diff options
author | Luca Rood <dev@lucarood.com> | 2017-05-04 20:59:27 +0300 |
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committer | Luca Rood <dev@lucarood.com> | 2017-05-04 21:05:59 +0300 |
commit | 3103b819aa530da29e9853cb67e3f0b77d349d4e (patch) | |
tree | 598272bccd325ad6ec70e5b919c9cd53eee9f5ec /source/blender/draw/modes/paint_vertex_mode.c | |
parent | b5b9b2d04db4b3cf08d219d00e5f7d1d82725ad1 (diff) |
Vertex paint with draw manager
Reviewers: fclem
Subscribers: campbellbarton, dfelinto
Differential Revision: https://developer.blender.org/D2658
Diffstat (limited to 'source/blender/draw/modes/paint_vertex_mode.c')
-rw-r--r-- | source/blender/draw/modes/paint_vertex_mode.c | 198 |
1 files changed, 56 insertions, 142 deletions
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c index f0efe3d82fe..ce09307bc0c 100644 --- a/source/blender/draw/modes/paint_vertex_mode.c +++ b/source/blender/draw/modes/paint_vertex_mode.c @@ -33,52 +33,29 @@ #include "draw_mode_engines.h" -/* If needed, contains all global/Theme colors - * Add needed theme colors / values to DRW_globals_update() and update UBO - * Not needed for constant color. */ +#include "DNA_mesh_types.h" + extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ extern struct GlobalsUboStorage ts; /* draw_common.c */ /* *********** LISTS *********** */ -/* All lists are per viewport specific datas. - * They are all free when viewport changes engines - * or is free itself. Use PAINT_VERTEX_engine_init() to - * initialize most of them and PAINT_VERTEX_cache_init() - * for PAINT_VERTEX_PassList */ typedef struct PAINT_VERTEX_PassList { - /* Declare all passes here and init them in - * PAINT_VERTEX_cache_init(). - * Only contains (DRWPass *) */ - struct DRWPass *pass; + struct DRWPass *vcolor_faces; + struct DRWPass *wire_overlay; } PAINT_VERTEX_PassList; typedef struct PAINT_VERTEX_FramebufferList { - /* Contains all framebuffer objects needed by this engine. - * Only contains (GPUFrameBuffer *) */ - struct GPUFrameBuffer *fb; } PAINT_VERTEX_FramebufferList; typedef struct PAINT_VERTEX_TextureList { - /* Contains all framebuffer textures / utility textures - * needed by this engine. Only viewport specific textures - * (not per object). Only contains (GPUTexture *) */ - struct GPUTexture *texture; } PAINT_VERTEX_TextureList; typedef struct PAINT_VERTEX_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_VERTEX_PrivateData *g_data; } PAINT_VERTEX_StorageList; typedef struct PAINT_VERTEX_Data { - /* Struct returned by DRW_viewport_engine_data_get. - * If you don't use one of these, just make it a (void *) */ - // void *fbl; void *engine_type; /* Required */ PAINT_VERTEX_FramebufferList *fbl; PAINT_VERTEX_TextureList *txl; @@ -89,54 +66,30 @@ typedef struct PAINT_VERTEX_Data { /* *********** STATIC *********** */ static struct { - /* Custom shaders : - * Add sources to source/blender/draw/modes/shaders - * init in PAINT_VERTEX_engine_init(); - * free in PAINT_VERTEX_engine_free(); */ - struct GPUShader *custom_shader; + struct GPUShader *vcolor_face_shader; + struct GPUShader *wire_overlay_shader; } e_data = {NULL}; /* Engine data */ typedef struct PAINT_VERTEX_PrivateData { - /* This keeps the references of the shading groups for - * easy access in PAINT_VERTEX_cache_populate() */ - DRWShadingGroup *group; + DRWShadingGroup *fvcolor_shgrp; + DRWShadingGroup *lwire_shgrp; } PAINT_VERTEX_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ -/* Init Textures, Framebuffers, Storage and Shaders. - * It is called for every frames. - * (Optional) */ -static void PAINT_VERTEX_engine_init(void *vedata) +static void PAINT_VERTEX_engine_init(void *UNUSED(vedata)) { - PAINT_VERTEX_TextureList *txl = ((PAINT_VERTEX_Data *)vedata)->txl; - PAINT_VERTEX_FramebufferList *fbl = ((PAINT_VERTEX_Data *)vedata)->fbl; - PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; + if (!e_data.vcolor_face_shader) { + e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA); + } - UNUSED_VARS(txl, fbl, stl); - - /* Init Framebuffers like this: order is attachment order (for color texs) */ - /* - * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24, 0}, - * {&txl->color, DRW_BUF_RGBA_8, DRW_TEX_FILTER}}; - */ - - /* DRW_framebuffer_init takes care of checking if - * the framebuffer is valid and has the right size*/ - /* - * float *viewport_size = DRW_viewport_size_get(); - * DRW_framebuffer_init(&fbl->occlude_wire_fb, - * (int)viewport_size[0], (int)viewport_size[1], - * tex, 2); - */ - - if (!e_data.custom_shader) { - e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + if (!e_data.wire_overlay_shader) { + e_data.wire_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR); } } -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ +static float world_light; + static void PAINT_VERTEX_cache_init(void *vedata) { PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; @@ -149,108 +102,69 @@ static void PAINT_VERTEX_cache_init(void *vedata) { /* Create a pass */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE; - psl->pass = DRW_pass_create("My Pass", state); - - /* Create