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blender-archive/source/blender/draw/modes/sculpt_mode.c
Jeroen Bakker ee701baff8 Workbench: Support Active Vertex Color
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.

The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.

In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.

Fix: T57000

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4694
2019-04-23 12:05:33 +02:00

285 lines
8.7 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 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_pbvh.h"
#include "BKE_paint.h"
#include "BKE_subdiv_ccg.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
extern char datatoc_sculpt_mask_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use SCULPT_engine_init() to
* initialize most of them and SCULPT_cache_init()
* for SCULPT_PassList */
typedef struct SCULPT_PassList {
/* Declare all passes here and init them in
* SCULPT_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} SCULPT_PassList;
typedef struct SCULPT_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
struct GPUFrameBuffer *fb;
} SCULPT_FramebufferList;
typedef struct SCULPT_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
struct GPUTexture *texture;
} SCULPT_TextureList;
typedef struct SCULPT_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 SCULPT_PrivateData *g_data;
} SCULPT_StorageList;
typedef struct SCULPT_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 */
SCULPT_FramebufferList *fbl;
SCULPT_TextureList *txl;
SCULPT_PassList *psl;
SCULPT_StorageList *stl;
} SCULPT_Data;
/* *********** STATIC *********** */
static struct {
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in SCULPT_engine_init();
* free in SCULPT_engine_free(); */
struct GPUShader *shader_smooth;
} e_data = {NULL}; /* Engine data */
typedef struct SCULPT_PrivateData {
/* This keeps the references of the shading groups for
* easy access in SCULPT_cache_populate() */
DRWShadingGroup *group_flat;
DRWShadingGroup *group_smooth;
} SCULPT_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optional) */
static void SCULPT_engine_init(void *vedata)
{
SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
UNUSED_VARS(txl, fbl, stl);
if (!e_data.shader_smooth) {
e_data.shader_smooth = DRW_shader_create(
datatoc_sculpt_mask_vert_glsl, NULL, datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void SCULPT_cache_init(void *vedata)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
if (!stl->g_data) {
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
psl->pass = DRW_pass_create("Sculpt Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1);
stl->g_data->group_smooth = shgrp;
}
}
static void sculpt_draw_mask_cb(DRWShadingGroup *shgroup,
void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
void *user_data)
{
Object *ob = user_data;
PBVH *pbvh = ob->sculpt->pbvh;
if (pbvh) {
BKE_pbvh_draw_cb(pbvh,
NULL,
NULL,
false,
false,
true,
false,
(void (*)(void *, struct GPUBatch *))draw_fn,
shgroup);
}
}
static void sculpt_update_pbvh_normals(Object *object)
{
Mesh *mesh = object->data;
PBVH *pbvh = object->sculpt->pbvh;
SubdivCCG *subdiv_ccg = mesh->runtime.subdiv_ccg;
if (pbvh == NULL || subdiv_ccg == NULL) {
return;
}
BKE_sculpt_bvh_update_from_ccg(pbvh, subdiv_ccg);
struct CCGFace **faces;
int num_faces;
BKE_pbvh_get_grid_updates(pbvh, 1, (void ***)&faces, &num_faces);
if (num_faces > 0) {
BKE_subdiv_ccg_update_normals(subdiv_ccg, faces, num_faces);
MEM_freeN(faces);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void SCULPT_cache_populate(void *vedata, Object *ob)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
UNUSED_VARS(psl, stl);
if (ob->type == OB_MESH) {
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob->sculpt && (ob == draw_ctx->obact)) {
sculpt_update_pbvh_normals(ob);
/* XXX, needed for dyntopo-undo (which clears).
* probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */
if (ob->sculpt->pbvh == NULL) {
/* create PBVH immediately (would be created on the fly too,
* but this avoids waiting on first stroke) */
Scene *scene = draw_ctx->scene;
BKE_sculpt_update_mesh_elements(
draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
}
PBVH *pbvh = ob->sculpt->pbvh;
if (pbvh && pbvh_has_mask(pbvh)) {
DRW_shgroup_call_generate_add(
stl->g_data->group_smooth, sculpt_draw_mask_cb, ob, ob->obmat);
}
}
}
}
/* Optional: Post-cache_populate callback */
static void SCULPT_cache_finish(void *vedata)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}
/* Draw time ! Control rendering pipeline from here */
static void SCULPT_draw_scene(void *vedata)
{
SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_FramebufferList *fbl = ((SCULPT_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);
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
/* ... or just render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void SCULPT_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.shader_smooth);
}
static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
DrawEngineType draw_engine_sculpt_type = {
NULL,
NULL,
N_("SculptMode"),
&SCULPT_data_size,
&SCULPT_engine_init,
&SCULPT_engine_free,
&SCULPT_cache_init,
&SCULPT_cache_populate,
&SCULPT_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&SCULPT_draw_scene,
NULL,
NULL,
};