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blender-archive/source/blender/draw/modes/object_mode.c

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/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file blender/draw/modes/object_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_userdef_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_camera.h"
#include "BKE_global.h"
#include "GPU_shader.h"
#include "UI_resources.h"
#include "draw_mode_engines.h"
#include "draw_common.h"
extern GlobalsUboStorage ts;
extern char datatoc_object_outline_resolve_frag_glsl[];
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extern char datatoc_object_outline_detect_frag_glsl[];
extern char datatoc_object_outline_expand_frag_glsl[];
/* *********** LISTS *********** */
/* keep it under MAX_PASSES */
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typedef struct OBJECT_PassList {
struct DRWPass *non_meshes;
struct DRWPass *ob_center;
struct DRWPass *outlines;
struct DRWPass *outlines_expand;
struct DRWPass *outlines_blur1;
struct DRWPass *outlines_blur2;
struct DRWPass *outlines_blur3;
struct DRWPass *outlines_blur4;
struct DRWPass *outlines_resolve;
struct DRWPass *bone_solid;
struct DRWPass *bone_wire;
} OBJECT_PassList;
/* keep it under MAX_BUFFERS */
typedef struct OBJECT_FramebufferList {
struct GPUFrameBuffer *outlines;
struct GPUFrameBuffer *blur;
} OBJECT_FramebufferList;
/* keep it under MAX_TEXTURES */
typedef struct OBJECT_TextureList {
struct GPUTexture *outlines_depth_tx;
struct GPUTexture *outlines_color_tx;
struct GPUTexture *outlines_blur_tx;
} OBJECT_TextureList;
typedef struct OBJECT_Data {
char engine_name[32];
void *fbl;
void *txl;
OBJECT_PassList *psl;
void *stl;
} OBJECT_Data;
/* *********** STATIC *********** */
static struct {
/* Empties */
DRWShadingGroup *plain_axes;
DRWShadingGroup *cube;
DRWShadingGroup *circle;
DRWShadingGroup *sphere;
DRWShadingGroup *cone;
DRWShadingGroup *single_arrow;
DRWShadingGroup *single_arrow_line;
DRWShadingGroup *arrows;
DRWShadingGroup *axis_names;
/* Speaker */
DRWShadingGroup *speaker;
/* Lamps */
DRWShadingGroup *lamp_center;
DRWShadingGroup *lamp_center_group;
DRWShadingGroup *lamp_groundpoint;
DRWShadingGroup *lamp_groundline;
DRWShadingGroup *lamp_circle;
DRWShadingGroup *lamp_circle_shadow;
DRWShadingGroup *lamp_sunrays;
DRWShadingGroup *lamp_distance;
DRWShadingGroup *lamp_buflimit;
DRWShadingGroup *lamp_buflimit_points;
DRWShadingGroup *lamp_area;
DRWShadingGroup *lamp_hemi;
DRWShadingGroup *lamp_spot_cone;
DRWShadingGroup *lamp_spot_blend;
DRWShadingGroup *lamp_spot_pyramid;
DRWShadingGroup *lamp_spot_blend_rect;
/* Helpers */
DRWShadingGroup *relationship_lines;
/* Objects Centers */
DRWShadingGroup *center_active;
DRWShadingGroup *center_selected;
DRWShadingGroup *center_deselected;
/* Camera */
DRWShadingGroup *camera;
DRWShadingGroup *camera_tria;
DRWShadingGroup *camera_focus;
DRWShadingGroup *camera_clip;
DRWShadingGroup *camera_clip_points;
DRWShadingGroup *camera_mist;
DRWShadingGroup *camera_mist_points;
/* Outlines */
DRWShadingGroup *outlines_active;
DRWShadingGroup *outlines_active_group;
DRWShadingGroup *outlines_select;
DRWShadingGroup *outlines_select_group;
DRWShadingGroup *outlines_transform;
OBJECT_Data *vedata;
} g_data = {NULL}; /* Transient data */
static struct {
struct GPUShader *outline_resolve_sh;
struct GPUShader *outline_expand_sh;
struct GPUShader *outline_fade_sh;
} e_data = {NULL}; /* Engine data */
/* *********** FUNCTIONS *********** */
static void OBJECT_engine_init(void)
{
OBJECT_Data *ved = DRW_viewport_engine_data_get("ObjectMode");
OBJECT_TextureList *txl = ved->txl;
OBJECT_FramebufferList *fbl = ved->fbl;
float *viewport_size = DRW_viewport_size_get();
DRWFboTexture tex[2] = {{&txl->outlines_depth_tx, DRW_BUF_DEPTH_24},
{&txl->outlines_color_tx, DRW_BUF_RGBA_8}};
DRW_framebuffer_init(&fbl->outlines,
