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Diffstat (limited to 'source/blender/draw/modes/paint_weight_mode.c')
-rw-r--r--source/blender/draw/modes/paint_weight_mode.c244
1 files changed, 103 insertions, 141 deletions
diff --git a/source/blender/draw/modes/paint_weight_mode.c b/source/blender/draw/modes/paint_weight_mode.c
index fe5fdf9ba91..2819dcbc6c5 100644
--- a/source/blender/draw/modes/paint_weight_mode.c
+++ b/source/blender/draw/modes/paint_weight_mode.c
@@ -33,53 +33,34 @@
#include "draw_mode_engines.h"
-/* If needed, contains all global/Theme colors
- * Add needed theme colors / values to DRW_globals_update() and update UBO
- * Not needed for constant color. */
+#include "DNA_mesh_types.h"
+
+#include "BKE_mesh.h"
+
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_WEIGHT_engine_init() to
- * initialize most of them and PAINT_WEIGHT_cache_init()
- * for PAINT_WEIGHT_PassList */
typedef struct PAINT_WEIGHT_PassList {
- /* Declare all passes here and init them in
- * PAINT_WEIGHT_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *pass;
+ struct DRWPass *weight_faces;
+ struct DRWPass *wire_overlay;
+ struct DRWPass *face_overlay;
+ struct DRWPass *vert_overlay;
} PAINT_WEIGHT_PassList;
typedef struct PAINT_WEIGHT_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
} PAINT_WEIGHT_FramebufferList;
typedef struct PAINT_WEIGHT_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_WEIGHT_TextureList;
typedef struct PAINT_WEIGHT_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_WEIGHT_PrivateData *g_data;
} PAINT_WEIGHT_StorageList;
typedef struct PAINT_WEIGHT_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 */
+ void *engine_type;
PAINT_WEIGHT_FramebufferList *fbl;
PAINT_WEIGHT_TextureList *txl;
PAINT_WEIGHT_PassList *psl;
@@ -89,54 +70,46 @@ typedef struct PAINT_WEIGHT_Data {
/* *********** STATIC *********** */
static struct {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in PAINT_WEIGHT_engine_init();
- * free in PAINT_WEIGHT_engine_free(); */
- struct GPUShader *custom_shader;
+ struct GPUShader *weight_face_shader;
+ struct GPUShader *flat_overlay_shader;
+ struct GPUShader *vert_overlay_shader;
+ int actdef;
} e_data = {NULL}; /* Engine data */
typedef struct PAINT_WEIGHT_PrivateData {
- /* This keeps the references of the shading groups for
- * easy access in PAINT_WEIGHT_cache_populate() */
- DRWShadingGroup *group;
+ DRWShadingGroup *fweights_shgrp;
+ DRWShadingGroup *lwire_shgrp;
+ DRWShadingGroup *face_shgrp;
+ DRWShadingGroup *vert_shgrp;
} PAINT_WEIGHT_PrivateData;
/* *********** FUNCTIONS *********** */
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void PAINT_WEIGHT_engine_init(void *vedata)
+static void PAINT_WEIGHT_engine_init(void *UNUSED(vedata))
{
- PAINT_WEIGHT_TextureList *txl = ((PAINT_WEIGHT_Data *)vedata)->txl;
- PAINT_WEIGHT_FramebufferList *fbl = ((PAINT_WEIGHT_Data *)vedata)->fbl;
- PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if (e_data.actdef != draw_ctx->sl->basact->object->actdef) {
+ e_data.actdef = draw_ctx->sl->basact->object->actdef;
+
+ BKE_mesh_batch_cache_dirty(draw_ctx->sl->basact->object->data, BKE_MESH_BATCH_DIRTY_WEIGHT);
+ }
+
+ if (!e_data.weight_face_shader) {
+ e_data.weight_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
+ }
+
+ if (!e_data.flat_overlay_shader) {
+ e_data.flat_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
+ }
- UNUSED_VARS(txl, fbl, stl);
-
- /* Init Framebuffers like this: order is attachment order (for color texs) */
- /*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24, 0},
- * {&txl->color, DRW_BUF_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.custom_shader) {
- e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (!e_data.vert_overlay_shader) {
+ e_data.vert_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
}
}
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
+static float world_light;
+
static void PAINT_WEIGHT_cache_init(void *vedata)
{
PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
@@ -149,105 +122,94 @@ static void PAINT_WEIGHT_cache_init(void *vedata)
{
/* Create a pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
- psl->pass = DRW_pass_create("My Pass", state);
-
- /* Create a shadingGroup using a function in draw_common.c or custom one */
- /*
- * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
- * -- or --
- * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
- */
- stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
-
- /* 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] = {0.2f, 0.5f, 0.3f, 1.0};
- DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1);
+ psl->weight_faces = DRW_pass_create("Weight Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+
