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-rw-r--r--source/blender/blenkernel/intern/material.c8
-rw-r--r--source/blender/draw/CMakeLists.txt2
-rw-r--r--source/blender/draw/intern/draw_cache.c17
-rw-r--r--source/blender/draw/intern/draw_cache.h2
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c116
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c204
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl11
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_vert.glsl15
9 files changed, 348 insertions, 29 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 0ce0528546c..fb4aec0a380 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -1305,6 +1305,14 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
bool use_nodes = BKE_scene_use_new_shading_nodes(scene);
bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene);
+
+ /* XXX, for 2.8 testing & development its useful to have non Cycles/BI engines use material nodes
+ * In the future we may have some way to check this which each engine can define.
+ * For now use material slots for Clay/Eevee.
+ * - Campbell */
+ if (!(use_nodes || is_bi)) {
+ is_bi = true;
+ }
if (!ma)
return;
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 9bd208b823e..b046f614f38 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -162,6 +162,8 @@ data_to_c_simple(modes/shaders/object_outline_expand_frag.glsl SRC)
data_to_c_simple(modes/shaders/object_outline_detect_frag.glsl SRC)
data_to_c_simple(modes/shaders/object_grid_frag.glsl SRC)
data_to_c_simple(modes/shaders/object_grid_vert.glsl SRC)
+data_to_c_simple(modes/shaders/paint_texture_frag.glsl SRC)
+data_to_c_simple(modes/shaders/paint_texture_vert.glsl SRC)
data_to_c_simple(modes/shaders/paint_wire_frag.glsl SRC)
data_to_c_simple(modes/shaders/paint_wire_vert.glsl SRC)
data_to_c_simple(modes/shaders/paint_vert_frag.glsl SRC)
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index a75b1434721..4ec4cc5bda8 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -2065,6 +2065,23 @@ Batch **DRW_cache_mesh_surface_shaded_get(Object *ob)
return DRW_mesh_batch_cache_get_surface_shaded(me);
}
+/* Return list of batches */
+Batch **DRW_cache_mesh_surface_texpaint_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_surface_texpaint(me);
+}
+
+Batch *DRW_cache_mesh_surface_texpaint_single_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_surface_texpaint_single(me);
+}
+
Batch *DRW_cache_mesh_surface_verts_get(Object *ob)
{
BLI_assert(ob->type == OB_MESH);
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
index b440f9969b3..f2c140923a8 100644
--- a/source/blender/draw/intern/draw_cache.h
+++ b/source/blender/draw/intern/draw_cache.h
@@ -112,6 +112,8 @@ struct Batch *DRW_cache_mesh_edges_paint_overlay_get(struct Object *ob, bool use
struct Batch *DRW_cache_mesh_faces_weight_overlay_get(struct Object *ob);
struct Batch *DRW_cache_mesh_verts_weight_overlay_get(struct Object *ob);
struct Batch **DRW_cache_mesh_surface_shaded_get(struct Object *ob);
+struct Batch **DRW_cache_mesh_surface_texpaint_get(struct Object *ob);
+struct Batch *DRW_cache_mesh_surface_texpaint_single_get(struct Object *ob);
/* Curve */
struct Batch *DRW_cache_curve_surface_get(struct Object *ob);
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
index 812c873c153..bfb61199674 100644
--- a/source/blender/draw/intern/draw_cache_impl.h
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -72,6 +72,8 @@ struct Batch *DRW_lattice_batch_cache_get_overlay_verts(struct Lattice *lt);
/* Mesh */
struct Batch **DRW_mesh_batch_cache_get_surface_shaded(struct Mesh *me);
+struct Batch **DRW_mesh_batch_cache_get_surface_texpaint(struct Mesh *me);
+struct Batch *DRW_mesh_batch_cache_get_surface_texpaint_single(struct Mesh *me);
struct Batch *DRW_mesh_batch_cache_get_weight_overlay_edges(struct Mesh *me, bool use_wire, bool use_sel);
struct Batch *DRW_mesh_batch_cache_get_weight_overlay_faces(struct Mesh *me);
struct Batch *DRW_mesh_batch_cache_get_weight_overlay_verts(struct Mesh *me);
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index a01e1d4beff..8286c2ea23a 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -130,6 +130,7 @@ typedef struct MeshRenderData {
MPoly *mpoly;
float (*orco)[3];
MDeformVert *dvert;
+ MLoopUV *mloopuv;
MLoopCol *mloopcol;
/* CustomData 'cd' cache for efficient access. */
@@ -200,6 +201,7 @@ enum {
MR_DATATYPE_SHADING = 1 << 6,
MR_DATATYPE_DVERT = 1 << 7,
MR_DATATYPE_LOOPCOL = 1 << 8,
+ MR_DATATYPE_LOOPUV = 1 << 9,
};
/**
@@ -348,6 +350,10 @@ static MeshRenderData *mesh_render_data_create(Mesh *me, const int types)
rdata->loop_len = me->totloop;
rdata->mloopcol = CustomData_get_layer(&me->ldata, CD_MLOOPCOL);
}
+ if (types & MR_DATATYPE_LOOPUV) {
+ rdata->loop_len = me->totloop;
+ rdata->mloopuv = CustomData_get_layer(&me->ldata, CD_MLOOPUV);
+ }
}
if (types & MR_DATATYPE_SHADING) {
