Weight Paint: Multiply overlay on the mesh

Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3727
This commit is contained in:
Jacques Lucke 2018-09-24 17:10:29 +02:00
parent 809be0099e
commit 19f46c6ac0
5 changed files with 31 additions and 7 deletions

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@ -91,7 +91,7 @@ typedef struct PAINT_WEIGHT_PrivateData {
static void PAINT_WEIGHT_engine_init(void *UNUSED(vedata))
{
if (!e_data.weight_face_shader) {
e_data.weight_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
e_data.weight_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_MULTIPLY_AND_BLEND_PREPROCESSING);
}
if (!e_data.wire_overlay_shader) {
@ -129,15 +129,11 @@ static void PAINT_WEIGHT_cache_init(void *vedata)
/* Create a pass */
psl->weight_faces = DRW_pass_create(
"Weight Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY);
stl->g_data->fweights_shgrp = DRW_shgroup_create(e_data.weight_face_shader, psl->weight_faces);
static float light[3] = {-0.3f, 0.5f, 1.0f};
static float world_light = 1.0f;
DRW_shgroup_uniform_vec3(stl->g_data->fweights_shgrp, "light", light, 1);
DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "alpha", &v3d->overlay.weight_paint_mode_opacity, 1);
DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "global", &world_light, 1);
DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "opacity", &v3d->overlay.weight_paint_mode_opacity, 1);
}
{

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@ -140,6 +140,7 @@ data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_multiply_and_blend_preprocessing.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)

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@ -118,6 +118,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
GPU_SHADER_MULTIPLY_AND_BLEND_PREPROCESSING,
/* for simple 2D drawing */
/**

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@ -64,6 +64,7 @@ extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
extern char datatoc_gpu_shader_multiply_and_blend_preprocessing_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
@ -706,6 +707,9 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] =
{ datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
[GPU_SHADER_MULTIPLY_AND_BLEND_PREPROCESSING] =
{ datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
datatoc_gpu_shader_multiply_and_blend_preprocessing_glsl },
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
{ datatoc_gpu_shader_3D_image_vert_glsl,

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@ -0,0 +1,22 @@
uniform float opacity;
in vec4 finalColor;
out vec4 fragColor;
/* Blend Mode goal:
* First multiply the foreground and background and then mix the result
* of that with the background based on a opacity value.
*
* result = background * foreground * opacity + background * (1 - opacity)
* = background * (foreground * opacity + (1 - opacity))
* <------------------------------------>
* computed in this shader
*
* Afterwards the background and the new foreground only have to be multiplied.
*/
void main()
{
fragColor = finalColor * opacity + (1 - opacity);
fragColor.a = finalColor.a;
}