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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-22 11:37:38 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-22 11:43:03 +0300
commitf3501a00e249bc4a7212be1f443704066dd43482 (patch)
treeb6c1c39d2a623022ae8f38d5cdb62a61202339b7 /source
parentc517778a8bf9a0fc8a60541528cbfaf3ec47c679 (diff)
PaintMode: Full Shading Boolean => Slider
There was a Full Shading bool that was shared across the WP, VP and TP modes. This commit makes some changes: - Replace the bool with a factor. This gives the user more control on the visibility. - Also draw it on top of the Material and Rendered mode so the user can control what he needs. In certain cases you don't want to see the final rendered material, but the actual texture. - Removed the skipping of objects when in paint modes. As now the paint modes are blended.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenloader/intern/versioning_280.c19
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c7
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c2
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_manager.c33
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c7
-rw-r--r--source/blender/draw/modes/paint_vertex_mode.c7
-rw-r--r--source/blender/draw/modes/paint_weight_mode.c9
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_frag.glsl4
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c3
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h9
-rw-r--r--source/blender/makesrna/intern/rna_space.c26
14 files changed, 71 insertions, 65 deletions
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index dd5deb0fb89..53e9ada214b 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -1508,4 +1508,23 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
+
+ {
+ if (!DNA_struct_elem_find(fd->filesdna, "View3DOverlay", "float", "texture_paint_mode_opacity")) {
+ for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
+ if (sl->spacetype == SPACE_VIEW3D) {
+ View3D *v3d = (View3D *)sl;
+ float alpha = v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE? 0.0f: 0.8f;
+ v3d->overlay.texture_paint_mode_opacity = alpha;
+ v3d->overlay.vertex_paint_mode_opacity = alpha;
+ v3d->overlay.weight_paint_mode_opacity = alpha;
+ }
+ }
+ }
+ }
+ }
+
+ }
}
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index d7c6684f086..f4958a1a080 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -128,15 +128,8 @@ static void eevee_cache_populate(void *vedata, Object *ob)
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const DRWContextState *draw_ctx = DRW_context_state_get();
- const bool is_active = (ob == draw_ctx->obact);
bool cast_shadow = false;
- if (is_active) {
- if (DRW_object_is_mode_shade(ob) == true) {
- return;
- }
- }
-
if (ob->base_flag & BASE_VISIBLED) {
EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 56da31aa5f1..a8c677b4070 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -17,7 +17,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Mate
copy_v4_v4(data->material_data.specular_color, default_specular_color);
data->material_data.roughness = 0.5f;
- if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
+ if (color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(data->material_data.diffuse_color, wpd->shading.single_color);
}
else if (color_type == V3D_SHADING_RANDOM_COLOR) {
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index f79a2405c3f..d6187e32036 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -475,8 +475,6 @@ void DRW_lamp_engine_data_free(struct LampEngineData *led);
bool DRW_object_is_renderable(struct Object *ob);
bool DRW_check_object_visible_within_active_context(struct Object *ob);
bool DRW_object_is_flat_normal(const struct Object *ob);
-int DRW_object_is_mode_shade(const struct Object *ob);
-int DRW_object_is_paint_mode(const struct Object *ob);
bool DRW_check_psys_visible_within_active_context(struct Object *object, struct ParticleSystem *psys);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 52c8ca1f6fb..7a6771ae058 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -187,39 +187,6 @@ bool DRW_object_is_flat_normal(const Object *ob)
return true;
}
-/**
- * Return true if the object has its own draw mode.
