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authorJeroen Bakker <j.bakker@atmind.nl>2019-06-04 12:28:21 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-06-05 15:29:27 +0300
commiteeda9369b6e63e38a82292f0b42eefc8247e4348 (patch)
treeca865cbeac97c0087543c39524e40627bb3d0401 /source/blender/draw/modes/paint_texture_mode.c
parent957c8f1305149ce85472a4082405217475af4b62 (diff)
TexturePaint: Missing Texture Depth Test
Depth testing was off as it used the precomputed ModelView matrix. As draw engines currently use a different approach the depth was sometimes a bit off making the color disappear. This change will use a different vertex shader that will write the correct depth. I expected the same change to be needed in the bone selection overlay but was not able to reproduce it. Reviewed By: fclem Maniphest Tasks: T64615 Differential Revision: https://developer.blender.org/D5006
Diffstat (limited to 'source/blender/draw/modes/paint_texture_mode.c')
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c15
1 files changed, 10 insertions, 5 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index 66e2cf7122d..a31efccda88 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -47,6 +47,7 @@ extern char datatoc_paint_texture_frag_glsl[];
extern char datatoc_paint_wire_vert_glsl[];
extern char datatoc_paint_wire_frag_glsl[];
extern char datatoc_paint_face_vert_glsl[];
+extern char datatoc_paint_face_selection_vert_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
@@ -144,8 +145,14 @@ static void PAINT_TEXTURE_engine_init(void *vedata)
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->fallback = 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_gpu_shader_uniform_color_frag_glsl, NULL},
+ .defs = (const char *[]){sh_cfg_data->def, NULL},
+ });
sh_data->image = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
@@ -180,7 +187,7 @@ static void PAINT_TEXTURE_engine_init(void *vedata)
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,
+ datatoc_paint_face_selection_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_gpu_shader_uniform_color_frag_glsl,
@@ -433,8 +440,6 @@ static void PAINT_TEXTURE_engine_free(void)
{
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]);