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Diffstat (limited to 'source/blender/draw/modes/paint_texture_mode.c')
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c353
1 files changed, 0 insertions, 353 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
deleted file mode 100644
index 969dc54ab7d..00000000000
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ /dev/null
@@ -1,353 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2016, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw
- */
-
-#include "DRW_engine.h"
-#include "DRW_render.h"
-
-#include "BKE_node.h"
-
-#include "BLI_string_utils.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"
-
-#include "DEG_depsgraph_query.h"
-
-extern char datatoc_common_colormanagement_lib_glsl[];
-extern char datatoc_common_globals_lib_glsl[];
-extern char datatoc_common_view_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[];
-extern char datatoc_paint_face_vert_glsl[];
-extern char datatoc_paint_face_selection_vert_glsl[];
-
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-
-/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use PAINT_TEXTURE_engine_init() to
- * initialize most of them and PAINT_TEXTURE_cache_init()
- * for PAINT_TEXTURE_PassList */
-
-typedef struct PAINT_TEXTURE_PassList {
- /* Declare all passes here and init them in
- * PAINT_TEXTURE_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *stencil_mask_overlay;
-
- struct DRWPass *wire_select_overlay;
- struct DRWPass *face_select_overlay;
-} PAINT_TEXTURE_PassList;
-
-typedef struct PAINT_TEXTURE_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} PAINT_TEXTURE_FramebufferList;
-
-typedef struct PAINT_TEXTURE_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} PAINT_TEXTURE_TextureList;
-
-typedef struct PAINT_TEXTURE_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
- struct CustomStruct *block;
- struct PAINT_TEXTURE_PrivateData *g_data;
-} PAINT_TEXTURE_StorageList;
-
-typedef struct PAINT_TEXTURE_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- PAINT_TEXTURE_FramebufferList *fbl;
- PAINT_TEXTURE_TextureList *txl;
- PAINT_TEXTURE_PassList *psl;
- PAINT_TEXTURE_StorageList *stl;
-} PAINT_TEXTURE_Data;
-
-typedef struct PAINT_TEXTURE_Shaders {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in PAINT_TEXTURE_engine_init();
- * free in PAINT_TEXTURE_engine_free(); */
- struct GPUShader *stencil_mask_overlay;
-
- struct GPUShader *wire_select_overlay;
- struct GPUShader *face_select_overlay;
-} PAINT_TEXTURE_Shaders;
-
-/* *********** STATIC *********** */
-
-static struct {
- PAINT_TEXTURE_Shaders sh_data[GPU_SHADER_CFG_LEN];
-} 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 *shgroup_stencil_mask;
-
- /* face-mask */
- DRWShadingGroup *lwire_select_shgrp;
- DRWShadingGroup *face_select_shgrp;
-
- DRWView *view_wires;
-} PAINT_TEXTURE_PrivateData; /* Transient data */
-
-/* *********** FUNCTIONS *********** */
-
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames. */
-static void PAINT_TEXTURE_engine_init(void *vedata)
-{
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- if (!sh_data->stencil_mask_overlay) {
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
- sh_data->stencil_mask_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_paint_texture_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
- datatoc_paint_texture_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
-
- sh_data->wire_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_paint_wire_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, "#define USE_SELECT\n", NULL},
- });
-
- sh_data->face_select_overlay = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib,
- datatoc_common_view_lib_glsl,
- datatoc_paint_face_selection_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_view_lib_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg_data->def, NULL},
- });
- }
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- stl->g_data->shgroup_stencil_mask = NULL;
- }
-
- stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f);
-}
-
-static DRWShadingGroup *create_texture_paint_stencil_mask_shading_group(
- PAINT_TEXTURE_PassList *psl, const DRWContextState *draw_ctx)
-{
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
-
- DRWShadingGroup *grp = DRW_shgroup_create(sh_data->stencil_mask_overlay,
- psl->stencil_mask_overlay);
- DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
-
