[Bf-blender-cvs] [3733eb6] master: Fix T41682.

Antony Riakiotakis noreply at git.blender.org
Tue Sep 2 15:57:58 CEST 2014


Commit: 3733eb6340ba34dc68022f58de731c8ec5fb274b
Author: Antony Riakiotakis
Date:   Tue Sep 2 15:57:22 2014 +0200
Branches: master
https://developer.blender.org/rB3733eb6340ba34dc68022f58de731c8ec5fb274b

Fix T41682.

Bring back shading in texture painting.

This works now but it uses 3 texture units instead of two. Most GPUs of
DirectX 8 (OpenGL 1.4 should cover that) functionality even should have
those, but some old GPUs might not work with that. In any case, I hope
we will be moving to OpenGL 2.1 requirement soon anyway where 4-8
texture units are usually the norm.

===================================================================

M	source/blender/blenkernel/intern/cdderivedmesh.c
M	source/blender/blenkernel/intern/subsurf_ccg.c
M	source/blender/editors/space_view3d/drawmesh.c
M	source/blender/gpu/intern/gpu_buffers.c

===================================================================

diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 4369ef1..116f9d9 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -802,7 +802,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
 
 				glBegin(mf->v4 ? GL_QUADS : GL_TRIANGLES);
 				if (tf) glTexCoord2fv(tf->uv[0]);
-				if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[0]);
+				if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[0]);
 				if (cp) glColor3ub(cp[3], cp[2], cp[1]);
 				mvert = &mv[mf->v1];
 				if (lnors) glNormal3sv((const GLshort *)lnors[0][0]);
@@ -810,7 +810,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
 				glVertex3fv(mvert->co);
 
 				if (tf) glTexCoord2fv(tf->uv[1]);
-				if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[1]);
+				if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[1]);
 				if (cp) glColor3ub(cp[7], cp[6], cp[5]);
 				mvert = &mv[mf->v2];
 				if (lnors) glNormal3sv((const GLshort *)lnors[0][1]);
@@ -818,7 +818,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
 				glVertex3fv(mvert->co);
 
 				if (tf) glTexCoord2fv(tf->uv[2]);
-				if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[2]);
+				if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[2]);
 				if (cp) glColor3ub(cp[11], cp[10], cp[9]);
 				mvert = &mv[mf->v3];
 				if (lnors) glNormal3sv((const GLshort *)lnors[0][2]);
@@ -827,7 +827,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
 
 				if (mf->v4) {
 					if (tf) glTexCoord2fv(tf->uv[3]);
-					if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf->uv[3]);
+					if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf->uv[3]);
 					if (cp) glColor3ub(cp[15], cp[14], cp[13]);
 					mvert = &mv[mf->v4];
 					if (lnors) glNormal3sv((const GLshort *)lnors[0][3]);
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 79c348a..2e96eec 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -2398,25 +2398,25 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
 						float *d_co = CCG_grid_elem_co(&key, faceGridData, x, y + 1);
 
 						if (tf) glTexCoord2fv(tf->uv[1]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[1]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[1]);
 						if (cp) glColor3ub(cp[7], cp[6], cp[5]);
 						glNormal3sv(ln[0][1]);
 						glVertex3fv(d_co);
 
 						if (tf) glTexCoord2fv(tf->uv[2]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[2]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[2]);
 						if (cp) glColor3ub(cp[11], cp[10], cp[9]);
 						glNormal3sv(ln[0][2]);
 						glVertex3fv(c_co);
 
 						if (tf) glTexCoord2fv(tf->uv[3]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[3]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[3]);
 						if (cp) glColor3ub(cp[15], cp[14], cp[13]);
 						glNormal3sv(ln[0][3]);
 						glVertex3fv(b_co);
 
 						if (tf) glTexCoord2fv(tf->uv[0]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[0]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[0]);
 						if (cp) glColor3ub(cp[3], cp[2], cp[1]);
 						glNormal3sv(ln[0][0]);
 						glVertex3fv(a_co);
@@ -2438,13 +2438,13 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
 						b = CCG_grid_elem(&key, faceGridData, x, y + 1);
 
 						if (tf) glTexCoord2fv(tf->uv[0]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[0]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[0]);
 						if (cp) glColor3ub(cp[3], cp[2], cp[1]);
 						glNormal3fv(CCG_elem_no(&key, a));
 						glVertex3fv(CCG_elem_co(&key, a));
 
 						if (tf) glTexCoord2fv(tf->uv[1]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[1]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[1]);
 						if (cp) glColor3ub(cp[7], cp[6], cp[5]);
 						glNormal3fv(CCG_elem_no(&key, b));
 						glVertex3fv(CCG_elem_co(&key, b));
@@ -2460,13 +2460,13 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
 					b = CCG_grid_elem(&key, faceGridData, x, y + 1);
 
 					if (tf) glTexCoord2fv(tf->uv[3]);
-					if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[3]);
+					if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[3]);
 					if (cp) glColor3ub(cp[15], cp[14], cp[13]);
 					glNormal3fv(CCG_elem_no(&key, a));
 					glVertex3fv(CCG_elem_co(&key, a));
 
