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blender-archive/source/blender/draw/modes/object_mode.c
Campbell Barton dbd7f36da8 GPU: refactor clipped drawing from DRW into GPU
Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.

It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.

- Clipping distances are now supported as a shader configuration
  for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
2019-02-06 09:15:16 +11:00

3355 lines
115 KiB
C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \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_constraint_types.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_particle_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_anim.h"
#include "BKE_camera.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_editmesh.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_movieclip.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_tracking.h"
#include "ED_view3d.h"
#include "GPU_batch.h"
#include "GPU_draw.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "MEM_guardedalloc.h"
#include "UI_resources.h"
#include "draw_mode_engines.h"
#include "draw_manager_text.h"
#include "draw_common.h"
#include "DEG_depsgraph_query.h"
extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
extern char datatoc_object_outline_prepass_vert_glsl[];
extern char datatoc_object_outline_prepass_geom_glsl[];
extern char datatoc_object_outline_prepass_frag_glsl[];
extern char datatoc_object_outline_resolve_frag_glsl[];
extern char datatoc_object_outline_detect_frag_glsl[];
extern char datatoc_object_outline_expand_frag_glsl[];
extern char datatoc_object_grid_frag_glsl[];
extern char datatoc_object_grid_vert_glsl[];
extern char datatoc_object_empty_image_frag_glsl[];
extern char datatoc_object_empty_image_vert_glsl[];
extern char datatoc_object_lightprobe_grid_vert_glsl[];
extern char datatoc_object_loose_points_frag_glsl[];
extern char datatoc_object_particle_prim_vert_glsl[];
extern char datatoc_object_particle_dot_vert_glsl[];
extern char datatoc_object_particle_dot_frag_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
extern char datatoc_common_fullscreen_vert_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
/* *********** LISTS *********** */
typedef struct OBJECT_PassList {
struct DRWPass *non_meshes[2];
struct DRWPass *image_empties[2];
struct DRWPass *spot_shapes[2];
struct DRWPass *ob_center;
struct DRWPass *outlines;
struct DRWPass *outlines_search;
struct DRWPass *outlines_expand;
struct DRWPass *outlines_bleed;
struct DRWPass *outlines_resolve;
struct DRWPass *grid;
struct DRWPass *bone_solid[2];
struct DRWPass *bone_outline[2];
struct DRWPass *bone_wire[2];
struct DRWPass *bone_envelope[2];
struct DRWPass *bone_axes[2];
struct DRWPass *particle;
struct DRWPass *lightprobes;
} OBJECT_PassList;
typedef struct OBJECT_FramebufferList {
struct GPUFrameBuffer *outlines_fb;
struct GPUFrameBuffer *blur_fb;
struct GPUFrameBuffer *expand_fb;
struct GPUFrameBuffer *ghost_fb;
} OBJECT_FramebufferList;
typedef struct OBJECT_StorageList {
struct OBJECT_PrivateData *g_data;
} OBJECT_StorageList;
typedef struct OBJECT_Data {
void *engine_type;
OBJECT_FramebufferList *fbl;
DRWViewportEmptyList *txl;
OBJECT_PassList *psl;
OBJECT_StorageList *stl;
} OBJECT_Data;
typedef struct OBJECT_Shaders {
/* fullscreen shaders */
GPUShader *outline_prepass;
GPUShader *outline_prepass_wire;
GPUShader *outline_resolve;
GPUShader *outline_resolve_aa;
GPUShader *outline_detect;
GPUShader *outline_detect_wire;
GPUShader *outline_fade;
GPUShader *outline_fade_large;
/* regular shaders */
GPUShader *object_empty_image;
GPUShader *object_empty_image_wire;
GPUShader *grid;
GPUShader *part_dot;
GPUShader *part_prim;
GPUShader *part_axis;
GPUShader *lightprobe_grid;
GPUShader *loose_points;
} OBJECT_Shaders;
/* *********** STATIC *********** */
typedef struct OBJECT_ShadingGroupList {
/* Reference only */
struct DRWPass *non_meshes;
struct DRWPass *image_empties;
struct DRWPass *spot_shapes;
struct DRWPass *bone_solid;
struct DRWPass *bone_outline;
struct DRWPass *bone_wire;
struct DRWPass *bone_envelope;
struct DRWPass *bone_axes;
/* Empties */
DRWShadingGroup *plain_axes;
DRWShadingGroup *cube;
DRWShadingGroup *circle;
DRWShadingGroup *sphere;
DRWShadingGroup *sphere_solid;
DRWShadingGroup *cylinder;
DRWShadingGroup *capsule_cap;
DRWShadingGroup *capsule_body;
DRWShadingGroup *cone;
DRWShadingGroup *single_arrow;
DRWShadingGroup *single_arrow_line;
DRWShadingGroup *empty_axes;
/* Force Field */
DRWShadingGroup *field_wind;
DRWShadingGroup *field_force;
DRWShadingGroup *field_vortex;
DRWShadingGroup *field_curve_sta;
DRWShadingGroup *field_curve_end;
DRWShadingGroup *field_tube_limit;
DRWShadingGroup *field_cone_limit;
/* Grease Pencil */
DRWShadingGroup *gpencil_axes;
/* Speaker */
DRWShadingGroup *speaker;
/* Probe */
DRWShadingGroup *probe_cube;
DRWShadingGroup *probe_planar;
DRWShadingGroup *probe_grid;
/* MetaBalls */
DRWShadingGroup *mball_handle;
/* Lamps */
DRWShadingGroup *lamp_center;
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_sphere;
DRWShadingGroup *lamp_area_square;
DRWShadingGroup *lamp_area_disk;
DRWShadingGroup *lamp_hemi;
DRWShadingGroup *lamp_spot_cone;
DRWShadingGroup *lamp_spot_blend;
DRWShadingGroup *lamp_spot_pyramid;
DRWShadingGroup *lamp_spot_blend_rect;
DRWShadingGroup *lamp_spot_volume;
DRWShadingGroup *lamp_spot_volume_rect;
DRWShadingGroup *lamp_spot_volume_outside;
DRWShadingGroup *lamp_spot_volume_rect_outside;
/* Helpers */
DRWShadingGroup *relationship_lines;
DRWShadingGroup *constraint_lines;
/* Camera */
DRWShadingGroup *camera;
DRWShadingGroup *camera_frame;
DRWShadingGroup *camera_tria;
DRWShadingGroup *camera_focus;
DRWShadingGroup *camera_clip;
DRWShadingGroup *camera_clip_points;
DRWShadingGroup *camera_mist;
DRWShadingGroup *camera_mist_points;
DRWShadingGroup *camera_stereo_plane;
DRWShadingGroup *camera_stereo_volume;
DRWShadingGroup *camera_stereo_volume_wires;
ListBase camera_path;
/* Wire */
DRWShadingGroup *wire;
DRWShadingGroup *wire_active;
DRWShadingGroup *wire_select;
DRWShadingGroup *wire_transform;
/* Wire (duplicator) */
DRWShadingGroup *wire_dupli;
DRWShadingGroup *wire_dupli_select;
