This is already done in weight paint mode, avoids a mesh refresh on selection changes.
208 lines
6.3 KiB
C
208 lines
6.3 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_vertex_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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/* If builtin shaders are needed */
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#include "GPU_shader.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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#include "DNA_view3d_types.h"
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#include "DEG_depsgraph_query.h"
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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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extern char datatoc_paint_vertex_vert_glsl[];
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extern char datatoc_paint_vertex_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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extern char datatoc_common_globals_lib_glsl[];
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/* *********** LISTS *********** */
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typedef struct PAINT_VERTEX_PassList {
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struct DRWPass *vcolor_faces;
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struct DRWPass *wire_overlay;
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struct DRWPass *face_overlay;
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} PAINT_VERTEX_PassList;
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typedef struct PAINT_VERTEX_StorageList {
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struct PAINT_VERTEX_PrivateData *g_data;
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} PAINT_VERTEX_StorageList;
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typedef struct PAINT_VERTEX_Data {
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void *engine_type; /* Required */
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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PAINT_VERTEX_PassList *psl;
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PAINT_VERTEX_StorageList *stl;
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} PAINT_VERTEX_Data;
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/* *********** STATIC *********** */
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static struct {
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struct GPUShader *vcolor_face_shader;
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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_VERTEX_PrivateData {
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DRWShadingGroup *fvcolor_shgrp;
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DRWShadingGroup *lwire_shgrp;
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DRWShadingGroup *face_shgrp;
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} PAINT_VERTEX_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
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{
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if (!e_data.vcolor_face_shader) {
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e_data.vcolor_face_shader = DRW_shader_create(
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datatoc_paint_vertex_vert_glsl, NULL,
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datatoc_paint_vertex_frag_glsl, NULL);
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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, "#define VERTEX_MODE\n");
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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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static void PAINT_VERTEX_cache_init(void *vedata)
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{
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const View3D *v3d = draw_ctx->v3d;
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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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}
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{
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/* Create a pass */
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psl->vcolor_faces = DRW_pass_create(
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"Vert Color Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
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stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
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DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &v3d->overlay.vertex_paint_mode_opacity, 1);
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}
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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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static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
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{
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PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const View3D *v3d = draw_ctx->v3d;
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if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
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/* We're always painting on original, display original data. */
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ob = DEG_get_original_object(ob);
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const Mesh *me = ob->data;
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const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
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const bool use_surface = v3d->overlay.vertex_paint_mode_opacity != 0.0f;
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const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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struct GPUBatch *geom;
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if (use_surface) {
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geom = DRW_cache_mesh_surface_vert_colors_get(ob);
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DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
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}
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if (use_face_sel || use_wire) {
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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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}
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if (use_face_sel) {
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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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static void PAINT_VERTEX_draw_scene(void *vedata)
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{
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PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
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DRW_draw_pass(psl->vcolor_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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static void PAINT_VERTEX_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.vcolor_face_shader);
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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_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
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DrawEngineType draw_engine_paint_vertex_type = {
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NULL, NULL,
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N_("PaintVertexMode"),
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&PAINT_VERTEX_data_size,
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&PAINT_VERTEX_engine_init,
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&PAINT_VERTEX_engine_free,
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&PAINT_VERTEX_cache_init,
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&PAINT_VERTEX_cache_populate,
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NULL,
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NULL,
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&PAINT_VERTEX_draw_scene,
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NULL,
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NULL,
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};
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