 					if (tf) glTexCoord2fv(tf->uv[2]);
-					if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[2]);
+					if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[2]);
 					if (cp) glColor3ub(cp[11], cp[10], cp[9]);
 					glNormal3fv(CCG_elem_no(&key, b));
 					glVertex3fv(CCG_elem_co(&key, b));
@@ -2491,22 +2491,22 @@ static void ccgDM_drawFacesTex_common(DerivedMesh *dm,
 						ccgDM_glNormalFast(a_co, b_co, c_co, d_co);
 
 						if (tf) glTexCoord2fv(tf->uv[1]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[1]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[1]);
 						if (cp) glColor3ub(cp[7], cp[6], cp[5]);
 						glVertex3fv(d_co);
 
 						if (tf) glTexCoord2fv(tf->uv[2]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[2]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[2]);
 						if (cp) glColor3ub(cp[11], cp[10], cp[9]);
 						glVertex3fv(c_co);
 
 						if (tf) glTexCoord2fv(tf->uv[3]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[3]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[3]);
 						if (cp) glColor3ub(cp[15], cp[14], cp[13]);
 						glVertex3fv(b_co);
 
 						if (tf) glTexCoord2fv(tf->uv[0]);
-						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE1, tf_stencil->uv[0]);
+						if (tf_stencil) glMultiTexCoord2fv(GL_TEXTURE2, tf_stencil->uv[0]);
 						if (cp) glColor3ub(cp[3], cp[2], cp[1]);
 						glVertex3fv(a_co);
 
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index dd9b9de..d919db7 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -214,16 +214,14 @@ static struct TextureDrawState {
 	Object *ob;
 	Image *stencil; /* texture painting stencil */
 	Image *canvas;  /* texture painting canvas, for image mode */
-	bool stencil_invert;
 	bool use_game_mat;
 	int is_lit, is_tex;
 	int color_profile;
 	bool use_backface_culling;
 	unsigned char obcol[4];
-	float stencil_col[4];
 	bool is_texpaint;
 	bool texpaint_material; /* use material slots for texture painting */
-} Gtexdraw = {NULL, NULL, NULL, false, false, 0, 0, 0, false, {0, 0, 0, 0}, {0.0f, 0.0f, 0.0f, 1.0f}, false, false};
+} Gtexdraw = {NULL, NULL, NULL, false, 0, 0, 0, false, {0, 0, 0, 0}, false, false};
 
 static bool set_draw_settings_cached(int clearcache, MTFace *texface, Material *ma, struct TextureDrawState gtexdraw)
 {
@@ -308,14 +306,24 @@ static bool set_draw_settings_cached(int clearcache, MTFace *texface, Material *
 				c_badtex = false;
 				if (GPU_verify_image(ima, NULL, 0, 1, 0, false)) {
 					glEnable(GL_TEXTURE_2D);
-					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+					
+					glActiveTexture(GL_TEXTURE1);
+					glEnable(GL_TEXTURE_2D);
+					glBindTexture(GL_TEXTURE_2D, ima->bindcode);
+					glActiveTexture(GL_TEXTURE0);					
 				}
 				else {
+					glActiveTexture(GL_TEXTURE1);
+					glDisable(GL_TEXTURE_2D);
+					glBindTexture(GL_TEXTURE_2D, 0);
+					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+					glActiveTexture(GL_TEXTURE0);									
+
 					c_badtex = true;
 					GPU_clear_tpage(true);
 					glDisable(GL_TEXTURE_2D);
-					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 					glBindTexture(GL_TEXTURE_2D, 0);
+					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 				}
 			}
 			else {
@@ -396,35 +404,51 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
 
 	Gtexdraw.ob = ob;
 	Gtexdraw.stencil = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) ? imapaint->stencil : NULL;
-	Gtexdraw.stencil_invert = ((imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0);
 	Gtexdraw.is_texpaint = (ob->mode == OB_MODE_TEXTURE_PAINT);
-	copy_v3_v3(Gtexdraw.stencil_col, imapaint->stencil_col);
 	Gtexdraw.texpaint_material = (imapaint->mode == IMAGEPAINT_MODE_MATERIAL);
 	Gtexdraw.canvas = (Gtexdraw.texpaint_material) ? NULL : imapaint->canvas;
 	Gtexdraw.is_tex = is_tex;
 
-	/* load the stencil texture here */
-	if (Gtexdraw.is_texpaint && (Gtexdraw.stencil != NULL)) {
+	/* naughty multitexturing hacks to quickly support stencil + shading + alpha blending 
+	 * in new texpaint code. The better solution here would be to support GLSL */
+	if (Gtexdraw.is_texpaint) {			
 		glActiveTexture(GL_TEXTURE1);
-		if (GPU_verify_image(Gtexdraw.stencil, NULL, false, false, false, false)) {
-			glEnable(GL_TEXTURE_2D);
-			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
-			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
-			glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
-			glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
-			glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
-			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
-			glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, Gtexdraw.stencil_col);
-			if (!Gtexdraw.stencil_invert) {
-				glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
-			}
-			else {
-				glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
+		glEnable(GL_TEXTURE_2D);
+		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
+		glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+		glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
+		glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
+		glT

@@ Diff output truncated at 10240 characters. @@




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