/* Points */
DRWShadingGroup *points;
DRWShadingGroup *points_active;
DRWShadingGroup *points_select;
DRWShadingGroup *points_transform;
/* Points (duplicator) */
DRWShadingGroup *points_dupli;
DRWShadingGroup *points_dupli_select;
/* Texture Space */
DRWShadingGroup *texspace;
} OBJECT_ShadingGroupList;
typedef struct OBJECT_PrivateData {
OBJECT_ShadingGroupList sgl;
OBJECT_ShadingGroupList sgl_ghost;
/* Outlines */
DRWShadingGroup *outlines_active;
DRWShadingGroup *outlines_select;
DRWShadingGroup *outlines_select_dupli;
DRWShadingGroup *outlines_transform;
/* Lightprobes */
DRWShadingGroup *lightprobes_cube_select;
DRWShadingGroup *lightprobes_cube_select_dupli;
DRWShadingGroup *lightprobes_cube_active;
DRWShadingGroup *lightprobes_cube_transform;
DRWShadingGroup *lightprobes_planar_select;
DRWShadingGroup *lightprobes_planar_select_dupli;
DRWShadingGroup *lightprobes_planar_active;
DRWShadingGroup *lightprobes_planar_transform;
/* Objects Centers */
DRWShadingGroup *center_active;
DRWShadingGroup *center_selected;
DRWShadingGroup *center_deselected;
DRWShadingGroup *center_selected_lib;
DRWShadingGroup *center_deselected_lib;
/* Outlines id offset (accessed as an array) */
int id_ofs_active;
int id_ofs_select;
int id_ofs_select_dupli;
int id_ofs_transform;
int id_ofs_prb_active;
int id_ofs_prb_select;
int id_ofs_prb_select_dupli;
int id_ofs_prb_transform;
bool xray_enabled;
} OBJECT_PrivateData; /* Transient data */
static struct {
/* Instance Data format */
struct GPUVertFormat *particle_format;
struct GPUVertFormat *empty_image_format;
struct GPUVertFormat *empty_image_wire_format;
OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN];
float camera_pos[3];
float grid_settings[5];
float grid_mesh_size;
int grid_flag;
float grid_axes[3];
int zpos_flag;
int zneg_flag;
float zplane_axes[3];
float inv_viewport_size[2];
bool draw_grid;
/* Temp buffer textures */
struct GPUTexture *outlines_depth_tx;
struct GPUTexture *outlines_id_tx;
struct GPUTexture *outlines_color_tx;
struct GPUTexture *outlines_blur_tx;
ListBase smoke_domains;
} e_data = {NULL}; /* Engine data */
enum {
SHOW_AXIS_X = (1 << 0),
SHOW_AXIS_Y = (1 << 1),
SHOW_AXIS_Z = (1 << 2),
SHOW_GRID = (1 << 3),
PLANE_XY = (1 << 4),
PLANE_XZ = (1 << 5),
PLANE_YZ = (1 << 6),
CLIP_ZPOS = (1 << 7),
CLIP_ZNEG = (1 << 8),
GRID_BACK = (1 << 9),
};
/* Prototypes. */
static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color);
/* *********** FUNCTIONS *********** */
static void OBJECT_engine_init(void *vedata)
{
OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
if (DRW_state_is_fbo()) {
e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
&draw_engine_object_type);
/* XXX TODO GPU_R16UI can overflow, it would cause no harm
* (only bad colored or missing outlines) but we should
* use 32bits only if the scene have that many objects */
e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->outlines_fb, {
GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx),
GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)
});
e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->expand_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)
});
e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->blur_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx)
});
}
/* Shaders */
const DRWContextState *draw_ctx = DRW_context_state_get();
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0;
const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
if (!sh_data->outline_resolve) {
/* Outline */
sh_data->outline_prepass = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, NULL},
});
sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_outline_prepass_vert_glsl, NULL},
.geom = (const char *[]){world_clip_lib_or_empty, datatoc_object_outline_prepass_geom_glsl, NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, NULL},
});
sh_data->outline_resolve = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL);
sh_data->outline_resolve_aa = DRW_shader_create_with_lib(
datatoc_common_fullscreen_vert_glsl, NULL,
datatoc_object_outline_resolve_frag_glsl,
datatoc_common_fxaa_lib_glsl,
"#define FXAA_ALPHA\n"
"#define USE_FXAA\n");
sh_data->outline_detect = DRW_shader_create_with_lib(
datatoc_common_fullscreen_vert_glsl, NULL,
datatoc_object_outline_detect_frag_glsl,
datatoc_common_globals_lib_glsl,
NULL);
sh_data->outline_detect_wire = DRW_shader_create_with_lib(
datatoc_common_fullscreen_vert_glsl, NULL,
datatoc_object_outline_detect_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define WIRE\n");
sh_data->outline_fade = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
sh_data->outline_fade_large = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, "#define LARGE_OUTLINE\n");
/* Empty images */
{
const char *empty_image_defs = (
"#define DEPTH_UNCHANGED " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_DEFAULT) "\n"
"#define DEPTH_FRONT " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_FRONT) "\n"
"#define DEPTH_BACK " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_BACK) "\n");
sh_data->object_empty_image = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_image_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, empty_image_defs, NULL},
});
sh_data->object_empty_image_wire = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_image_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, "#define USE_WIRE\n", empty_image_defs, NULL},
});
}
/* Grid */
sh_data->grid = DRW_shader_create_with_lib(
datatoc_object_grid_vert_glsl, NULL,
datatoc_object_grid_frag_glsl,
datatoc_common_globals_lib_glsl, NULL);
/* Particles */
sh_data->part_prim = DRW_shader_create(
datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL);
sh_data->part_axis = DRW_shader_create(
datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl,
"#define USE_AXIS\n");
sh_data->part_dot = DRW_shader_create(
datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
/* Lightprobes */
sh_data->lightprobe_grid = DRW_shader_create(
datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL);
/* Loose Points */
sh_data->loose_points = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, NULL},
});
}
{
