diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-05-22 16:31:46 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2017-05-23 10:40:48 +0300 |
commit | f21c235c6fa6782dfc9c0ba7a66fa3c1005b2897 (patch) | |
tree | 2059c43758cfa26d15bd4fed1e9af29d332a1fe6 /source/blender/draw/modes | |
parent | 44f91a9a18d6d942d958e7640f4d1c301d230150 (diff) |
DwM: texture paint support & mask mode
Uses workaround so material slots are used when neither blender-internal
or cycles are enabled.
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r-- | source/blender/draw/modes/paint_texture_mode.c | 204 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/paint_texture_frag.glsl | 11 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/paint_texture_vert.glsl | 15 |
3 files changed, 201 insertions, 29 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c index d2316534cfe..b8ee9dd1e83 100644 --- a/source/blender/draw/modes/paint_texture_mode.c +++ b/source/blender/draw/modes/paint_texture_mode.c @@ -26,13 +26,24 @@ #include "DRW_engine.h" #include "DRW_render.h" +#include "BIF_gl.h" + /* If builtin shaders are needed */ #include "GPU_shader.h" +#include "GPU_texture.h" #include "draw_common.h" #include "draw_mode_engines.h" +#include "DNA_mesh_types.h" + +extern char datatoc_common_globals_lib_glsl[]; +extern char datatoc_paint_texture_vert_glsl[]; +extern char datatoc_paint_texture_frag_glsl[]; +extern char datatoc_paint_wire_vert_glsl[]; +extern char datatoc_paint_wire_frag_glsl[]; + /* If needed, contains all global/Theme colors * Add needed theme colors / values to DRW_globals_update() and update UBO * Not needed for constant color. */ @@ -50,7 +61,10 @@ typedef struct PAINT_TEXTURE_PassList { /* Declare all passes here and init them in * PAINT_TEXTURE_cache_init(). * Only contains (DRWPass *) */ - struct DRWPass *pass; + struct DRWPass *image_faces; + + struct DRWPass *wire_overlay; + struct DRWPass *face_overlay; } PAINT_TEXTURE_PassList; typedef struct PAINT_TEXTURE_FramebufferList { @@ -93,13 +107,22 @@ static struct { * Add sources to source/blender/draw/modes/shaders * init in PAINT_TEXTURE_engine_init(); * free in PAINT_TEXTURE_engine_free(); */ - struct GPUShader *custom_shader; + struct GPUShader *fallback_sh; + struct GPUShader *image_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 *group; + DRWShadingGroup *shgroup_fallback; + DRWShadingGroup **shgroup_image_array; + + /* face-mask */ + DRWShadingGroup *lwire_shgrp; + DRWShadingGroup *face_shgrp; } PAINT_TEXTURE_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ @@ -130,11 +153,33 @@ static void PAINT_TEXTURE_engine_init(void *vedata) * tex, 2); */ - if (!e_data.custom_shader) { - e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + if (!e_data.fallback_sh) { + e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); } -} + if (!e_data.image_sh) { + e_data.image_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); + + } + + if (!e_data.wire_overlay_shader) { + 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"); + } + + if (!e_data.face_overlay_shader) { + e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + } +} +#include "BKE_global.h" +#include "BKE_main.h" /* Here init all passes and shading groups * Assume that all Passes are NULL */ static void PAINT_TEXTURE_cache_init(void *vedata) @@ -145,12 +190,14 @@ static void PAINT_TEXTURE_cache_init(void *vedata) 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_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE; - psl->pass = DRW_pass_create("My Pass", state); + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | + DRW_STATE_BLEND | DRW_STATE_WIRE; + psl->image_faces = DRW_pass_create("Image Color Pass", state); /* Create a shadingGroup using a function in draw_common.c or custom one */ /* @@ -158,14 +205,78 @@ static void PAINT_TEXTURE_cache_init(void *vedata) * -- 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); + 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] = {0.2f, 0.5f, 0.3f, 1.0}; - DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1); + 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; + bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL); + const Mesh *me = ob->data; + + stl->g_data->shgroup_image_array = MEM_mallocN( + sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? me->totcol : 1), __func__); + + if (use_material_slots) { + for (int i = 0; i < me->totcol; i++) { + Material *ma = give_current_material(ob, i + 1); + Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL; + GPUTexture *tex = ima ? + GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false) : NULL; + + if (tex) { + DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces); + DRW_shgroup_uniform_texture(grp, "image", tex); + stl->g_data->shgroup_image_array[i] = grp; + } + else { + stl->g_data->shgroup_image_array[i] = NULL; + } + } + } + else { + Image *ima = scene->toolsettings->imapaint.canvas; + GPUTexture *tex = ima ? + GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false) : NULL; + + if (tex) { + DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces); + DRW_shgroup_uniform_texture(grp, "image", tex); + 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); + + stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay); + } + + { + psl->face_overlay = DRW_pass_create( + "Face Mask Pass", + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | 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 */ @@ -178,10 +289,53 @@ static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob) if (ob->type == OB_MESH) { /* Get geometry cache */ - struct Batch *geom = DRW_cache_mesh_surface_get(ob); - - /* Add geom to a shading group */ - DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat); + const Mesh *me = ob->data; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL); + + if (use_material_slots) { + struct Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL; + if ((me->totcol == 0) || (geom_array == NULL)) { + struct Batch *geom = DRW_cache_mesh_surface_get(ob); + DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat); + } + else { + for (int i = 0; i < me->totcol; i++) { + if (stl->g_data->shgroup_image_array[i]) { + DRW_shgroup_call_add(stl->g_data->shgroup_image_array[i], geom_array[i], ob->obmat); + } + else { + DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat); + } + } + } + } + else { + struct Batch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); + if (geom && stl->g_data->shgroup_image_array[0]) { + DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat); + } + else { + if (geom == NULL) { + geom = DRW_cache_mesh_surface_get(ob); + } + DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat); + } + } + + /* Face Mask */ + const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; + if (use_face_sel) { + struct Batch *geom; + /* Note: ideally selected faces wouldn't show interior wire. */ + const bool use_wire = true; + geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel); + DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat); + + geom = DRW_cache_mesh_faces_weight_overlay_get(ob); + DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat); + } } } @@ -192,7 +346,9 @@ static void PAINT_TEXTURE_cache_finish(void *vedata) PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; /* Do something here! dependant on the objects gathered */ - UNUSED_VARS(psl, stl); + UNUSED_VARS(psl); + + MEM_SAFE_FREE(stl->g_data->shgroup_image_array); } /* Draw time ! Control rendering pipeline from here */ @@ -207,20 +363,10 @@ static void PAINT_TEXTURE_draw_scene(void *vedata) 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); + DRW_draw_pass(psl->image_faces); - /* If you changed framebuffer, double check you rebind - * the default one with its textures attached before finishing */ + DRW_draw_pass(psl->face_overlay); + DRW_draw_pass(psl->wire_overlay); } /* Cleanup when destroying the engine. diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl new file mode 100644 index 00000000000..18c58a54dca --- /dev/null +++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl @@ -0,0 +1,11 @@ + +in vec2 uv_interp; +out vec4 fragColor; + +uniform sampler2D image; + + +void main() +{ + fragColor = texture(image, uv_interp); +} diff --git a/source/blender/draw/modes/shaders/paint_texture_vert.glsl b/source/blender/draw/modes/shaders/paint_texture_vert.glsl new file mode 100644 index 00000000000..4ce12e048fa --- /dev/null +++ b/source/blender/draw/modes/shaders/paint_texture_vert.glsl @@ -0,0 +1,15 @@ + +uniform mat4 ModelViewProjectionMatrix; + +in vec2 uv; +in vec3 pos; + +out vec2 uv_interp; + +void main() +{ + gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + + uv_interp = uv; + +} |