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-rw-r--r--source/blender/blenkernel/BKE_pbvh.h2
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c1
-rw-r--r--source/blender/blenkernel/intern/paint.c11
-rw-r--r--source/blender/blenkernel/intern/pbvh.c13
-rw-r--r--source/blender/blenkernel/intern/pbvh_intern.h1
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl22
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c52
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c50
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c45
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h34
-rw-r--r--source/blender/draw/intern/draw_manager_data.c34
-rw-r--r--source/blender/draw/modes/sculpt_mode.c1
-rw-r--r--source/blender/gpu/GPU_buffers.h3
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c46
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h1
-rw-r--r--source/blender/makesrna/intern/rna_space.c4
19 files changed, 257 insertions, 78 deletions
diff --git a/source/blender/blenkernel/BKE_pbvh.h b/source/blender/blenkernel/BKE_pbvh.h
index 049fc585b56..6df6d36aceb 100644
--- a/source/blender/blenkernel/BKE_pbvh.h
+++ b/source/blender/blenkernel/BKE_pbvh.h
@@ -67,6 +67,7 @@ void BKE_pbvh_build_mesh(PBVH *bvh,
struct MVert *verts,
int totvert,
struct CustomData *vdata,
+ struct CustomData *ldata,
const struct MLoopTri *looptri,
int looptri_num);
void BKE_pbvh_build_grids(PBVH *bvh,
@@ -153,6 +154,7 @@ void BKE_pbvh_draw_cb(PBVH *bvh,
bool fast,
bool wires,
bool only_mask,
+ bool show_vcol,
void (*draw_fn)(void *user_data, struct GPUBatch *batch),
void *user_data);
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index e41f7335afb..ea3834be68a 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -296,6 +296,7 @@ static PBVH *cdDM_getPBVH(Object *ob, DerivedMesh *dm)
me->mvert,
me->totvert,
&me->vdata,
+ &me->ldata,
looptri,
looptris_num);
diff --git a/source/blender/blenkernel/intern/paint.c b/source/blender/blenkernel/intern/paint.c
index 00b3c86e144..7e8e724cfcc 100644
--- a/source/blender/blenkernel/intern/paint.c
+++ b/source/blender/blenkernel/intern/paint.c
@@ -1379,8 +1379,15 @@ static PBVH *build_pbvh_from_regular_mesh(Object *ob, Mesh *me_eval_deform)
BKE_mesh_recalc_looptri(me->mloop, me->mpoly, me->mvert, me->totloop, me->totpoly, looptri);
- BKE_pbvh_build_mesh(
- pbvh, me->mpoly, me->mloop, me->mvert, me->totvert, &me->vdata, looptri, looptris_num);
+ BKE_pbvh_build_mesh(pbvh,
+ me->mpoly,
+ me->mloop,
+ me->mvert,
+ me->totvert,
+ &me->vdata,
+ &me->ldata,
+ looptri,
+ looptris_num);
pbvh_show_diffuse_color_set(pbvh, ob->sculpt->show_diffuse_color);
pbvh_show_mask_set(pbvh, ob->sculpt->show_mask);
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index d0591b3c7e4..0a82d086862 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -542,6 +542,7 @@ void BKE_pbvh_build_mesh(PBVH *bvh,
MVert *verts,
int totvert,
struct CustomData *vdata,
+ struct CustomData *ldata,
const MLoopTri *looptri,
int looptri_num)
{
@@ -557,6 +558,7 @@ void BKE_pbvh_build_mesh(PBVH *bvh,
bvh->totvert = totvert;
bvh->leaf_limit = LEAF_LIMIT;
bvh->vdata = vdata;
+ bvh->ldata = ldata;
BB_reset(&cb);
@@ -1162,14 +1164,15 @@ void pbvh_update_BB_redraw(PBVH *bvh, PBVHNode **nodes, int totnode, int flag)
BLI_task_parallel_range(0, totnode, &data, pbvh_update_BB_redraw_task_cb, &settings);
}
-static int pbvh_get_buffers_update_flags(PBVH *bvh)
+static int pbvh_get_buffers_update_flags(PBVH *bvh, bool show_vcol)
{
int update_flags = 0;
update_flags |= bvh->show_mask ? GPU_PBVH_BUFFERS_SHOW_MASK : 0;
+ update_flags |= show_vcol ? GPU_PBVH_BUFFERS_SHOW_VCOL : 0;
return update_flags;
}
-static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