(int)viewport_size[0], (int)viewport_size[1],
tex, 2);
DRWFboTexture blur_tex = {&txl->outlines_blur_tx, DRW_BUF_RGBA_8};
DRW_framebuffer_init(&fbl->blur,
(int)viewport_size[0], (int)viewport_size[1],
&blur_tex, 1);
if (!e_data.outline_resolve_sh) {
e_data.outline_resolve_sh = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL);
}
if (!e_data.outline_expand_sh) {
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e_data.outline_expand_sh = DRW_shader_create_fullscreen(datatoc_object_outline_detect_frag_glsl, NULL);
}
if (!e_data.outline_fade_sh) {
e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
}
}
static void OBJECT_engine_free(void)
{
if (e_data.outline_resolve_sh)
DRW_shader_free(e_data.outline_resolve_sh);
if (e_data.outline_expand_sh)
DRW_shader_free(e_data.outline_expand_sh);
if (e_data.outline_fade_sh)
DRW_shader_free(e_data.outline_fade_sh);
}
static DRWShadingGroup *shgroup_outline(DRWPass *pass, const float col[4], struct GPUShader *sh)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
return grp;
}
static void OBJECT_cache_init(void)
{
/* DRW_viewport_engine_data_get is rather slow, better not do it on every objects */
g_data.vedata = DRW_viewport_engine_data_get("ObjectMode");
OBJECT_PassList *psl = g_data.vedata->psl;
OBJECT_TextureList *txl = g_data.vedata->txl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
psl->outlines = DRW_pass_create("Outlines Pass", state);
struct GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
/* Select */
g_data.outlines_select = shgroup_outline(psl->outlines, ts.colorSelect, sh);
g_data.outlines_select_group = shgroup_outline(psl->outlines, ts.colorGroupActive, sh);
/* Transform */
g_data.outlines_transform = shgroup_outline(psl->outlines, ts.colorTransform, sh);
/* Active */
g_data.outlines_active = shgroup_outline(psl->outlines, ts.colorActive, sh);
g_data.outlines_active_group = shgroup_outline(psl->outlines, ts.colorGroupActive, sh);
}
{
DRWState state = DRW_STATE_WRITE_COLOR;
psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state);
struct Batch *quad = DRW_cache_fullscreen_quad_get();
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static float alphaOcclu = 0.35f;
static float alphaNear = 0.75f;
static float alphaFar = 0.5f;
DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_expand_sh, psl->outlines_expand);
DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0);
DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
DRW_shgroup_uniform_buffer(grp, "sceneDepth", &dtxl->depth, 2);
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DRW_shgroup_uniform_float(grp, "alphaOcclu", &alphaOcclu, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->outlines_blur1 = DRW_pass_create("Outlines Blur 1 Pass", state);
grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_blur1);
DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0);
DRW_shgroup_uniform_float(grp, "alpha", &alphaNear, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->outlines_blur2 = DRW_pass_create("Outlines Blur 2 Pass", state);
grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_blur2);
DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0);
DRW_shgroup_uniform_float(grp, "alpha", &alphaNear, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->outlines_blur3 = DRW_pass_create("Outlines Blur 3 Pass", state);
grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_blur3);
DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0);
DRW_shgroup_uniform_float(grp, "alpha", &alphaFar, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->outlines_blur4 = DRW_pass_create("Outlines Blur 4 Pass", state);
grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_blur4);
DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0);
DRW_shgroup_uniform_float(grp, "alpha", &alphaFar, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state);
