Now texture storage of images is defined by the alpha mode of the image. The downside of this is that there can be artifacts near alpha edges where pixels with zero alpha bleed in. It also adds more code complexity since image textures are no longer all stored the same way. This changes allows us to keep using sRGB texture formats, which have edge darkening when stored with premultiplied alpha. Game engines seems to generally do the same thing, and we want to be compatible with them.
473 lines
18 KiB
C
473 lines
18 KiB
C
/*
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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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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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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#include "BKE_node.h"
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#include "BLI_string_utils.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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#include "DEG_depsgraph_query.h"
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_common_view_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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extern char datatoc_paint_face_vert_glsl[];
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extern char datatoc_paint_face_selection_vert_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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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_select_overlay;
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struct DRWPass *face_select_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_ensure.
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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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typedef struct PAINT_TEXTURE_Shaders {
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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;
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struct GPUShader *image;
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struct GPUShader *image_mask;
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struct GPUShader *wire_select_overlay;
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struct GPUShader *face_select_overlay;
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} PAINT_TEXTURE_Shaders;
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/* *********** STATIC *********** */
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static struct {
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PAINT_TEXTURE_Shaders sh_data[GPU_SHADER_CFG_LEN];
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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_select_shgrp;
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DRWShadingGroup *face_select_shgrp;
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DRWView *view_wires;
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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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static void PAINT_TEXTURE_engine_init(void *vedata)
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{
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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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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!sh_data->fallback) {
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const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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sh_data->fallback = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_view_lib_glsl,
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datatoc_paint_face_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
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});
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sh_data->image = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_texture_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_paint_texture_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
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});
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sh_data->image_mask = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_texture_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_paint_texture_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, "#define TEXTURE_PAINT_MASK\n", NULL},
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});
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sh_data->wire_select_overlay = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_wire_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, "#define USE_SELECT\n", NULL},
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});
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sh_data->face_select_overlay = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_view_lib_glsl,
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datatoc_paint_face_selection_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_common_view_lib_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
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});
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}
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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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stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
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}
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static DRWShadingGroup *create_texture_paint_shading_group(PAINT_TEXTURE_PassList *psl,
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const Image *image,
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const struct GPUTexture *texture,
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const DRWContextState *draw_ctx,
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const bool nearest_interp)
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{
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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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Scene *scene = draw_ctx->scene;
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const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
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const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
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imapaint->stencil != NULL;
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DRWShadingGroup *grp = DRW_shgroup_create(masking_enabled ? sh_data->image_mask : sh_data->image,
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psl->image_faces);
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DRW_shgroup_uniform_texture(grp, "image", texture);
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DRW_shgroup_uniform_bool_copy(
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grp, "imagePremultiplied", (image->alpha_mode == IMA_ALPHA_PREMUL));
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DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_bool_copy(grp, "nearestInterp", nearest_interp);
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if (masking_enabled) {
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const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0;
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GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D);
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DRW_shgroup_uniform_texture(grp, "maskingImage", stencil);
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DRW_shgroup_uniform_bool_copy(
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grp, "maskingImagePremultiplied", (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL));
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DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1);
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DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted);
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}
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return grp;
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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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const DRWContextState *draw_ctx = DRW_context_state_get();
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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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/* Create a pass */
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{
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DRWPass *pass = DRW_pass_create(
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"Image Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA);
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->fallback, pass);
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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 const float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
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DRW_shgroup_uniform_vec4(shgrp, "color", color, 1);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
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}
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psl->image_faces = pass;
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stl->g_data->shgroup_fallback = shgrp;
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}
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MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
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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 ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
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const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
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const Mesh *me = ob->data;
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const int mat_nr = max_ii(1, me->totcol);
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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 ? mat_nr : 1), __func__);
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if (use_material_slots) {
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for (int i = 0; i < mat_nr; 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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int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp : 0;
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GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
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if (tex) {
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DRWShadingGroup *grp = create_texture_paint_shading_group(
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psl, ima, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
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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 = imapaint->canvas;
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GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
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if (tex) {
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DRWShadingGroup *grp = create_texture_paint_shading_group(
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psl, ima, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
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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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/* Face Mask */
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
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DRWPass *pass = DRW_pass_create("Wire Mask Pass", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass);
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DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
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}
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psl->wire_select_overlay = pass;
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stl->g_data->lwire_select_shgrp = shgrp;
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}
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
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DRW_STATE_BLEND_ALPHA;
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DRWPass *pass = DRW_pass_create("Face Mask Pass", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
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static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
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}
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psl->face_select_overlay = pass;
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stl->g_data->face_select_shgrp = shgrp;
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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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const Mesh *me_orig = DEG_get_original_object(ob)->data;
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Scene *scene = draw_ctx->scene;
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const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity !=
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0.0; // DRW_object_is_mode_shade(ob) == true;
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const bool use_material_slots = (scene->toolsettings->imapaint.mode ==
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IMAGEPAINT_MODE_MATERIAL);
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const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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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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int mat_nr = max_ii(1, me->totcol);
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struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
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for (int i = 0; i < mat_nr; i++) {
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const int index = use_material_slots ? i : 0;
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if ((i < me->totcol) && stl->g_data->shgroup_image_array[index]) {
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DRW_shgroup_call(stl->g_data->shgroup_image_array[index], geom_array[i], ob);
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}
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else {
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DRW_shgroup_call(stl->g_data->shgroup_fallback, geom_array[i], ob);
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}
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}
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}
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else {
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if (stl->g_data->shgroup_image_array[0]) {
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struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
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DRW_shgroup_call(stl->g_data->shgroup_image_array[0], geom, ob);
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}
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}
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}
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else {
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struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob);
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DRW_shgroup_call(stl->g_data->shgroup_fallback, geom, ob);
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}
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}
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/* Face Mask */
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if (use_face_sel) {
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struct GPUBatch *geom;
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geom = DRW_cache_mesh_surface_edges_get(ob);
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DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob);
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geom = DRW_cache_mesh_surface_get(ob);
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DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob);
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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! dependent 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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PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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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_select_overlay);
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DRW_view_set_active(stl->g_data->view_wires);
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DRW_draw_pass(psl->wire_select_overlay);
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DRW_view_set_active(NULL);
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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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for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
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GPUShader **sh_data_as_array = (GPUShader **)sh_data;
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for (int i = 0; i < (sizeof(PAINT_TEXTURE_Shaders) / sizeof(GPUShader *)); i++) {
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DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
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}
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}
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}
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static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(
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PAINT_TEXTURE_Data);
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|
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DrawEngineType draw_engine_paint_texture_type = {
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NULL,
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NULL,
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N_("PaintTextureMode"),
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&PAINT_TEXTURE_data_size,
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&PAINT_TEXTURE_engine_init,
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&PAINT_TEXTURE_engine_free,
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&PAINT_TEXTURE_cache_init,
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&PAINT_TEXTURE_cache_populate,
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&PAINT_TEXTURE_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&PAINT_TEXTURE_draw_scene,
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NULL,
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|
NULL,
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|
};
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