There was a Full Shading bool that was shared across the WP, VP and TP modes. This commit makes some changes: - Replace the bool with a factor. This gives the user more control on the visibility. - Also draw it on top of the Material and Rendered mode so the user can control what he needs. In certain cases you don't want to see the final rendered material, but the actual texture. - Removed the skipping of objects when in paint modes. As now the paint modes are blended.
399 lines
13 KiB
C
399 lines
13 KiB
C
/*
|
|
* Copyright 2016, Blender Foundation.
|
|
*
|
|
* 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.
|
|
*
|
|
* Contributor(s): Blender Institute
|
|
*
|
|
*/
|
|
|
|
/** \file blender/draw/modes/paint_texture_mode.c
|
|
* \ingroup draw
|
|
*/
|
|
|
|
#include "DRW_engine.h"
|
|
#include "DRW_render.h"
|
|
|
|
#include "BIF_gl.h"
|
|
|
|
/* If builtin shaders are needed */
|
|
#include "GPU_shader.h"
|
|
#include "GPU_texture.h"
|
|
|
|
#include "draw_common.h"
|
|
|
|
#include "draw_mode_engines.h"
|
|
|
|
#include "DNA_mesh_types.h"
|
|
|
|
extern char datatoc_common_globals_lib_glsl[];
|
|
extern char datatoc_paint_texture_vert_glsl[];
|
|
extern char datatoc_paint_texture_frag_glsl[];
|
|
extern char datatoc_paint_wire_vert_glsl[];
|
|
extern char datatoc_paint_wire_frag_glsl[];
|
|
|
|
/* If needed, contains all global/Theme colors
|
|
* Add needed theme colors / values to DRW_globals_update() and update UBO
|
|
* Not needed for constant color. */
|
|
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
|
|
extern struct GlobalsUboStorage ts; /* draw_common.c */
|
|
|
|
/* *********** LISTS *********** */
|
|
/* All lists are per viewport specific datas.
|
|
* They are all free when viewport changes engines
|
|
* or is free itself. Use PAINT_TEXTURE_engine_init() to
|
|
* initialize most of them and PAINT_TEXTURE_cache_init()
|
|
* for PAINT_TEXTURE_PassList */
|
|
|
|
typedef struct PAINT_TEXTURE_PassList {
|
|
/* Declare all passes here and init them in
|
|
* PAINT_TEXTURE_cache_init().
|
|
* Only contains (DRWPass *) */
|
|
struct DRWPass *image_faces;
|
|
|
|
struct DRWPass *wire_overlay;
|
|
struct DRWPass *face_overlay;
|
|
} PAINT_TEXTURE_PassList;
|
|
|
|
typedef struct PAINT_TEXTURE_FramebufferList {
|
|
/* Contains all framebuffer objects needed by this engine.
|
|
* Only contains (GPUFrameBuffer *) */
|
|
struct GPUFrameBuffer *fb;
|
|
} PAINT_TEXTURE_FramebufferList;
|
|
|
|
typedef struct PAINT_TEXTURE_TextureList {
|
|
/* Contains all framebuffer textures / utility textures
|
|
* needed by this engine. Only viewport specific textures
|
|
* (not per object). Only contains (GPUTexture *) */
|
|
struct GPUTexture *texture;
|
|
} PAINT_TEXTURE_TextureList;
|
|
|
|
typedef struct PAINT_TEXTURE_StorageList {
|
|
/* Contains any other memory block that the engine needs.
|
|
* Only directly MEM_(m/c)allocN'ed blocks because they are
|
|
* free with MEM_freeN() when viewport is freed.
|
|
* (not per object) */
|
|
struct CustomStruct *block;
|
|
struct PAINT_TEXTURE_PrivateData *g_data;
|
|
} PAINT_TEXTURE_StorageList;
|
|
|
|
typedef struct PAINT_TEXTURE_Data {
|
|
/* Struct returned by DRW_viewport_engine_data_ensure.