struct Batch *quad = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_resolve_sh, psl->outlines_resolve);
DRW_shgroup_uniform_buffer(grp, "outlineBluredColor", &txl->outlines_blur_tx, 0);
DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
}
{
/* Wire bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
}
{
/* Non Meshes Pass (Camera, empties, lamps ...) */
struct Batch *geom;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT;
state |= DRW_STATE_WIRE;
psl->non_meshes = DRW_pass_create("Non Meshes Pass", state);
/* Empties */
geom = DRW_cache_plain_axes_get();
g_data.plain_axes = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_cube_get();
g_data.cube = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_circle_get();
g_data.circle = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_empty_sphere_get();
g_data.sphere = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_empty_cone_get();
g_data.cone = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_single_arrow_get();
g_data.single_arrow = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_single_line_get();
g_data.single_arrow_line = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_arrows_get();
g_data.arrows = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_axis_names_get();
g_data.axis_names = shgroup_instance_axis_names(psl->non_meshes, geom);
/* Speaker */
geom = DRW_cache_speaker_get();
g_data.speaker = shgroup_instance(psl->non_meshes, geom);
/* Camera */
geom = DRW_cache_camera_get();
g_data.camera = shgroup_camera_instance(psl->non_meshes, geom);
geom = DRW_cache_camera_tria_get();
g_data.camera_tria = shgroup_camera_instance(psl->non_meshes, geom);
geom = DRW_cache_plain_axes_get();
g_data.camera_focus = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_single_line_get();
g_data.camera_clip = shgroup_distance_lines_instance(psl->non_meshes, geom);
g_data.camera_mist = shgroup_distance_lines_instance(psl->non_meshes, geom);
geom = DRW_cache_single_line_endpoints_get();
g_data.camera_clip_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
g_data.camera_mist_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
/* Lamps */
/* TODO
* for now we create multiple times the same VBO with only lamp center coordinates
* but ideally we would only create it once */
/* start with buflimit because we don't want stipples */
geom = DRW_cache_single_line_get();
g_data.lamp_buflimit = shgroup_distance_lines_instance(psl->non_meshes, geom);
g_data.lamp_center = shgroup_dynpoints_uniform_color(psl->non_meshes, ts.colorLampNoAlpha, &ts.sizeLampCenter);
g_data.lamp_center_group = shgroup_dynpoints_uniform_color(psl->non_meshes, ts.colorGroup, &ts.sizeLampCenter);
geom = DRW_cache_lamp_get();
g_data.lamp_circle = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle);
g_data.lamp_circle_shadow = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircleShadow);
geom = DRW_cache_lamp_sunrays_get();
g_data.lamp_sunrays = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle);
g_data.lamp_groundline = shgroup_groundlines_uniform_color(psl->non_meshes, ts.colorLamp);
g_data.lamp_groundpoint = shgroup_groundpoints_uniform_color(psl->non_meshes, ts.colorLamp);
geom = DRW_cache_lamp_area_get();
g_data.lamp_area = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_lamp_hemi_get();
g_data.lamp_hemi = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_single_line_get();
g_data.lamp_distance = shgroup_distance_lines_instance(psl->non_meshes, geom);
geom = DRW_cache_single_line_endpoints_get();
g_data.lamp_buflimit_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
geom = DRW_cache_lamp_spot_get();
g_data.lamp_spot_cone = shgroup_spot_instance(psl->non_meshes, geom);
geom = DRW_cache_circle_get();
g_data.lamp_spot_blend = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_lamp_spot_square_get();
g_data.lamp_spot_pyramid = shgroup_instance(psl->non_meshes, geom);
geom = DRW_cache_square_get();