- * Caller must check this is active */
-int DRW_object_is_mode_shade(const Object *ob)
-{
- BLI_assert(ob == DST.draw_ctx.obact);
- UNUSED_VARS_NDEBUG(ob);
- if ((DST.draw_ctx.object_mode & OB_MODE_EDIT) == 0) {
- if ((DST.draw_ctx.object_mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) > 0) {
- if (ELEM(DST.draw_ctx.v3d->drawtype, OB_MATERIAL, OB_RENDER)) {
- return false;
- }
- else if ((DST.draw_ctx.v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0) {
- return true;
- }
- else {
- return false;
- }
- }
- }
- return -1;
-}
-
-int DRW_object_is_paint_mode(const Object *ob)
-{
- if (ob == DST.draw_ctx.obact) {
- if ((DST.draw_ctx.object_mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) > 0) {
- return true;
- }
- }
- return false;
-}
-
bool DRW_check_psys_visible_within_active_context(
Object *object,
struct ParticleSystem *psys)
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index bd8a1c71a6a..85cff28b313 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -194,8 +194,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
{
/* Create a pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_MULTIPLY | DRW_STATE_WIRE;
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
psl->image_faces = DRW_pass_create("Image Color Pass", state);
stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
@@ -227,6 +226,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
if (tex) {
DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
DRW_shgroup_uniform_texture(grp, "image", tex);
+ DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
stl->g_data->shgroup_image_array[i] = grp;
}
else {
@@ -242,6 +242,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
if (tex) {
DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
DRW_shgroup_uniform_texture(grp, "image", tex);
+ DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
stl->g_data->shgroup_image_array[0] = grp;
}
else {
@@ -285,7 +286,7 @@ static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
/* Get geometry cache */
const Mesh *me = ob->data;
Scene *scene = draw_ctx->scene;
- const bool use_surface = DRW_object_is_mode_shade(ob) == true;
+ const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity != 0.0; //DRW_object_is_mode_shade(ob) == true;
const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
bool ok = false;
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c
index d335e0a4d70..9cf6ea52d33 100644
--- a/source/blender/draw/modes/paint_vertex_mode.c
+++ b/source/blender/draw/modes/paint_vertex_mode.c
@@ -101,6 +101,8 @@ static void PAINT_VERTEX_cache_init(void *vedata)
{
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();
+ const View3D *v3d = draw_ctx->v3d;
if (!stl->g_data) {
/* Alloc transient pointers */
@@ -111,9 +113,10 @@ static void PAINT_VERTEX_cache_init(void *vedata)
/* Create a pass */
psl->vcolor_faces = DRW_pass_create(
"Vert Color Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_MULTIPLY);
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
+ DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &v3d->overlay.vertex_paint_mode_opacity, 1);
}
{
@@ -145,7 +148,7 @@ static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
const Mesh *me = ob->data;
const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
- const bool use_surface = DRW_object_is_mode_shade(ob) == true;
+ const bool use_surface = v3d->overlay.vertex_paint_mode_opacity != 0.0f;
const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
struct Gwn_Batch *geom;
diff --git a/source/blender/draw/modes/paint_weight_mode.c b/source/blender/draw/modes/paint_weight_mode.c
index 13ef42d8622..2b510a9a4c9 100644
--- a/source/blender/draw/modes/paint_weight_mode.c
+++ b/source/blender/draw/modes/paint_weight_mode.c
@@ -123,6 +123,8 @@ static void PAINT_WEIGHT_cache_init(void *vedata)
{
PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const View3D *v3d = draw_ctx->v3d;
if (!stl->g_data) {
/* Alloc transient pointers */
@@ -133,15 +135,14 @@ static void PAINT_WEIGHT_cache_init(void *vedata)
/* Create a pass */
psl->weight_faces = DRW_pass_create(
"Weight Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_MULTIPLY);
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
stl->g_data->fweights_shgrp = DRW_shgroup_create(e_data.weight_face_shader, psl->weight_faces);
static float light[3] = {-0.3f, 0.5f, 1.0f};
- static float alpha = 1.0f;
static float world_light = 1.0f;
DRW_shgroup_uniform_vec3(stl->g_data->fweights_shgrp, "light", light, 1);
- DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "alpha", &alpha, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "alpha", &v3d->overlay.weight_paint_mode_opacity, 1);
DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "global", &world_light, 1);
}
@@ -182,7 +183,7 @@ static void PAINT_WEIGHT_cache_populate(void *vedata, Object *ob)
if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
const Mesh *me = ob->data;
const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
- const bool use_surface = DRW_object_is_mode_shade(ob) == true;