a shadingGroup using a function in draw_common.c or custom one */ - /* - * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire); - * -- or -- - * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass); - */ - stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->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] = {0.2f, 0.5f, 0.3f, 1.0}; - DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1); + psl->vcolor_faces = DRW_pass_create("Vert Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + + stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces); + + static float light[3] = {-0.3f, 0.5f, 1.0f}; + static float alpha = 1.0f; + DRW_shgroup_uniform_vec3(stl->g_data->fvcolor_shgrp, "light", light, 1); + DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &alpha, 1); + DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "global", &world_light, 1); } + { + psl->wire_overlay = DRW_pass_create("Wire Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + + stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay); + } } -/* Add geometry to shadingGroups. Execute for each objects */ static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob) { - PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + SceneLayer *sl = draw_ctx->sl; - UNUSED_VARS(psl, stl); + if (ob->type == OB_MESH && ob == sl->basact->object) { + IDProperty *ces_mode_pw = BKE_object_collection_engine_get(ob, COLLECTION_MODE_PAINT_VERTEX, ""); + bool use_wire = BKE_collection_engine_property_value_get_bool(ces_mode_pw, "use_wire"); + char flag = ((Mesh *)ob->data)->editflag; + struct Batch *geom; - if (ob->type == OB_MESH) { - /* Get geometry cache */ - struct Batch *geom = DRW_cache_mesh_surface_get(ob); + world_light = BKE_collection_engine_property_value_get_bool(ces_mode_pw, "use_shading") ? 0.5f : 1.0f; - /* Add geom to a shading group */ - DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat); - } -} + geom = DRW_cache_mesh_surface_vert_colors_get(ob); + DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat); -/* Optional: Post-cache_populate callback */ -static void PAINT_VERTEX_cache_finish(void *vedata) -{ - PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; - PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; - - /* Do something here! dependant on the objects gathered */ - UNUSED_VARS(psl, stl); + if (flag & ME_EDIT_PAINT_FACE_SEL || use_wire) { + geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, flag & ME_EDIT_PAINT_FACE_SEL, true); + DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat); + } + } } -/* Draw time ! Control rendering pipeline from here */ static void PAINT_VERTEX_draw_scene(void *vedata) { PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; - PAINT_VERTEX_FramebufferList *fbl = ((PAINT_VERTEX_Data *)vedata)->fbl; - - /* Default framebuffer and texture */ - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - UNUSED_VARS(fbl, dfbl, dtxl); - /* Show / hide entire passes, swap framebuffers ... whatever you fancy */ - /* - * DRW_framebuffer_texture_detach(dtxl->depth); - * DRW_framebuffer_bind(fbl->custom_fb); - * DRW_draw_pass(psl->pass); - * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); - * DRW_framebuffer_bind(dfbl->default_fb); - */ - - /* ... or just render passes on default framebuffer. */ - DRW_draw_pass(psl->pass); - - /* If you changed framebuffer, double check you rebind - * the default one with its textures attached before finishing */ + DRW_draw_pass(psl->vcolor_faces); + DRW_draw_pass(psl->wire_overlay); } -/* Cleanup when destroying the engine. - * This is not per viewport ! only when quitting blender. - * Mostly used for freeing shaders */ static void PAINT_VERTEX_engine_free(void) { - // DRW_SHADER_FREE_SAFE(custom_shader); } -/* Create collection settings here. - * - * Be sure to add this function there : - * source/blender/draw/DRW_engine.h - * source/blender/blenkernel/intern/layer.c - * source/blenderplayer/bad_level_call_stubs/stubs.c - * - * And relevant collection settings to : - * source/blender/makesrna/intern/rna_scene.c - * source/blender/blenkernel/intern/layer.c - */ -#if 0 -void PAINT_VERTEX_collection_settings_create(CollectionEngineSettings *ces) +void PAINT_VERTEX_collection_settings_create(IDProperty *properties) { - BLI_assert(ces); - // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false); - // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0); - // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f); + BLI_assert(properties && + properties->type == IDP_GROUP && + properties->subtype == IDP_GROUP_SUB_MODE_PAINT_VERTEX); + + BKE_collection_engine_property_add_bool(properties, "use_shading", true); + BKE_collection_engine_property_add_bool(properties, "use_wire", false); } -#endif static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data); @@ -262,7 +176,7 @@ DrawEngineType draw_engine_paint_vertex_type = { &PAINT_VERTEX_engine_free, &PAINT_VERTEX_cache_init, &PAINT_VERTEX_cache_populate, - &PAINT_VERTEX_cache_finish, - NULL, /* draw_background but not needed by mode engines */ + NULL, + NULL, &PAINT_VERTEX_draw_scene }; |