|
|
* If you don't use one of these, just make it a (void *) */
|
|
// void *fbl;
|
|
void *engine_type; /* Required */
|
|
PAINT_TEXTURE_FramebufferList *fbl;
|
|
PAINT_TEXTURE_TextureList *txl;
|
|
PAINT_TEXTURE_PassList *psl;
|
|
PAINT_TEXTURE_StorageList *stl;
|
|
} PAINT_TEXTURE_Data;
|
|
|
|
/* *********** STATIC *********** */
|
|
|
|
static struct {
|
|
/* Custom shaders :
|
|
* Add sources to source/blender/draw/modes/shaders
|
|
* init in PAINT_TEXTURE_engine_init();
|
|
* free in PAINT_TEXTURE_engine_free(); */
|
|
struct GPUShader *fallback_sh;
|
|
struct GPUShader *image_sh;
|
|
|
|
struct GPUShader *wire_overlay_shader;
|
|
struct GPUShader *face_overlay_shader;
|
|
} e_data = {NULL}; /* Engine data */
|
|
|
|
typedef struct PAINT_TEXTURE_PrivateData {
|
|
/* This keeps the references of the shading groups for
|
|
* easy access in PAINT_TEXTURE_cache_populate() */
|
|
DRWShadingGroup *shgroup_fallback;
|
|
DRWShadingGroup **shgroup_image_array;
|
|
|
|
/* face-mask */
|
|
DRWShadingGroup *lwire_shgrp;
|
|
DRWShadingGroup *face_shgrp;
|
|
} PAINT_TEXTURE_PrivateData; /* Transient data */
|
|
|
|
/* *********** FUNCTIONS *********** */
|
|
|
|
/* Init Textures, Framebuffers, Storage and Shaders.
|
|
* It is called for every frames.
|
|
* (Optional) */
|
|
static void PAINT_TEXTURE_engine_init(void *vedata)
|
|
{
|
|
PAINT_TEXTURE_TextureList *txl = ((PAINT_TEXTURE_Data *)vedata)->txl;
|
|
PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
|
|
PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
|
|
|
|
UNUSED_VARS(txl, fbl, stl);
|
|
|
|
/* Init Framebuffers like this: order is attachment order (for color texs) */
|
|
/*
|
|
* DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
|
|
* {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
|
|
*/
|
|
|
|
/* DRW_framebuffer_init takes care of checking if
|
|
* the framebuffer is valid and has the right size*/
|
|
/*
|
|
* float *viewport_size = DRW_viewport_size_get();
|
|
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
|
|
* (int)viewport_size[0], (int)viewport_size[1],
|
|
* tex, 2);
|
|
*/
|
|
|
|
if (!e_data.fallback_sh) {
|
|
e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
|
|
}
|
|
if (!e_data.image_sh) {
|
|
e_data.image_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
|
|
|
|
e_data.image_sh = DRW_shader_create_with_lib(
|
|
datatoc_paint_texture_vert_glsl, NULL,
|
|
datatoc_paint_texture_frag_glsl,
|
|
datatoc_common_globals_lib_glsl, NULL);
|
|
|
|
}
|
|
|
|
if (!e_data.wire_overlay_shader) {
|
|
e_data.wire_overlay_shader = DRW_shader_create_with_lib(
|
|
datatoc_paint_wire_vert_glsl, NULL,
|
|
datatoc_paint_wire_frag_glsl,
|
|
datatoc_common_globals_lib_glsl,
|
|
"#define VERTEX_MODE\n");
|
|
}
|
|
|
|
if (!e_data.face_overlay_shader) {
|
|
e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
|
|
}
|
|
}
|
|
|
|
/* Here init all passes and shading groups
|
|
* Assume that all Passes are NULL */
|
|
static void PAINT_TEXTURE_cache_init(void *vedata)
|
|
{
|
|
PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
|
|
PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
|
|
|
|
if (!stl->g_data) {
|
|
/* Alloc transient pointers */
|
|
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
|
|
stl->g_data->shgroup_image_array = NULL;
|
|
}
|
|
|
|
{
|
|
/* Create a pass */
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
|
|
psl->image_faces = DRW_pass_create("Image Color Pass", state);
|
|
|
|
stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
|
|
|
|
/* Uniforms need a pointer to it's value so be sure it's accessible at
|
|
* any given time (i.e. use static vars) */
|
|
static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
|
|
DRW_shgroup_uniform_vec4(stl->g_data->shgroup_fallback, "color", color, 1);
|
|
|
|
MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Object *ob = draw_ctx->obact;
|
|
if (ob && ob->type == OB_MESH) {
|
|
Scene *scene = draw_ctx->scene;
|
|
const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
|
|
const Mesh *me = ob->data;
|
|
|
|
stl->g_data->shgroup_image_array = MEM_mallocN(
|
|
sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? me->totcol : 1), __func__);
|
|
|
|
if (use_material_slots) {
|
|
for (int i = 0; i < me->totcol; i++) {
|
|
Material *ma = give_current_material(ob, i + 1);
|
|
Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
|
|
GPUTexture *tex = ima ?
