3D View: Support texture paint mask clipping
This commit is contained in:
parent
7baddbf818
commit
42cd07c28c
Notes:
blender-bot
2023-02-14 08:45:09 +01:00
Referenced by issue #60779, 3D Viewport clipping support
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@ -63,8 +63,8 @@ typedef struct PAINT_TEXTURE_PassList {
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* Only contains (DRWPass *) */
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struct DRWPass *image_faces;
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struct DRWPass *wire_overlay;
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struct DRWPass *face_overlay;
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struct DRWPass *wire_select_overlay;
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struct DRWPass *face_select_overlay;
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} PAINT_TEXTURE_PassList;
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typedef struct PAINT_TEXTURE_FramebufferList {
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@ -100,20 +100,24 @@ typedef struct PAINT_TEXTURE_Data {
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PAINT_TEXTURE_StorageList *stl;
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} PAINT_TEXTURE_Data;
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/* *********** STATIC *********** */
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static struct {
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typedef struct PAINT_TEXTURE_Shaders {
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/* Custom shaders :
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* Add sources to source/blender/draw/modes/shaders
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* init in PAINT_TEXTURE_engine_init();
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* free in PAINT_TEXTURE_engine_free(); */
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struct GPUShader *fallback_sh;
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struct GPUShader *image_sh;
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struct GPUShader *image_masking_sh;
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struct GPUShader *fallback;
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struct GPUShader *image;
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struct GPUShader *image_mask;
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struct GPUShader *wire_overlay_shader;
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struct GPUShader *face_overlay_shader;
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} e_data = {NULL}; /* Engine data */
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struct GPUShader *wire_select_overlay;
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struct GPUShader *face_select_overlay;
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} PAINT_TEXTURE_Shaders;
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/* *********** STATIC *********** */
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static struct {
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PAINT_TEXTURE_Shaders sh_data[GPU_SHADER_CFG_LEN];
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} e_data = {{{NULL}}}; /* Engine data */
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typedef struct PAINT_TEXTURE_PrivateData {
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/* This keeps the references of the shading groups for
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@ -122,8 +126,8 @@ typedef struct PAINT_TEXTURE_PrivateData {
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DRWShadingGroup **shgroup_image_array;
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/* face-mask */
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DRWShadingGroup *lwire_shgrp;
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DRWShadingGroup *face_shgrp;
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DRWShadingGroup *lwire_select_shgrp;
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DRWShadingGroup *face_select_shgrp;
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} PAINT_TEXTURE_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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@ -132,34 +136,44 @@ typedef struct PAINT_TEXTURE_PrivateData {
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* It is called for every frames. */
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static void PAINT_TEXTURE_engine_init(void *UNUSED(vedata))
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{
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if (!e_data.fallback_sh) {
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e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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const DRWContextState *draw_ctx = DRW_context_state_get();
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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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char *lib = BLI_string_joinN(datatoc_common_globals_lib_glsl, datatoc_common_view_lib_glsl);
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if (!sh_data->fallback) {
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const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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sh_data->fallback = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR,
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draw_ctx->sh_cfg);
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e_data.image_sh = DRW_shader_create_with_lib(
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datatoc_paint_texture_vert_glsl, NULL, datatoc_paint_texture_frag_glsl, lib, NULL);
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sh_data->image = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_texture_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_paint_texture_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
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});
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e_data.image_masking_sh = DRW_shader_create_with_lib(datatoc_paint_texture_vert_glsl,
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NULL,
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datatoc_paint_texture_frag_glsl,
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lib,
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"#define TEXTURE_PAINT_MASK\n");
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sh_data->wire_select_overlay = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_wire_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, "#define VERTEX_MODE\n", NULL},
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});
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e_data.wire_overlay_shader = DRW_shader_create_with_lib(datatoc_paint_wire_vert_glsl,
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NULL,
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datatoc_paint_wire_frag_glsl,
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lib,
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"#define VERTEX_MODE\n");
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e_data.face_overlay_shader = DRW_shader_create_with_lib(
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datatoc_paint_face_vert_glsl,
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NULL,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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datatoc_common_view_lib_glsl,
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NULL);
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MEM_freeN(lib);
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sh_data->face_select_overlay = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib,
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datatoc_common_view_lib_glsl,
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datatoc_paint_face_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_common_view_lib_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
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});
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}
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}
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@ -168,13 +182,14 @@ static DRWShadingGroup *create_texture_paint_shading_group(PAINT_TEXTURE_PassLis
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const DRWContextState *draw_ctx,
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const bool nearest_interp)
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{
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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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Scene *scene = draw_ctx->scene;
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const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
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const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL &&
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imapaint->stencil != NULL;
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DRWShadingGroup *grp = DRW_shgroup_create(
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masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces);
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DRWShadingGroup *grp = DRW_shgroup_create(masking_enabled ? sh_data->image_mask : sh_data->image,
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psl->image_faces);
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DRW_shgroup_uniform_texture(grp, "image", texture);
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DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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@ -203,87 +218,102 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
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stl->g_data->shgroup_image_array = NULL;
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}
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{
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/* Create a pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
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psl->image_faces = DRW_pass_create("Image Color Pass", state);
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const DRWContextState *draw_ctx = DRW_context_state_get();
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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
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/* Create a pass */
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{
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DRWPass *pass = DRW_pass_create(
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"Image Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->fallback, pass);
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/* Uniforms need a pointer to it's value so be sure it's accessible at
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* any given time (i.e. use static vars) */
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static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
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DRW_shgroup_uniform_vec4(stl->g_data->shgroup_fallback, "color", color, 1);
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DRW_shgroup_uniform_vec4(shgrp, "color", color, 1);
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MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
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}
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psl->image_faces = pass;
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stl->g_data->shgroup_fallback = shgrp;
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}
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Object *ob = draw_ctx->obact;
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if (ob && ob->type == OB_MESH) {
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Scene *scene = draw_ctx->scene;
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const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