+static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode, bool show_vcol)
{
/* can't be done in parallel with OpenGL */
for (int n = 0; n < totnode; n++) {
@@ -1200,7 +1203,7 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
}
if (node->flag & PBVH_UpdateDrawBuffers) {
- const int update_flags = pbvh_get_buffers_update_flags(bvh);
+ const int update_flags = pbvh_get_buffers_update_flags(bvh, show_vcol);
switch (bvh->type) {
case PBVH_GRIDS:
GPU_pbvh_grid_buffers_update(node->draw_buffers,
@@ -1217,6 +1220,7 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
node->vert_indices,
node->uniq_verts + node->face_verts,
CustomData_get_layer(bvh->vdata, CD_PAINT_MASK),
+ CustomData_get_layer(bvh->ldata, CD_MLOOPCOL),
node->face_vert_indices,
update_flags);
break;
@@ -2229,6 +2233,7 @@ void BKE_pbvh_draw_cb(PBVH *bvh,
bool fast,
bool wires,
bool only_mask,
+ bool show_vcol,
void (*draw_fn)(void *user_data, GPUBatch *batch),
void *user_data)
{
@@ -2249,7 +2254,7 @@ void BKE_pbvh_draw_cb(PBVH *bvh,
&totnode);
pbvh_update_normals(bvh, nodes, totnode, fnors);
- pbvh_update_draw_buffers(bvh, nodes, totnode);
+ pbvh_update_draw_buffers(bvh, nodes, totnode, show_vcol);
if (nodes) {
MEM_freeN(nodes);
diff --git a/source/blender/blenkernel/intern/pbvh_intern.h b/source/blender/blenkernel/intern/pbvh_intern.h
index 5fc41c560b2..74d7312e6a7 100644
--- a/source/blender/blenkernel/intern/pbvh_intern.h
+++ b/source/blender/blenkernel/intern/pbvh_intern.h
@@ -132,6 +132,7 @@ struct PBVH {
const MLoop *mloop;
const MLoopTri *looptri;
CustomData *vdata;
+ CustomData *ldata;
/* Grid Data */
CCGKey gridkey;
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 35acbbfda3d..a58d1eaff3e 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -2361,6 +2361,7 @@ static struct PBVH *ccgDM_getPBVH(Object *ob, DerivedMesh *dm)
me->mvert,
me->totvert,
&me->vdata,
+ &me->ldata,
looptri,
looptris_num);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index e654141df5c..5eff0b41e20 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -25,6 +25,9 @@ in vec3 normal_viewport;
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
+#ifdef V3D_SHADING_VERTEX_COLOR
+in vec3 vertexColor;
+#endif
#ifdef V3D_LIGHTING_MATCAP
uniform sampler2D matcapImage;
#endif
@@ -42,11 +45,13 @@ void main()
{
vec4 diffuse_color;
-#ifdef V3D_SHADING_TEXTURE_COLOR
+#if defined(V3D_SHADING_TEXTURE_COLOR)
diffuse_color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest);
if (diffuse_color.a < ImageTransparencyCutoff) {
discard;
}
+#elif defined(V3D_SHADING_VERTEX_COLOR)
+ diffuse_color = vec4(vertexColor, 1.0);
#else
diffuse_color = vec4(materialDiffuseColor, 1.0);
#endif /* V3D_SHADING_TEXTURE_COLOR */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 6b2962a66da..2596fc4cf88 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -16,6 +16,9 @@ in vec3 normal_viewport;
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
+#ifdef V3D_SHADING_VERTEX_COLOR
+in vec3 vertexColor;
+#endif
#ifdef HAIR_SHADER
flat in float hair_rand;
@@ -37,11 +40,13 @@ void main()
float metallic, roughness;
vec4 color;
-# ifdef V3D_SHADING_TEXTURE_COLOR
+# if defined(V3D_SHADING_TEXTURE_COLOR)
color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest);
if (color.a < ImageTransparencyCutoff) {
discard;
}
+# elif defined(V3D_SHADING_VERTEX_COLOR)
+ color.rgb = vertexColor;
# else
color.rgb = materialDiffuseColor;
# endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index dd737063f61..f2c684cdb6a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -10,6 +10,9 @@ uniform mat3 NormalMatrix;
in vec3 pos;
in vec3 nor;
in vec2 u; /* active texture layer */
+# ifdef V3D_SHADING_VERTEX_COLOR
+in vec3 c; /* active color */