g_data.lamp_spot_blend_rect = shgroup_instance(psl->non_meshes, geom);
/* Relationship Lines */
g_data.relationship_lines = shgroup_dynlines_uniform_color(psl->non_meshes, ts.colorWire);
DRW_shgroup_state_set(g_data.relationship_lines, DRW_STATE_STIPPLE_3);
}
{
/* Object Center pass grouped by State */
DRWShadingGroup *grp;
static float outlineWidth, size;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
psl->ob_center = DRW_pass_create("Obj Center Pass", state);
outlineWidth = 1.0f * U.pixelsize;
size = U.obcenter_dia * U.pixelsize + outlineWidth;
struct GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
/* Active */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_float(grp, "size", &size, 1);
DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
DRW_shgroup_uniform_vec4(grp, "color", ts.colorActive, 1);
DRW_shgroup_uniform_vec4(grp, "outlineColor", ts.colorOutline, 1);
g_data.center_active = grp;
/* Select */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", ts.colorSelect, 1);
g_data.center_selected = grp;
/* Deselect */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", ts.colorDeselect, 1);
g_data.center_deselected = grp;
}
}
static void DRW_shgroup_lamp(Object *ob, SceneLayer *sl)
{
Lamp *la = ob->data;
float *color;
int theme_id = DRW_object_wire_theme_get(ob, sl, &color);
static float zero = 0.0f;
/* Don't draw the center if it's selected or active */
if (theme_id == TH_GROUP)
DRW_shgroup_dynamic_call_add(g_data.lamp_center_group, ob->obmat[3]);
else if (theme_id == TH_LAMP)
DRW_shgroup_dynamic_call_add(g_data.lamp_center, ob->obmat[3]);
/* First circle */
DRW_shgroup_dynamic_call_add(g_data.lamp_circle, ob->obmat[3], color);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type != LA_HEMI) {
if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) {
DRW_shgroup_dynamic_call_add(g_data.lamp_circle_shadow, ob->obmat[3], color);
}
}
/* Distance */
if (ELEM(la->type, LA_HEMI, LA_SUN, LA_AREA)) {
DRW_shgroup_dynamic_call_add(g_data.lamp_distance, color, &zero, &la->dist, ob->obmat);
}
copy_m4_m4(la->shapemat, ob->obmat);
if (la->type == LA_SUN) {
DRW_shgroup_dynamic_call_add(g_data.lamp_sunrays, ob->obmat[3], color);
}
else if (la->type == LA_SPOT) {
float size[3], sizemat[4][4];
static float one = 1.0f;
float blend = 1.0f - pow2f(la->spotblend);
size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist;
size[2] = cosf(la->spotsize * 0.5f) * la->dist;
size_to_mat4(sizemat, size);
mul_m4_m4m4(la->spotconemat, ob->obmat, sizemat);
size[0] = size[1] = blend; size[2] = 1.0f;
size_to_mat4(sizemat, size);
translate_m4(sizemat, 0.0f, 0.0f, -1.0f);
rotate_m4(sizemat, 'X', M_PI / 2.0f);
mul_m4_m4m4(la->spotblendmat, la->spotconemat, sizemat);
if (la->mode & LA_SQUARE) {
DRW_shgroup_dynamic_call_add(g_data.lamp_spot_pyramid, color, &one, la->spotconemat);
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != 1.0f) {
DRW_shgroup_dynamic_call_add(g_data.lamp_spot_blend_rect, color, &one, la->spotblendmat);
}
}
else {
DRW_shgroup_dynamic_call_add(g_data.lamp_spot_cone, color, la->spotconemat);
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != 1.0f) {
DRW_shgroup_dynamic_call_add(g_data.lamp_spot_blend, color, &one, la->spotblendmat);
}
}
normalize_m4(la->shapemat);
DRW_shgroup_dynamic_call_add(g_data.lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
DRW_shgroup_dynamic_call_add(g_data.lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
}
else if (la->type == LA_HEMI) {
static float hemisize = 2.0f;
DRW_shgroup_dynamic_call_add(g_data.lamp_hemi, color, &hemisize, la->shapemat);
}
else if (la->type == LA_AREA) {
float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
if (la->area_shape == LA_AREA_RECT) {
size[1] = la->area_sizey / la->area_size;
size_to_mat4(sizemat, size);
mul_m4_m4m4(la->shapemat, la->shapemat, sizemat);
}
DRW_shgroup_dynamic_call_add(g_data.lamp_area, color, &la->area_size, la->shapemat);