/* Grid precompute */
float invviewmat[4][4], invwinmat[4][4];
float viewmat[4][4], winmat[4][4];
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
float grid_res;
const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0;
e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV);
DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
/* Setup camera pos */
copy_v3_v3(e_data.camera_pos, invviewmat[3]);
/* if perps */
if (winmat[3][3] == 0.0f) {
float fov;
float viewvecs[2][4] = {
{1.0f, -1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f, 1.0f},
};
/* convert the view vectors to view space */
for (int i = 0; i < 2; i++) {
mul_m4_v4(invwinmat, viewvecs[i]);
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
}
fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
grid_res = fabsf(tanf(fov)) / grid_scale;
e_data.grid_flag = (1 << 4); /* XY plane */
if (show_axis_x) {
e_data.grid_flag |= SHOW_AXIS_X;
}
if (show_axis_y) {
e_data.grid_flag |= SHOW_AXIS_Y;
}
if (show_floor) {
e_data.grid_flag |= SHOW_GRID;
}
}
else {
if (rv3d->view != RV3D_VIEW_USER) {
/* Allow 3 more subdivisions. */
grid_scale /= powf(v3d->gridsubdiv, 3);
}
float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
grid_res = viewdist / grid_scale;
if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
e_data.grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
}
else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
e_data.grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
else { /* RV3D_VIEW_USER */
e_data.grid_flag = PLANE_XY;
if (show_axis_x) {
e_data.grid_flag |= SHOW_AXIS_X;
}
if (show_axis_y) {
e_data.grid_flag |= SHOW_AXIS_Y;
}
if (show_floor) {
e_data.grid_flag |= SHOW_GRID;
}
}
}
e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
/* Z axis if needed */
if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
e_data.zpos_flag = SHOW_AXIS_Z;
float zvec[4] = {0.0f, 0.0f, -1.0f, 0.0f};
mul_m4_v4(invviewmat, zvec);
/* z axis : chose the most facing plane */
if (fabsf(zvec[0]) < fabsf(zvec[1])) {
e_data.zpos_flag |= PLANE_XZ;
}
else {
e_data.zpos_flag |= PLANE_YZ;
}
e_data.zneg_flag = e_data.zpos_flag;
/* Persp : If camera is below floor plane, we switch clipping
* Ortho : If eye vector is looking up, we switch clipping */
if (((winmat[3][3] == 0.0f) && (e_data.camera_pos[2] > 0.0f)) ||
((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f)))
{
e_data.zpos_flag |= CLIP_ZPOS;
e_data.zneg_flag |= CLIP_ZNEG;
}
else {
e_data.zpos_flag |= CLIP_ZNEG;
e_data.zneg_flag |= CLIP_ZPOS;
}
e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
}
else {
e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
}
float dist;
if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
dist = ((Camera *)(camera_object->data))->clipend;
}
else {
dist = v3d->far;
}
e_data.grid_settings[0] = dist / 2.0f; /* gridDistance */
e_data.grid_settings[1] = grid_res; /* gridResolution */
e_data.grid_settings[2] = grid_scale; /* gridScale */
e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) : 0.0f; /* 1/log(gridSubdiv) */
if (winmat[3][3] == 0.0f) {
e_data.grid_mesh_size = dist;
}
else {
float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
e_data.grid_mesh_size = viewdist * dist;
}
}
copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
invert_v2(e_data.inv_viewport_size);
}
static void OBJECT_engine_free(void)
{
MEM_SAFE_FREE(e_data.particle_format);
MEM_SAFE_FREE(e_data.empty_image_format);
MEM_SAFE_FREE(e_data.empty_image_wire_format);
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
OBJECT_Shaders *sh_data = &e_data.sh_data[sh_data_index];
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
for (int i = 0; i < (sizeof(OBJECT_Shaders) / sizeof(GPUShader *)); i++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
}
}
}
static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader *sh, eGPUShaderConfig shader_cfg)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
/* currently same as 'shgroup_outline', new function to avoid confustion */
static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], GPUShader *sh, eGPUShaderConfig shader_cfg)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
/* currently same as 'shgroup_outline', new function to avoid confustion */
static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUShader *sh, eGPUShaderConfig shader_cfg)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
DRW_shgroup_uniform_vec4(grp, "innerColor", G_draw.block.colorEditMeshMiddle, 1);
if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
static int *shgroup_theme_id_to_probe_outline_counter(
OBJECT_StorageList *stl, int theme_id, const int base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return &stl->g_data->id_ofs_prb_select_dupli;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_prb_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return &stl->g_data->id_ofs_prb_active;
case TH_SELECT:
return &stl->g_data->id_ofs_prb_select;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_prb_transform;
}
}
static int *shgroup_theme_id_to_outline_counter(
OBJECT_StorageList *stl, int theme_id, const int base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return &stl->g_data->id_ofs_select_dupli;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return &stl->g_data->id_ofs_active;
case TH_SELECT:
return &stl->g_data->id_ofs_select;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_transform;
}
}
static DRWShadingGroup *shgroup_theme_id_to_probe_planar_outline_shgrp(
OBJECT_StorageList *stl, int theme_id)
{
/* does not increment counter */
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->lightprobes_planar_active;
case TH_SELECT:
return stl->g_data->lightprobes_planar_select;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_planar_transform;
}
}
static DRWShadingGroup *shgroup_theme_id_to_probe_cube_outline_shgrp(
OBJECT_StorageList *stl, int theme_id, const int base_flag)
{
/* does not increment counter */
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return stl->g_data->lightprobes_cube_select_dupli;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_cube_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->lightprobes_cube_active;
