/* * Copyright 2016, Blender Foundation. * * 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. * * Contributor(s): Blender Institute * */ /** \file blender/draw/modes/paint_vertex_mode.c * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" /* If builtin shaders are needed */ #include "GPU_shader.h" #include "draw_common.h" #include "draw_mode_engines.h" #include "DNA_mesh_types.h" #include "DNA_view3d_types.h" extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ extern struct GlobalsUboStorage ts; /* draw_common.c */ extern char datatoc_paint_vertex_vert_glsl[]; extern char datatoc_paint_vertex_frag_glsl[]; extern char datatoc_paint_wire_vert_glsl[]; extern char datatoc_paint_wire_frag_glsl[]; extern char datatoc_common_globals_lib_glsl[]; /* *********** LISTS *********** */ typedef struct PAINT_VERTEX_PassList { struct DRWPass *vcolor_faces; struct DRWPass *wire_overlay; struct DRWPass *face_overlay; } PAINT_VERTEX_PassList; typedef struct PAINT_VERTEX_StorageList { struct PAINT_VERTEX_PrivateData *g_data; } PAINT_VERTEX_StorageList; typedef struct PAINT_VERTEX_Data { void *engine_type; /* Required */ DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; PAINT_VERTEX_PassList *psl; PAINT_VERTEX_StorageList *stl; } PAINT_VERTEX_Data; /* *********** STATIC *********** */ static struct { struct GPUShader *vcolor_face_shader; struct GPUShader *wire_overlay_shader; struct GPUShader *face_overlay_shader; } e_data = {NULL}; /* Engine data */ typedef struct PAINT_VERTEX_PrivateData { DRWShadingGroup *fvcolor_shgrp; DRWShadingGroup *lwire_shgrp; DRWShadingGroup *face_shgrp; } PAINT_VERTEX_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ static void PAINT_VERTEX_engine_init(void *UNUSED(vedata)) { if (!e_data.vcolor_face_shader) { e_data.vcolor_face_shader = DRW_shader_create( datatoc_paint_vertex_vert_glsl, NULL, datatoc_paint_vertex_frag_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 = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); } } static void PAINT_VERTEX_cache_init(void *vedata) { PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); const View3D *v3d = draw_ctx->v3d; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { /* Create a pass */ psl->vcolor_faces = DRW_pass_create( "Vert Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND); stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces); DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &v3d->overlay.vertex_paint_mode_opacity, 1); } { psl->wire_overlay = DRW_pass_create( "Wire Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay); } { 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); } } static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob) { PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); const View3D *v3d = draw_ctx->v3d; if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) { const Mesh *me = ob->data; const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0; const bool use_surface = v3d->overlay.vertex_paint_mode_opacity != 0.0f; const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; struct Gwn_Batch *geom; if (use_surface) { geom = DRW_cache_mesh_surface_vert_colors_get(ob); DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat); } if (use_face_sel || use_wire) { geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel); DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat); } if (use_face_sel) { geom = DRW_cache_mesh_faces_weight_overlay_get(ob); DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat); } } } static void PAINT_VERTEX_draw_scene(void *vedata) { PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; DRW_draw_pass(psl->vcolor_faces); DRW_draw_pass(psl->face_overlay); DRW_draw_pass(psl->wire_overlay); } static void PAINT_VERTEX_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.vcolor_face_shader); DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader); } static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data); DrawEngineType draw_engine_paint_vertex_type = { NULL, NULL, N_("PaintVertexMode"), &PAINT_VERTEX_data_size, &PAINT_VERTEX_engine_init, &PAINT_VERTEX_engine_free, &PAINT_VERTEX_cache_init, &PAINT_VERTEX_cache_populate, NULL, NULL, &PAINT_VERTEX_draw_scene, NULL, NULL, };