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Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_sculpt.cc')
-rw-r--r--source/blender/draw/engines/overlay/overlay_sculpt.cc77
1 files changed, 77 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_sculpt.cc b/source/blender/draw/engines/overlay/overlay_sculpt.cc
new file mode 100644
index 00000000000..3377aa5394b
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_sculpt.cc
@@ -0,0 +1,77 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2019 Blender Foundation. */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "draw_cache_impl.h"
+#include "overlay_private.hh"
+
+#include "BKE_paint.h"
+#include "BKE_pbvh.h"
+#include "BKE_subdiv_ccg.h"
+
+void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ DRWShadingGroup *grp;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL;
+ DRW_PASS_CREATE(psl->sculpt_mask_ps, state | pd->clipping_state);
+
+ GPUShader *sh = OVERLAY_shader_sculpt_mask();
+ pd->sculpt_mask_grp = grp = DRW_shgroup_create(sh, psl->sculpt_mask_ps);
+ DRW_shgroup_uniform_float_copy(grp, "maskOpacity", pd->overlay.sculpt_mode_mask_opacity);
+ DRW_shgroup_uniform_float_copy(
+ grp, "faceSetsOpacity", pd->overlay.sculpt_mode_face_sets_opacity);
+}
+
+void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ struct GPUBatch *sculpt_overlays;
+ PBVH *pbvh = ob->sculpt->pbvh;
+
+ const bool use_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->rv3d);
+
+ if (!pbvh) {
+ /* It is possible to have SculptSession without PBVH. This happens, for example, when toggling
+ * object mode to sculpt then to edit mode. */
+ return;
+ }
+
+ if (!pbvh_has_mask(pbvh) && !pbvh_has_face_sets(pbvh)) {
+ /* The SculptSession and the PBVH can be created without a Mask data-layer or Face Set
+ * data-layer. (masks data-layers are created after using a mask tool), so in these cases there
+ * is nothing to draw. */
+ return;
+ }
+
+ if (use_pbvh) {
+ DRW_shgroup_call_sculpt(pd->sculpt_mask_grp, ob, false, true, true, false, false);
+ }
+ else {
+ sculpt_overlays = DRW_mesh_batch_cache_get_sculpt_overlays(static_cast<Mesh *>(ob->data));
+ if (sculpt_overlays) {
+ DRW_shgroup_call(pd->sculpt_mask_grp, sculpt_overlays, ob);
+ }
+ }
+}
+
+void OVERLAY_sculpt_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = vedata->stl->pd;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ if (DRW_state_is_fbo()) {
+ GPU_framebuffer_bind(pd->painting.in_front ? dfbl->in_front_fb : dfbl->default_fb);
+ }
+
+ DRW_draw_pass(psl->sculpt_mask_ps);
+}