This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/intern/draw_common.c

315 lines
11 KiB
C
Raw Normal View History

/*
* 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/intern/draw_common.c
* \ingroup draw
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "UI_resources.h"
#include "BKE_global.h"
#include "draw_common.h"
/* Colors & Constant */
GlobalsUboStorage ts;
struct GPUUniformBuffer *globals_ubo = NULL;
void DRW_globals_update(void)
{
UI_GetThemeColor4fv(TH_WIRE, ts.colorWire);
UI_GetThemeColor4fv(TH_WIRE_EDIT, ts.colorWireEdit);
UI_GetThemeColor4fv(TH_ACTIVE, ts.colorActive);
UI_GetThemeColor4fv(TH_SELECT, ts.colorSelect);
UI_GetThemeColor4fv(TH_TRANSFORM, ts.colorTransform);
UI_GetThemeColor4fv(TH_GROUP_ACTIVE, ts.colorGroupActive);
UI_GetThemeColor4fv(TH_GROUP, ts.colorGroup);
UI_GetThemeColor4fv(TH_LAMP, ts.colorLamp);
UI_GetThemeColor4fv(TH_SPEAKER, ts.colorSpeaker);
UI_GetThemeColor4fv(TH_CAMERA, ts.colorCamera);
UI_GetThemeColor4fv(TH_EMPTY, ts.colorEmpty);
UI_GetThemeColor4fv(TH_VERTEX, ts.colorVertex);
UI_GetThemeColor4fv(TH_VERTEX_SELECT, ts.colorVertexSelect);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, ts.colorEditMeshActive);
UI_GetThemeColor4fv(TH_EDGE_SELECT, ts.colorEdgeSelect);
UI_GetThemeColor4fv(TH_EDGE_SEAM, ts.colorEdgeSeam);
UI_GetThemeColor4fv(TH_EDGE_SHARP, ts.colorEdgeSharp);
UI_GetThemeColor4fv(TH_EDGE_CREASE, ts.colorEdgeCrease);
UI_GetThemeColor4fv(TH_EDGE_BEVEL, ts.colorEdgeBWeight);
UI_GetThemeColor4fv(TH_EDGE_FACESEL, ts.colorEdgeFaceSelect);
UI_GetThemeColor4fv(TH_FACE, ts.colorFace);
UI_GetThemeColor4fv(TH_FACE_SELECT, ts.colorFaceSelect);
UI_GetThemeColor4fv(TH_NORMAL, ts.colorNormal);
UI_GetThemeColor4fv(TH_VNORMAL, ts.colorVNormal);
UI_GetThemeColor4fv(TH_LNORMAL, ts.colorLNormal);
UI_GetThemeColor4fv(TH_FACE_DOT, ts.colorFaceDot);
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, ts.colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, ts.colorOutline);
UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, ts.colorLampNoAlpha);
ts.sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
ts.sizeLampCircle = U.pixelsize * 9.0f;
ts.sizeLampCircleShadow = ts.sizeLampCircle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
ts.sizeVertex = UI_GetThemeValuef(TH_VERTEX_SIZE) * M_SQRT2 / 2.0f;
ts.sizeFaceDot = UI_GetThemeValuef(TH_FACEDOT_SIZE) * M_SQRT2;
ts.sizeEdge = 1.0f / 2.0f; /* TODO Theme */
ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * M_SQRT1_2);
/* TODO Waiting for notifiers to invalidate cache */
if (globals_ubo) {
DRW_uniformbuffer_free(globals_ubo);
}
globals_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), &ts);
}
/* ********************************* SHGROUP ************************************* */
DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
return grp;
}
DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_state_set(grp, DRW_STATE_POINT);
return grp;
}
DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
return grp;
}
DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_state_set(grp, DRW_STATE_POINT);
return grp;
}
DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch *geom, float *size)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "world_pos", 3);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
return grp;
}
DRWShadingGroup *shgroup_instance_objspace_solid(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
{
static float light[3] = {0.0f, 0.0f, 1.0f};
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_attrib_float(grp, "color", 4);
DRW_shgroup_uniform_mat4(grp, "ModelMatrix", (float *)obmat);
DRW_shgroup_uniform_vec3(grp, "light", light, 1);
return grp;
}
DRWShadingGroup *shgroup_instance_objspace_wire(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_attrib_float(grp, "color", 4);
DRW_shgroup_uniform_mat4(grp, "ModelMatrix", (float *)obmat);
return grp;
}
DRWShadingGroup *shgroup_instance_axis_names(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
return grp;
}
DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
return grp;
}
DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_CAMERA);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "corners", 8);
DRW_shgroup_attrib_float(grp, "depth", 1);
DRW_shgroup_attrib_float(grp, "tria", 4);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
return grp;
}
DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES);
static float point_size = 4.0f;
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "start", 1);
DRW_shgroup_attrib_float(grp, "end", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
return grp;
}
DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR);
static bool True = true;
static bool False = false;
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
return grp;
}
/* ******************************************** WIRES *********************************************** */
/* TODO FINISH */
/* Get the wire color theme_id of an object based on it's state
* **color is a way to get a pointer to the static color var associated */
int DRW_object_wire_theme_get(Object *ob, float **color)
{
const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
* note: no theme yet for 'colindex' */
int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
if (//(scene->obedit == NULL) &&
((G.moving & G_TRANSFORM_OBJ) != 0) &&
((ob->base_flag & BASE_SELECTED) != 0))
{
theme_id = TH_TRANSFORM;
}
else {
/* Sets the 'theme_id' or fallback to wire */
if ((ob->flag & OB_FROMGROUP) != 0) {
if ((ob->base_flag & BASE_SELECTED) != 0) {
/* uses darker active color for non-active + selected */
theme_id = TH_GROUP_ACTIVE;
// if (scene->basact != base) {
// theme_shade = -16;
// }
}
else {
theme_id = TH_GROUP;
}
}
else {
if ((ob->base_flag & BASE_SELECTED) != 0) {
theme_id = //scene->basact == base ? TH_ACTIVE :
TH_SELECT;
}
else {
if (ob->type == OB_LAMP) theme_id = TH_LAMP;
else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
/* fallback to TH_WIRE */
}
}
}
if (color != NULL) {
switch (theme_id) {
case TH_WIRE_EDIT: *color = ts.colorTransform; break;
case TH_ACTIVE: *color = ts.colorActive; break;
case TH_SELECT: *color = ts.colorSelect; break;
case TH_GROUP: *color = ts.colorGroup; break;
case TH_GROUP_ACTIVE: *color = ts.colorGroupActive; break;
case TH_TRANSFORM: *color = ts.colorTransform; break;
case OB_SPEAKER: *color = ts.colorSpeaker; break;
case OB_CAMERA: *color = ts.colorCamera; break;
case OB_EMPTY: *color = ts.colorEmpty; break;
case OB_LAMP: *color = ts.colorLamp; break;
default: *color = ts.colorWire; break;
}
}
return theme_id;
}