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blender-archive/source/blender/draw/modes/paint_texture_mode.c
Campbell Barton cb15854bf9 Fix missing uniform for vert/weight/texture paint
Entering any of these modes would assert immediately.
2018-08-08 15:08:50 +10:00

401 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);
DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
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);
DRW_shgroup_uniform_block(stl->g_data->lwire_shgrp, "globalsBlock", globals_ubo);
}
{
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 GPUBatch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
if ((me->totcol == 0) || (geom_array == NULL)) {
struct GPUBatch *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 GPUBatch *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 GPUBatch *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 GPUBatch *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,
};