- const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0;
- GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D);
- DRW_shgroup_uniform_texture(grp, "maskingImage", stencil);
- DRW_shgroup_uniform_bool_copy(
- grp, "maskingImagePremultiplied", (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL));
- DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1);
- DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted);
- return grp;
-}
-
-static bool PAINT_TEXTURE_stencil_mask_enabled(const ImagePaintSettings *imapaint)
-{
- return imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL;
-}
-
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void PAINT_TEXTURE_cache_init(void *vedata)
-{
- PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
-
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
-
- /* Stencil Mask */
- if (PAINT_TEXTURE_stencil_mask_enabled(imapaint)) {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
- psl->stencil_mask_overlay = DRW_pass_create("Stencil Mask Pass", state);
- stl->g_data->shgroup_stencil_mask = create_texture_paint_stencil_mask_shading_group(psl,
- draw_ctx);
- }
-
- /* Face Mask */
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- DRWPass *pass = DRW_pass_create("Wire Mask Pass", state);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass);
-
- DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
-
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->wire_select_overlay = pass;
- stl->g_data->lwire_select_shgrp = shgrp;
- }
-
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
- DRW_STATE_BLEND_ALPHA;
- DRWPass *pass = DRW_pass_create("Face Mask Pass", state);
- DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
- static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
- DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
-
- if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
- DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
- }
- psl->face_select_overlay = pass;
- stl->g_data->face_select_shgrp = shgrp;
- }
-}
-
-/* Add geometry to shadingGroups. Execute for each objects */
-static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
-{
- PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- UNUSED_VARS(psl, stl);
-
- if ((ob->type == OB_MESH) && (draw_ctx->obact == ob)) {
- /* Get geometry cache */
- const Mesh *me_orig = DEG_get_original_object(ob)->data;
- Scene *scene = draw_ctx->scene;
- const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
-
- const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
- const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
- imapaint->stencil != NULL;
-
- if (masking_enabled) {
- if (stl->g_data->shgroup_stencil_mask) {
- struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
- DRW_shgroup_call(stl->g_data->shgroup_stencil_mask, geom, ob);
- }
- }
-
- /* Face Mask */
- if (use_face_sel) {
- struct GPUBatch *geom;
- geom = DRW_cache_mesh_surface_edges_get(ob);
- DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob);
-
- geom = DRW_cache_mesh_surface_get(ob);
- DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob);
- }
- }
-}
-
-/* Draw time ! Control rendering pipeline from here */
-static void PAINT_TEXTURE_draw_scene(void *vedata)
-{
- PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
- PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
-
- if (psl->stencil_mask_overlay) {
- DRW_draw_pass(psl->stencil_mask_overlay);
- }
-
- DRW_draw_pass(psl->face_select_overlay);
-
- DRW_view_set_active(stl->g_data->view_wires);
- DRW_draw_pass(psl->wire_select_overlay);
-
- DRW_view_set_active(NULL);
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void PAINT_TEXTURE_engine_free(void)
-{
- for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
- PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
- GPUShader **sh_data_as_array = (GPUShader **)sh_data;
- for (int i = 0; i < (sizeof(PAINT_TEXTURE_Shaders) / sizeof(GPUShader *)); i++) {
- DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
- }
- }
-}
-
-static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(
- PAINT_TEXTURE_Data);
-
-DrawEngineType draw_engine_paint_texture_type = {
- NULL,
- NULL,
- N_("PaintTextureMode"),
- &PAINT_TEXTURE_data_size,
- &PAINT_TEXTURE_engine_init,
- &PAINT_TEXTURE_engine_free,
- &PAINT_TEXTURE_cache_init,
- &PAINT_TEXTURE_cache_populate,
- NULL,
- NULL, /* draw_background but not needed by mode engines */
- &PAINT_TEXTURE_draw_scene,
- NULL,
- NULL,
-};