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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
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')
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c8
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c24
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c82
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c24
4 files changed, 84 insertions, 54 deletions
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 4369ef1a26d..116f9d9e64c 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -802,7 +802,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
glBegin(mf->v4 ? GL_QUADS : GL_TRIANGLES);
if (tf) glTexCoord2fv(tf->uv[0]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[0]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
mvert = &mv[mf->v1];
if (lnors) glNormal3sv((const GLshort *)lnors[0][0]);
@@ -810,7 +810,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
glVertex3fv(mvert->co);
if (tf) glTexCoord2fv(tf->uv[1]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[1]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
mvert = &mv[mf->v2];
if (lnors) glNormal3sv((const GLshort *)lnors[0][1]);
@@ -818,7 +818,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
glVertex3fv(mvert->co);
if (tf) glTexCoord2fv(tf->uv[2]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[2]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
mvert = &mv[mf->v3];
if (lnors) glNormal3sv((const GLshort *)lnors[0][2]);
@@ -827,7 +827,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
if (mf->v4) {
if (tf) glTexCoord2fv(tf->uv[3]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[3]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
mvert = &mv[mf->v4];
if (lnors) glNormal3sv((const GLshort *)lnors[0][3]);
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 79c348ac181..2e96eecebcf 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -2398,25 +2398,25 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
float *d_co = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
if (tf) glTexCoord2fv(tf->uv[1]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[1]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
glNormal3sv(ln[0][1]);
glVertex3fv(d_co);
if (tf) glTexCoord2fv(tf->uv[2]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[2]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
glNormal3sv(ln[0][2]);
glVertex3fv(c_co);
if (tf) glTexCoord2fv(tf->uv[3]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[3]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
glNormal3sv(ln[0][3]);
glVertex3fv(b_co);
if (tf) glTexCoord2fv(tf->uv[0]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[0]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
glNormal3sv(ln[0][0]);
glVertex3fv(a_co);
@@ -2438,13 +2438,13 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
b = CCG_grid_elem(&key, faceGridData, x, y + 1);
if (tf) glTexCoord2fv(tf->uv[0]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[0]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
glNormal3fv(CCG_elem_no(&key, a));
glVertex3fv(CCG_elem_co(&key, a));
if (tf) glTexCoord2fv(tf->uv[1]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[1]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
glNormal3fv(CCG_elem_no(&key, b));
glVertex3fv(CCG_elem_co(&key, b));
@@ -2460,13 +2460,13 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
b = CCG_grid_elem(&key, faceGridData, x, y + 1);
if (tf) glTexCoord2fv(tf->uv[3]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[3]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
glNormal3fv(CCG_elem_no(&key, a));
glVertex3fv(CCG_elem_co(&key, a));
if (tf) glTexCoord2fv(tf->uv[2]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[2]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
glNormal3fv(CCG_elem_no(&key, b));
glVertex3fv(CCG_elem_co(&key, b));
@@ -2491,22 +2491,22 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
ccgDM_glNormalFast(a_co, b_co, c_co, d_co);
if (tf) glTexCoord2fv(tf->uv[1]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[1]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
glVertex3fv(d_co);
if (tf) glTexCoord2fv(tf->uv[2]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[2]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
glVertex3fv(c_co);
if (tf) glTexCoord2fv(tf->uv[3]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[3]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
glVertex3fv(b_co);
if (tf) glTexCoord2fv(tf->uv[0]);
- if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[0]);
+ if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(a_co);
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);
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 698e72a6b35..5d2c9cd3a90 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -63,12 +63,12 @@
#include "bmesh.h"
typedef enum {
- GPU_BUFFER_VERTEX_STATE = 1,
- GPU_BUFFER_NORMAL_STATE = 2,
- GPU_BUFFER_TEXCOORD_UNIT_0_STATE = 4,
- GPU_BUFFER_TEXCOORD_UNIT_1_STATE = 8,
- GPU_BUFFER_COLOR_STATE = 16,
- GPU_BUFFER_ELEMENT_STATE = 32,
+ GPU_BUFFER_VERTEX_STATE = (1 << 0),
+ GPU_BUFFER_NORMAL_STATE = (1 << 1),
+ GPU_BUFFER_TEXCOORD_UNIT_0_STATE = (1 << 2),
+ GPU_BUFFER_TEXCOORD_UNIT_2_STATE = (1 << 3),
+ GPU_BUFFER_COLOR_STATE = (1 << 4),
+ GPU_BUFFER_ELEMENT_STATE = (1 << 5),
} GPUBufferState;
#define MAX_GPU_ATTRIB_DATA 32
@@ -1159,20 +1159,20 @@ void GPU_texpaint_uv_setup(DerivedMesh *dm)
if (useVBOs) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uv->id);
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), 0);
- glClientActiveTexture(GL_TEXTURE1);
+ glClientActiveTexture(GL_TEXTURE2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), BUFFER_OFFSET(2 * sizeof(float)));
glClientActiveTexture(GL_TEXTURE0);
}
else {
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), dm->drawObject->uv->pointer);
- glClientActiveTexture(GL_TEXTURE1);
+ glClientActiveTexture(GL_TEXTURE2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), (char *)dm->drawObject->uv->pointer + 2 * sizeof(float));
glClientActiveTexture(GL_TEXTURE0);
}
- GLStates |= GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_1_STATE;
+ GLStates |= GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_2_STATE;
}
@@ -1335,8 +1335,8 @@ void GPU_buffer_unbind(void)
glDisableClientState(GL_NORMAL_ARRAY);
if (GLStates & GPU_BUFFER_TEXCOORD_UNIT_0_STATE)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- if (GLStates & GPU_BUFFER_TEXCOORD_UNIT_1_STATE) {
- glClientActiveTexture(GL_TEXTURE1);
+ if (GLStates & GPU_BUFFER_TEXCOORD_UNIT_2_STATE) {
+ glClientActiveTexture(GL_TEXTURE2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
}
@@ -1348,7 +1348,7 @@ void GPU_buffer_unbind(void)
}
}
GLStates &= ~(GPU_BUFFER_VERTEX_STATE | GPU_BUFFER_NORMAL_STATE |
- GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_1_STATE |
+ GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_2_STATE |
GPU_BUFFER_COLOR_STATE | GPU_BUFFER_ELEMENT_STATE);
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {