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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/modes/paint_texture_mode.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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.c535
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,
};