/* * 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. * * Copyright 2016, Blender Foundation. */ /** \file blender/draw/modes/paint_texture_mode.c * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" #include "BIF_gl.h" #include "BKE_node.h" /* If builtin shaders are needed */ #include "GPU_shader.h" #include "GPU_texture.h" #include "draw_common.h" #include "DNA_mesh_types.h" #include "DEG_depsgraph_query.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[]; extern char datatoc_paint_face_vert_glsl[]; extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; /* *********** 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_ensure. * 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. */ static void PAINT_TEXTURE_engine_init(void *UNUSED(vedata)) { if (!e_data.fallback_sh) { e_data.fallback_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); 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 = DRW_shader_create( datatoc_paint_face_vert_glsl, NULL, datatoc_gpu_shader_uniform_color_frag_glsl, NULL); } } /* 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_DEPTH_EQUAL | DRW_STATE_BLEND; 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 ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL); const Mesh *me = ob->data; const int mat_nr = max_ii(1, me->totcol); stl->g_data->shgroup_image_array = MEM_mallocN( sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__); if (use_material_slots) { for (int i = 0; i < mat_nr; i++) { Material *ma = give_current_material(ob, i + 1); Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL; int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp : 0; GPUTexture *tex = ima ? GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f) : NULL; if (tex) { DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces); DRW_shgroup_uniform_texture(grp, "image", tex); DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_bool_copy(grp, "nearestInterp", interp == SHD_INTERP_CLOSEST); stl->g_data->shgroup_image_array[i] = grp; } else { stl->g_data->shgroup_image_array[i] = NULL; } } } else { Image *ima = imapaint->canvas; GPUTexture *tex = ima ? GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f) : NULL; if (tex) { DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces); DRW_shgroup_uniform_texture(grp, "image", tex); DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_bool_copy(grp, "nearestInterp", imapaint->interp == IMAGEPAINT_INTERP_CLOSEST); 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_EQUAL | DRW_STATE_OFFSET_NEGATIVE); stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay); DRW_shgroup_uniform_block(stl->g_data->lwire_shgrp, "globalsBlock", G_draw.block_ubo); } { 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); } } /* 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; const Mesh *me_orig = DEG_get_original_object(ob)->data; Scene *scene = draw_ctx->scene; const bool use_surface = draw_ctx->v3d->overlay.texture_paint_mode_opacity != 0.0; //DRW_object_is_mode_shade(ob) == true; const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL); const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; if (use_surface) { if (me->mloopuv != NULL) { if (use_material_slots) { int mat_nr = max_ii(1, me->totcol); struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); for (int i = 0; i < mat_nr; i++) { const int index = use_material_slots ? i : 0; if ((i < me->totcol) && stl->g_data->shgroup_image_array[index]) { DRW_shgroup_call_add(stl->g_data->shgroup_image_array[index], geom_array[i], ob->obmat); } else { DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat); } } } else { if (stl->g_data->shgroup_image_array[0]) { struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat); } } } else { struct GPUBatch *geom = DRW_cache_mesh_surface_get(ob); DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat); } } /* Face Mask */ if (use_face_sel) { struct GPUBatch *geom; geom = DRW_cache_mesh_surface_edges_get(ob); DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat); geom = DRW_cache_mesh_surface_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! dependent 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); DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader); } 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, NULL, NULL, };