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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 17:07:16 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 17:07:16 +0400
commit28ee0f92184af8ba6f44d08eda23ce5eb3815697 (patch)
tree6aada8d509c7470bd3bff6e52ba32e1fd54ef2ee /source/blender/blenkernel
parent19df3147f6920a2856bccb6e4601d57288119999 (diff)
Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/BKE_DerivedMesh.h8
-rw-r--r--source/blender/blenkernel/BKE_node.h1
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c135
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c80
-rw-r--r--source/blender/blenkernel/intern/node.c4
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c150
6 files changed, 378 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_DerivedMesh.h b/source/blender/blenkernel/BKE_DerivedMesh.h
index 5e403849289..0c5dc32f6d8 100644
--- a/source/blender/blenkernel/BKE_DerivedMesh.h
+++ b/source/blender/blenkernel/BKE_DerivedMesh.h
@@ -324,6 +324,14 @@ struct DerivedMesh {
float t),
void *userData);
+ /* Draw all faces with materials
+ * o setMaterial is called for every different material nr
+ * o setFace is called to verify if a face must be hidden
+ */
+ void (*drawMappedFacesMat)(DerivedMesh *dm,
+ void (*setMaterial)(void *userData, int, void *attribs),
+ int (*setFace)(void *userData, int index), void *userData);
+
/* Release reference to the DerivedMesh. This function decides internally
* if the DerivedMesh will be freed, or cached for later use. */
void (*release)(DerivedMesh *dm);
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index a06d57ae517..580f78d3063 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -351,6 +351,7 @@ struct bNode *nodeGetActive(struct bNodeTree *ntree);
struct bNode *nodeGetActiveID(struct bNodeTree *ntree, short idtype);
int nodeSetActiveID(struct bNodeTree *ntree, short idtype, struct ID *id);
void nodeClearActiveID(struct bNodeTree *ntree, short idtype);
+struct bNode *nodeGetActiveTexture(struct bNodeTree *ntree);
void nodeUpdate(struct bNodeTree *ntree, struct bNode *node);
int nodeUpdateID(struct bNodeTree *ntree, struct ID *id);
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index aaed0381b2e..ecabd1a79bc 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -1123,6 +1123,140 @@ static void emDM_drawFacesGLSL(DerivedMesh *dm,
dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
}
+static void emDM_drawMappedFacesMat(DerivedMesh *dm,
+ void (*setMaterial)(void *userData, int, void *attribs),
+ int (*setFace)(void *userData, int index), void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ float (*vertexCos)[3]= emdm->vertexCos;
+ float (*vertexNos)[3]= emdm->vertexNos;
+ EditVert *eve;
+ EditFace *efa;
+ DMVertexAttribs attribs= {{{0}}};
+ GPUVertexAttribs gattribs;
+ int i, b, matnr, new_matnr;
+
+ matnr = -1;
+
+ /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
+ glShadeModel(GL_SMOOTH);
+
+ for (i=0,eve=em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (intptr_t) i++;
+
+#define PASSATTRIB(efa, eve, vert) { \
+ if(attribs.totorco) { \
+ float *orco = attribs.orco.array[eve->tmp.l]; \
+ if(attribs.orco.glTexco) \
+ glTexCoord3fv(orco); \
+ else \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
+ } \
+ for(b = 0; b < attribs.tottface; b++) { \
+ MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