+ stl->g_data->fweights_shgrp = DRW_shgroup_create(e_data.weight_face_shader, psl->weight_faces);
+
+ static float light[3] = {-0.3f, 0.5f, 1.0f};
+ static float alpha = 1.0f;
+ DRW_shgroup_uniform_vec3(stl->g_data->fweights_shgrp, "light", light, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "alpha", &alpha, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "global", &world_light, 1);
}
-}
+ {
+ psl->wire_overlay = DRW_pass_create("Wire Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
-/* Add geometry to shadingGroups. Execute for each objects */
-static void PAINT_WEIGHT_cache_populate(void *vedata, Object *ob)
-{
- PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+ stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.flat_overlay_shader, psl->wire_overlay);
+ }
- if (ob->type == OB_MESH) {
- /* Get geometry cache */
- struct Batch *geom = DRW_cache_mesh_surface_get(ob);
+ {
+ psl->face_overlay = DRW_pass_create("Wire 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.flat_overlay_shader, psl->face_overlay);
+ }
+
+ {
+ psl->vert_overlay = DRW_pass_create("Wire Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
- /* Add geom to a shading group */
- DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat);
+ stl->g_data->vert_shgrp = DRW_shgroup_create(e_data.vert_overlay_shader, psl->vert_overlay);
}
}
-/* Optional: Post-cache_populate callback */
-static void PAINT_WEIGHT_cache_finish(void *vedata)
+static void PAINT_WEIGHT_cache_populate(void *vedata, Object *ob)
{
- PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
-
- /* Do something here! dependant on the objects gathered */
- UNUSED_VARS(psl, stl);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SceneLayer *sl = draw_ctx->sl;
+
+ if (ob->type == OB_MESH && ob == sl->basact->object) {
+ IDProperty *ces_mode_pw = BKE_object_collection_engine_get(ob, COLLECTION_MODE_PAINT_WEIGHT, "");
+ bool use_wire = BKE_collection_engine_property_value_get_bool(ces_mode_pw, "use_wire");
+ char flag = ((Mesh *)ob->data)->editflag;
+ struct Batch *geom;
+
+ world_light = BKE_collection_engine_property_value_get_bool(ces_mode_pw, "use_shading") ? 0.5f : 1.0f;
+
+ geom = DRW_cache_mesh_surface_weights_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat);
+
+ if (flag & ME_EDIT_PAINT_FACE_SEL || use_wire) {
+ geom = DRW_cache_mesh_edges_weight_overlay_get(ob, use_wire, flag & ME_EDIT_PAINT_FACE_SEL);
+ DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
+ }
+
+ if (flag & ME_EDIT_PAINT_FACE_SEL) {
+ geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
+ }
+
+ if (flag & ME_EDIT_PAINT_VERT_SEL) {
+ geom = DRW_cache_mesh_verts_weight_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat);
+ }
+ }
}
-/* Draw time ! Control rendering pipeline from here */
static void PAINT_WEIGHT_draw_scene(void *vedata)
{
PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
- PAINT_WEIGHT_FramebufferList *fbl = ((PAINT_WEIGHT_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);
-
- /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
- /*
- * DRW_framebuffer_texture_detach(dtxl->depth);
- * DRW_framebuffer_bind(fbl->custom_fb);
- * DRW_draw_pass(psl->pass);
- * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
- * DRW_framebuffer_bind(dfbl->default_fb);
- */
-
- /* ... or just render passes on default framebuffer. */
- DRW_draw_pass(psl->pass);
-
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
+ DRW_draw_pass(psl->weight_faces);
+ DRW_draw_pass(psl->face_overlay);
+ DRW_draw_pass(psl->wire_overlay);
+ DRW_draw_pass(psl->vert_overlay);
}
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
static void PAINT_WEIGHT_engine_free(void)
{
- // DRW_SHADER_FREE_SAFE(custom_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_WEIGHT_collection_settings_create(CollectionEngineSettings *ces)
+void PAINT_WEIGHT_collection_settings_create(IDProperty *properties)
{
- 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);
+ BLI_assert(properties &&
+ properties->type == IDP_GROUP &&
+ properties->subtype == IDP_GROUP_SUB_MODE_PAINT_WEIGHT);
+
+ BKE_collection_engine_property_add_bool(properties, "use_shading", true);
+ BKE_collection_engine_property_add_bool(properties, "use_wire", false);
}
-#endif
+
static const DrawEngineDataSize PAINT_WEIGHT_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_WEIGHT_Data);
@@ -259,7 +221,7 @@ DrawEngineType draw_engine_paint_weight_type = {
&PAINT_WEIGHT_engine_free,
&PAINT_WEIGHT_cache_init,
&PAINT_WEIGHT_cache_populate,
- &PAINT_WEIGHT_cache_finish,
- NULL, /* draw_background but not needed by mode engines */
+ NULL,
+ NULL,
&PAINT_WEIGHT_draw_scene
};