+ const bool use_surface = v3d->overlay.weight_paint_mode_opacity != 0.0f;
const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
const bool use_vert_sel = (me->editflag & ME_EDIT_PAINT_VERT_SEL) != 0;
struct Gwn_Batch *geom;
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
index 18c58a54dca..4305e20ce7b 100644
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -3,9 +3,9 @@ in vec2 uv_interp;
out vec4 fragColor;
uniform sampler2D image;
-
+uniform float alpha = 1.0;
void main()
{
- fragColor = texture(image, uv_interp);
+ fragColor = vec4(texture(image, uv_interp).rgb, alpha);
}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
index 5a00fec9c43..2c968dafa69 100644
--- a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
@@ -2,7 +2,7 @@
in vec3 finalColor;
out vec4 fragColor;
-
+uniform float alpha = 1.0;
vec3 linear_to_srgb_attrib(vec3 c) {
c = max(c, vec3(0.0));
vec3 c1 = c * 12.92;
@@ -13,5 +13,5 @@ vec3 linear_to_srgb_attrib(vec3 c) {
void main()
{
fragColor.rgb = linear_to_srgb_attrib(finalColor);
- fragColor.a = 1.0;
+ fragColor.a = alpha;
}
diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
index e4214a4c6d1..b6637fea308 100644
--- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
@@ -18,7 +18,5 @@ void main()
const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
#endif
- const vec4 colUnsel = vec4(0.5, 0.5, 0.5, 1.0);
-
- fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colUnsel;
+ fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colorWire;
}
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index d77b13630e3..75267e990f7 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -335,6 +335,9 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
v3d->overlay.flag = V3D_OVERLAY_LOOK_DEV;
v3d->overlay.wireframe_threshold = 0.5f;
v3d->overlay.bone_selection_alpha = 0.5f;
+ v3d->overlay.texture_paint_mode_opacity = 0.8;
+ v3d->overlay.weight_paint_mode_opacity = 0.8;
+ v3d->overlay.vertex_paint_mode_opacity = 0.8;
v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 2bb90b92cf6..c3e0fe38296 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -167,12 +167,19 @@ typedef struct View3DOverlay {
/* Paint mode settings */
int paint_flag;
+ /* Alpha for texture, weight, vertex paint overlay */
+ float texture_paint_mode_opacity;
+ float vertex_paint_mode_opacity;
+ float weight_paint_mode_opacity;
+
/* Armature edit/pose mode settings */
int arm_flag;
float bone_selection_alpha;
/* Other settings */
float wireframe_threshold;
+
+ int pad;
} View3DOverlay;
/* 3D ViewPort Struct */
@@ -331,7 +338,7 @@ typedef struct View3D {
#define V3D_SOLID_MATCAP (1 << 12) /* user flag */
#define V3D_SHOW_SOLID_MATCAP (1 << 13) /* runtime flag */
#define V3D_OCCLUDE_WIRE (1 << 14)
-#define V3D_SHOW_MODE_SHADE_OVERRIDE (1 << 15)
+#define V3D_SHOW_MODE_SHADE_OVERRIDE (1 << 15) /* XXX: DNA deprecated */
/* View3d->flag3 (short) */
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index ed1705cf847..80bf6abc368 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2716,6 +2716,27 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
RNA_def_property_boolean_sdna(prop, NULL, "overlay.arm_flag", V3D_OVERLAY_ARM_TRANSP_BONES);
RNA_def_property_ui_text(prop, "Transparent Bones", "Display bones as transparent");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "texture_paint_mode_opacity", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "overlay.texture_paint_mode_opacity");
+ RNA_def_property_float_default(prop, 0.8f);
+ RNA_def_property_ui_text(prop, "Texture Opacity", "Opacity of the texture paint mode overlay");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "vertex_paint_mode_opacity", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "overlay.vertex_paint_mode_opacity");
+ RNA_def_property_float_default(prop, 0.8f);
+ RNA_def_property_ui_text(prop, "Vertex Paint Opacity", "Opacity of the vertex paint mode overlay");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "weight_paint_mode_opacity", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "overlay.weight_paint_mode_opacity");
+ RNA_def_property_float_default(prop, 0.8f);
+ RNA_def_property_ui_text(prop, "Weight Paint Opacity", "Opacity of the weight paint mode overlay");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
}
static void rna_def_space_view3d(BlenderRNA *brna)
@@ -2853,11 +2874,6 @@ static void rna_def_space_view3d(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Textured Solid", "Display face-assigned textures in solid view");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
- prop = RNA_def_property(srna, "show_mode_shade_override", PROP_BOOLEAN, PROP_NONE);
- RNA_def_property_boolean_sdna(prop, NULL, "flag2", V3D_SHOW_MODE_SHADE_OVERRIDE);
- RNA_def_property_ui_text(prop, "Full Shading", "Use full shading for mode drawing (to view final result)");
- RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
-
prop = RNA_def_property(srna, "show_occlude_wire", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag2", V3D_OCCLUDE_WIRE);
RNA_def_property_ui_text(prop, "Hidden Wire", "Use hidden wireframe display");