case TH_SELECT:
return stl->g_data->lightprobes_cube_select;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_cube_transform;
}
}
static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(
OBJECT_StorageList *stl, int theme_id, const int base_flag)
{
int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag);
*counter += 1;
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return stl->g_data->outlines_select_dupli;
case TH_TRANSFORM:
return stl->g_data->outlines_transform;
default:
return NULL;
}
}
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->outlines_active;
case TH_SELECT:
return stl->g_data->outlines_select;
case TH_TRANSFORM:
return stl->g_data->outlines_transform;
default:
return NULL;
}
}
static DRWShadingGroup *shgroup_theme_id_to_wire(
OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_SET)) {
return sgl->wire_dupli;
}
else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return sgl->wire_dupli_select;
case TH_TRANSFORM:
return sgl->wire_transform;
default:
return sgl->wire_dupli;
}
}
switch (theme_id) {
case TH_ACTIVE:
return sgl->wire_active;
case TH_SELECT:
return sgl->wire_select;
case TH_TRANSFORM:
return sgl->wire_transform;
default:
return sgl->wire;
}
}
static DRWShadingGroup *shgroup_theme_id_to_point(
OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_SET)) {
return sgl->points_dupli;
}
else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return sgl->points_dupli_select;
case TH_TRANSFORM:
return sgl->points_transform;
default:
return sgl->points_dupli;
}
}
switch (theme_id) {
case TH_ACTIVE:
return sgl->points_active;
case TH_SELECT:
return sgl->points_select;
case TH_TRANSFORM:
return sgl->points_transform;
default:
return sgl->points;
}
}
static void image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2])
{
float ima_x, ima_y;
if (ima) {
ima_x = size[0];
ima_y = size[1];
}
else {
/* if no image, make it a 1x1 empty square, honor scale & offset */
ima_x = ima_y = 1.0f;
}
/* Get the image aspect even if the buffer is invalid */
float sca_x = 1.0f, sca_y = 1.0f;
if (ima) {
if (ima->aspx > ima->aspy) {
sca_y = ima->aspy / ima->aspx;
}
else if (ima->aspx < ima->aspy) {
sca_x = ima->aspx / ima->aspy;
}
}
const float scale_x_inv = ima_x * sca_x;
const float scale_y_inv = ima_y * sca_y;
if (scale_x_inv > scale_y_inv) {
r_image_aspect[0] = 1.0f;
r_image_aspect[1] = scale_y_inv / scale_x_inv;
}
else {
r_image_aspect[0] = scale_x_inv / scale_y_inv;
r_image_aspect[1] = 1.0f;
}
}
static void DRW_shgroup_empty_image(
OBJECT_Shaders *sh_data, OBJECT_ShadingGroupList *sgl,
Object *ob, const float color[3], RegionView3D *rv3d, eGPUShaderConfig shader_cfg)
{
/* TODO: 'StereoViews', see draw_empty_image. */
if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d)) {
return;
}
/* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, see: T59347 */
int size[2] = {0};
GPUTexture *tex = NULL;
if (ob->data != NULL) {
tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, 0.0f);
if (tex) {
size[0] = GPU_texture_width(tex);
size[1] = GPU_texture_height(tex);
}
}
CLAMP_MIN(size[0], 1);
CLAMP_MIN(size[1], 1);
float image_aspect[2];
image_calc_aspect(ob->data, size, image_aspect);
/* OPTI(fclem) We need sorting only for transparent images. If an image as no alpha channel and
* ob->col[3] == 1.0f, we could remove it from the sorting pass. */
if (tex && (ob->col[3] > 0.0f)) {
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image, sgl->image_empties);
DRW_shgroup_uniform_texture(grp, "image", tex);
/* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
DRW_shgroup_uniform_vec4(grp, "objectColor", ob->col, 1);
if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
DRW_shgroup_call_add(grp, DRW_cache_image_plane_get(), ob->obmat);
}
{
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image_wire, sgl->non_meshes);
/* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
DRW_shgroup_uniform_vec3(grp, "color", color, 1);
if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
DRW_shgroup_call_add(grp, DRW_cache_image_plane_wire_get(), ob->obmat);
}
}
static void OBJECT_cache_init(void *vedata)
{
const GlobalsUboStorage *gb = &G_draw.block;
OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
OBJECT_PrivateData *g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH);
const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f);
const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) || (outline_width > 4.0f);
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
g_data = stl->g_data;
g_data->xray_enabled = XRAY_ENABLED(draw_ctx->v3d) && (draw_ctx->v3d->shading.type < OB_MATERIAL);
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
GPUShader *sh = sh_data->outline_prepass;
if (g_data->xray_enabled) {
sh = sh_data->outline_prepass_wire;
}
g_data->outlines_select = shgroup_outline(psl->outlines, &g_data->id_ofs_select, sh, draw_ctx->shader_cfg);
g_data->outlines_select_dupli = shgroup_outline(psl->outlines, &g_data->id_ofs_select_dupli, sh, draw_ctx->shader_cfg);
g_data->outlines_transform = shgroup_outline(psl->outlines, &g_data->id_ofs_transform, sh, draw_ctx->shader_cfg);
g_data->outlines_active = shgroup_outline(psl->outlines, &g_data->id_ofs_active, sh, draw_ctx->shader_cfg);
g_data->id_ofs_select = 0;
g_data->id_ofs_select_dupli = 0;
g_data->id_ofs_active = 0;
g_data->id_ofs_transform = 0;
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_POINT;
DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
struct GPUBatch *sphere = DRW_cache_sphere_get();
struct GPUBatch *quad = DRW_cache_quad_get();
/* Cubemap */
g_data->lightprobes_cube_select = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select);
g_data->lightprobes_cube_select_dupli = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select_dupli);
g_data->lightprobes_cube_active = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_active);
g_data->lightprobes_cube_transform = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_transform);
/* Planar */
g_data->lightprobes_planar_select = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select);
g_data->lightprobes_planar_select_dupli = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select_dupli);
