/* * 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[]; extern char datatoc_object_outline_expand_frag_glsl[]; /* *********** LISTS *********** */ /* keep it under MAX_PASSES */ 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) { e_data.outline_expand_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, "#define DEPTH_TEST"); } 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(); static float one = 1.0f; 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); DRW_shgroup_uniform_float(grp, "alpha", &one, 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); 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(); DefaultTextureList *dtxl = DRW_viewport_texture_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); DRW_framebuffer_bind(fbl->outlines); DRW_draw_pass(psl->outlines_blur3); 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 };