401 lines
13 KiB
C
401 lines
13 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/modes/paint_texture_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "BIF_gl.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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#include "DNA_mesh_types.h"
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_paint_texture_vert_glsl[];
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extern char datatoc_paint_texture_frag_glsl[];
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extern char datatoc_paint_wire_vert_glsl[];
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extern char datatoc_paint_wire_frag_glsl[];
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/* If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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/* *********** LISTS *********** */
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/* All lists are per viewport specific datas.
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* They are all free when viewport changes engines
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* or is free itself. Use PAINT_TEXTURE_engine_init() to
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* initialize most of them and PAINT_TEXTURE_cache_init()
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* for PAINT_TEXTURE_PassList */
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typedef struct PAINT_TEXTURE_PassList {
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/* Declare all passes here and init them in
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* PAINT_TEXTURE_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *image_faces;
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struct DRWPass *wire_overlay;
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struct DRWPass *face_overlay;
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} PAINT_TEXTURE_PassList;
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typedef struct PAINT_TEXTURE_FramebufferList {
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/* Contains all framebuffer objects needed by this engine.
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* Only contains (GPUFrameBuffer *) */
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struct GPUFrameBuffer *fb;
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} PAINT_TEXTURE_FramebufferList;
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typedef struct PAINT_TEXTURE_TextureList {
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/* Contains all framebuffer textures / utility textures
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* needed by this engine. Only viewport specific textures
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* (not per object). Only contains (GPUTexture *) */
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struct GPUTexture *texture;
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} PAINT_TEXTURE_TextureList;
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typedef struct PAINT_TEXTURE_StorageList {
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/* Contains any other memory block that the engine needs.
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* Only directly MEM_(m/c)allocN'ed blocks because they are
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* free with MEM_freeN() when viewport is freed.
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* (not per object) */
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struct CustomStruct *block;
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struct PAINT_TEXTURE_PrivateData *g_data;
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} PAINT_TEXTURE_StorageList;
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typedef struct PAINT_TEXTURE_Data {
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/* Struct returned by DRW_viewport_engine_data_ensure.
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* If you don't use one of these, just make it a (void *) */
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// void *fbl;
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void *engine_type; /* Required */
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PAINT_TEXTURE_FramebufferList *fbl;
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PAINT_TEXTURE_TextureList *txl;
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PAINT_TEXTURE_PassList *psl;
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PAINT_TEXTURE_StorageList *stl;
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} PAINT_TEXTURE_Data;
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/* *********** STATIC *********** */
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static struct {
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/* Custom shaders :
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* Add sources to source/blender/draw/modes/shaders
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* init in PAINT_TEXTURE_engine_init();
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* free in PAINT_TEXTURE_engine_free(); */
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struct GPUShader *fallback_sh;
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struct GPUShader *image_sh;
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struct GPUShader *wire_overlay_shader;
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struct GPUShader *face_overlay_shader;
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} e_data = {NULL}; /* Engine data */
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typedef struct PAINT_TEXTURE_PrivateData {
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/* This keeps the references of the shading groups for
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* easy access in PAINT_TEXTURE_cache_populate() */
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DRWShadingGroup *shgroup_fallback;
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DRWShadingGroup **shgroup_image_array;
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/* face-mask */
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DRWShadingGroup *lwire_shgrp;
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DRWShadingGroup *face_shgrp;
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} PAINT_TEXTURE_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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/* Init Textures, Framebuffers, Storage and Shaders.
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* It is called for every frames.
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* (Optional) */
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static void PAINT_TEXTURE_engine_init(void *vedata)
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{
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PAINT_TEXTURE_TextureList *txl = ((PAINT_TEXTURE_Data *)vedata)->txl;
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PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
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PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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UNUSED_VARS(txl, fbl, stl);
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/* Init Framebuffers like this: order is attachment order (for color texs) */
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/*
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* DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
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* {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
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*/
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/* DRW_framebuffer_init takes care of checking if
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* the framebuffer is valid and has the right size*/
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/*
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* float *viewport_size = DRW_viewport_size_get();
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* DRW_framebuffer_init(&fbl->occlude_wire_fb,
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* (int)viewport_size[0], (int)viewport_size[1],
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* tex, 2);
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*/
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if (!e_data.fallback_sh) {
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e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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}
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if (!e_data.image_sh) {
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e_data.image_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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e_data.image_sh = DRW_shader_create_with_lib(
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datatoc_paint_texture_vert_glsl, NULL,
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datatoc_paint_texture_frag_glsl,
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datatoc_common_globals_lib_glsl, NULL);
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}
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if (!e_data.wire_overlay_shader) {
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e_data.wire_overlay_shader = DRW_shader_create_with_lib(
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datatoc_paint_wire_vert_glsl, NULL,
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datatoc_paint_wire_frag_glsl,
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datatoc_common_globals_lib_glsl,
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"#define VERTEX_MODE\n");
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}
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if (!e_data.face_overlay_shader) {
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e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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}
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}
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/* Here init all passes and shading groups
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* Assume that all Passes are NULL */
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static void PAINT_TEXTURE_cache_init(void *vedata)
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{
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PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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stl->g_data->shgroup_image_array = NULL;
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}
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{
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/* Create a pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
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psl->image_faces = DRW_pass_create("Image Color Pass", state);
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stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
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/* Uniforms need a pointer to it's value so be sure it's accessible at
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* any given time (i.e. use static vars) */
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static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
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DRW_shgroup_uniform_vec4(stl->g_data->shgroup_fallback, "color", color, 1);
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MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Object *ob = draw_ctx->obact;
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if (ob && ob->type == OB_MESH) {
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Scene *scene = draw_ctx->scene;
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const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
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const Mesh *me = ob->data;
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stl->g_data->shgroup_image_array = MEM_mallocN(
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sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? me->totcol : 1), __func__);
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if (use_material_slots) {
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for (int i = 0; i < me->totcol; i++) {
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Material *ma = give_current_material(ob, i + 1);
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Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
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GPUTexture *tex = ima ?
