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blender-archive/source/blender/draw/engines/overlay/overlay_paint.c
Clément Foucault 727e569ac3 Cleanup: CodeQuality: Replace OB_DRAWXRAY by OB_DRAW_IN_FRONT
This is to match the option name and to avoid confusion with
workbench xray mode.
2020-07-21 14:44:37 +02:00

281 lines
10 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "DNA_mesh_types.h"
#include "DEG_depsgraph_query.h"
#include "overlay_private.h"
/* Check if the given object is rendered (partially) transparent */
static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob)
{
if (v3d->shading.type == OB_WIRE) {
return true;
}
else if (v3d->shading.type == OB_SOLID) {
if (v3d->shading.flag & V3D_SHADING_XRAY) {
return true;
}
if (ob && v3d->shading.color_type == V3D_SHADING_OBJECT_COLOR) {
return ob->color[3] < 1.0f;
}
else if (ob && ob->type == OB_MESH && ob->data &&
v3d->shading.color_type == V3D_SHADING_MATERIAL_COLOR) {
Mesh *me = ob->data;
for (int i = 0; i < me->totcol; i++) {
Material *mat = me->mat[i];
if (mat && mat->a < 1.0f) {
return true;
}
}
}
}
return false;
}
void OVERLAY_paint_init(OVERLAY_Data *vedata)
{
OVERLAY_StorageList *stl = vedata->stl;
OVERLAY_PrivateData *pd = stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
pd->painting.in_front = pd->use_in_front && draw_ctx->obact &&
(draw_ctx->obact->dtx & OB_DRAW_IN_FRONT);
pd->painting.alpha_blending = paint_object_is_rendered_transparent(draw_ctx->v3d,
draw_ctx->obact);
}
void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
struct GPUShader *sh;
DRWShadingGroup *grp;
DRWState state;
const bool is_edit_mode = (pd->ctx_mode == CTX_MODE_EDIT_MESH);
const bool draw_contours = !is_edit_mode &&
(pd->overlay.wpaint_flag & V3D_OVERLAY_WPAINT_CONTOURS) != 0;
float opacity = 0.0f;
pd->paint_depth_grp = NULL;
psl->paint_depth_ps = NULL;
switch (pd->ctx_mode) {
case CTX_MODE_POSE:
case CTX_MODE_EDIT_MESH:
case CTX_MODE_PAINT_WEIGHT: {
opacity = is_edit_mode ? 1.0 : pd->overlay.weight_paint_mode_opacity;
if (opacity > 0.0f) {
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
state |= pd->painting.alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL;
DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
sh = OVERLAY_shader_paint_weight();
pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "drawContours", draw_contours);
DRW_shgroup_uniform_bool_copy(grp, "useAlphaBlend", pd->painting.alpha_blending);
DRW_shgroup_uniform_float_copy(grp, "opacity", opacity);
DRW_shgroup_uniform_texture(grp, "colorramp", G_draw.weight_ramp);
if (pd->painting.alpha_blending) {
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRW_PASS_CREATE(psl->paint_depth_ps, state);
sh = OVERLAY_shader_depth_only();
pd->paint_depth_grp = DRW_shgroup_create(sh, psl->paint_depth_ps);
}
}
break;
}
case CTX_MODE_PAINT_VERTEX: {
opacity = pd->overlay.vertex_paint_mode_opacity;
if (opacity > 0.0f) {
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
state |= pd->painting.alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL;
DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
sh = OVERLAY_shader_paint_vertcol();
pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "useAlphaBlend", pd->painting.alpha_blending);
DRW_shgroup_uniform_float_copy(grp, "opacity", opacity);
}
break;
}
case CTX_MODE_PAINT_TEXTURE: {
const ImagePaintSettings *imapaint = &draw_ctx->scene->toolsettings->imapaint;
const bool mask_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
imapaint->stencil != NULL;
opacity = mask_enabled ? pd->overlay.texture_paint_mode_opacity : 0.0f;
if (opacity > 0.0f) {
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
GPUTexture *tex = GPU_texture_from_blender(imapaint->stencil, NULL, NULL, GL_TEXTURE_2D);
const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL);
const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0;
