/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2019 Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "draw_cache_impl.h" #include "overlay_private.hh" #include "BKE_paint.h" #include "BKE_pbvh.h" #include "BKE_subdiv_ccg.h" void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; OVERLAY_PrivateData *pd = vedata->stl->pd; DRWShadingGroup *grp; DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL; DRW_PASS_CREATE(psl->sculpt_mask_ps, state | pd->clipping_state); GPUShader *sh = OVERLAY_shader_sculpt_mask(); pd->sculpt_mask_grp = grp = DRW_shgroup_create(sh, psl->sculpt_mask_ps); DRW_shgroup_uniform_float_copy(grp, "maskOpacity", pd->overlay.sculpt_mode_mask_opacity); DRW_shgroup_uniform_float_copy( grp, "faceSetsOpacity", pd->overlay.sculpt_mode_face_sets_opacity); } void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob) { OVERLAY_PrivateData *pd = vedata->stl->pd; const DRWContextState *draw_ctx = DRW_context_state_get(); struct GPUBatch *sculpt_overlays; PBVH *pbvh = ob->sculpt->pbvh; const bool use_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d); if (!pbvh) { /* It is possible to have SculptSession without PBVH. This happens, for example, when toggling * object mode to sculpt then to edit mode. */ return; } if (!pbvh_has_mask(pbvh) && !pbvh_has_face_sets(pbvh)) { /* The SculptSession and the PBVH can be created without a Mask data-layer or Face Set * data-layer. (masks data-layers are created after using a mask tool), so in these cases there * is nothing to draw. */ return; } if (use_pbvh) { DRW_shgroup_call_sculpt(pd->sculpt_mask_grp, ob, false, true, true, false, false); } else { sculpt_overlays = DRW_mesh_batch_cache_get_sculpt_overlays(static_cast(ob->data)); if (sculpt_overlays) { DRW_shgroup_call(pd->sculpt_mask_grp, sculpt_overlays, ob); } } } void OVERLAY_sculpt_draw(OVERLAY_Data *vedata) { OVERLAY_PassList *psl = vedata->psl; OVERLAY_PrivateData *pd = vedata->stl->pd; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); if (DRW_state_is_fbo()) { GPU_framebuffer_bind(pd->painting.in_front ? dfbl->in_front_fb : dfbl->default_fb); } DRW_draw_pass(psl->sculpt_mask_ps); }