+# endif
# define uv u
#else /* HAIR_SHADER */
# ifdef V3D_SHADING_TEXTURE_COLOR
@@ -25,6 +28,9 @@ out vec3 normal_viewport;
#ifdef V3D_SHADING_TEXTURE_COLOR
out vec2 uv_interp;
#endif
+#ifdef V3D_SHADING_VERTEX_COLOR
+out vec3 vertexColor;
+#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
@@ -34,6 +40,16 @@ float integer_noise(int n)
return (float(nn) / 1073741824.0);
}
+#ifdef V3D_SHADING_VERTEX_COLOR
+vec3 srgb_to_linear_attr(vec3 c)
+{
+ c = max(c, vec3(0.0));
+ vec3 c1 = c * (1.0 / 12.92);
+ vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
+ return mix(c1, c2, step(vec3(0.04045), c));
+}
+#endif
+
void main()
{
#ifdef HAIR_SHADER
@@ -68,6 +84,12 @@ void main()
uv_interp = uv;
#endif
+#ifdef V3D_SHADING_VERTEX_COLOR
+# ifndef HAIR_SHADER
+ vertexColor = srgb_to_linear_attr(c);
+# endif
+#endif
+
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
normal_viewport = NormalMatrix * nor;
# ifndef HAIR_SHADER
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 91f4f351c7b..efbe33b45da 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -209,15 +209,15 @@ static GPUShader *workbench_cavity_shader_get(bool cavity, bool curvature)
}
static GPUShader *ensure_deferred_prepass_shader(WORKBENCH_PrivateData *wpd,
- bool use_textures,
+ bool is_uniform_color,
bool is_hair,
eGPUShaderConfig sh_cfg)
{
WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_cfg];
- int index = workbench_material_get_prepass_shader_index(wpd, use_textures, is_hair);
+ int index = workbench_material_get_prepass_shader_index(wpd, is_uniform_color, is_hair);
if (sh_data->prepass_sh_cache[index] == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
- char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
+ char *defines = workbench_material_build_defines(wpd, is_uniform_color, is_hair);
char *prepass_vert = workbench_build_prepass_vert(is_hair);
char *prepass_frag = workbench_build_prepass_frag();
sh_data->prepass_sh_cache[index] = GPU_shader_create_from_arrays({
@@ -263,10 +263,10 @@ static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
{
- wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
- wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg);
- wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg);
- wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg);
+ wpd->prepass_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
+ wpd->prepass_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg);
+ wpd->prepass_uniform_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg);
+ wpd->prepass_uniform_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg);
wpd->composite_sh = ensure_deferred_composite_shader(wpd);
wpd->background_sh = ensure_background_shader(wpd);
}
@@ -846,8 +846,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(
- (color_type == V3D_SHADING_TEXTURE_COLOR) ? wpd->prepass_texture_sh :
- wpd->prepass_solid_sh,
+ (wpd->shading.color_type == color_type) ? wpd->prepass_sh : wpd->prepass_uniform_sh,
(ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass);
workbench_material_copy(material, &material_template);
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
@@ -881,13 +880,13 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat);
- int color_type = workbench_material_determine_color_type(wpd, image, ob);
+ int color_type = workbench_material_determine_color_type(wpd, image, ob, false);
WORKBENCH_MaterialData *material = get_or_create_material_data(
vedata, ob, mat, image, iuser, color_type, interp);
- struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ?
- wpd->prepass_solid_hair_sh :
- wpd->prepass_texture_hair_sh;
+ struct GPUShader *shader = (wpd->shading.color_type == color_type) ?