@@ -1469,6 +1475,7 @@ typedef struct MeshBatchCache {
VertexBuffer *tri_aligned_weights;
VertexBuffer *tri_aligned_vert_colors;
VertexBuffer *tri_aligned_select_id;
+ VertexBuffer *tri_aligned_uv; /* Active UV layer (mloopuv) */
VertexBuffer *edge_pos_with_select_bool;
VertexBuffer *pos_with_select_bool;
Batch *triangles_with_normals;
@@ -1490,6 +1497,11 @@ typedef struct MeshBatchCache {
ElementList **shaded_triangles_in_order;
Batch **shaded_triangles;
+ /* Texture Paint.*/
+ /* per-texture batch */
+ Batch **texpaint_triangles;
+ Batch *texpaint_triangles_single;
+
/* Edit Cage Mesh buffers */
VertexBuffer *ed_tri_pos;
VertexBuffer *ed_tri_nor; /* LoopNor, VertNor */
@@ -1683,6 +1695,7 @@ static void mesh_batch_cache_clear(Mesh *me)
BATCH_DISCARD_SAFE(cache->triangles_with_weights);
BATCH_DISCARD_SAFE(cache->triangles_with_vert_colors);
VERTEXBUFFER_DISCARD_SAFE(cache->tri_aligned_select_id);
+ VERTEXBUFFER_DISCARD_SAFE(cache->tri_aligned_uv);
BATCH_DISCARD_SAFE(cache->triangles_with_select_id);
BATCH_DISCARD_ALL_SAFE(cache->fancy_edges);
@@ -1701,6 +1714,16 @@ static void mesh_batch_cache_clear(Mesh *me)
MEM_SAFE_FREE(cache->shaded_triangles_in_order);
MEM_SAFE_FREE(cache->shaded_triangles);
+
+ if (cache->texpaint_triangles) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ BATCH_DISCARD_SAFE(cache->texpaint_triangles[i]);
+ }
+ }
+ MEM_SAFE_FREE(cache->texpaint_triangles);
+
+ BATCH_DISCARD_SAFE(cache->texpaint_triangles_single);
+
}
void DRW_mesh_batch_cache_free(Mesh *me)
@@ -1856,6 +1879,45 @@ static VertexBuffer *mesh_batch_cache_get_tri_shading_data(MeshRenderData *rdata
return cache->shaded_triangles_data;
}
+static VertexBuffer *mesh_batch_cache_get_tri_uv_active(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_LOOPUV));
+ BLI_assert(rdata->edit_bmesh == NULL);
+
+ if (cache->tri_aligned_uv == NULL) {
+ unsigned int vidx = 0;
+
+ static VertexFormat format = { 0 };
+ static struct { uint uv; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.uv = VertexFormat_add_attrib(&format, "uv", COMP_F32, 2, KEEP_FLOAT);
+ }
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ VertexBuffer *vbo = cache->tri_aligned_uv = VertexBuffer_create_with_format(&format);
+
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+ VertexBuffer_allocate_data(vbo, vbo_len_capacity);
+
+ const MLoopUV *mloopuv = rdata->mloopuv;
+
+ for (int i = 0; i < tri_len; i++) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ VertexBuffer_set_attrib(vbo, attr_id.uv, vidx++, mloopuv[mlt->tri[0]].uv);
+ VertexBuffer_set_attrib(vbo, attr_id.uv, vidx++, mloopuv[mlt->tri[1]].uv);
+ VertexBuffer_set_attrib(vbo, attr_id.uv, vidx++, mloopuv[mlt->tri[2]].uv);
+ }
+ vbo_len_used = vidx;
+
+ BLI_assert(vbo_len_capacity == vbo_len_used);
+ }
+
+ return cache->tri_aligned_uv;
+}
+
static VertexBuffer *mesh_batch_cache_get_tri_pos_and_normals_ex(
MeshRenderData *rdata, const bool use_hide,
VertexBuffer **r_vbo)
@@ -3146,6 +3208,60 @@ Batch **DRW_mesh_batch_cache_get_surface_shaded(Mesh *me)
return cache->shaded_triangles;
}
+Batch **DRW_mesh_batch_cache_get_surface_texpaint(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->texpaint_triangles == NULL) {
+ /* create batch from DM */
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOPUV;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ const int mat_len = mesh_render_data_mat_len_get(rdata);
+
+ cache->texpaint_triangles = MEM_callocN(sizeof(*cache->texpaint_triangles) * mat_len, __func__);
+
+ ElementList **el = mesh_batch_cache_get_shaded_triangles_in_order(rdata, cache);
+
+ VertexBuffer *vbo = mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+ for (int i = 0; i < mat_len; ++i) {
+ cache->texpaint_triangles[i] = Batch_create(
+ PRIM_TRIANGLES, vbo, el[i]);
+ VertexBuffer *vbo_uv = mesh_batch_cache_get_tri_uv_active(rdata, cache);
+ if (vbo_uv) {
+ Batch_add_VertexBuffer(cache->texpaint_triangles[i], vbo_uv);
+ }
+ }
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->texpaint_triangles;
+}
+
+Batch *DRW_mesh_batch_cache_get_surface_texpaint_single(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->texpaint_triangles_single == NULL) {
+ /* create batch from DM */
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOPUV;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ VertexBuffer *vbo = mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+
+ cache->texpaint_triangles_single = Batch_create(
+ PRIM_TRIANGLES, vbo, NULL);
+ VertexBuffer *vbo_uv = mesh_batch_cache_get_tri_uv_active(rdata, cache);
+ if (vbo_uv) {
+ Batch_add_VertexBuffer(cache->texpaint_triangles_single, vbo_uv);
+ }
+ mesh_render_data_free(rdata);
+ }
+ return cache->texpaint_triangles_single;
+}
+
Batch *DRW_mesh_batch_cache_get_weight_overlay_edges(Mesh *me, bool use_wire, bool use_sel)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
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;
+
+}