/* * 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 * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" #include "BIF_gl.h" #include "BKE_node.h" #include "BLI_string_utils.h" /* If builtin shaders are needed */ #include "GPU_shader.h" #include "GPU_texture.h" #include "draw_common.h" #include "draw_mode_engines.h" #include "DNA_mesh_types.h" #include "DEG_depsgraph_query.h" extern char datatoc_common_colormanagement_lib_glsl[]; extern char datatoc_common_globals_lib_glsl[]; extern char datatoc_common_view_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_paint_face_selection_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 *stencil_mask_overlay; struct DRWPass *wire_select_overlay; struct DRWPass *face_select_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; typedef struct PAINT_TEXTURE_Shaders { /* Custom shaders : * Add sources to source/blender/draw/modes/shaders * init in PAINT_TEXTURE_engine_init(); * free in PAINT_TEXTURE_engine_free(); */ struct GPUShader *stencil_mask_overlay; struct GPUShader *wire_select_overlay; struct GPUShader *face_select_overlay; } PAINT_TEXTURE_Shaders; /* *********** STATIC *********** */ static struct { PAINT_TEXTURE_Shaders sh_data[GPU_SHADER_CFG_LEN]; } 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_stencil_mask; /* face-mask */ DRWShadingGroup *lwire_select_shgrp; DRWShadingGroup *face_select_shgrp; DRWView *view_wires; } 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 *vedata) { PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; if (!sh_data->stencil_mask_overlay) { const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; sh_data->stencil_mask_overlay = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_common_view_lib_glsl, datatoc_paint_texture_vert_glsl, NULL}, .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl, datatoc_paint_texture_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, NULL}, }); sh_data->wire_select_overlay = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_globals_lib_glsl, datatoc_common_view_lib_glsl, datatoc_paint_wire_vert_glsl, NULL}, .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, "#define USE_SELECT\n", NULL}, }); sh_data->face_select_overlay = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, datatoc_common_view_lib_glsl, datatoc_paint_face_selection_vert_glsl, NULL}, .frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg_data->def, NULL}, }); } if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); stl->g_data->shgroup_stencil_mask = NULL; } stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f); } static DRWShadingGroup *create_texture_paint_stencil_mask_shading_group( PAINT_TEXTURE_PassList *psl, const DRWContextState *draw_ctx) { PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; Scene *scene = draw_ctx->scene; const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; DRWShadingGroup *grp = DRW_shgroup_create(sh_data->stencil_mask_overlay, psl->stencil_mask_overlay); 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); const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0; GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D); DRW_shgroup_uniform_texture(grp, "maskingImage", stencil); DRW_shgroup_uniform_bool_copy( grp, "maskingImagePremultiplied", (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL)); DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1); DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted); return grp; } static bool PAINT_TEXTURE_stencil_mask_enabled(const ImagePaintSettings *imapaint) { return imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != 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; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; /* Stencil Mask */ if (PAINT_TEXTURE_stencil_mask_enabled(imapaint)) { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; psl->stencil_mask_overlay = DRW_pass_create("Stencil Mask Pass", state); stl->g_data->shgroup_stencil_mask = create_texture_paint_stencil_mask_shading_group(psl, draw_ctx); } /* Face Mask */ { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; DRWPass *pass = DRW_pass_create("Wire Mask Pass", state); DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass); DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); } psl->wire_select_overlay = pass; stl->g_data->lwire_select_shgrp = shgrp; } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA; DRWPass *pass = DRW_pass_create("Face Mask Pass", state); DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass); static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f}; DRW_shgroup_uniform_vec4(shgrp, "color", col, 1); if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); } psl->face_select_overlay = pass; stl->g_data->face_select_shgrp = shgrp; } } /* 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_orig = DEG_get_original_object(ob)->data; Scene *scene = draw_ctx->scene; const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL; if (masking_enabled) { if (stl->g_data->shgroup_stencil_mask) { struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); DRW_shgroup_call(stl->g_data->shgroup_stencil_mask, geom, ob); } } /* Face Mask */ if (use_face_sel) { struct GPUBatch *geom; geom = DRW_cache_mesh_surface_edges_get(ob); DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob); geom = DRW_cache_mesh_surface_get(ob); DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob); } } } /* 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_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; if (psl->stencil_mask_overlay) { DRW_draw_pass(psl->stencil_mask_overlay); } DRW_draw_pass(psl->face_select_overlay); DRW_view_set_active(stl->g_data->view_wires); DRW_draw_pass(psl->wire_select_overlay); DRW_view_set_active(NULL); } /* 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) { for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[sh_data_index]; GPUShader **sh_data_as_array = (GPUShader **)sh_data; for (int i = 0; i < (sizeof(PAINT_TEXTURE_Shaders) / sizeof(GPUShader *)); i++) { DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); } } } 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, NULL, NULL, /* draw_background but not needed by mode engines */ &PAINT_TEXTURE_draw_scene, NULL, NULL, };