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/* 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<Mesh *>(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);
}
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