+ wpd->prepass_hair_sh :
+ wpd->prepass_uniform_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
ob,
psys,
@@ -952,10 +951,10 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
- int color_type = workbench_material_determine_color_type(wpd, image, ob);
+ int color_type = workbench_material_determine_color_type(wpd, image, ob, is_sculpt_mode);
if (color_type == V3D_SHADING_MATERIAL_COLOR && mat && mat->a < 1.0) {
material = workbench_forward_get_or_create_material_data(
- vedata, ob, mat, image, iuser, color_type, 0);
+ vedata, ob, mat, image, iuser, color_type, 0, is_sculpt_mode);
has_transp_mat = true;
}
else {
@@ -969,24 +968,33 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
else if (ELEM(wpd->shading.color_type,
V3D_SHADING_SINGLE_COLOR,
V3D_SHADING_OBJECT_COLOR,
- V3D_SHADING_RANDOM_COLOR)) {
- if ((ob->color[3] < 1.0f) && (wpd->shading.color_type == V3D_SHADING_OBJECT_COLOR)) {
+ V3D_SHADING_RANDOM_COLOR,
+ V3D_SHADING_VERTEX_COLOR)) {
+ int color_type = workbench_material_determine_color_type(wpd, NULL, ob, is_sculpt_mode);
+
+ if ((ob->color[3] < 1.0f) && (color_type == V3D_SHADING_OBJECT_COLOR)) {
/* Hack */
wpd->shading.xray_alpha = ob->color[3];
material = workbench_forward_get_or_create_material_data(
- vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
+ vedata, ob, NULL, NULL, NULL, color_type, 0, is_sculpt_mode);
has_transp_mat = true;
}
else {
/* Draw solid color */
- material = get_or_create_material_data(
- vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, NULL, color_type, 0);
}
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
- struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
+ struct GPUBatch *geom;
+ if (color_type == V3D_SHADING_VERTEX_COLOR) {
+ geom = DRW_cache_mesh_surface_vertpaint_get(ob);
+ }
+ else {
+ geom = DRW_cache_object_surface_get(ob);
+ }
+
if (geom) {
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
@@ -1015,7 +1023,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* Hack */
wpd->shading.xray_alpha = mat->a;
material = workbench_forward_get_or_create_material_data(
- vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
+ vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0, is_sculpt_mode);
has_transp_mat = true;
}
else {
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 782e85597d7..1117ee0126b 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -137,7 +137,8 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
Image *ima,
ImageUser *iuser,
int color_type,
- int interp)
+ int interp,
+ bool is_sculpt_mode)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
@@ -168,9 +169,9 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
/* transparent accum */
- grp = DRW_shgroup_create(color_type == V3D_SHADING_TEXTURE_COLOR ?
- wpd->transparent_accum_texture_sh :
- wpd->transparent_accum_sh,
+ grp = DRW_shgroup_create(wpd->shading.color_type == color_type ?
+ wpd->transparent_accum_sh :
+ wpd->transparent_accum_uniform_sh,
psl->transparent_accum_pass);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_float_copy(grp, "alpha", wpd->shading.xray_alpha);
@@ -194,7 +195,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
material->shgrp = grp;
/* Depth */
- if (workbench_material_determine_color_type(wpd, material->ima, ob) ==
+ if (workbench_material_determine_color_type(wpd, material->ima, ob, is_sculpt_mode) ==
V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_texture_sh,
psl->object_outline_pass);
@@ -217,15 +218,15 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
}
static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd,
- bool use_textures,
+ bool is_uniform_color,
bool is_hair,
eGPUShaderConfig sh_cfg)
{
WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[sh_cfg];
- int index = workbench_material_get_accum_shader_index(wpd, use_textures, is_hair);
+ int index = workbench_material_get_accum_shader_index(wpd, is_uniform_color, is_hair);
if (sh_data->transparent_accum_sh_cache[index] == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
- char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
+ char *defines = workbench_material_build_defines(wpd, is_uniform_color, is_hair);
char *transparent_accum_vert = workbench_build_forward_vert(is_hair);
char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
sh_data->transparent_accum_sh_cache[index] = GPU_shader_create_from_arrays({
@@ -258,8 +259,8 @@ void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConf
wpd->composite_sh = ensure_forward_composite_shaders(wpd);
wpd->transparent_accum_sh = ensure_forward_accum_shaders(wpd, false, false, sh_cfg);
wpd->transparent_accum_hair_sh = ensure_forward_accum_shaders(wpd, false, true, sh_cfg);
- wpd->transparent_accum_texture_sh = ensure_forward_accum_shaders(wpd, true, false, sh_cfg);
- wpd->transparent_accum_texture_hair_sh = ensure_forward_accum_shaders(wpd, true, true, sh_cfg);
+ wpd->transparent_accum_uniform_sh = ensure_forward_accum_shaders(wpd, true, false, sh_cfg);
+ wpd->transparent_accum_uniform_hair_sh = ensure_forward_accum_shaders(wpd, true, true, sh_cfg);
}
void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
@@ -497,13 +498,13 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat);
- int color_type = workbench_material_determine_color_type(wpd, image, ob);
+ int color_type = workbench_material_determine_color_type(wpd, image, ob, false);
WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data(
- vedata, ob, mat, image, iuser, color_type, interp);
+ vedata, ob, mat, image, iuser, color_type, interp, false);
- struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ?
