diff options
Diffstat (limited to 'source/blender/draw/modes/paint_texture_mode.c')
-rw-r--r-- | source/blender/draw/modes/paint_texture_mode.c | 416 |
1 files changed, 416 insertions, 0 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c new file mode 100644 index 00000000000..65ab9fd9286 --- /dev/null +++ b/source/blender/draw/modes/paint_texture_mode.c @@ -0,0 +1,416 @@ +/* + * Copyright 2016, Blender Foundation. + * + * 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. + * + * Contributor(s): Blender Institute + * + */ + +/** \file blender/draw/modes/paint_texture_mode.c + * \ingroup draw + */ + +#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. */ +extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ +extern struct GlobalsUboStorage ts; /* draw_common.c */ + +/* *********** 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 *image_faces; + + struct DRWPass *wire_overlay; + struct DRWPass *face_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_get. + * 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; + +/* *********** STATIC *********** */ + +static struct { + /* Custom shaders : + * Add sources to source/blender/draw/modes/shaders + * init in PAINT_TEXTURE_engine_init(); + * free in PAINT_TEXTURE_engine_free(); */ + 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 *shgroup_fallback; + DRWShadingGroup **shgroup_image_array; + + /* face-mask */ + DRWShadingGroup *lwire_shgrp; + DRWShadingGroup *face_shgrp; +} PAINT_TEXTURE_PrivateData; /* Transient data */ + +/* *********** FUNCTIONS *********** */ + +/* Init Textures, Framebuffers, Storage and Shaders. + * It is called for every frames. + * (Optional) */ +static void PAINT_TEXTURE_engine_init(void *vedata) +{ + PAINT_TEXTURE_TextureList *txl = ((PAINT_TEXTURE_Data *)vedata)->txl; + PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl; + PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; + + UNUSED_VARS(txl, fbl, stl); + + /* Init Framebuffers like this: order is attachment order (for color texs) */ + /* + * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0}, + * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}}; + */ + + /* DRW_framebuffer_init takes care of checking if + * the framebuffer is valid and has the right size*/ + /* + * float *viewport_size = DRW_viewport_size_get(); + * DRW_framebuffer_init(&fbl->occlude_wire_fb, + * (int)viewport_size[0], (int)viewport_size[1], + * tex, 2); + */ + + 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); + } +} + +/* 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; + + 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->image_faces = DRW_pass_create("Image Color Pass", state); + + 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] = {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; + const 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 */ +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 = ob->data; + Scene *scene = draw_ctx->scene; + const bool use_surface = DRW_object_is_mode_shade(ob) == true; + const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL); + bool ok = false; + + if (use_surface) { + if (me->mloopuv != NULL) { + if (use_material_slots) { + struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL; + if ((me->totcol == 0) || (geom_array == NULL)) { + struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob); + DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat); + ok = true; + } + 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); + } + ok = true; + } + } + } + else { + struct Gwn_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); + ok = true; + } + } + } + + if (!ok) { + struct Gwn_Batch *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 Gwn_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); + } + } +} + +/* Optional: Post-cache_populate callback */ +static void PAINT_TEXTURE_cache_finish(void *vedata) +{ + PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl; + PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; + + /* Do something here! dependant on the objects gathered */ + UNUSED_VARS(psl); + + MEM_SAFE_FREE(stl->g_data->shgroup_image_array); +} + +/* 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_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl; + + /* Default framebuffer and texture */ + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + UNUSED_VARS(fbl, dfbl, dtxl); + + DRW_draw_pass(psl->image_faces); + + DRW_draw_pass(psl->face_overlay); + DRW_draw_pass(psl->wire_overlay); +} + +/* 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) +{ + DRW_SHADER_FREE_SAFE(e_data.image_sh); + DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader); +} + +/* Create collection settings here. + * + * Be sure to add this function there : + * source/blender/draw/DRW_engine.h + * source/blender/blenkernel/intern/layer.c + * source/blenderplayer/bad_level_call_stubs/stubs.c + * + * And relevant collection settings to : + * source/blender/makesrna/intern/rna_scene.c + * source/blender/blenkernel/intern/layer.c + */ +#if 0 +void PAINT_TEXTURE_collection_settings_create(CollectionEngineSettings *ces) +{ + BLI_assert(ces); + // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false); + // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0); + // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f); +} +#endif + +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, + &PAINT_TEXTURE_cache_finish, + NULL, /* draw_background but not needed by mode engines */ + &PAINT_TEXTURE_draw_scene +}; |