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blender-archive/source/blender/draw/modes/paint_vertex_mode.c
Jeroen Bakker f3501a00e2 PaintMode: Full Shading Boolean => Slider
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.
2018-06-22 10:43:03 +02:00

203 lines
6.1 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_vertex_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
extern char datatoc_paint_vertex_vert_glsl[];
extern char datatoc_paint_vertex_frag_glsl[];
extern char datatoc_paint_wire_vert_glsl[];
extern char datatoc_paint_wire_frag_glsl[];
extern char datatoc_common_globals_lib_glsl[];
/* *********** LISTS *********** */
typedef struct PAINT_VERTEX_PassList {
struct DRWPass *vcolor_faces;
struct DRWPass *wire_overlay;
struct DRWPass *face_overlay;
} PAINT_VERTEX_PassList;
typedef struct PAINT_VERTEX_StorageList {
struct PAINT_VERTEX_PrivateData *g_data;
} PAINT_VERTEX_StorageList;
typedef struct PAINT_VERTEX_Data {
void *engine_type; /* Required */
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
PAINT_VERTEX_PassList *psl;
PAINT_VERTEX_StorageList *stl;
} PAINT_VERTEX_Data;
/* *********** STATIC *********** */
static struct {
struct GPUShader *vcolor_face_shader;
struct GPUShader *wire_overlay_shader;
struct GPUShader *face_overlay_shader;
} e_data = {NULL}; /* Engine data */
typedef struct PAINT_VERTEX_PrivateData {
DRWShadingGroup *fvcolor_shgrp;
DRWShadingGroup *lwire_shgrp;
DRWShadingGroup *face_shgrp;
} PAINT_VERTEX_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
{
if (!e_data.vcolor_face_shader) {
e_data.vcolor_face_shader = DRW_shader_create(
datatoc_paint_vertex_vert_glsl, NULL,
datatoc_paint_vertex_frag_glsl, NULL);
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");
e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
static void PAINT_VERTEX_cache_init(void *vedata)
{
PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* Create a pass */
psl->vcolor_faces = DRW_pass_create(
"Vert Color Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &v3d->overlay.vertex_paint_mode_opacity, 1);
}
{
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);
}
}
static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
{
PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
const Mesh *me = ob->data;
const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
const bool use_surface = v3d->overlay.vertex_paint_mode_opacity != 0.0f;
const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
struct Gwn_Batch *geom;
if (use_surface) {
geom = DRW_cache_mesh_surface_vert_colors_get(ob);
DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
}
if (use_face_sel || use_wire) {
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);
}
if (use_face_sel) {
geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
}
}
}
static void PAINT_VERTEX_draw_scene(void *vedata)
{
PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
DRW_draw_pass(psl->vcolor_faces);
DRW_draw_pass(psl->face_overlay);
DRW_draw_pass(psl->wire_overlay);
}
static void PAINT_VERTEX_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.vcolor_face_shader);
DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
}
static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
DrawEngineType draw_engine_paint_vertex_type = {
NULL, NULL,
N_("PaintVertexMode"),
&PAINT_VERTEX_data_size,
&PAINT_VERTEX_engine_init,
&PAINT_VERTEX_engine_free,
&PAINT_VERTEX_cache_init,
&PAINT_VERTEX_cache_populate,
NULL,
NULL,
&PAINT_VERTEX_draw_scene,
NULL,
NULL,
};