sh = OVERLAY_shader_paint_texture();
pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "opacity", opacity);
DRW_shgroup_uniform_bool_copy(grp, "maskPremult", mask_premult);
DRW_shgroup_uniform_vec3_copy(grp, "maskColor", imapaint->stencil_col);
DRW_shgroup_uniform_bool_copy(grp, "maskInvertStencil", mask_inverted);
DRW_shgroup_uniform_texture(grp, "maskImage", tex);
}
break;
}
default:
BLI_assert(0);
break;
}
if (opacity <= 0.0f) {
psl->paint_color_ps = NULL;
pd->paint_surf_grp = NULL;
}
{
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRW_PASS_CREATE(psl->paint_overlay_ps, state | pd->clipping_state);
sh = OVERLAY_shader_paint_face();
pd->paint_face_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
DRW_shgroup_uniform_vec4_copy(grp, "color", (float[4]){1.0f, 1.0f, 1.0f, 0.2f});
DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
sh = OVERLAY_shader_paint_wire();
pd->paint_wire_selected_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "useSelect", true);
DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
pd->paint_wire_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_bool_copy(grp, "useSelect", false);
DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
sh = OVERLAY_shader_paint_point();
pd->paint_point_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
}
}
void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
struct GPUBatch *geom = NULL;
const Mesh *me_orig = DEG_get_original_object(ob)->data;
const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
if (pd->paint_surf_grp) {
geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
DRW_shgroup_call(pd->paint_surf_grp, geom, ob);
}
if (use_face_sel) {
geom = DRW_cache_mesh_surface_get(ob);
DRW_shgroup_call(pd->paint_face_grp, geom, ob);
}
}
void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
struct GPUBatch *geom = NULL;
const Mesh *me_orig = DEG_get_original_object(ob)->data;
const bool is_edit_mode = (pd->ctx_mode == CTX_MODE_EDIT_MESH);
const bool use_wire = !is_edit_mode && (pd->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE);
const bool use_face_sel = !is_edit_mode && (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL);
const bool use_vert_sel = !is_edit_mode && (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL);
if (ELEM(ob->mode, OB_MODE_WEIGHT_PAINT, OB_MODE_EDIT)) {
if (pd->paint_surf_grp) {
geom = DRW_cache_mesh_surface_weights_get(ob);
DRW_shgroup_call(pd->paint_surf_grp, geom, ob);
}
if (pd->paint_depth_grp) {
geom = DRW_cache_mesh_surface_weights_get(ob);
DRW_shgroup_call(pd->paint_depth_grp, geom, ob);
}
}
if (use_face_sel || use_wire) {
geom = DRW_cache_mesh_surface_edges_get(ob);
DRW_shgroup_call(use_face_sel ? pd->paint_wire_selected_grp : pd->paint_wire_grp, geom, ob);
}
if (use_face_sel) {
geom = DRW_cache_mesh_surface_get(ob);
DRW_shgroup_call(pd->paint_face_grp, geom, ob);
}
if (use_vert_sel) {
geom = DRW_cache_mesh_all_verts_get(ob);
DRW_shgroup_call(pd->paint_point_grp, geom, ob);
}
}
void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_paint_vertex_cache_populate(vedata, ob);
}
void OVERLAY_paint_draw(OVERLAY_Data *vedata)
{
OVERLAY_StorageList *stl = vedata->stl;
OVERLAY_PrivateData *pd = stl->pd;
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_FramebufferList *fbl = vedata->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (DRW_state_is_fbo()) {
if (pd->painting.alpha_blending) {
GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb :
fbl->overlay_default_fb);
}
else {
/* Paint overlay needs final color because of multiply blend mode. */
GPU_framebuffer_bind(pd->painting.in_front ? dfbl->in_front_fb : dfbl->default_fb);
}
}
if (psl->paint_depth_ps) {
DRW_draw_pass(psl->paint_depth_ps);
}
if (psl->paint_color_ps) {
DRW_draw_pass(psl->paint_color_ps);
}
if (psl->paint_overlay_ps) {
DRW_draw_pass(psl->paint_overlay_ps);
}
}