/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2019 Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "BKE_image.h" #include "DNA_mesh_types.h" #include "DEG_depsgraph_query.h" #include "overlay_private.h" /* Check if the given object is rendered (partially) transparent */ static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob) { if (v3d->shading.type == OB_WIRE) { return true; } if (v3d->shading.type == OB_SOLID) { if (v3d->shading.flag & V3D_SHADING_XRAY) { return true; } if (ob && v3d->shading.color_type == V3D_SHADING_OBJECT_COLOR) { return ob->color[3] < 1.0f; } if (ob && ob->type == OB_MESH && ob->data && v3d->shading.color_type == V3D_SHADING_MATERIAL_COLOR) { Mesh *me = ob->data; for (int i = 0; i < me->totcol; i++) { Material *mat = BKE_object_material_get_eval(ob, i + 1); if (mat && mat->a < 1.0f) { return true; } } } } /* Check object display types. */ if (ob && ELEM(ob->dt, OB_WIRE, OB_BOUNDBOX)) { return true; } return false; } void OVERLAY_paint_init(OVERLAY_Data *vedata) { OVERLAY_StorageList *stl = vedata->stl; OVERLAY_PrivateData *pd = stl->pd; const DRWContextState *draw_ctx = DRW_context_state_get(); pd->painting.in_front = pd->use_in_front && draw_ctx->obact && (draw_ctx->obact->dtx & OB_DRAW_IN_FRONT); pd->painting.alpha_blending = paint_object_is_rendered_transparent(draw_ctx->v3d, draw_ctx->obact); } void OVERLAY_paint_cache_init(OVERLAY_Data *vedata) { const DRWContextState *draw_ctx = DRW_context_state_get(); OVERLAY_PassList *psl = vedata->psl; OVERLAY_PrivateData *pd = vedata->stl->pd; struct GPUShader *sh; DRWShadingGroup *grp; DRWState state; const bool is_edit_mode = (pd->ctx_mode == CTX_MODE_EDIT_MESH); const bool draw_contours = !is_edit_mode && (pd->overlay.wpaint_flag & V3D_OVERLAY_WPAINT_CONTOURS) != 0; float opacity = 0.0f; pd->paint_depth_grp = NULL; psl->paint_depth_ps = NULL; switch (pd->ctx_mode) { case CTX_MODE_POSE: case CTX_MODE_EDIT_MESH: case CTX_MODE_PAINT_WEIGHT: { opacity = is_edit_mode ? 1.0 : pd->overlay.weight_paint_mode_opacity; if (opacity > 0.0f) { state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state); const bool do_shading = draw_ctx->v3d->shading.type != OB_WIRE; sh = OVERLAY_shader_paint_weight(do_shading); pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_bool_copy(grp, "drawContours", draw_contours); DRW_shgroup_uniform_float_copy(grp, "opacity", opacity); DRW_shgroup_uniform_texture(grp, "colorramp", G_draw.weight_ramp); /* Arbitrary light to give a hint of the geometry behind the weights. */ if (do_shading) { float light_dir[3]; copy_v3_fl3(light_dir, 0.0f, 0.5f, 0.86602f); normalize_v3(light_dir); DRW_shgroup_uniform_vec3_copy(grp, "light_dir", light_dir); } if (pd->painting.alpha_blending) { state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; DRW_PASS_CREATE(psl->paint_depth_ps, state | pd->clipping_state); sh = OVERLAY_shader_depth_only(); pd->paint_depth_grp = DRW_shgroup_create(sh, psl->paint_depth_ps); } } break; } case CTX_MODE_PAINT_VERTEX: { opacity = pd->overlay.vertex_paint_mode_opacity; if (opacity > 0.0f) { state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; state |= pd->painting.alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL; DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state); sh = OVERLAY_shader_paint_vertcol(); pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_bool_copy(grp, "useAlphaBlend", pd->painting.alpha_blending); DRW_shgroup_uniform_float_copy(grp, "opacity", opacity); } break; } case CTX_MODE_PAINT_TEXTURE: { const ImagePaintSettings *imapaint = &draw_ctx->scene->toolsettings->imapaint; const bool mask_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL; opacity = mask_enabled ? pd->overlay.texture_paint_mode_opacity : 0.0f; if (opacity > 0.0f) { state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state); GPUTexture *tex = BKE_image_get_gpu_texture(imapaint->stencil, NULL, NULL); const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL); const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0; sh = OVERLAY_shader_paint_texture(); pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_float_copy(grp, "opacity", opacity); DRW_shgroup_uniform_bool_copy(grp, "maskPremult", mask_premult); DRW_shgroup_uniform_vec3_copy(grp, "maskColor", imapaint->stencil_col); DRW_shgroup_uniform_bool_copy(grp, "maskInvertStencil", mask_inverted); DRW_shgroup_uniform_texture(grp, "maskImage", tex); } break; } default: BLI_assert(0); break; } if (opacity <= 0.0f) { psl->paint_color_ps = NULL; pd->paint_surf_grp = NULL; } { state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; DRW_PASS_CREATE(psl->paint_overlay_ps, state | pd->clipping_state); sh = OVERLAY_shader_paint_face(); pd->paint_face_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); DRW_shgroup_uniform_vec4_copy(grp, "color", (float[4]){1.0f, 1.0f, 1.0f, 0.2f}); DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); sh = OVERLAY_shader_paint_wire(); pd->paint_wire_selected_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_bool_copy(grp, "useSelect", true); DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); pd->paint_wire_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_bool_copy(grp, "useSelect", false); DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); sh = OVERLAY_shader_paint_point(); pd->paint_point_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); } } void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob) { OVERLAY_PrivateData *pd = vedata->stl->pd; struct GPUBatch *geom = NULL; const Mesh *me_orig = DEG_get_original_object(ob)->data; const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; if (pd->paint_surf_grp) { geom = DRW_cache_mesh_surface_texpaint_single_get(ob); DRW_shgroup_call(pd->paint_surf_grp, geom, ob); } if (use_face_sel) { geom = DRW_cache_mesh_surface_get(ob); DRW_shgroup_call(pd->paint_face_grp, geom, ob); } } void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob) { OVERLAY_PrivateData *pd = vedata->stl->pd; struct GPUBatch *geom = NULL; const Mesh *me_orig = DEG_get_original_object(ob)->data; const bool is_edit_mode = (pd->ctx_mode == CTX_MODE_EDIT_MESH); const bool use_wire = !is_edit_mode && (pd->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE); const bool use_face_sel = !is_edit_mode && (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL); const bool use_vert_sel = !is_edit_mode && (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL); if (ELEM(ob->mode, OB_MODE_WEIGHT_PAINT, OB_MODE_EDIT)) { if (pd->paint_surf_grp) { geom = DRW_cache_mesh_surface_weights_get(ob); DRW_shgroup_call(pd->paint_surf_grp, geom, ob); } if (pd->paint_depth_grp) { geom = DRW_cache_mesh_surface_weights_get(ob); DRW_shgroup_call(pd->paint_depth_grp, geom, ob); } } if (use_face_sel || use_wire) { geom = DRW_cache_mesh_surface_edges_get(ob); DRW_shgroup_call(use_face_sel ? pd->paint_wire_selected_grp : pd->paint_wire_grp, geom, ob); } if (use_face_sel) { geom = DRW_cache_mesh_surface_get(ob); DRW_shgroup_call(pd->paint_face_grp, geom, ob); } if (use_vert_sel) { geom = DRW_cache_mesh_all_verts_get(ob); DRW_shgroup_call(pd->paint_point_grp, geom, ob); } } void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob) { OVERLAY_paint_vertex_cache_populate(vedata, ob); } void OVERLAY_paint_draw(OVERLAY_Data *vedata) { OVERLAY_StorageList *stl = vedata->stl; OVERLAY_PrivateData *pd = stl->pd; OVERLAY_PassList *psl = vedata->psl; OVERLAY_FramebufferList *fbl = vedata->fbl; if (DRW_state_is_fbo()) { GPU_framebuffer_bind(pd->painting.in_front ? fbl->overlay_in_front_fb : fbl->overlay_default_fb); } if (psl->paint_depth_ps) { DRW_draw_pass(psl->paint_depth_ps); } if (psl->paint_color_ps) { DRW_draw_pass(psl->paint_color_ps); } if (psl->paint_overlay_ps) { DRW_draw_pass(psl->paint_overlay_ps); } }