaders.
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 * It is called for every frames.
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 * (Optional) */
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static void PAINT_TEXTURE_engine_init(void *vedata)
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{
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	PAINT_TEXTURE_TextureList *txl = ((PAINT_TEXTURE_Data *)vedata)->txl;
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	PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
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	PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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	UNUSED_VARS(txl, fbl, stl);
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	/* Init Framebuffers like this: order is attachment order (for color texs) */
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	/*
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	 * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
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	 *                         {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
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	 */
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	/* DRW_framebuffer_init takes care of checking if
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	 * the framebuffer is valid and has the right size*/
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	/*
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	 * float *viewport_size = DRW_viewport_size_get();
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	 * DRW_framebuffer_init(&fbl->occlude_wire_fb,
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	 *                     (int)viewport_size[0], (int)viewport_size[1],
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	 *                     tex, 2);
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	 */
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	if (!e_data.fallback_sh) {
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		e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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	}
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	if (!e_data.image_sh) {
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		e_data.image_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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		e_data.image_sh = DRW_shader_create_with_lib(
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		        datatoc_paint_texture_vert_glsl, NULL,
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		        datatoc_paint_texture_frag_glsl,
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		        datatoc_common_globals_lib_glsl, NULL);
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	}
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	if (!e_data.wire_overlay_shader) {
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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,
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		        "#define VERTEX_MODE\n");
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	}
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	if (!e_data.face_overlay_shader) {
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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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/* Here init all passes and shading groups
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 * Assume that all Passes are NULL */
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static void PAINT_TEXTURE_cache_init(void *vedata)
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{
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	PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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	PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_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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		stl->g_data->shgroup_image_array = NULL;
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	}
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	{
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		/* Create a pass */
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		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
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		                 DRW_STATE_BLEND | DRW_STATE_WIRE;
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		psl->image_faces = DRW_pass_create("Image Color Pass", state);
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		stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
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		/* Uniforms need a pointer to it's value so be sure it's accessible at
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		 * any given time (i.e. use static vars) */
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		static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
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		DRW_shgroup_uniform_vec4(stl->g_data->shgroup_fallback, "color", color, 1);
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		MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
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		const DRWContextState *draw_ctx = DRW_context_state_get();
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		Object *ob = draw_ctx->obact;
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		if (ob && ob->type == OB_MESH) {
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			Scene *scene = draw_ctx->scene;
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			const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
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			const Mesh *me = ob->data;
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			stl->g_data->shgroup_image_array = MEM_mallocN(
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			        sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? me->totcol : 1), __func__);
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			if (use_material_slots) {
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				for (int i = 0; i < me->totcol; i++) {
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					Material *ma = give_current_material(ob, i + 1);
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					Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
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					GPUTexture *tex = ima ?
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					        GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false) : NULL;
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					if (tex) {
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						DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
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						DRW_shgroup_uniform_texture(grp, "image", tex);
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						stl->g_data->shgroup_image_array[i] = grp;
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					}
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					else {
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						stl->g_data->shgroup_image_array[i] = NULL;
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					}
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				}
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			}
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			else {
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				Image *ima = scene->toolsettings->imapaint.canvas;
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				GPUTexture *tex = ima ?