+ struct GPUShader *shader = (wpd->shading.color_type == color_type) ?
wpd->transparent_accum_hair_sh :
- wpd->transparent_accum_texture_hair_sh;
+ wpd->transparent_accum_uniform_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
ob, psys, md, psl->transparent_accum_pass, shader);
DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
@@ -579,9 +580,9 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
- int color_type = workbench_material_determine_color_type(wpd, image, ob);
+ int color_type = workbench_material_determine_color_type(wpd, image, ob, is_sculpt_mode);
material = workbench_forward_get_or_create_material_data(
- vedata, ob, mat, image, iuser, color_type, interp);
+ vedata, ob, mat, image, iuser, color_type, interp, is_sculpt_mode);
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@@ -594,12 +595,21 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (ELEM(wpd->shading.color_type,
V3D_SHADING_SINGLE_COLOR,
V3D_SHADING_OBJECT_COLOR,
- V3D_SHADING_RANDOM_COLOR)) {
+ V3D_SHADING_RANDOM_COLOR,
+ V3D_SHADING_VERTEX_COLOR)) {
/* No material split needed */
- struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
+ int color_type = workbench_material_determine_color_type(wpd, NULL, ob, is_sculpt_mode);
+
+ struct GPUBatch *geom;
+ if (color_type == V3D_SHADING_VERTEX_COLOR) {
+ geom = DRW_cache_mesh_surface_vertpaint_get(ob);
+ }
+ else {
+ geom = DRW_cache_object_surface_get(ob);
+ }
if (geom) {
material = workbench_forward_get_or_create_material_data(
- vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
+ vedata, ob, NULL, NULL, NULL, color_type, 0, is_sculpt_mode);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
if (!is_wire) {
@@ -631,7 +641,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
Material *mat = give_current_material(ob, i + 1);
material = workbench_forward_get_or_create_material_data(
- vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
+ vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0, is_sculpt_mode);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
if (!is_wire) {
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index d73eee37a98..6151c1f54dd 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -31,6 +31,7 @@
#include "BLI_hash.h"
#include "DNA_node_types.h"
+#include "DNA_mesh_types.h"
#include "ED_uvedit.h"
@@ -67,7 +68,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
hsv_to_rgb_v(hsv, data->diffuse_color);
copy_v3_v3(data->base_color, data->diffuse_color);
}
- else if (color_type == V3D_SHADING_OBJECT_COLOR) {
+ else if (ELEM(color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_VERTEX_COLOR)) {
copy_v3_v3(data->diffuse_color, ob->color);
copy_v3_v3(data->base_color, data->diffuse_color);
}
@@ -90,9 +91,14 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
}
}
-char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
+char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
+ bool is_uniform_color,
+ bool is_hair)
{
char *str = NULL;
+ bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
+ bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
+ !is_uniform_color;
DynStr *ds = BLI_dynstr_new();
@@ -126,6 +132,9 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_text
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
}
+ if (use_vertex_colors) {
+ BLI_dynstr_append(ds, "#define V3D_SHADING_VERTEX_COLOR\n");
+ }
if (use_textures) {
BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
}
@@ -160,6 +169,7 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool
result += BLI_ghashutil_uinthash_v4_murmur(input);
result += BLI_ghashutil_uinthash((uint)is_ghost);
+ result += BLI_ghashutil_uinthash(material_template->color_type);
/* add texture reference */
if (material_template->ima) {
@@ -184,9 +194,12 @@ int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
}
int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
- bool use_textures,
+ bool is_uniform_color,
bool is_hair)
{
+ bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
+ bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
+ !is_uniform_color;
/* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */
int index = 0;
SET_FLAG_FROM_TEST(index, is_hair, 1 << 0);
@@ -195,32 +208,46 @@ int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3);
SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4);
SET_FLAG_FROM_TEST(index, use_textures, 1 << 5);
+ SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 6);
BLI_assert(index < MAX_PREPASS_SHADERS);
return index;
}
int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
- bool use_textures,
+ bool is_uniform_color,