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GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f) : NULL;
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if (tex) {
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
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DRW_shgroup_uniform_texture(grp, "image", tex);
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DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
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DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
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stl->g_data->shgroup_image_array[i] = grp;
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}
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else {
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stl->g_data->shgroup_image_array[i] = NULL;
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}
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}
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}
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else {
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Image *ima = scene->toolsettings->imapaint.canvas;
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GPUTexture *tex = ima ?
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GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f) : NULL;
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if (tex) {
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
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DRW_shgroup_uniform_texture(grp, "image", tex);
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DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
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stl->g_data->shgroup_image_array[0] = grp;
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}
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else {
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stl->g_data->shgroup_image_array[0] = NULL;
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}
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}
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}
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}
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/* Face Mask */
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{
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psl->wire_overlay = DRW_pass_create(
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"Wire Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
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stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
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DRW_shgroup_uniform_block(stl->g_data->lwire_shgrp, "globalsBlock", globals_ubo);
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}
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{
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psl->face_overlay = DRW_pass_create(
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"Face Mask Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
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stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
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static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
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}
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}
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/* Add geometry to shadingGroups. Execute for each objects */
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static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
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{
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PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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UNUSED_VARS(psl, stl);
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if ((ob->type == OB_MESH) && (draw_ctx->obact == ob)) {
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/* Get geometry cache */
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const Mesh *me = ob->data;
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Scene *scene = draw_ctx->scene;
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const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity != 0.0; //DRW_object_is_mode_shade(ob) == true;
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const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
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bool ok = false;
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if (use_surface) {
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if (me->mloopuv != NULL) {
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if (use_material_slots) {
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struct GPUBatch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
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if ((me->totcol == 0) || (geom_array == NULL)) {
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struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob);
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DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
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ok = true;
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}
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else {
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for (int i = 0; i < me->totcol; i++) {
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if (stl->g_data->shgroup_image_array[i]) {
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DRW_shgroup_call_add(stl->g_data->shgroup_image_array[i], geom_array[i], ob->obmat);
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}
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else {
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DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat);
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}
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ok = true;
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}
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}
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}
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else {
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struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
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if (geom && stl->g_data->shgroup_image_array[0]) {
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DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat);
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ok = true;
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}
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}
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}
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if (!ok) {
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struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob);
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DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
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}
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}
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/* Face Mask */
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const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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if (use_face_sel) {
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struct GPUBatch *geom;
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/* Note: ideally selected faces wouldn't show interior wire. */
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const bool use_wire = true;
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geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel);
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DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
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geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
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DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
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}
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}
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}
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/* Optional: Post-cache_populate callback */
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static void PAINT_TEXTURE_cache_finish(void *vedata)
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{
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PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
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/* Do something here! dependant on the objects gathered */
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UNUSED_VARS(psl);
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MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
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}
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/* Draw time ! Control rendering pipeline from here */
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static void PAINT_TEXTURE_draw_scene(void *vedata)
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{
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PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
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PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
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/* Default framebuffer and texture */
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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UNUSED_VARS(fbl, dfbl, dtxl);
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DRW_draw_pass(psl->image_faces);
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DRW_draw_pass(psl->face_overlay);
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DRW_draw_pass(psl->wire_overlay);
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}
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/* Cleanup when destroying the engine.
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* This is not per viewport ! only when quitting blender.
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* Mostly used for freeing shaders */
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static void PAINT_TEXTURE_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.image_sh);
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DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
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}
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static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_TEXTURE_Data);
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DrawEngineType draw_engine_paint_texture_type = {
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NULL, NULL,
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N_("PaintTextureMode"),
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&PAINT_TEXTURE_data_size,
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&PAINT_TEXTURE_engine_init,
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&PAINT_TEXTURE_engine_free,
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&PAINT_TEXTURE_cache_init,
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&PAINT_TEXTURE_cache_populate,
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&PAINT_TEXTURE_cache_finish,
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NULL, /* draw_background but not needed by mode engines */
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&PAINT_TEXTURE_draw_scene,
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NULL,
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NULL,
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};
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