g_data->lightprobes_planar_active = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_active);
g_data->lightprobes_planar_transform = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_transform);
g_data->id_ofs_prb_select = 0;
g_data->id_ofs_prb_select_dupli = 0;
g_data->id_ofs_prb_active = 0;
g_data->id_ofs_prb_transform = 0;
}
{
DRWState state = DRW_STATE_WRITE_COLOR;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
/* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */
float alphaOcclu = (g_data->xray_enabled) ? 1.0f : 0.35f;
psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
GPUShader *sh = (g_data->xray_enabled) ? sh_data->outline_detect_wire : sh_data->outline_detect;
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search);
DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx);
DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx);
DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu);
DRW_shgroup_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4);
DRW_shgroup_call_add(grp, quad, NULL);
/* This is the bleed pass if do_outline_expand is false. */
GPUShader *fade_sh = (do_large_expand) ? sh_data->outline_fade_large : sh_data->outline_fade;
psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state);
grp = DRW_shgroup_create(fade_sh, psl->outlines_expand);
DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx);
DRW_shgroup_uniform_bool_copy(grp, "doExpand", do_outline_expand);
DRW_shgroup_call_add(grp, quad, NULL);
psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state);
if (do_outline_expand) {
grp = DRW_shgroup_create(sh_data->outline_fade, psl->outlines_bleed);
DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx);
DRW_shgroup_uniform_bool_copy(grp, "doExpand", false);
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 GPUBatch *quad = DRW_cache_fullscreen_quad_get();
GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx : &e_data.outlines_color_tx;
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->outline_resolve_aa, psl->outlines_resolve);
DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx);
DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
/* Grid pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
psl->grid = DRW_pass_create("Infinite Grid Pass", state);
struct GPUBatch *geom = DRW_cache_grid_get();
float grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
static float mat[4][4];
unit_m4(mat);
/* Create 3 quads to render ordered transparency Z axis */
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->grid, psl->grid);
DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
DRW_shgroup_uniform_vec3(grp, "cameraPos", e_data.camera_pos, 1);
DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size);
DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size);
DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call_add(grp, geom, mat);
grp = DRW_shgroup_create(sh_data->grid, psl->grid);
DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call_add(grp, geom, mat);
grp = DRW_shgroup_create(sh_data->grid, psl->grid);
DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call_add(grp, geom, mat);
}
for (int i = 0; i < 2; ++i) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
sgl->bone_solid = psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state);
sgl->bone_outline = psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
/* Wire bones */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
/* distance outline around envelope bones */
state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
sgl->bone_envelope = psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass", state);
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state);
}
for (int i = 0; i < 2; ++i) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
/* Non Meshes Pass (Camera, empties, lamps ...) */
struct GPUBatch *geom;
struct GPUShader *sh;
DRWState state =
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_POINT | DRW_STATE_WIRE;
sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state);
state = DRW_STATE_WRITE_COLOR |
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_WIRE;
sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state);
/* Empties */
geom = DRW_cache_plain_axes_get();
sgl->plain_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_empty_cube_get();
sgl->cube = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_circle_get();
sgl->circle = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_empty_sphere_get();
sgl->sphere = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_sphere_get();
sgl->sphere_solid = shgroup_instance_solid(sgl->non_meshes, geom);
geom = DRW_cache_empty_cylinder_get();
sgl->cylinder = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_empty_capsule_cap_get();
sgl->capsule_cap = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_empty_capsule_body_get();
sgl->capsule_body = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_empty_cone_get();
sgl->cone = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_single_arrow_get();
sgl->single_arrow = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_single_line_get();
sgl->single_arrow_line = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_bone_arrows_get();
sgl->empty_axes = shgroup_instance_empty_axes(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* Force Field */
geom = DRW_cache_field_wind_get();
sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_field_force_get();
sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_field_vortex_get();
sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_screenspace_circle_get();
sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* Grease Pencil */
geom = DRW_cache_gpencil_axes_get();
sgl->gpencil_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* Speaker */
geom = DRW_cache_speaker_get();
sgl->speaker = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* Probe */
static float probeSize = 14.0f;
geom = DRW_cache_lightprobe_cube_get();
sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_cfg);
geom = DRW_cache_lightprobe_grid_get();
sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_cfg);
static float probePlanarSize = 20.0f;