bool is_hair)
{
+ bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
+ bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
+ !is_uniform_color;
/* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */
int index = 0;
/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
SET_FLAG_FROM_TEST(index, use_textures, 1 << 2);
- SET_FLAG_FROM_TEST(index, is_hair, 1 << 3);
+ SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 3);
+ SET_FLAG_FROM_TEST(index, is_hair, 1 << 4);
/* 1 bits SHADOWS (only facing factor) */
- SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 4);
+ SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 5);
BLI_assert(index < MAX_ACCUM_SHADERS);
return index;
}
-int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob)
+int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd,
+ Image *ima,
+ Object *ob,
+ bool is_sculpt_mode)
{
int color_type = wpd->shading.color_type;
- if ((color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) || (ob->dt < OB_TEXTURE)) {
+ const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
+
+ if ((color_type == V3D_SHADING_TEXTURE_COLOR && (ima == NULL || is_sculpt_mode)) ||
+ (ob->dt < OB_TEXTURE)) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
+ if (color_type == V3D_SHADING_VERTEX_COLOR && (me == NULL || me->mloopcol == NULL)) {
+ color_type = V3D_SHADING_OBJECT_COLOR;
+ }
return color_type;
}
@@ -264,7 +291,7 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
return;
}
- if (workbench_material_determine_color_type(wpd, material->ima, ob) ==
+ if (workbench_material_determine_color_type(wpd, material->ima, ob, false) ==
V3D_SHADING_TEXTURE_COLOR) {
ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, material->iuser, NULL);
const bool do_color_correction = wpd->use_color_management &&
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 0e2ef2f94d2..3cfb1283416 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -37,11 +37,12 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_COMPOSITE_SHADERS (1 << 6)
-#define MAX_PREPASS_SHADERS (1 << 6)
-#define MAX_ACCUM_SHADERS (1 << 5)
+#define MAX_PREPASS_SHADERS (1 << 7)
+#define MAX_ACCUM_SHADERS (1 << 6)
#define MAX_CAVITY_SHADERS (1 << 3)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR)
+#define VERTEX_COLORS_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR)
#define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT)
#define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)
@@ -69,7 +70,8 @@
(ELEM(wpd->shading.color_type, \
V3D_SHADING_MATERIAL_COLOR, \
V3D_SHADING_OBJECT_COLOR, \
- V3D_SHADING_TEXTURE_COLOR))
+ V3D_SHADING_TEXTURE_COLOR, \
+ V3D_SHADING_VERTEX_COLOR))
#define IS_NAVIGATING(wpd) \
((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING))
@@ -213,16 +215,16 @@ BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
struct GHash *material_transp_hash;
- struct GPUShader *prepass_solid_sh;
- struct GPUShader *prepass_solid_hair_sh;
- struct GPUShader *prepass_texture_sh;
- struct GPUShader *prepass_texture_hair_sh;
+ struct GPUShader *prepass_sh;
+ struct GPUShader *prepass_hair_sh;
+ struct GPUShader *prepass_uniform_sh;
+ struct GPUShader *prepass_uniform_hair_sh;
struct GPUShader *composite_sh;
struct GPUShader *background_sh;
struct GPUShader *transparent_accum_sh;
struct GPUShader *transparent_accum_hair_sh;
- struct GPUShader *transparent_accum_texture_sh;
- struct GPUShader *transparent_accum_texture_hair_sh;
+ struct GPUShader *transparent_accum_uniform_sh;
+ struct GPUShader *transparent_accum_uniform_hair_sh;
View3DShading shading;
StudioLight *studio_light;
const UserDef *preferences;
@@ -353,7 +355,8 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
Image *ima,
ImageUser *iuser,
int color_type,
- int interp);
+ int interp,
+ bool is_sculpt_mode);
/* workbench_effect_aa.c */
void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx);
@@ -382,11 +385,14 @@ void workbench_dof_create_pass(WORKBENCH_Data *vedata,
void workbench_dof_draw_pass(WORKBENCH_Data *vedata);
/* workbench_materials.c */
-int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob);
+int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd,
+ Image *ima,
+ Object *ob,
+ bool is_sculpt_mode);
void workbench_material_get_image_and_mat(
Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
- bool use_textures,
+ bool is_uniform_color,
bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
Object *ob,
@@ -395,10 +401,10 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd);
int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
- bool use_textures,
+ bool is_uniform_color,
