diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/modes/paint_texture_mode.c | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/modes/paint_texture_mode.c')
-rw-r--r-- | source/blender/draw/modes/paint_texture_mode.c | 535 |
1 files changed, 274 insertions, 261 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c index 83dfdd3284f..84852ff7ab3 100644 --- a/source/blender/draw/modes/paint_texture_mode.c +++ b/source/blender/draw/modes/paint_texture_mode.c @@ -55,72 +55,72 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; * 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; + /* 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; + 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; + /* 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; + /* 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; + /* 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; + /* 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 *image_masking_sh; - - struct GPUShader *wire_overlay_shader; - struct GPUShader *face_overlay_shader; + /* 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 *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; + /* 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 *********** */ @@ -129,235 +129,246 @@ 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); - - 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); - - e_data.image_masking_sh = DRW_shader_create_with_lib( - datatoc_paint_texture_vert_glsl, NULL, - datatoc_paint_texture_frag_glsl, - datatoc_common_globals_lib_glsl, - "#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, - datatoc_common_globals_lib_glsl, - "#define VERTEX_MODE\n"); - - e_data.face_overlay_shader = DRW_shader_create( - datatoc_paint_face_vert_glsl, NULL, - datatoc_gpu_shader_uniform_color_frag_glsl, NULL); - } + if (!e_data.fallback_sh) { + e_data.fallback_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); + + e_data.image_masking_sh = DRW_shader_create_with_lib(datatoc_paint_texture_vert_glsl, + NULL, + datatoc_paint_texture_frag_glsl, + datatoc_common_globals_lib_glsl, + "#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, + datatoc_common_globals_lib_glsl, + "#define VERTEX_MODE\n"); + + e_data.face_overlay_shader = DRW_shader_create( + datatoc_paint_face_vert_glsl, NULL, datatoc_gpu_shader_uniform_color_frag_glsl, NULL); + } } -static DRWShadingGroup *create_texture_paint_shading_group( - PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp) +static DRWShadingGroup *create_texture_paint_shading_group(PAINT_TEXTURE_PassList *psl, + const struct GPUTexture *texture, + const DRWContextState *draw_ctx, + const bool nearest_interp) { - 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); - 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); - DRW_shgroup_uniform_bool_copy(grp, "nearestInterp", nearest_interp); - - if (masking_enabled) { - const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0; - GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D, false); - DRW_shgroup_uniform_texture(grp, "maskingImage", stencil); - DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1); - DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted); - } - return grp; + 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); + 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); + DRW_shgroup_uniform_bool_copy(grp, "nearestInterp", nearest_interp); + + if (masking_enabled) { + const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0; + GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D, false); + DRW_shgroup_uniform_texture(grp, "maskingImage", stencil); + DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1); + DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted); + } + return grp; } /* 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 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, false); - - 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; - GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false); - - 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); - - 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); - } - - { - 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); - } + 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 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, false); + + 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; + GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false); + + 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); + + 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); + } + + { + 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; - const Mesh *me_orig = DEG_get_original_object(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); - const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; - - if (use_surface) { - if (me->mloopuv != NULL) { - if (use_material_slots) { - int mat_nr = max_ii(1, me->totcol); - struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); - - for (int i = 0; i < mat_nr; i++) { - const int index = use_material_slots ? i : 0; - if ((i < me->totcol) && stl->g_data->shgroup_image_array[index]) { - DRW_shgroup_call_add(stl->g_data->shgroup_image_array[index], geom_array[i], ob->obmat); - } - else { - DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat); - } - } - } - else { - if (stl->g_data->shgroup_image_array[0]) { - struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); - DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat); - } - } - } - else { - struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob); - DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat); - } - } - - /* Face Mask */ - if (use_face_sel) { - struct GPUBatch *geom; - geom = DRW_cache_mesh_surface_edges_get(ob); - DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat); - - geom = DRW_cache_mesh_surface_get(ob); - DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat); - } - } + 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; + const Mesh *me_orig = DEG_get_original_object(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); + const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; + + if (use_surface) { + if (me->mloopuv != NULL) { + if (use_material_slots) { + int mat_nr = max_ii(1, me->totcol); + struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); + + for (int i = 0; i < mat_nr; i++) { + const int index = use_material_slots ? i : 0; + if ((i < me->totcol) && stl->g_data->shgroup_image_array[index]) { + DRW_shgroup_call_add( + stl->g_data->shgroup_image_array[index], geom_array[i], ob->obmat); + } + else { + DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat); + } + } + } + else { + if (stl->g_data->shgroup_image_array[0]) { + struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); + DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat); + } + } + } + else { + struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob); + DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat); + } + } + + /* Face Mask */ + if (use_face_sel) { + struct GPUBatch *geom; + geom = DRW_cache_mesh_surface_edges_get(ob); + DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat); + + geom = DRW_cache_mesh_surface_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; + PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl; + PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; - /* Do something here! dependent on the objects gathered */ - UNUSED_VARS(psl); + /* Do something here! dependent on the objects gathered */ + UNUSED_VARS(psl); - MEM_SAFE_FREE(stl->g_data->shgroup_image_array); + 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; + 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(); + /* Default framebuffer and texture */ + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - UNUSED_VARS(fbl, dfbl, dtxl); + UNUSED_VARS(fbl, dfbl, dtxl); - DRW_draw_pass(psl->image_faces); + DRW_draw_pass(psl->image_faces); - DRW_draw_pass(psl->face_overlay); - DRW_draw_pass(psl->wire_overlay); + DRW_draw_pass(psl->face_overlay); + DRW_draw_pass(psl->wire_overlay); } /* Cleanup when destroying the engine. @@ -365,25 +376,27 @@ 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); + 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); } -static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_TEXTURE_Data); +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, + 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, }; |