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authorAntony Riakiotakis <kalast@gmail.com>2014-09-02 17:57:22 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-09-02 17:57:38 +0400
commit3733eb6340ba34dc68022f58de731c8ec5fb274b (patch)
treed6e2483e59fafaf31fe5293e991401711561a335 /source/blender/editors
parentf6b4b1296125d43e94968709bc52d5f7a062734e (diff)
Fix T41682.
Bring back shading in texture painting. This works now but it uses 3 texture units instead of two. Most GPUs of DirectX 8 (OpenGL 1.4 should cover that) functionality even should have those, but some old GPUs might not work with that. In any case, I hope we will be moving to OpenGL 2.1 requirement soon anyway where 4-8 texture units are usually the norm.
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c82
1 files changed, 56 insertions, 26 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index dd9b9dea02a..d919db7a223 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -214,16 +214,14 @@ static struct TextureDrawState {
Object *ob;
Image *stencil; /* texture painting stencil */
Image *canvas; /* texture painting canvas, for image mode */
- bool stencil_invert;
bool use_game_mat;
int is_lit, is_tex;
int color_profile;
bool use_backface_culling;
unsigned char obcol[4];
- float stencil_col[4];
bool is_texpaint;
bool texpaint_material; /* use material slots for texture painting */
-} Gtexdraw = {NULL, NULL, NULL, false, false, 0, 0, 0, false, {0, 0, 0, 0}, {0.0f, 0.0f, 0.0f, 1.0f}, false, false};
+} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, {0, 0, 0, 0}, false, false};
static bool set_draw_settings_cached(int clearcache, MTFace *texface, Material *ma, struct TextureDrawState gtexdraw)
{
@@ -308,14 +306,24 @@ static bool set_draw_settings_cached(int clearcache, MTFace *texface, Material *
c_badtex = false;
if (GPU_verify_image(ima, NULL, 0, 1, 0, false)) {
glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+
+ glActiveTexture(GL_TEXTURE1);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, ima->bindcode);
+ glActiveTexture(GL_TEXTURE0);
}
else {
+ glActiveTexture(GL_TEXTURE1);
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glActiveTexture(GL_TEXTURE0);
+
c_badtex = true;
GPU_clear_tpage(true);
glDisable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, 0);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
else {
@@ -396,35 +404,51 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
Gtexdraw.ob = ob;
Gtexdraw.stencil = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) ? imapaint->stencil : NULL;
- Gtexdraw.stencil_invert = ((imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0);
Gtexdraw.is_texpaint = (ob->mode == OB_MODE_TEXTURE_PAINT);
- copy_v3_v3(Gtexdraw.stencil_col, imapaint->stencil_col);
Gtexdraw.texpaint_material = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
Gtexdraw.canvas = (Gtexdraw.texpaint_material) ? NULL : imapaint->canvas;
Gtexdraw.is_tex = is_tex;
- /* load the stencil texture here */
- if (Gtexdraw.is_texpaint && (Gtexdraw.stencil != NULL)) {
+ /* naughty multitexturing hacks to quickly support stencil + shading + alpha blending
+ * in new texpaint code. The better solution here would be to support GLSL */
+ if (Gtexdraw.is_texpaint) {
glActiveTexture(GL_TEXTURE1);
- if (GPU_verify_image(Gtexdraw.stencil, NULL, false, false, false, false)) {
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
- glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, Gtexdraw.stencil_col);
- if (!Gtexdraw.stencil_invert) {
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
- }
- else {
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
+ glEnable(GL_TEXTURE_2D);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
+
+ /* load the stencil texture here */
+ if (Gtexdraw.stencil != NULL) {
+ glActiveTexture(GL_TEXTURE2);
+ if (GPU_verify_image(Gtexdraw.stencil, NULL, false, false, false, false)) {
+ float col[4] = {imapaint->stencil_col[0], imapaint->stencil_col[1], imapaint->stencil_col[2], 1.0f};
+ glEnable(GL_TEXTURE_2D);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col);
+ if ((imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) == 0) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
+ }
+ else {
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
+ }
}
}
glActiveTexture(GL_TEXTURE0);
}
-
+
Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0;
Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0;
@@ -439,14 +463,20 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
static void draw_textured_end(void)
{
if (Gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) {
+ glActiveTexture(GL_TEXTURE1);
+ glDisable(GL_TEXTURE_2D);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
if (Gtexdraw.stencil != NULL) {
- glActiveTexture(GL_TEXTURE1);
+ glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
}
+ glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
/* manual reset, since we don't use tpage */
glBindTexture(GL_TEXTURE_2D, 0);