}
/* Line and point going to the ground */
DRW_shgroup_dynamic_call_add(g_data.lamp_groundline, ob->obmat[3]);
DRW_shgroup_dynamic_call_add(g_data.lamp_groundpoint, ob->obmat[3]);
}
static void DRW_shgroup_camera(Object *ob, SceneLayer *sl)
{
const struct bContext *C = DRW_get_context();
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
Camera *cam = ob->data;
const bool is_active = (ob == v3d->camera);
float *color;
DRW_object_wire_theme_get(ob, sl, &color);
float vec[4][3], asp[2], shift[2], scale[3], drawsize;
scale[0] = 1.0f / len_v3(ob->obmat[0]);
scale[1] = 1.0f / len_v3(ob->obmat[1]);
scale[2] = 1.0f / len_v3(ob->obmat[2]);
BKE_camera_view_frame_ex(scene, cam, cam->drawsize, false, scale,
asp, shift, &drawsize, vec);
// /* Frame coords */
copy_v2_v2(cam->drwcorners[0], vec[0]);
copy_v2_v2(cam->drwcorners[1], vec[1]);
copy_v2_v2(cam->drwcorners[2], vec[2]);
copy_v2_v2(cam->drwcorners[3], vec[3]);
/* depth */
cam->drwdepth = vec[0][2];
/* tria */
cam->drwtria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]);
cam->drwtria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
cam->drwtria[1][0] = shift[0];
cam->drwtria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
DRW_shgroup_dynamic_call_add(g_data.camera, color, cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat);
/* Active cam */
if (is_active) {
DRW_shgroup_dynamic_call_add(g_data.camera_tria, color, cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat);
}
/* draw the rest in normalize object space */
copy_m4_m4(cam->drwnormalmat, ob->obmat);
normalize_m4(cam->drwnormalmat);
if (cam->flag & CAM_SHOWLIMITS) {
static float col[3] = {0.5f, 0.5f, 0.25f}, col_hi[3] = {1.0f, 1.0f, 0.5f};
float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f};
float focusdist = BKE_camera_object_dof_distance(ob);
copy_m4_m4(cam->drwfocusmat, cam->drwnormalmat);
translate_m4(cam->drwfocusmat, 0.0f, 0.0f, -focusdist);
size_to_mat4(sizemat, size);
mul_m4_m4m4(cam->drwfocusmat, cam->drwfocusmat, sizemat);
DRW_shgroup_dynamic_call_add(g_data.camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->drwfocusmat);
DRW_shgroup_dynamic_call_add(g_data.camera_clip, color, &cam->clipsta, &cam->clipend, cam->drwnormalmat);
DRW_shgroup_dynamic_call_add(g_data.camera_clip_points, (is_active ? col_hi : col), &cam->clipsta, &cam->clipend, cam->drwnormalmat);
}
if (cam->flag & CAM_SHOWMIST) {
World *world = scene->world;
if (world) {
static float col[3] = {0.5f, 0.5f, 0.5f}, col_hi[3] = {1.0f, 1.0f, 1.0f};
world->mistend = world->miststa + world->mistdist;
DRW_shgroup_dynamic_call_add(g_data.camera_mist, color, &world->miststa, &world->mistend, cam->drwnormalmat);
DRW_shgroup_dynamic_call_add(g_data.camera_mist_points, (is_active ? col_hi : col), &world->miststa, &world->mistend, cam->drwnormalmat);
}
}
}
static void DRW_shgroup_empty(Object *ob, SceneLayer *sl)
{
float *color;
DRW_object_wire_theme_get(ob, sl, &color);
switch (ob->empty_drawtype) {
case OB_PLAINAXES:
DRW_shgroup_dynamic_call_add(g_data.plain_axes, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_SINGLE_ARROW:
DRW_shgroup_dynamic_call_add(g_data.single_arrow, color, &ob->empty_drawsize, ob->obmat);
DRW_shgroup_dynamic_call_add(g_data.single_arrow_line, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_CUBE:
DRW_shgroup_dynamic_call_add(g_data.cube, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_CIRCLE:
DRW_shgroup_dynamic_call_add(g_data.circle, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_EMPTY_SPHERE:
DRW_shgroup_dynamic_call_add(g_data.sphere, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_EMPTY_CONE:
DRW_shgroup_dynamic_call_add(g_data.cone, color, &ob->empty_drawsize, ob->obmat);
break;
case OB_ARROWS:
DRW_shgroup_dynamic_call_add(g_data.arrows, color, &ob->empty_drawsize, ob->obmat);
DRW_shgroup_dynamic_call_add(g_data.axis_names, color, &ob->empty_drawsize, ob->obmat);
