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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c94
1 files changed, 75 insertions, 19 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 31549c6f752..8c9dc43afa8 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -215,13 +215,16 @@ static GPUShader *workbench_cavity_shader_get(bool cavity, bool curvature)
static GPUShader *ensure_deferred_prepass_shader(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
+ bool is_texture_painting,
eGPUShaderConfig sh_cfg)
{
WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_cfg];
- int index = workbench_material_get_prepass_shader_index(wpd, is_uniform_color, is_hair);
+ int index = workbench_material_get_prepass_shader_index(
+ wpd, is_uniform_color, is_hair, is_texture_painting);
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, is_uniform_color, is_hair);
+ char *defines = workbench_material_build_defines(
+ wpd, is_uniform_color, is_hair, is_texture_painting);
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({
@@ -240,7 +243,7 @@ static GPUShader *ensure_deferred_composite_shader(WORKBENCH_PrivateData *wpd)
{
int index = workbench_material_get_composite_shader_index(wpd);
if (e_data.composite_sh_cache[index] == NULL) {
- char *defines = workbench_material_build_defines(wpd, false, false);
+ char *defines = workbench_material_build_defines(wpd, false, false, false);
char *composite_frag = workbench_build_composite_frag(wpd);
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
MEM_freeN(composite_frag);
@@ -267,10 +270,11 @@ static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig 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->prepass_sh = ensure_deferred_prepass_shader(wpd, false, false, false, sh_cfg);
+ wpd->prepass_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, false, sh_cfg);
+ wpd->prepass_uniform_sh = ensure_deferred_prepass_shader(wpd, true, false, false, sh_cfg);
+ wpd->prepass_uniform_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, false, sh_cfg);
+ wpd->prepass_textured_sh = ensure_deferred_prepass_shader(wpd, false, false, true, sh_cfg);
wpd->composite_sh = ensure_deferred_composite_shader(wpd);
wpd->background_sh = ensure_background_shader(wpd);
}
@@ -483,7 +487,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
e_data.composite_buffer_tx = DRW_texture_pool_query_2d(
size[0], size[1], comp_tex_format, &draw_engine_workbench_solid);
- if (MATDATA_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) {
+ if (workbench_is_matdata_pass_enabled(wpd) || GPU_unused_fb_slot_workaround()) {
e_data.color_buffer_tx = DRW_texture_pool_query_2d(
size[0], size[1], col_tex_format, &draw_engine_workbench_solid);
}
@@ -523,7 +527,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
- if (!MATDATA_PASS_ENABLED(wpd) && !GPU_unused_fb_slot_workaround()) {
+ if (!workbench_is_matdata_pass_enabled(wpd) && !GPU_unused_fb_slot_workaround()) {
e_data.color_buffer_tx = DRW_texture_pool_query_2d(
size[0], size[1], col_tex_format, &draw_engine_workbench_solid);
}
@@ -675,7 +679,7 @@ void workbench_deferred_engine_free(void)
static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
{
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
- if (MATDATA_PASS_ENABLED(wpd)) {
+ if (workbench_is_matdata_pass_enabled(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx);
}
else {
@@ -714,7 +718,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
Scene *scene = draw_ctx->scene;
workbench_volume_cache_init(vedata);
-
select_deferred_shaders(wpd, draw_ctx->sh_cfg);
/* Background Pass */
@@ -869,7 +872,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
const bool is_ghost = (ob->dtx & OB_DRAWXRAY);
/* Solid */
- workbench_material_update_data(wpd, ob, mat, &material_template);
+ workbench_material_update_data(wpd, ob, mat, &material_template, color_type);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
@@ -880,9 +883,14 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
material = BLI_ghash_lookup(wpd->material_hash, POINTER_FROM_UINT(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
+ /* select the correct prepass shader */
+ GPUShader *shader = (wpd->shading.color_type == color_type) ? wpd->prepass_sh :
+ wpd->prepass_uniform_sh;
+ if (color_type == V3D_SHADING_TEXTURE_COLOR) {
+ shader = wpd->prepass_textured_sh;
+ }
material->shgrp = DRW_shgroup_create(
- (wpd->shading.color_type == color_type) ? wpd->prepass_sh : wpd->prepass_uniform_sh,
- (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass);
+ shader, (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);
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
@@ -935,6 +943,49 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
}
}
+static void workbench_cache_populate_texture_paint_mode(WORKBENCH_Data *vedata, Object *ob)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ Scene *scene = draw_ctx->scene;
+ const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d);
+ WORKBENCH_MaterialData *material;
+
+ /* Force workbench to render active object textured when in texture paint mode */
+ const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
+
+ /* Single Image mode */
+ if (imapaint->mode == IMAGEPAINT_MODE_IMAGE) {
+ Image *image = imapaint->canvas;
+ int interp = (imapaint->interp == IMAGEPAINT_INTERP_LINEAR) ? SHD_INTERP_LINEAR :
+ SHD_INTERP_CLOSEST;
+ int color_type = workbench_material_determine_color_type(wpd, image, ob, use_sculpt_pbvh);
+ struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
+ material = get_or_create_material_data(vedata, ob, NULL, image, NULL, color_type, interp);
+
+ DRW_shgroup_call(material->shgrp, geom, ob);
+ }
+ else {
+ /* IMAGEPAINT_MODE_MATERIAL */
+ const int materials_len = MAX2(1, ob->totcol);
+ struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
+ for (int i = 0; i < materials_len; i++) {
+ if (geom_array != NULL && geom_array[i] != NULL) {
+ Material *mat;
+ Image *image;
+ 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, use_sculpt_pbvh);
+ material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
+ DRW_shgroup_call(material->shgrp, geom_array[i], ob);
+ }
+ }
+ }
+}
+
void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
WORKBENCH_StorageList *stl = vedata->stl;
@@ -975,8 +1026,13 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
const int materials_len = MAX2(1, ob->totcol);
const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
bool has_transp_mat = false;
+ const bool use_texture_paint_drawing = workbench_is_object_in_texture_paint_mode(ob) && me &&
+ me->mloopuv;
- if (!use_sculpt_pbvh && TEXTURE_DRAWING_ENABLED(wpd) && me && me->mloopuv) {
+ if (use_texture_paint_drawing) {
+ workbench_cache_populate_texture_paint_mode(vedata, ob);
+ }
+ else if (!use_sculpt_pbvh && TEXTURE_DRAWING_ENABLED(wpd) && me && me->mloopuv) {
/* Draw textured */
struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
for (int i = 0; i < materials_len; i++) {
@@ -990,7 +1046,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
wpd, image, ob, use_sculpt_pbvh);
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, use_sculpt_pbvh);
+ vedata, ob, mat, image, iuser, color_type, 0);
has_transp_mat = true;
}
else {
@@ -1010,7 +1066,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if ((ob->color[3] < 1.0f) && (color_type == V3D_SHADING_OBJECT_COLOR)) {
material = workbench_forward_get_or_create_material_data(
- vedata, ob, NULL, NULL, NULL, color_type, 0, use_sculpt_pbvh);
+ vedata, ob, NULL, NULL, NULL, color_type, 0);
has_transp_mat = true;
}
else {
@@ -1045,7 +1101,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
struct Material *mat = give_current_material(ob, i + 1);
if (mat != NULL && mat->a < 1.0f) {
material = workbench_forward_get_or_create_material_data(
- vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0, use_sculpt_pbvh);
+ vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
has_transp_mat = true;
}
else {
@@ -1068,7 +1124,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
Material *mat = give_current_material(ob, i + 1);
if (mat != NULL && mat->a < 1.0f) {
material = workbench_forward_get_or_create_material_data(
- vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0, use_sculpt_pbvh);
+ vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
has_transp_mat = true;
}
else {