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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_paint.cc')
-rw-r--r--source/blender/draw/engines/overlay/overlay_paint.cc275
1 files changed, 275 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_paint.cc b/source/blender/draw/engines/overlay/overlay_paint.cc
new file mode 100644
index 00000000000..b8f087a1460
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_paint.cc
@@ -0,0 +1,275 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2019 Blender Foundation. */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_image.h"
+
+#include "DNA_mesh_types.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "overlay_private.hh"
+
+/* Check if the given object is rendered (partially) transparent */
+static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob)
+{
+ if (v3d->shading.type == OB_WIRE) {
+ return true;
+ }
+ if (v3d->shading.type == OB_SOLID) {
+ if (v3d->shading.flag & V3D_SHADING_XRAY) {
+ return true;
+ }
+
+ if (ob && v3d->shading.color_type == V3D_SHADING_OBJECT_COLOR) {
+ return ob->color[3] < 1.0f;
+ }
+ if (ob && ob->type == OB_MESH && ob->data &&
+ v3d->shading.color_type == V3D_SHADING_MATERIAL_COLOR) {
+ Mesh *me = static_cast<Mesh *>(ob->data);
+ for (int i = 0; i < me->totcol; i++) {
+ Material *mat = BKE_object_material_get_eval(ob, i + 1);
+ if (mat && mat->a < 1.0f) {
+ return true;
+ }
+ }
+ }
+ }
+
+ /* Check object display types. */
+ if (ob && ELEM(ob->dt, OB_WIRE, OB_BOUNDBOX)) {
+ return true;
+ }
+
+ return false;
+}
+
+void OVERLAY_paint_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PrivateData *pd = stl->pd;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ pd->painting.in_front = pd->use_in_front && draw_ctx->obact &&
+ (draw_ctx->obact->dtx & OB_DRAW_IN_FRONT);
+ pd->painting.alpha_blending = paint_object_is_rendered_transparent(draw_ctx->v3d,
+ draw_ctx->obact);
+}
+
+void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ struct GPUShader *sh;
+ DRWShadingGroup *grp;
+ DRWState state;
+
+ const bool is_edit_mode = (pd->ctx_mode == CTX_MODE_EDIT_MESH);
+ const bool draw_contours = !is_edit_mode &&
+ (pd->overlay.wpaint_flag & V3D_OVERLAY_WPAINT_CONTOURS) != 0;
+ float opacity = 0.0f;
+ pd->paint_depth_grp = nullptr;
+ psl->paint_depth_ps = nullptr;
+
+ switch (pd->ctx_mode) {
+ case CTX_MODE_POSE:
+ case CTX_MODE_EDIT_MESH:
+ case CTX_MODE_PAINT_WEIGHT: {
+ opacity = is_edit_mode ? 1.0 : pd->overlay.weight_paint_mode_opacity;
+ if (opacity > 0.0f) {
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
+ DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
+
+ const bool do_shading = draw_ctx->v3d->shading.type != OB_WIRE;
+
+ sh = OVERLAY_shader_paint_weight(do_shading);
+ pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_bool_copy(grp, "drawContours", draw_contours);
+ DRW_shgroup_uniform_float_copy(grp, "opacity", opacity);
+ DRW_shgroup_uniform_texture(grp, "colorramp", G_draw.weight_ramp);
+
+ /* Arbitrary light to give a hint of the geometry behind the weights. */
+ if (do_shading) {
+ float light_dir[3];
+ copy_v3_fl3(light_dir, 0.0f, 0.5f, 0.86602f);
+ normalize_v3(light_dir);
+ DRW_shgroup_uniform_vec3_copy(grp, "light_dir", light_dir);
+ }
+
+ if (pd->painting.alpha_blending) {
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ DRW_PASS_CREATE(psl->paint_depth_ps, state | pd->clipping_state);
+ sh = OVERLAY_shader_depth_only();
+ pd->paint_depth_grp = DRW_shgroup_create(sh, psl->paint_depth_ps);
+ }
+ }
+ break;
+ }
+ case CTX_MODE_PAINT_VERTEX: {
+ opacity = pd->overlay.vertex_paint_mode_opacity;
+ if (opacity > 0.0f) {
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
+ state |= pd->painting.alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL;
+ DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
+
+ sh = OVERLAY_shader_paint_vertcol();
+ pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_bool_copy(grp, "useAlphaBlend", pd->painting.alpha_blending);
+ DRW_shgroup_uniform_float_copy(grp, "opacity", opacity);
+ }
+ break;
+ }
+ case CTX_MODE_PAINT_TEXTURE: {
+ const ImagePaintSettings *imapaint = &draw_ctx->scene->toolsettings->imapaint;
+ const bool mask_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
+ imapaint->stencil != nullptr;
+