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const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
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const Mesh *me = ob->data;
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const int mat_nr = max_ii(1, me->totcol);
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MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
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stl->g_data->shgroup_image_array = MEM_mallocN(
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sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
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Object *ob = draw_ctx->obact;
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if (ob && ob->type == OB_MESH) {
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Scene *scene = draw_ctx->scene;
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const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
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const bool use_material_slots = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
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const Mesh *me = ob->data;
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const int mat_nr = max_ii(1, me->totcol);
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if (use_material_slots) {
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for (int i = 0; i < mat_nr; i++) {
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Material *ma = give_current_material(ob, i + 1);
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Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima :
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NULL;
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int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp :
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0;
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GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
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stl->g_data->shgroup_image_array = MEM_mallocN(
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sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? mat_nr : 1), __func__);
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if (tex) {
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DRWShadingGroup *grp = create_texture_paint_shading_group(
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psl, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
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stl->g_data->shgroup_image_array[i] = grp;
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}
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else {
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stl->g_data->shgroup_image_array[i] = NULL;
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}
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}
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}
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else {
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Image *ima = imapaint->canvas;
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if (use_material_slots) {
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for (int i = 0; i < mat_nr; i++) {
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Material *ma = give_current_material(ob, i + 1);
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Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
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int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp : 0;
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GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
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if (tex) {
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DRWShadingGroup *grp = create_texture_paint_shading_group(
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psl, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
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stl->g_data->shgroup_image_array[0] = grp;
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psl, tex, draw_ctx, interp == SHD_INTERP_CLOSEST);
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stl->g_data->shgroup_image_array[i] = grp;
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}
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else {
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stl->g_data->shgroup_image_array[0] = NULL;
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stl->g_data->shgroup_image_array[i] = NULL;
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}
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}
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}
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else {
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Image *ima = imapaint->canvas;
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GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
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if (tex) {
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DRWShadingGroup *grp = create_texture_paint_shading_group(
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psl, tex, draw_ctx, imapaint->interp == IMAGEPAINT_INTERP_CLOSEST);
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stl->g_data->shgroup_image_array[0] = grp;
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}
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else {
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stl->g_data->shgroup_image_array[0] = NULL;
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}
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}
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}
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/* Face Mask */
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{
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psl->wire_overlay = DRW_pass_create("Wire Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
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DRW_STATE_DEPTH_LESS_EQUAL |
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DRW_STATE_OFFSET_NEGATIVE);
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DRWPass *pass = DRW_pass_create("Wire Mask Pass",
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(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
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DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_OFFSET_NEGATIVE));
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass);
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stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
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DRW_shgroup_uniform_block(stl->g_data->lwire_shgrp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
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}
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psl->wire_select_overlay = pass;
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stl->g_data->lwire_select_shgrp = shgrp;
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}
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{
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psl->face_overlay = DRW_pass_create("Face Mask Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
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DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
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stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
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DRWPass *pass = DRW_pass_create("Face Mask Pass",
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
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DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
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DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass);
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static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
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DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
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DRW_shgroup_uniform_vec4(shgrp, "color", col, 1);
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(shgrp, draw_ctx->rv3d);
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}
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psl->face_select_overlay = pass;
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stl->g_data->face_select_shgrp = shgrp;
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}
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}
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@ -340,10 +370,10 @@ static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
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if (use_face_sel) {
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struct GPUBatch *geom;
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geom = DRW_cache_mesh_surface_edges_get(ob);
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DRW_shgroup_call(stl->g_data->lwire_shgrp, geom, ob->obmat);
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DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob->obmat);
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geom = DRW_cache_mesh_surface_get(ob);
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DRW_shgroup_call(stl->g_data->face_shgrp, geom, ob->obmat);
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DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob->obmat);
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}
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}
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}
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@ -374,8 +404,8 @@ static void PAINT_TEXTURE_draw_scene(void *vedata)
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DRW_draw_pass(psl->image_faces);
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DRW_draw_pass(psl->face_overlay);
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DRW_draw_pass(psl->wire_overlay);
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DRW_draw_pass(psl->face_select_overlay);
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DRW_draw_pass(psl->wire_select_overlay);
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}
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/* Cleanup when destroying the engine.
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@ -383,10 +413,15 @@ static void PAINT_TEXTURE_draw_scene(void *vedata)
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* Mostly used for freeing shaders */
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static void PAINT_TEXTURE_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.image_sh);
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DRW_SHADER_FREE_SAFE(e_data.image_masking_sh);
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DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
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DRW_SHADER_FREE_SAFE(e_data.face_overlay_shader);
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for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
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PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[sh_data_index];
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/* Don't free builtins. */
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sh_data->fallback = NULL;
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GPUShader **sh_data_as_array = (GPUShader **)sh_data;
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for (int i = 0; i < (sizeof(PAINT_TEXTURE_Shaders) / sizeof(GPUShader *)); i++) {
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DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
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}
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}
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}
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static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(
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