geom = DRW_cache_lightprobe_planar_get();
sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, draw_ctx->shader_cfg);
/* Camera */
geom = DRW_cache_camera_get();
sgl->camera = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_camera_frame_get();
sgl->camera_frame = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_camera_tria_get();
sgl->camera_tria = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_plain_axes_get();
sgl->camera_focus = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_single_line_get();
sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_single_line_endpoints_get();
sgl->camera_clip_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
sgl->camera_mist_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_quad_get();
sgl->camera_stereo_plane = shgroup_instance_alpha(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_cube_get();
sgl->camera_stereo_volume = shgroup_instance_alpha(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_empty_cube_get();
sgl->camera_stereo_volume_wires = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
BLI_listbase_clear(&sgl->camera_path);
/* Texture Space */
geom = DRW_cache_empty_cube_get();
sgl->texspace = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* Wires (for loose edges) */
sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR, draw_ctx->shader_cfg);
sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_cfg);
sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_cfg);
sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_cfg);
sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_cfg);
/* Wire (duplicator) */
sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_cfg);
sgl->wire_dupli_select = shgroup_wire(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_cfg);
/* Points (loose points) */
sh = sh_data->loose_points;
sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_cfg);
sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_cfg);
sgl->points_transform = shgroup_points(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_cfg);
sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_cfg);
/* Points (duplicator) */
sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_cfg);
sgl->points_dupli_select = shgroup_points(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_cfg);
DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND);
DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);
DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND);
DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND);
DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND);
/* Metaballs Handles */
sgl->mball_handle = shgroup_instance_mball_handles(sgl->non_meshes);
/* 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();
sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_get();
sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_shadows_get();
sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_sunrays_get();
sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_cfg);
sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_cfg);
sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_cfg);
geom = DRW_cache_screenspace_circle_get();
sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_area_square_get();
sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_area_disk_get();
sgl->lamp_area_disk = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_hemi_get();
sgl->lamp_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_single_line_get();
sgl->lamp_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_single_line_endpoints_get();
sgl->lamp_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_spot_get();
sgl->lamp_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_circle_get();
sgl->lamp_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_spot_square_get();
sgl->lamp_spot_pyramid = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_square_get();
sgl->lamp_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* -------- STIPPLES ------- */
/* Relationship Lines */
sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorWire);
sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorGridAxisZ);
/* Force Field Curve Guide End (here because of stipple) */
/* TODO port to shader stipple */
geom = DRW_cache_screenspace_circle_get();
sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* Force Field Limits */
/* TODO port to shader stipple */
geom = DRW_cache_field_tube_limit_get();
sgl->field_tube_limit = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* TODO port to shader stipple */
geom = DRW_cache_field_cone_limit_get();
sgl->field_cone_limit = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
/* Spot shapes */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_CULL_FRONT;
sgl->spot_shapes = psl->spot_shapes[i] = DRW_pass_create("Spot Shape Pass", state);
geom = DRW_cache_lamp_spot_volume_get();
sgl->lamp_spot_volume = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_spot_square_volume_get();
sgl->lamp_spot_volume_rect = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
geom = DRW_cache_lamp_spot_volume_get();
sgl->lamp_spot_volume_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
DRW_shgroup_state_disable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_FRONT);
DRW_shgroup_state_enable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_BACK);
geom = DRW_cache_lamp_spot_square_volume_get();
sgl->lamp_spot_volume_rect_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
DRW_shgroup_state_disable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_FRONT);
DRW_shgroup_state_enable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_BACK);
}
{
/* 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;
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->shader_cfg);
/* 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", gb->colorActive, 1);
DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1);
if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_active = grp;
/* Select */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_selected = grp;
/* Deselect */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_deselected = grp;