+ if(attribs.tface[b].glTexco) \
+ glTexCoord2fv(_tf->uv[vert]); \
+ else \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]); \
+ } \
+ for(b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset); \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if(attribs.tottang) { \
+ float *tang = attribs.tang.array[i*4 + vert]; \
+ glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
+ } \
+}
+
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth= (efa->flag & ME_SMOOTH);
+
+ /* face hiding */
+ if(setFace && !setFace(userData, i))
+ continue;
+
+ /* material */
+ new_matnr = efa->mat_nr + 1;
+ if(new_matnr != matnr) {
+ setMaterial(userData, matnr = new_matnr, &gattribs);
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ }
+
+ /* face */
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ if(vertexCos) glNormal3fv(emdm->faceNos[i]);
+ else glNormal3fv(efa->n);
+
+ PASSATTRIB(efa, efa->v1, 0);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ else glVertex3fv(efa->v1->co);
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ else glVertex3fv(efa->v2->co);
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ else glVertex3fv(efa->v3->co);
+
+ if(efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ else glVertex3fv(efa->v4->co);
+ }
+ } else {
+ PASSATTRIB(efa, efa->v1, 0);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ }
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ }
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ }
+
+ if(efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ }
+ glEnd();
+ }
+#undef PASSATTRIB
+}
+
static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
@@ -1429,6 +1563,7 @@ DerivedMesh *editmesh_get_derived(EditMesh *em, float (*vertexCos)[3])
emdm->dm.drawMappedFacesGLSL = emDM_drawMappedFacesGLSL;
emdm->dm.drawFacesTex = emDM_drawFacesTex;
emdm->dm.drawFacesGLSL = emDM_drawFacesGLSL;
+ emdm->dm.drawMappedFacesMat = emDM_drawMappedFacesMat;
emdm->dm.drawUVEdges = emDM_drawUVEdges;
emdm->dm.release = emDM_release;
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index d2c86a14572..5ebdd1ec547 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -1351,6 +1351,85 @@ static void cdDM_drawFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *at
dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
}
+static void cdDM_drawMappedFacesMat(DerivedMesh *dm,
+ void (*setMaterial)(void *userData, int, void *attribs),
+ int (*setFace)(void *userData, int index), void *userData)
+{
+ CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
+ GPUVertexAttribs gattribs;
+ DMVertexAttribs attribs;
+ MVert *mvert = cddm->mvert;
+ MFace *mf = cddm->mface;
+ float (*nors)[3] = dm->getFaceDataArray(dm, CD_NORMAL);
+ int a, matnr, new_matnr;
+ int orig, *index = dm->getFaceDataArray(dm, CD_ORIGINDEX);
+
+ cdDM_update_normals_from_pbvh(dm);
+
+ matnr = -1;
+
+ glShadeModel(GL_SMOOTH);
+
+ memset(&attribs, 0, sizeof(attribs));
+
+ glBegin(GL_QUADS);
+
+ for(a = 0; a < dm->numFaceData; a++, mf++) {
+ const int smoothnormal = (mf->flag & ME_SMOOTH);
+
+ /* material */
+ new_matnr = mf->mat_nr + 1;
+
+ if(new_matnr != matnr) {
+ glEnd();
+
+ setMaterial(userData, matnr = new_matnr, &gattribs);
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+
+ glBegin(GL_QUADS);
+ }
+
+ /* skipping faces */
+ if(setFace) {
+ orig = (index)? index[a]: a;
+