break;
}
}
static void DRW_shgroup_speaker(Object *ob, SceneLayer *sl)
{
float *color;
static float one = 1.0f;
DRW_object_wire_theme_get(ob, sl, &color);
DRW_shgroup_dynamic_call_add(g_data.speaker, color, &one, ob->obmat);
}
static void DRW_shgroup_relationship_lines(Object *ob)
{
if (ob->parent) {
DRW_shgroup_dynamic_call_add(g_data.relationship_lines, ob->obmat[3]);
DRW_shgroup_dynamic_call_add(g_data.relationship_lines, ob->parent->obmat[3]);
}
}
static void DRW_shgroup_object_center(Object *ob)
{
if ((ob->base_flag & BASE_SELECTED) != 0) {
DRW_shgroup_dynamic_call_add(g_data.center_selected, ob->obmat[3]);
}
else if (0) {
DRW_shgroup_dynamic_call_add(g_data.center_deselected, ob->obmat[3]);
}
}
static void OBJECT_cache_populate(Object *ob)
{
const struct bContext *C = DRW_get_context();
Scene *scene = CTX_data_scene(C);
SceneLayer *sl = CTX_data_scene_layer(C);
//CollectionEngineSettings *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, "");
//bool do_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_wire");
bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
switch (ob->type) {
case OB_MESH:
{
Object *obedit = scene->obedit;
int theme_id = DRW_object_wire_theme_get(ob, sl, NULL);
if (ob != obedit) {
if (do_outlines) {
struct Batch *geom = DRW_cache_surface_get(ob);
switch (theme_id) {
case TH_ACTIVE:
DRW_shgroup_call_add(g_data.outlines_active, geom, ob->obmat);
break;
case TH_SELECT:
DRW_shgroup_call_add(g_data.outlines_select, geom, ob->obmat);
break;
case TH_GROUP_ACTIVE:
DRW_shgroup_call_add(g_data.outlines_select_group, geom, ob->obmat);
break;
case TH_TRANSFORM:
DRW_shgroup_call_add(g_data.outlines_transform, geom, ob->obmat);
break;
}
}
}
}
break;
case OB_LAMP:
DRW_shgroup_lamp(ob, sl);
break;
case OB_CAMERA:
DRW_shgroup_camera(ob, sl);
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break;
case OB_EMPTY:
DRW_shgroup_empty(ob, sl);
break;
case OB_SPEAKER:
DRW_shgroup_speaker(ob, sl);
break;
case OB_ARMATURE:
{
bArmature *arm = ob->data;
if (arm->edbo == NULL) {
DRW_shgroup_armature_object(ob, sl, g_data.vedata->psl->bone_solid,
g_data.vedata->psl->bone_wire,
g_data.relationship_lines);
}
}
break;
default:
break;
}
DRW_shgroup_object_center(ob);
DRW_shgroup_relationship_lines(ob);
}
static void OBJECT_draw_scene(void)
{
OBJECT_Data *ved = DRW_viewport_engine_data_get("ObjectMode");
OBJECT_PassList *psl = ved->psl;
OBJECT_FramebufferList *fbl = ved->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DRW_draw_pass(psl->bone_wire);
DRW_draw_pass(psl->bone_solid);
DRW_draw_pass(psl->non_meshes);
DRW_draw_pass(psl->ob_center);
/* Render filled polygon on a separate framebuffer */
DRW_framebuffer_bind(fbl->outlines);
DRW_framebuffer_clear(true, true, false, clearcol, 1.0f);
DRW_draw_pass(psl->outlines);
/* Expand filled color by 1px and modulate if occluded */
DRW_framebuffer_bind(fbl->blur);
DRW_draw_pass(psl->outlines_expand);
/* Expand and fade gradually */
DRW_framebuffer_bind(fbl->outlines);
DRW_draw_pass(psl->outlines_blur1);
DRW_framebuffer_bind(fbl->blur);
DRW_draw_pass(psl->outlines_blur2);
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// DRW_framebuffer_bind(fbl->outlines);
// DRW_draw_pass(psl->outlines_blur3);
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// DRW_framebuffer_bind(fbl->blur);
// DRW_draw_pass(psl->outlines_blur4);
/* Combine with scene buffer */
DRW_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->outlines_resolve);
}
void OBJECT_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
BKE_collection_engine_property_add_int(ces, "show_wire", false);
BKE_collection_engine_property_add_int(ces, "show_backface_culling", false);
}
DrawEngineType draw_engine_object_type = {
NULL, NULL,
N_("ObjectMode"),
&OBJECT_engine_init,
&OBJECT_engine_free,
&OBJECT_cache_init,
&OBJECT_cache_populate,
NULL,
NULL,
&OBJECT_draw_scene
};