|
|
GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f) : NULL;
|
|
|
|
if (tex) {
|
|
DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
|
|
DRW_shgroup_uniform_texture(grp, "image", tex);
|
|
DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
|
|
stl->g_data->shgroup_image_array[i] = grp;
|
|
}
|
|
else {
|
|
stl->g_data->shgroup_image_array[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
Image *ima = scene->toolsettings->imapaint.canvas;
|
|
GPUTexture *tex = ima ?
|
|
GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f) : NULL;
|
|
|
|
if (tex) {
|
|
DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
|
|
DRW_shgroup_uniform_texture(grp, "image", tex);
|
|
DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
|
|
stl->g_data->shgroup_image_array[0] = grp;
|
|
}
|
|
else {
|
|
stl->g_data->shgroup_image_array[0] = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Face Mask */
|
|
{
|
|
psl->wire_overlay = DRW_pass_create(
|
|
"Wire Pass",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
|
|
|
|
stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
|
|
}
|
|
|
|
{
|
|
psl->face_overlay = DRW_pass_create(
|
|
"Face Mask Pass",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
|
|
|
|
stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
|
|
|
|
static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
|
|
DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
|
|
}
|
|
}
|
|
|
|
/* Add geometry to shadingGroups. Execute for each objects */
|
|
static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
|
|
{
|
|
PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
|
|
PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
UNUSED_VARS(psl, stl);
|
|
|
|
if ((ob->type == OB_MESH) && (draw_ctx->obact == ob)) {
|
|
/* Get geometry cache */
|
|
const Mesh *me = ob->data;
|
|
Scene *scene = draw_ctx->scene;
|
|
const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity != 0.0; //DRW_object_is_mode_shade(ob) == true;
|
|
const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
|
|
bool ok = false;
|
|
|
|
if (use_surface) {
|
|
if (me->mloopuv != NULL) {
|
|
if (use_material_slots) {
|
|
struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
|
|
if ((me->totcol == 0) || (geom_array == NULL)) {
|
|
struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
|
|
DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
|
|
ok = true;
|
|
}
|
|
else {
|
|
for (int i = 0; i < me->totcol; i++) {
|
|
if (stl->g_data->shgroup_image_array[i]) {
|
|
DRW_shgroup_call_add(stl->g_data->shgroup_image_array[i], geom_array[i], ob->obmat);
|
|
}
|
|
else {
|
|
DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat);
|
|
}
|
|
ok = true;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
struct Gwn_Batch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
|
|
if (geom && stl->g_data->shgroup_image_array[0]) {
|
|
DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat);
|
|
ok = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ok) {
|
|
struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
|
|
DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
|
|
}
|
|
}
|
|
|
|
/* Face Mask */
|
|
const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
|
|
if (use_face_sel) {
|
|
struct Gwn_Batch *geom;
|
|
/* Note: ideally selected faces wouldn't show interior wire. */
|
|
const bool use_wire = true;
|
|
geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel);
|
|
DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
|
|
|
|
geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
|
|
DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Optional: Post-cache_populate callback */
|
|
static void PAINT_TEXTURE_cache_finish(void *vedata)
|
|
{
|
|
PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
|
|
PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
|
|
|
|
/* Do something here! dependant on the objects gathered */
|
|
UNUSED_VARS(psl);
|
|
|
|
MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
|
|
}
|
|
|
|
/* Draw time ! Control rendering pipeline from here */
|
|
static void PAINT_TEXTURE_draw_scene(void *vedata)
|
|
{
|
|
PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
|
|
PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
|
|
|
|
/* Default framebuffer and texture */
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
UNUSED_VARS(fbl, dfbl, dtxl);
|
|
|
|
DRW_draw_pass(psl->image_faces);
|
|
|
|
DRW_draw_pass(psl->face_overlay);
|
|
DRW_draw_pass(psl->wire_overlay);
|
|
}
|
|
|
|
/* Cleanup when destroying the engine.
|
|
* This is not per viewport ! only when quitting blender.
|
|
* Mostly used for freeing shaders */
|
|
static void PAINT_TEXTURE_engine_free(void)
|
|
{
|
|
DRW_SHADER_FREE_SAFE(e_data.image_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
|
|
}
|
|
|
|
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,
|
|
NULL,
|
|
};
|