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authorCampbell Barton <ideasman42@gmail.com>2019-05-17 07:02:52 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-17 07:04:59 +0300
commit42cd07c28ceeceb6d55677de942f481dafc51f0f (patch)
treeaa0ec308309e84a5435b0bff1f812b375b0f792a /source/blender/draw/modes/paint_texture_mode.c
parent7baddbf81807bc145efe61001da9f574df121965 (diff)
3D View: Support texture paint mask clipping
Diffstat (limited to 'source/blender/draw/modes/paint_texture_mode.c')
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c251
1 files changed, 143 insertions, 108 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index e99a0c0dab2..e4676062f3a 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -63,8 +63,8 @@ typedef struct PAINT_TEXTURE_PassList {
* Only contains (DRWPass *) */
struct DRWPass *image_faces;
- struct DRWPass *wire_overlay;
- struct DRWPass *face_overlay;
+ struct DRWPass *wire_select_overlay;
+ struct DRWPass *face_select_overlay;
} PAINT_TEXTURE_PassList;
typedef struct PAINT_TEXTURE_FramebufferList {
@@ -100,20 +100,24 @@ typedef struct PAINT_TEXTURE_Data {
PAINT_TEXTURE_StorageList *stl;
} PAINT_TEXTURE_Data;
-/* *********** STATIC *********** */
-
-static struct {
+typedef struct PAINT_TEXTURE_Shaders {
/* 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 *image_masking_sh;
+ struct GPUShader *fallback;
+ struct GPUShader *image;
+ struct GPUShader *image_mask;
+
+ struct GPUShader *wire_select_overlay;
+ struct GPUShader *face_select_overlay;
+} PAINT_TEXTURE_Shaders;
+
+/* *********** STATIC *********** */
- struct GPUShader *wire_overlay_shader;
- struct GPUShader *face_overlay_shader;
-} e_data = {NULL}; /* Engine data */
+static struct {
+ PAINT_TEXTURE_Shaders sh_data[GPU_SHADER_CFG_LEN];
+} e_data = {{{NULL}}}; /* Engine data */
typedef struct PAINT_TEXTURE_PrivateData {
/* This keeps the references of the shading groups for
@@ -122,8 +126,8 @@ typedef struct PAINT_TEXTURE_PrivateData {
DRWShadingGroup **shgroup_image_array;
/* face-mask */
- DRWShadingGroup *lwire_shgrp;
- DRWShadingGroup *face_shgrp;
+ DRWShadingGroup *lwire_select_shgrp;
+ DRWShadingGroup *face_select_shgrp;
} PAINT_TEXTURE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -132,34 +136,44 @@ typedef struct PAINT_TEXTURE_PrivateData {
* It is called for every frames. */
static void PAINT_TEXTURE_engine_init(void *UNUSED(vedata))
{
- if (!e_data.fallback_sh) {
- e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
-
- char *lib = BLI_string_joinN(datatoc_common_globals_lib_glsl, datatoc_common_view_lib_glsl);
-
- e_data.image_sh = DRW_shader_create_with_lib(
- datatoc_paint_texture_vert_glsl, NULL, datatoc_paint_texture_frag_glsl, lib, NULL);
-
- e_data.image_masking_sh = DRW_shader_create_with_lib(datatoc_paint_texture_vert_glsl,
- NULL,
- datatoc_paint_texture_frag_glsl,
- lib,
- "#define TEXTURE_PAINT_MASK\n");
-
- e_data.wire_overlay_shader = DRW_shader_create_with_lib(datatoc_paint_wire_vert_glsl,
- NULL,
- datatoc_paint_wire_frag_glsl,
- lib,
- "#define VERTEX_MODE\n");
-
- e_data.face_overlay_shader = DRW_shader_create_with_lib(
- datatoc_paint_face_vert_glsl,
- NULL,
- datatoc_gpu_shader_uniform_color_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
-
- MEM_freeN(lib);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
+
+ if (!sh_data->fallback) {
+ const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
+ sh_data->fallback = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR,
+ draw_ctx->sh_cfg);
+
+ sh_data->image = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_globals_lib_glsl,
+ datatoc_common_view_lib_glsl,
+ datatoc_paint_texture_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_paint_texture_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
+ });
+
+ sh_data->wire_select_overlay = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_globals_lib_glsl,
+ datatoc_common_view_lib_glsl,
+ datatoc_paint_wire_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, "#define VERTEX_MODE\n", NULL},
+ });
+
+ sh_data->face_select_overlay = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_paint_face_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_common_view_lib_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
+ });
}
}
@@ -168,13 +182,14 @@ static DRWShadingGroup *create_texture_paint_shading_group(PAINT_TEXTURE_PassLis
const DRWContextState *draw_ctx,
const bool nearest_interp)
{
+ PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
Scene *scene = draw_ctx->scene;
const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
imapaint->stencil != NULL;
- DRWShadingGroup *grp = DRW_shgroup_create(
- masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces);
+ DRWShadingGroup *grp = DRW_shgroup_create(masking_enabled ? sh_data->image_mask : sh_data->image,
+ psl->image_faces);
DRW_shgroup_uniform_texture(grp, "image", texture);
DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
@@ -203,87 +218,102 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
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);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