bool is_hair);
int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
- bool use_textures,
+ bool is_uniform_color,
bool is_hair);
void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp,
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 4a9f4fe910b..77f84976165 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -634,6 +634,17 @@ void DRW_shgroup_call_generate_add(DRWShadingGroup *shgroup,
BLI_LINKS_APPEND(&shgroup->calls, call);
}
+/* This function tests if the current draw engine draws the vertex colors
+ * It is used when drawing sculpts
+ *
+ * XXX: should we use a callback to a the draw engine to retrieve this
+ * setting, this makes the draw manager more clean? */
+static bool DRW_draw_vertex_color_active(const DRWContextState *draw_ctx)
+{
+ View3D *v3d = draw_ctx->v3d;
+ return v3d->shading.type == OB_SOLID && v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR;
+}
+
static void sculpt_draw_cb(DRWShadingGroup *shgroup,
void (*draw_fn)(DRWShadingGroup *shgroup, GPUBatch *geom),
void *user_data)
@@ -654,8 +665,16 @@ static void sculpt_draw_cb(DRWShadingGroup *shgroup,
}
if (pbvh) {
- BKE_pbvh_draw_cb(
- pbvh, NULL, NULL, fast_mode, false, false, (void (*)(void *, GPUBatch *))draw_fn, shgroup);
+ const bool show_vcol = DRW_draw_vertex_color_active(drwctx);
+ BKE_pbvh_draw_cb(pbvh,
+ NULL,
+ NULL,
+ fast_mode,
+ false,
+ false,
+ show_vcol,
+ (void (*)(void *, GPUBatch *))draw_fn,
+ shgroup);
}
}
@@ -679,8 +698,15 @@ static void sculpt_draw_wires_cb(DRWShadingGroup *shgroup,
}
if (pbvh) {
- BKE_pbvh_draw_cb(
- pbvh, NULL, NULL, fast_mode, true, false, (void (*)(void *, GPUBatch *))draw_fn, shgroup);
+ BKE_pbvh_draw_cb(pbvh,
+ NULL,
+ NULL,
+ fast_mode,
+ true,
+ false,
+ false,
+ (void (*)(void *, GPUBatch *))draw_fn,
+ shgroup);
}
}
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
index e2b73a0fac7..e5d10a5d6e1 100644
--- a/source/blender/draw/modes/sculpt_mode.c
+++ b/source/blender/draw/modes/sculpt_mode.c
@@ -161,6 +161,7 @@ static void sculpt_draw_mask_cb(DRWShadingGroup *shgroup,
false,
false,
true,
+ false,
(void (*)(void *, struct GPUBatch *))draw_fn,
shgroup);
}
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 895887c2588..20047174bb1 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -35,6 +35,7 @@ struct MLoop;
struct MLoopTri;
struct MPoly;
struct MVert;
+struct MLoopCol;
struct PBVH;
/* Buffers for drawing from PBVH grids. */
@@ -57,6 +58,7 @@ GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading);
enum {
GPU_PBVH_BUFFERS_SHOW_MASK = (1 << 1),
+ GPU_PBVH_BUFFERS_SHOW_VCOL = (1 << 1),
};
void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
@@ -64,6 +66,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
const int *vert_indices,
int totvert,
const float *vmask,
+ const struct MLoopCol *vcol,
const int (*face_vert_indices)[3],
const int update_flags);
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 9b89fc3a4a2..ebe5fcf4496 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -91,7 +91,7 @@ struct GPU_PBVH_Buffers {
};
static struct {
- uint pos, nor, msk;
+ uint pos, nor, msk, col;
} g_vbo_id = {0};
/** \} */
@@ -131,7 +131,10 @@ static bool gpu_pbvh_vert_buf_data_set(GPU_PBVH_Buffers *buffers, uint vert_len)
g_vbo_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
g_vbo_id.nor = GPU_vertformat_attr_add(
&format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ /* TODO: Do not allocate these `.msk` and `.col` when they are not used. */
g_vbo_id.msk = GPU_vertformat_attr_add(&format, "msk", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ g_vbo_id.col = GPU_vertformat_attr_add(
+ &format, "c", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
}
buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&format, GPU_USAGE_STATIC);
}
@@ -183,10 +186,12 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
const int *vert_indices,
int totvert,
const float *vmask,
+ const MLoopCol *vcol,
const int (*face_vert_indices)[3],
const int update_flags)
{
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
+ const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
bool empty_mask = true;
{
@@ -216,6 +221,18 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
}
}
}
+
+ if (vcol && show_vcol) {
+ for (uint i = 0; i < buffers->face_indices_len; i++) {
+ const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
+ for (int j = 0; j < 3; j++) {
+ const int loop_index = lt->tri[j];
+ const int vidx = face_vert_indices[i][j];
+ const uchar *elem = &vcol[loop_index].r;
+ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vidx, elem);
+ }
+ }
+ }
}
else {
