3D View: Support texture paint mask clipping

This commit is contained in:
Campbell Barton 2019-05-17 14:02:52 +10:00
parent 7baddbf818
commit 42cd07c28c
Notes: blender-bot 2023-02-14 08:45:09 +01:00
Referenced by issue #60779, 3D Viewport clipping support
1 changed files with 134 additions and 99 deletions

View File

@ -63,8 +63,8 @@ typedef struct PAINT_TEXTURE_PassList {
* Only contains (DRWPass *) */
struct DRWPass *image_faces;
struct DRWPass *wire_overlay;
struct DRWPass *face_overlay;
struct DRWPass *wire_select_overlay;
struct DRWPass *face_select_overlay;
} PAINT_TEXTURE_PassList;
typedef struct PAINT_TEXTURE_FramebufferList {
@ -100,20 +100,24 @@ typedef struct PAINT_TEXTURE_Data {
PAINT_TEXTURE_StorageList *stl;
} PAINT_TEXTURE_Data;
/* *********** STATIC *********** */
static struct {
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 *fallback_sh;
struct GPUShader *image_sh;
struct GPUShader *image_masking_sh;
struct GPUShader *fallback;
struct GPUShader *image;
struct GPUShader *image_mask;
struct GPUShader *wire_overlay_shader;
struct GPUShader *face_overlay_shader;
} e_data = {NULL}; /* Engine data */
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
@ -122,8 +126,8 @@ typedef struct PAINT_TEXTURE_PrivateData {
DRWShadingGroup **shgroup_image_array;
/* face-mask */
DRWShadingGroup *lwire_shgrp;
DRWShadingGroup *face_shgrp;
DRWShadingGroup *lwire_select_shgrp;
DRWShadingGroup *face_select_shgrp;
} PAINT_TEXTURE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@ -132,34 +136,44 @@ typedef struct PAINT_TEXTURE_PrivateData {
* 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);
const DRWContextState *draw_ctx = DRW_context_state_get();
PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
char *lib = BLI_string_joinN(datatoc_common_globals_lib_glsl, datatoc_common_view_lib_glsl);
if (!sh_data->fallback) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
sh_data->fallback = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR,
draw_ctx->sh_cfg);
e_data.image_sh = DRW_shader_create_with_lib(
datatoc_paint_texture_vert_glsl, NULL, datatoc_paint_texture_frag_glsl, lib, NULL);
sh_data->image = 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_paint_texture_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
e_data.image_masking_sh = DRW_shader_create_with_lib(datatoc_paint_texture_vert_glsl,
NULL,
datatoc_paint_texture_frag_glsl,
lib,
"#define TEXTURE_PAINT_MASK\n");
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 VERTEX_MODE\n", NULL},
});
e_data.wire_overlay_shader = DRW_shader_create_with_lib(datatoc_paint_wire_vert_glsl,
NULL,
datatoc_paint_wire_frag_glsl,
lib,
"#define VERTEX_MODE\n");
e_data.face_overlay_shader = DRW_shader_create_with_lib(
datatoc_paint_face_vert_glsl,
NULL,
datatoc_gpu_shader_uniform_color_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
MEM_freeN(lib);
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_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},
});
}
}
@ -168,13 +182,14 @@ static DRWShadingGroup *create_texture_paint_shading_group(PAINT_TEXTURE_PassLis
const DRWContextState *draw_ctx,
const bool nearest_interp)
{
PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
Scene *scene = draw_ctx->scene;
const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
imapaint->stencil != NULL;
DRWShadingGroup *grp = DRW_shgroup_create(
masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces);
DRWShadingGroup *grp = DRW_shgroup_create(masking_enabled ? sh_data->image_mask : sh_data->image,
psl->image_faces);
DRW_shgroup_uniform_texture(grp, "image", texture);
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);
@ -203,87 +218,102 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
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);
const DRWContextState *draw_ctx = DRW_context_state_get();
PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
/* Create a pass */
{
DRWPass *pass = DRW_pass_create(
"Image Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->fallback, pass);
/* 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);
DRW_shgroup_uniform_vec4(shgrp, "color", color, 1);
MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
}
psl->image_faces = pass;
stl->g_data->shgroup_fallback = shgrp;
}
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);
MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
stl->g_data->shgroup_image_array = MEM_mallocN(
sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
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);
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 = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
stl->g_data->shgroup_image_array = MEM_mallocN(
sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
if (tex) {
DRWShadingGroup *grp = create_texture_paint_shading_group(
psl, tex, draw_ctx, 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;
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 = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
if (tex) {
DRWShadingGroup *grp = create_texture_paint_shading_group(
psl, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
stl->g_data->shgroup_image_array[0] = grp;
psl, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
stl->g_data->shgroup_image_array[i] = grp;
}
else {
stl->g_data->shgroup_image_array[0] = NULL;
stl->g_data->shgroup_image_array[i] = NULL;
}
}
}
else {
Image *ima = imapaint->canvas;
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
if (tex) {
DRWShadingGroup *grp = create_texture_paint_shading_group(
psl, tex, draw_ctx, 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);
DRWPass *pass = DRW_pass_create("Wire Mask Pass",
(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE));
DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass);
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);
DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
}
psl->wire_select_overlay = pass;
stl->g_data->lwire_select_shgrp = shgrp;
}
{
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);
DRWPass *pass = DRW_pass_create("Face Mask Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
}
psl->face_select_overlay = pass;
stl->g_data->face_select_shgrp = shgrp;
}
}
@ -340,10 +370,10 @@ static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
if (use_face_sel) {
struct GPUBatch *geom;
geom = DRW_cache_mesh_surface_edges_get(ob);
DRW_shgroup_call(stl->g_data->lwire_shgrp, geom, ob->obmat);
DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob->obmat);
geom = DRW_cache_mesh_surface_get(ob);
DRW_shgroup_call(stl->g_data->face_shgrp, geom, ob->obmat);
DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob->obmat);
}
}
}
@ -374,8 +404,8 @@ static void PAINT_TEXTURE_draw_scene(void *vedata)
DRW_draw_pass(psl->image_faces);
DRW_draw_pass(psl->face_overlay);
DRW_draw_pass(psl->wire_overlay);
DRW_draw_pass(psl->face_select_overlay);
DRW_draw_pass(psl->wire_select_overlay);
}
/* Cleanup when destroying the engine.
@ -383,10 +413,15 @@ static void PAINT_TEXTURE_draw_scene(void *vedata)
* 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.image_masking_sh);
DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader);
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];
/* Don't free builtins. */
sh_data->fallback = NULL;
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(