/* Select (library) */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_selected_lib = grp;
/* Deselect (library) */
grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
}
stl->g_data->center_deselected_lib = grp;
}
{
/* Particle Pass */
psl->particle = DRW_pass_create(
"Particle Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_POINT | DRW_STATE_BLEND);
}
}
static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
MetaBall *mb = ob->data;
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
{
float scamat[3][3];
copy_m3_m4(scamat, ob->obmat);
/* Get the normalized inverse matrix to extract only
* the scale of Scamat */
float iscamat[3][3];
invert_m3_m3(iscamat, scamat);
normalize_m3(iscamat);
mul_m3_m3_post(scamat, iscamat);
copy_v3_v3(draw_scale_xform[0], scamat[0]);
copy_v3_v3(draw_scale_xform[1], scamat[1]);
copy_v3_v3(draw_scale_xform[2], scamat[2]);
}
for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) {
/* draw radius */
float world_pos[3];
mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
draw_scale_xform[0][3] = world_pos[0];
draw_scale_xform[1][3] = world_pos[1];
draw_scale_xform[2][3] = world_pos[2];
DRW_shgroup_call_dynamic_add(sgl->mball_handle, draw_scale_xform, &ml->rad, color);
}
}
static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
Lamp *la = ob->data;
float *color;
int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
static float zero = 0.0f;
typedef struct LampEngineData {
DrawData dd;
float shape_mat[4][4];
float spot_blend_mat[4][4];
} LampEngineData;
LampEngineData *lamp_engine_data =
(LampEngineData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_object_type,
sizeof(LampEngineData),
NULL,
NULL);
float (*shapemat)[4] = lamp_engine_data->shape_mat;
float (*spotblendmat)[4] = lamp_engine_data->spot_blend_mat;
if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
/* Don't draw the center if it's selected or active */
if (theme_id == TH_LAMP) {
DRW_shgroup_call_dynamic_add(sgl->lamp_center, ob->obmat[3]);
}
}
/* First circle */
DRW_shgroup_call_dynamic_add(sgl->lamp_circle, ob->obmat[3], color);
/* draw dashed outer circle for shadow */
DRW_shgroup_call_dynamic_add(sgl->lamp_circle_shadow, ob->obmat[3], color);
/* Distance */
if (ELEM(la->type, LA_SUN, LA_AREA)) {
DRW_shgroup_call_dynamic_add(sgl->lamp_distance, color, &zero, &la->dist, ob->obmat);
}
copy_m4_m4(shapemat, ob->obmat);
if (la->type == LA_SUN) {
DRW_shgroup_call_dynamic_add(sgl->lamp_sunrays, ob->obmat[3], color);
}
else if (la->type == LA_SPOT) {
float size[3], sizemat[4][4];
static float one = 1.0f;
float cone_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f};
float cone_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f};
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(shapemat, 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', (float)(M_PI / 2));
mul_m4_m4m4(spotblendmat, shapemat, sizemat);
if (la->mode & LA_SQUARE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_pyramid, color, &one, shapemat);
/* 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_call_dynamic_add(sgl->lamp_spot_blend_rect, color, &one, spotblendmat);
}
if (la->mode & LA_SHOW_CONE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect, cone_inside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect_outside, cone_outside, &one, shapemat);
}
}
else {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_cone, color, shapemat);
/* 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_call_dynamic_add(sgl->lamp_spot_blend, color, &one, spotblendmat);
}
if (la->mode & LA_SHOW_CONE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume, cone_inside, &one, shapemat);
DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_outside, cone_outside, &one, shapemat);
}
}
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
}
else if (la->type == LA_AREA) {
float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
size[1] = la->area_sizey / la->area_size;
size_to_mat4(sizemat, size);
mul_m4_m4m4(shapemat, shapemat, sizemat);
}
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
DRW_shgroup_call_dynamic_add(sgl->lamp_area_disk, color, &la->area_size, shapemat);
}
else {
DRW_shgroup_call_dynamic_add(sgl->lamp_area_square, color, &la->area_size, shapemat);
}
}
if (ELEM(la->type, LA_LOCAL, LA_SPOT)) {
/* We only want position not scale. */
shapemat[0][0] = shapemat[1][1] = shapemat[2][2] = 1.0f;
shapemat[0][1] = shapemat[0][2] = 0.0f;
shapemat[1][0] = shapemat[1][2] = 0.0f;
shapemat[2][0] = shapemat[2][1] = 0.0f;
DRW_shgroup_call_dynamic_add(sgl->lamp_area_sphere, color, &la->area_size, shapemat);
}
/* Line and point going to the ground */
DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
}
static GPUBatch *batch_camera_path_get(
ListBase *camera_paths, const MovieTrackingReconstruction *reconstruction)
{
GPUBatch *geom;
static GPUVertFormat format = { 0 };
static struct { uint pos; } attr_id;
if (format.attr_len == 0) {
attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
}
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, reconstruction->camnr);
MovieReconstructedCamera *camera = reconstruction->cameras;
for (int a = 0; a < reconstruction->camnr; a++, camera++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, a, camera->mat[3]);
}
geom = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
/* Store the batch to do cleanup after drawing. */
BLI_addtail(camera_paths, BLI_genericNodeN(geom));
return geom;
}
static void batch_camera_path_free(ListBase *camera_paths)
{
LinkData *link;
while ((link = BLI_pophead(camera_paths))) {
GPUBatch *camera_path = link->data;
GPU_batch_discard(camera_path);
MEM_freeN(link);
}
}
static bool camera_view3d_is_stereo3d(Scene *scene, View3D *v3d)
{
return (scene->r.scemode & R_MULTIVIEW) != 0 &&
(v3d->stereo3d_flag);
}
static void camera_stereo3d(
OBJECT_ShadingGroupList *sgl,
Scene *scene, ViewLayer *view_layer, View3D *v3d,
Object *ob, Camera *cam,
const float vec[4][3], float drawsize, const float scale[3])
{
const bool is_select = DRW_state_is_select();
static float drwtria_dummy[2][2][2] = {{{0}}};
const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f;
float origin[2][3] = {{0}};