+ if(orig != ORIGINDEX_NONE && !setFace(userData, orig))
+ continue;
+ }
+
+ /* smooth normal */
+ if(!smoothnormal) {
+ if(nors) {
+ glNormal3fv(nors[a]);
+ }
+ else {
+ /* TODO ideally a normal layer should always be available */
+ float nor[3];
+
+ if(mf->v4)
+ normal_quad_v3( nor,mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co, mvert[mf->v4].co);
+ else
+ normal_tri_v3( nor,mvert[mf->v1].co, mvert[mf->v2].co, mvert[mf->v3].co);
+
+ glNormal3fv(nor);
+ }
+ }
+
+ /* vertices */
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mf->v1, 0, smoothnormal);
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mf->v2, 1, smoothnormal);
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mf->v3, 2, smoothnormal);
+
+ if(mf->v4)
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mf->v4, 3, smoothnormal);
+ else
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mf->v3, 2, smoothnormal);
+ }
+ glEnd();
+
+ glShadeModel(GL_FLAT);
+}
+
static void cdDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData)
{
CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
@@ -1521,6 +1600,7 @@ static CDDerivedMesh *cdDM_create(const char *desc)
dm->drawMappedFaces = cdDM_drawMappedFaces;
dm->drawMappedFacesTex = cdDM_drawMappedFacesTex;
dm->drawMappedFacesGLSL = cdDM_drawMappedFacesGLSL;
+ dm->drawMappedFacesMat = cdDM_drawMappedFacesMat;
dm->foreachMappedVert = cdDM_foreachMappedVert;
dm->foreachMappedEdge = cdDM_foreachMappedEdge;
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 9fc18c3e0fc..fa023d8fb43 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -1314,11 +1314,15 @@ void nodeSetActive(bNodeTree *ntree, bNode *node)
if(GS(node->id->name) == GS(tnode->id->name))
tnode->flag &= ~NODE_ACTIVE_ID;
}
+ if(node->typeinfo->nclass == NODE_CLASS_TEXTURE)
+ tnode->flag &= ~NODE_ACTIVE_TEXTURE;
}
node->flag |= NODE_ACTIVE;
if(node->id)
node->flag |= NODE_ACTIVE_ID;
+ if(node->typeinfo->nclass == NODE_CLASS_TEXTURE)
+ node->flag |= NODE_ACTIVE_TEXTURE;
}
/* use flags are not persistent yet, groups might need different tagging, so we do it each time
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 9848b27d32e..da2245f8401 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -1511,6 +1511,155 @@ static void ccgDM_drawFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *a
dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
}
+ /* Only used by non-editmesh types */
+static void ccgDM_drawMappedFacesMat(DerivedMesh *dm, void (*setMaterial)(void *userData, int, void *attribs), int (*setFace)(void *userData, int index), void *userData) {
+ CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
+ CCGSubSurf *ss = ccgdm->ss;
+ CCGFaceIterator *fi = ccgSubSurf_getFaceIterator(ss);
+ GPUVertexAttribs gattribs;
+ DMVertexAttribs attribs= {{{NULL}}};
+ int gridSize = ccgSubSurf_getGridSize(ss);
+ int gridFaces = gridSize - 1;
+ int edgeSize = ccgSubSurf_getEdgeSize(ss);
+ char *faceFlags = ccgdm->faceFlags;
+ int a, b, i, numVerts, matnr, new_matnr, totface;
+
+ ccgdm_pbvh_update(ccgdm);
+
+ matnr = -1;
+
+#define PASSATTRIB(dx, dy, vert) { \
+ if(attribs.totorco) { \
+ index = getFaceIndex(ss, f, S, x+dx, y+dy, edgeSize, gridSize); \
+ if(attribs.orco.glTexco) \
+ glTexCoord3fv(attribs.orco.array[index]); \
+ else \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]); \
+ } \
+ for(b = 0; b < attribs.tottface; b++) { \