+ /* Create a pass */
+ {
+ DRWPass *pass = DRW_pass_create(
+ "Image Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->fallback, pass);
/* 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 ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
- const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
- const Mesh *me = ob->data;
- const int mat_nr = max_ii(1, me->totcol);
-
- stl->g_data->shgroup_image_array = MEM_mallocN(
- sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
-
- if (use_material_slots) {
- for (int i = 0; i < mat_nr; i++) {
- Material *ma = give_current_material(ob, i + 1);
- Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima :
- NULL;
- int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp :
- 0;
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
-
- if (tex) {
- DRWShadingGroup *grp = create_texture_paint_shading_group(
- psl, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
- stl->g_data->shgroup_image_array[i] = grp;
- }
- else {
- stl->g_data->shgroup_image_array[i] = NULL;
- }
- }
- }
- else {
- Image *ima = imapaint->canvas;
+ DRW_shgroup_uniform_vec4(shgrp, "color", color, 1);
+
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
+ }
+ psl->image_faces = pass;
+ stl->g_data->shgroup_fallback = shgrp;
+ }
+
+ MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
+
+ Object *ob = draw_ctx->obact;
+ if (ob && ob->type == OB_MESH) {
+ Scene *scene = draw_ctx->scene;
+ const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
+ const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
+ const Mesh *me = ob->data;
+ const int mat_nr = max_ii(1, me->totcol);
+
+ stl->g_data->shgroup_image_array = MEM_mallocN(
+ sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
+
+ if (use_material_slots) {
+ for (int i = 0; i < mat_nr; i++) {
+ Material *ma = give_current_material(ob, i + 1);
+ Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
+ int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp : 0;
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
if (tex) {
DRWShadingGroup *grp = create_texture_paint_shading_group(
- psl, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
- stl->g_data->shgroup_image_array[0] = grp;
+ psl, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
+ stl->g_data->shgroup_image_array[i] = grp;
}
else {
- stl->g_data->shgroup_image_array[0] = NULL;
+ stl->g_data->shgroup_image_array[i] = NULL;
}
}
}
+ else {
+ Image *ima = imapaint->canvas;
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
+
+ if (tex) {
+ DRWShadingGroup *grp = create_texture_paint_shading_group(
+ psl, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
+ 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 |
- DRW_STATE_OFFSET_NEGATIVE);
+ DRWPass *pass = DRW_pass_create("Wire Mask Pass",
+ (DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE));
+ DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass);
+
+ DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
- 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", G_draw.block_ubo);
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
+ }
+ psl->wire_select_overlay = pass;
+ stl->g_data->lwire_select_shgrp = shgrp;
}
{
- 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);
+ DRWPass *pass = DRW_pass_create("Face Mask Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
- DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
+ DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
+
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
+ }
+ psl->face_select_overlay = pass;
+ stl->g_data->face_select_shgrp = shgrp;
}
}
@@ -340,10 +370,10 @@ static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
if (use_face_sel) {
struct GPUBatch *geom;
geom = DRW_cache_mesh_surface_edges_get(ob);
- DRW_shgroup_call(stl->g_data->lwire_shgrp, geom, ob->obmat);
+ DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob->obmat);
geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call(stl->g_data->face_shgrp, geom, ob->obmat);
+ DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob->obmat);
}
}
}
@@ -374,8 +404,8 @@ static void PAINT_TEXTURE_draw_scene(void *vedata)
DRW_draw_pass(psl->image_faces);
- DRW_draw_pass(psl->face_overlay);
- DRW_draw_pass(psl->wire_overlay);
+ DRW_draw_pass(psl->face_select_overlay);
+ DRW_draw_pass(psl->wire_select_overlay);
}
/* Cleanup when destroying the engine.
@@ -383,10 +413,15 @@ static void PAINT_TEXTURE_draw_scene(void *vedata)
* 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.image_masking_sh);
- DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
- DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader);
+ for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
+ PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
+ /* Don't free builtins. */
+ sh_data->fallback = NULL;
+ GPUShader **sh_data_as_array = (GPUShader **)sh_data;
+ for (int i = 0; i < (sizeof(PAINT_TEXTURE_Shaders) / sizeof(GPUShader *)); i++) {
+ DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
+ }
+ }
}
static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(