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				        GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false) : NULL;
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				if (tex) {
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					DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
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					DRW_shgroup_uniform_texture(grp, "image", tex);
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					stl->g_data->shgroup_image_array[0] = grp;
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				}
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				else {
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					stl->g_data->shgroup_image_array[0] = NULL;
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				}
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			}
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		}
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	}
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	/* Face Mask */
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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);
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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 | 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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/* Add geometry to shadingGroups. Execute for each objects */
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static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
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{
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	PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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	PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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	const DRWContextState *draw_ctx = DRW_context_state_get();
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	UNUSED_VARS(psl, stl);
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	if ((ob->type == OB_MESH) && (draw_ctx->obact == ob)) {
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		/* Get geometry cache */
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		const Mesh *me = ob->data;
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		Scene *scene = draw_ctx->scene;
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		const bool use_surface = DRW_object_is_mode_shade(ob) == true;
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		const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
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		bool ok = false;
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		if (use_surface) {
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			if (me->mloopuv != NULL) {
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				if (use_material_slots) {
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					struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
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					if ((me->totcol == 0) || (geom_array == NULL)) {
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						struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
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						DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
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						ok = true;
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					}
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					else {
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						for (int i = 0; i < me->totcol; i++) {
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							if (stl->g_data->shgroup_image_array[i]) {
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								DRW_shgroup_call_add(stl->g_data->shgroup_image_array[i], geom_array[i], ob->obmat);
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							}
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							else {
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								DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat);
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							}
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							ok = true;
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						}
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					}
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				}
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				else {
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					struct Gwn_Batch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
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					if (geom && stl->g_data->shgroup_image_array[0]) {
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						DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat);
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						ok = true;
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					}
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				}
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			}
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			if (!ok) {
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				struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
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				DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
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			}
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		}
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		/* Face Mask */
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		const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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		if (use_face_sel) {
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			struct Gwn_Batch *geom;
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			/* Note: ideally selected faces wouldn't show interior wire. */
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			const bool use_wire = true;
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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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			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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/* Optional: Post-cache_populate callback */
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static void PAINT_TEXTURE_cache_finish(void *vedata)
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{
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	PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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	PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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	/* Do something here! dependant on the objects gathered */
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	UNUSED_VARS(psl);
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	MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
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}
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/* Draw time ! Control rendering pipeline from here */
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static void PAINT_TEXTURE_draw_scene(void *vedata)
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{
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	PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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	PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
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	/* Default framebuffer and texture */
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	DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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	DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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	UNUSED_VARS(fbl, dfbl, dtxl);
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	DRW_draw_pass(psl->image_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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/* Cleanup when destroying the engine.
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 * This is not per viewport ! only when quitting blender.
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 * Mostly used for freeing shaders */
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static void PAINT_TEXTURE_engine_free(void)
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{
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	DRW_SHADER_FREE_SAFE(e_data.image_sh);
 | 
						|
	DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
 | 
						|
}
 | 
						|
 | 
						|
/* Create collection settings here.
 | 
						|
 *
 | 
						|
 * Be sure to add this function there :
 | 
						|
 * source/blender/draw/DRW_engine.h
 | 
						|
 * source/blender/blenkernel/intern/layer.c
 | 
						|
 * source/blenderplayer/bad_level_call_stubs/stubs.c
 | 
						|
 *
 | 
						|
 * And relevant collection settings to :
 | 
						|
 * source/blender/makesrna/intern/rna_scene.c
 | 
						|
 * source/blender/blenkernel/intern/layer.c
 | 
						|
 */
 | 
						|
#if 0
 | 
						|
void PAINT_TEXTURE_collection_settings_create(CollectionEngineSettings *ces)
 | 
						|
{
 | 
						|
	BLI_assert(ces);
 | 
						|
	// BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
 | 
						|
	// BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
 | 
						|
	// BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
 | 
						|
}
 | 
						|
#endif
 | 
						|
 | 
						|
static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_TEXTURE_Data);
 | 
						|
 | 
						|
DrawEngineType draw_engine_paint_texture_type = {
 | 
						|
	NULL, NULL,
 | 
						|
	N_("PaintTextureMode"),
 | 
						|
	&PAINT_TEXTURE_data_size,
 | 
						|
	&PAINT_TEXTURE_engine_init,
 | 
						|
	&PAINT_TEXTURE_engine_free,
 | 
						|
	&PAINT_TEXTURE_cache_init,
 | 
						|
	&PAINT_TEXTURE_cache_populate,
 | 
						|
	&PAINT_TEXTURE_cache_finish,
 | 
						|
	NULL, /* draw_background but not needed by mode engines */
 | 
						|
	&PAINT_TEXTURE_draw_scene,
 | 
						|
	NULL,
 | 
						|
};
 |