/* calculate normal for each polygon only once */
@@ -256,6 +273,12 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &fmask);
+ if (vcol && show_vcol) {
+ const uint loop_index = lt->tri[j];
+ const uchar *elem = &vcol[loop_index].r;
+ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, elem);
+ }
+
vbo_index++;
}
@@ -511,10 +534,12 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
const int update_flags)
{
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
+ const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
bool empty_mask = true;
int i, j, k, x, y;
const bool smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
+ static char vcol[4] = {255, 255, 255, 255};
/* Build VBO */
const int has_mask = key->has_mask;
@@ -577,6 +602,11 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &fmask);
empty_mask = empty_mask && (fmask == 0.0f);
}
+
+ if (show_vcol) {
+ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, &vcol);
+ }
+
vbo_index += 1;
}
}
@@ -623,6 +653,10 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 3, &fmask);
empty_mask = empty_mask && (fmask == 0.0f);
}
+ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 0, &vcol);
+ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 1, &vcol);
+ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 2, &vcol);
+ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 3, &vcol);
vbo_index += 4;
}
}
@@ -677,6 +711,7 @@ static void gpu_bmesh_vert_to_buffer_copy__gwn(BMVert *v,
const float *fmask,
const int cd_vert_mask_offset,
const bool show_mask,
+ const bool show_vcol,
bool *empty_mask)
{
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
@@ -694,6 +729,11 @@ static void gpu_bmesh_vert_to_buffer_copy__gwn(BMVert *v,
*empty_mask = *empty_mask && (effective_mask == 0.0f);
}
+ if (show_vcol) {
+ static char vcol[4] = {255, 255, 255, 255};
+ GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col, *v_index, &vcol);
+ }
+
/* Assign index for use in the triangle index buffer */
/* note: caller must set: bm->elem_index_dirty |= BM_VERT; */
BM_elem_index_set(v, (*v_index)); /* set_dirty! */
@@ -751,6 +791,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
const int update_flags)
{
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
+ const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
int tottri, totvert, maxvert = 0;
bool empty_mask = true;
@@ -799,6 +840,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
NULL,
cd_vert_mask_offset,
show_mask,
+ show_vcol,
&empty_mask);
}
@@ -810,6 +852,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
NULL,
cd_vert_mask_offset,
show_mask,
+ show_vcol,
&empty_mask);
}
@@ -851,6 +894,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
&fmask,
cd_vert_mask_offset,
show_mask,
+ show_vcol,
&empty_mask);
}
}
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 60a7752fee2..0667ab3aee0 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -432,6 +432,7 @@ enum {
V3D_SHADING_SINGLE_COLOR = 2,
V3D_SHADING_TEXTURE_COLOR = 3,
V3D_SHADING_OBJECT_COLOR = 4,
+ V3D_SHADING_VERTEX_COLOR = 5,
};
/** #View3DShading.background_type */
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 5ddb1d76308..ca00ce993d3 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -362,6 +362,7 @@ static const EnumPropertyItem rna_enum_shading_color_type_items[] = {
{V3D_SHADING_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show material color"},
{V3D_SHADING_OBJECT_COLOR, "OBJECT", 0, "Object", "Show object color"},
{V3D_SHADING_RANDOM_COLOR, "RANDOM", 0, "Random", "Show random object color"},
+ {V3D_SHADING_VERTEX_COLOR, "VERTEX", 0, "Vertex", "Show active vertex color"},
{V3D_SHADING_TEXTURE_COLOR, "TEXTURE", 0, "Texture", "Show texture"},
{0, NULL, 0, NULL, NULL},
};
@@ -1080,6 +1081,8 @@ static const EnumPropertyItem *rna_View3DShading_color_type_itemf(bContext *UNUS
&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_OBJECT_COLOR);
RNA_enum_items_add_value(
&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_RANDOM_COLOR);
+ RNA_enum_items_add_value(
+ &item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_VERTEX_COLOR);
if (shading->light != V3D_LIGHTING_MATCAP) {
RNA_enum_items_add_value(
&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_TEXTURE_COLOR);
@@ -3001,6 +3004,7 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_enum_items(prop, rna_enum_shading_color_type_items);
RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_View3DShading_color_type_itemf");
RNA_def_property_ui_text(prop, "Color", "Color Type");
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "wireframe_color_type", PROP_ENUM, PROP_NONE);