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Diffstat (limited to 'source/blender/draw/modes/paint_vertex_mode.c')
-rw-r--r--source/blender/draw/modes/paint_vertex_mode.c202
1 files changed, 202 insertions, 0 deletions
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c
new file mode 100644
index 00000000000..9cf6ea52d33
--- /dev/null
+++ b/source/blender/draw/modes/paint_vertex_mode.c
@@ -0,0 +1,202 @@
+/*
+ * 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_vertex_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_view3d_types.h"
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+extern char datatoc_paint_vertex_vert_glsl[];
+extern char datatoc_paint_vertex_frag_glsl[];
+extern char datatoc_paint_wire_vert_glsl[];
+extern char datatoc_paint_wire_frag_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+
+/* *********** LISTS *********** */
+
+typedef struct PAINT_VERTEX_PassList {
+ struct DRWPass *vcolor_faces;
+ struct DRWPass *wire_overlay;
+ struct DRWPass *face_overlay;
+} PAINT_VERTEX_PassList;
+
+typedef struct PAINT_VERTEX_StorageList {
+ struct PAINT_VERTEX_PrivateData *g_data;
+} PAINT_VERTEX_StorageList;
+
+typedef struct PAINT_VERTEX_Data {
+ void *engine_type; /* Required */
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ PAINT_VERTEX_PassList *psl;
+ PAINT_VERTEX_StorageList *stl;
+} PAINT_VERTEX_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ struct GPUShader *vcolor_face_shader;
+ struct GPUShader *wire_overlay_shader;
+ struct GPUShader *face_overlay_shader;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct PAINT_VERTEX_PrivateData {
+ DRWShadingGroup *fvcolor_shgrp;
+ DRWShadingGroup *lwire_shgrp;
+ DRWShadingGroup *face_shgrp;
+} PAINT_VERTEX_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
+{
+ if (!e_data.vcolor_face_shader) {
+ e_data.vcolor_face_shader = DRW_shader_create(
+ datatoc_paint_vertex_vert_glsl, NULL,
+ datatoc_paint_vertex_frag_glsl, NULL);
+
+ 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");
+
+ e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+static void PAINT_VERTEX_cache_init(void *vedata)
+{
+ PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
+ PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const View3D *v3d = draw_ctx->v3d;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Create a pass */
+ psl->vcolor_faces = DRW_pass_create(
+ "Vert Color Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
+
+ stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
+ DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &v3d->overlay.vertex_paint_mode_opacity, 1);
+ }
+
+ {
+ psl->wire_overlay = DRW_pass_create(
+ "Wire Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ 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_EQUAL | 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);
+ }
+}
+
+static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
+{
+ PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const View3D *v3d = draw_ctx->v3d;
+
+ if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
+ const Mesh *me = ob->data;
+ const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
+ const bool use_surface = v3d->overlay.vertex_paint_mode_opacity != 0.0f;
+ const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
+ struct Gwn_Batch *geom;
+
+ if (use_surface) {
+ geom = DRW_cache_mesh_surface_vert_colors_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
+ }
+
+ if (use_face_sel || use_wire) {
+ 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);
+ }
+
+ if (use_face_sel) {
+ geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
+ }
+ }
+}
+
+static void PAINT_VERTEX_draw_scene(void *vedata)
+{
+ PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
+
+ DRW_draw_pass(psl->vcolor_faces);
+ DRW_draw_pass(psl->face_overlay);
+ DRW_draw_pass(psl->wire_overlay);
+}
+
+static void PAINT_VERTEX_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.vcolor_face_shader);
+ DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
+}
+
+static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
+
+DrawEngineType draw_engine_paint_vertex_type = {
+ NULL, NULL,
+ N_("PaintVertexMode"),
+ &PAINT_VERTEX_data_size,
+ &PAINT_VERTEX_engine_init,
+ &PAINT_VERTEX_engine_free,
+ &PAINT_VERTEX_cache_init,
+ &PAINT_VERTEX_cache_populate,
+ NULL,
+ NULL,
+ &PAINT_VERTEX_draw_scene,
+ NULL,
+ NULL,
+};