Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
78 lines
2.3 KiB
C
78 lines
2.3 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2019 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "draw_cache_impl.h"
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#include "overlay_private.h"
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#include "BKE_paint.h"
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#include "BKE_pbvh.h"
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#include "BKE_subdiv_ccg.h"
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void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata)
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{
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OVERLAY_PassList *psl = vedata->psl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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DRWShadingGroup *grp;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL;
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DRW_PASS_CREATE(psl->sculpt_mask_ps, state | pd->clipping_state);
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GPUShader *sh = OVERLAY_shader_sculpt_mask();
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pd->sculpt_mask_grp = grp = DRW_shgroup_create(sh, psl->sculpt_mask_ps);
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DRW_shgroup_uniform_float_copy(grp, "maskOpacity", pd->overlay.sculpt_mode_mask_opacity);
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DRW_shgroup_uniform_float_copy(
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grp, "faceSetsOpacity", pd->overlay.sculpt_mode_face_sets_opacity);
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}
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void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob)
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{
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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struct GPUBatch *sculpt_overlays;
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PBVH *pbvh = ob->sculpt->pbvh;
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const bool use_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d);
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if (!pbvh) {
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/* It is possible to have SculptSession without PBVH. This happens, for example, when toggling
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* object mode to sculpt then to edit mode. */
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return;
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}
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if (!pbvh_has_mask(pbvh) && !pbvh_has_face_sets(pbvh)) {
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/* The SculptSession and the PBVH can be created without a Mask data-layer or Face Set
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* data-layer. (masks data-layers are created after using a mask tool), so in these cases there
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* is nothing to draw. */
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return;
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}
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if (use_pbvh) {
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DRW_shgroup_call_sculpt(pd->sculpt_mask_grp, ob, false, true);
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}
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else {
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sculpt_overlays = DRW_mesh_batch_cache_get_sculpt_overlays(ob->data);
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if (sculpt_overlays) {
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DRW_shgroup_call(pd->sculpt_mask_grp, sculpt_overlays, ob);
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}
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}
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}
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void OVERLAY_sculpt_draw(OVERLAY_Data *vedata)
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{
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OVERLAY_PassList *psl = vedata->psl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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if (DRW_state_is_fbo()) {
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GPU_framebuffer_bind(pd->painting.in_front ? dfbl->in_front_fb : dfbl->default_fb);
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}
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DRW_draw_pass(psl->sculpt_mask_ps);
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}
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