+ MTFace *tf = &attribs.tface[b].array[a]; \
+ if(attribs.tface[b].glTexco) \
+ glTexCoord2fv(tf->uv[vert]); \
+ else \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
+ } \
+ for(b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = &attribs.mcol[b].array[a*4 + vert]; \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if(attribs.tottang) { \
+ float *tang = attribs.tang.array[a*4 + vert]; \
+ glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
+ } \
+}
+
+ totface = ccgSubSurf_getNumFaces(ss);
+ for(a = 0, i = 0; i < totface; i++) {
+ CCGFace *f = ccgdm->faceMap[i].face;
+ int S, x, y, drawSmooth;
+ int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(ss, f));
+ int origIndex = ccgDM_getFaceMapIndex(ss, f);
+
+ numVerts = ccgSubSurf_getFaceNumVerts(f);
+
+ /* get flags */
+ if(faceFlags) {
+ drawSmooth = (faceFlags[index*2] & ME_SMOOTH);
+ new_matnr= faceFlags[index*2 + 1] + 1;
+ }
+ else {
+ drawSmooth = 1;
+ new_matnr= 1;
+ }
+
+ /* material */
+ if(new_matnr != matnr) {
+ setMaterial(userData, matnr = new_matnr, &gattribs);
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ }
+
+ /* face hiding */
+ if((setFace && (origIndex != ORIGINDEX_NONE) && !setFace(userData, origIndex))) {
+ a += gridFaces*gridFaces*numVerts;
+ continue;
+ }
+
+ /* draw face*/
+ glShadeModel(drawSmooth? GL_SMOOTH: GL_FLAT);
+ for (S=0; S<numVerts; S++) {
+ DMGridData *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
+ DMGridData *vda, *vdb;
+
+ if (drawSmooth) {
+ for (y=0; y<gridFaces; y++) {
+ glBegin(GL_QUAD_STRIP);
+ for (x=0; x<gridFaces; x++) {
+ vda = &faceGridData[(y+0)*gridSize + x];
+ vdb = &faceGridData[(y+1)*gridSize + x];
+
+ PASSATTRIB(0, 0, 0);
+ glNormal3fv(vda->no);
+ glVertex3fv(vda->co);
+
+ PASSATTRIB(0, 1, 1);
+ glNormal3fv(vdb->no);
+ glVertex3fv(vdb->co);
+
+ if(x != gridFaces-1)
+ a++;
+ }
+
+ vda = &faceGridData[(y+0)*gridSize + x];
+ vdb = &faceGridData[(y+1)*gridSize + x];
+
+ PASSATTRIB(0, 0, 3);
+ glNormal3fv(vda->no);
+ glVertex3fv(vda->co);
+
+ PASSATTRIB(0, 1, 2);
+ glNormal3fv(vdb->no);
+ glVertex3fv(vdb->co);
+
+ glEnd();
+
+ a++;
+ }
+ } else {
+ glBegin(GL_QUADS);
+ for (y=0; y<gridFaces; y++) {
+ for (x=0; x<gridFaces; x++) {
+ float *aco = faceGridData[(y+0)*gridSize + x].co;
+ float *bco = faceGridData[(y+0)*gridSize + x + 1].co;
+ float *cco = faceGridData[(y+1)*gridSize + x + 1].co;
+ float *dco = faceGridData[(y+1)*gridSize + x].co;
+
+ ccgDM_glNormalFast(aco, bco, cco, dco);
+
+ PASSATTRIB(0, 1, 1);
+ glVertex3fv(dco);
+ PASSATTRIB(1, 1, 2);
+ glVertex3fv(cco);
+ PASSATTRIB(1, 0, 3);
+ glVertex3fv(bco);
+ PASSATTRIB(0, 0, 0);
+ glVertex3fv(aco);
+
+ a++;
+ }
+ }
+ glEnd();
+ }
+ }
+ }
+
+#undef PASSATTRIB
+
+ ccgFaceIterator_free(fi);
+}
+
+
static void ccgDM_drawFacesColored(DerivedMesh *dm, int UNUSED(useTwoSided), unsigned char *col1, unsigned char *col2) {
CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
CCGSubSurf *ss = ccgdm->ss;
@@ -2382,6 +2531,7 @@ static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
ccgdm->dm.drawMappedFaces = ccgDM_drawMappedFaces;
ccgdm->dm.drawMappedFacesTex = ccgDM_drawMappedFacesTex;
ccgdm->dm.drawMappedFacesGLSL = ccgDM_drawMappedFacesGLSL;
+ ccgdm->dm.drawMappedFacesMat = ccgDM_drawMappedFacesMat;
ccgdm->dm.drawUVEdges = ccgDM_drawUVEdges;
ccgdm->dm.drawMappedEdgesInterp = ccgDM_drawMappedEdgesInterp;