+ opacity = mask_enabled ? pd->overlay.texture_paint_mode_opacity : 0.0f;
+ if (opacity > 0.0f) {
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
+ DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
+
+ GPUTexture *tex = BKE_image_get_gpu_texture(imapaint->stencil, nullptr, nullptr);
+
+ const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL);
+ const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0;
+ sh = OVERLAY_shader_paint_texture();
+ pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_float_copy(grp, "opacity", opacity);
+ DRW_shgroup_uniform_bool_copy(grp, "maskPremult", mask_premult);
+ DRW_shgroup_uniform_vec3_copy(grp, "maskColor", imapaint->stencil_col);
+ DRW_shgroup_uniform_bool_copy(grp, "maskInvertStencil", mask_inverted);
+ DRW_shgroup_uniform_texture(grp, "maskImage", tex);
+ }
+ break;
+ }
+ default:
+ BLI_assert(0);
+ break;
+ }
+
+ if (opacity <= 0.0f) {
+ psl->paint_color_ps = nullptr;
+ pd->paint_surf_grp = nullptr;
+ }
+
+ {
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ DRW_PASS_CREATE(psl->paint_overlay_ps, state | pd->clipping_state);
+ sh = OVERLAY_shader_paint_face();
+ pd->paint_face_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
+ const float4 color = {1.0f, 1.0f, 1.0f, 0.2f};
+ DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color);
+ DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
+
+ sh = OVERLAY_shader_paint_wire();
+ pd->paint_wire_selected_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_bool_copy(grp, "useSelect", true);
+ DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
+
+ pd->paint_wire_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_bool_copy(grp, "useSelect", false);
+ DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
+
+ sh = OVERLAY_shader_paint_point();
+ pd->paint_point_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+ }
+}
+
+void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ struct GPUBatch *geom = nullptr;
+
+ const Mesh *me_orig = static_cast<Mesh *>(DEG_get_original_object(ob)->data);
+ const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
+
+ if (pd->paint_surf_grp) {
+ geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
+ DRW_shgroup_call(pd->paint_surf_grp, geom, ob);
+ }
+
+ if (use_face_sel) {
+ geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call(pd->paint_face_grp, geom, ob);
+ }
+}
+
+void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ struct GPUBatch *geom = nullptr;
+
+ const Mesh *me_orig = static_cast<Mesh *>(DEG_get_original_object(ob)->data);
+ const bool is_edit_mode = (pd->ctx_mode == CTX_MODE_EDIT_MESH);
+ const bool use_wire = !is_edit_mode && (pd->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE);
+ const bool use_face_sel = !is_edit_mode && (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL);
+ const bool use_vert_sel = !is_edit_mode && (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL);
+
+ if (ELEM(ob->mode, OB_MODE_WEIGHT_PAINT, OB_MODE_EDIT)) {
+ if (pd->paint_surf_grp) {
+ geom = DRW_cache_mesh_surface_weights_get(ob);
+ DRW_shgroup_call(pd->paint_surf_grp, geom, ob);
+ }
+ if (pd->paint_depth_grp) {
+ geom = DRW_cache_mesh_surface_weights_get(ob);
+ DRW_shgroup_call(pd->paint_depth_grp, geom, ob);
+ }
+ }
+
+ if (use_face_sel || use_wire) {
+ geom = DRW_cache_mesh_surface_edges_get(ob);
+ DRW_shgroup_call(use_face_sel ? pd->paint_wire_selected_grp : pd->paint_wire_grp, geom, ob);
+ }
+
+ if (use_face_sel) {
+ geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call(pd->paint_face_grp, geom, ob);
+ }
+
+ if (use_vert_sel) {
+ geom = DRW_cache_mesh_all_verts_get(ob);
+ DRW_shgroup_call(pd->paint_point_grp, geom, ob);
+ }
+}
+
+void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ OVERLAY_paint_vertex_cache_populate(vedata, ob);
+}
+
+void OVERLAY_paint_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PrivateData *pd = stl->pd;
+
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_FramebufferList *fbl = vedata->fbl;
+
+ if (DRW_state_is_fbo()) {
+ GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb :
+ fbl->overlay_default_fb);
+ }
+
+ if (psl->paint_depth_ps) {
+ DRW_draw_pass(psl->paint_depth_ps);
+ }
+ if (psl->paint_color_ps) {
+ DRW_draw_pass(psl->paint_color_ps);
+ }
+ if (psl->paint_overlay_ps) {
+ DRW_draw_pass(psl->paint_overlay_ps);
+ }
+}