const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME);
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
for (int eye = 0; eye < 2; eye++) {
float obmat[4][4];
ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[eye], obmat);
copy_v2_v2(cam->drwcorners[eye][0], vec[0]);
copy_v2_v2(cam->drwcorners[eye][1], vec[1]);
copy_v2_v2(cam->drwcorners[eye][2], vec[2]);
copy_v2_v2(cam->drwcorners[eye][3], vec[3]);
cam->drwdepth[eye] = vec[0][2];
if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) {
const float shift_x =
((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) - cam->shiftx) *
(drawsize * scale[0] * fac));
for (int i = 0; i < 4; i++) {
cam->drwcorners[eye][i][0] += shift_x;
}
}
/* Dummy triangle, draw on top of existent lines so it is invisible. */
copy_v2_v2(drwtria_dummy[eye][0], cam->drwcorners[eye][0]);
copy_v2_v2(drwtria_dummy[eye][1], cam->drwcorners[eye][0]);
if (is_stereo3d_cameras) {
DRW_shgroup_call_dynamic_add(
sgl->camera_frame, color, cam->drwcorners[eye],
&cam->drwdepth[eye], cam->drwtria, obmat);
DRW_shgroup_call_dynamic_add(
sgl->camera, color, cam->drwcorners[eye],
&cam->drwdepth[eye], drwtria_dummy[eye], obmat);
}
/* Connecting line. */
mul_m4_v3(obmat, origin[eye]);
}
/* Draw connecting lines. */
if (is_stereo3d_cameras) {
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[0]);
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[1]);
}
/* Draw convergence plane. */
if (is_stereo3d_plane && !is_select) {
static float convergence_distance_neg;
float axis_center[3];
float convergence_plane[4][2];
float offset;
mid_v3_v3v3(axis_center, origin[0], origin[1]);
for (int i = 0; i < 4; i++) {
mid_v2_v2v2(convergence_plane[i], cam->drwcorners[0][i], cam->drwcorners[1][i]);
}
offset = cam->stereo.convergence_distance / cam->drwdepth[0];
for (int i = 0; i < 4; i++) {
convergence_plane[i][0] -= 2.0f * cam->shiftx;
convergence_plane[i][1] -= 2.0f * cam->shifty;
mul_v2_fl(convergence_plane[i], offset);
}
convergence_distance_neg = -cam->stereo.convergence_distance;
DRW_shgroup_call_dynamic_add(
sgl->camera_frame, color, convergence_plane,
&convergence_distance_neg, cam->drwtria, cam->drwnormalmat);
if (v3d->stereo3d_convergence_alpha > 0.0f) {
/* We are using a -1,1 quad for this shading group, so we need to
* scale and transform it to match the convergence plane border. */
static float one = 1.0f;
float plane_mat[4][4], scale_mat[4][4];
float scale_factor[3] = {1.0f, 1.0f, 1.0f};
float color_plane[4] = {0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha};
const float height = convergence_plane[1][1] - convergence_plane[0][1];
const float width = convergence_plane[2][0] - convergence_plane[0][0];
scale_factor[0] = width * 0.5f;
scale_factor[1] = height * 0.5f;
copy_m4_m4(plane_mat, cam->drwnormalmat);
translate_m4(plane_mat, 0.0f, 0.0f, -cam->stereo.convergence_distance);
size_to_mat4(scale_mat, scale_factor);
mul_m4_m4_post(plane_mat, scale_mat);
DRW_shgroup_call_dynamic_add(sgl->camera_stereo_plane, color_plane, &one, plane_mat);
}
}
/* Draw convergence volume. */
if (is_stereo3d_volume && !is_select) {
static float one = 1.0f;
float color_volume[3][4] = {{0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha},
{1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha},
{0.0f, 0.0f, 0.0f, 0.0f}};
for (int eye = 0; eye < 2; eye++) {
float winmat[4][4], viewinv[4][4], viewmat[4][4], persmat[4][4], persinv[4][4];
ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
BKE_camera_multiview_window_matrix(&scene->r, ob, viewnames[eye], winmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], viewinv);
invert_m4_m4(viewmat, viewinv);
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persinv, persmat);
DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume, color_volume[eye], &one, persinv);
DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv);
}
}
}
static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
Camera *cam = ob->data;
const Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
const bool is_select = DRW_state_is_select();
const bool is_active = (ob == camera_object);
const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0;
const bool is_stereo3d = is_active && camera_view3d_is_stereo3d(scene, v3d);
const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_cameras = (ob == scene->camera) &&
is_multiview &&
is_stereo3d_view &&
(v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS);
const bool is_selection_camera_stereo = is_select &&
look_through && is_multiview &&
is_stereo3d_view;
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
float vec[4][3], asp[2], shift[2], scale[3], drawsize;
/* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */
if (is_selection_camera_stereo) {
scale[0] = 1.0f;
scale[1] = 1.0f;
scale[2] = 1.0f;
}
else {
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][0], vec[0]);
copy_v2_v2(cam->drwcorners[0][1], vec[1]);
copy_v2_v2(cam->drwcorners[0][2], vec[2]);
copy_v2_v2(cam->drwcorners[0][3], vec[3]);
/* depth */
cam->drwdepth[0] = 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]);
if (look_through && !is_stereo3d_cameras) {
/* Only draw the frame. */
float mat[4][4];
if (is_stereo3d) {
const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
const char *view_name = is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME;
BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat);
const float shiftx = BKE_camera_multiview_shift_x(&scene->r, ob, view_name);
cam->drwcorners[0][0][0] += shiftx;
cam->drwcorners[0][1][0] += shiftx;
cam->drwcorners[0][2][0] += shiftx;
cam->drwcorners[0][3][0] += shiftx;
}
else {
copy_m4_m4(mat, ob->obmat);
}
DRW_shgroup_call_dynamic_add(
sgl->camera_frame, color, cam->drwcorners[0],
&cam->drwdepth[0], cam->drwtria, mat);
}
else if (!look_through) {
if (!is_stereo3d_cameras) {
DRW_shgroup_call_dynamic_add(
sgl->camera, color, cam->drwcorners[0],
&cam->drwdepth[0], cam->drwtria, ob->obmat);
}
/* Active cam */
if (is_active) {
DRW_shgroup_call_dynamic_add(
sgl->camera_tria, color,
cam->drwcorners[0], &cam->drwdepth[0], cam->drwtria, ob->obmat);
}
}
/* draw the rest in normalize object space */
normalize_m4_m4(cam->drwnormalmat, ob->obmat);
if (cam->flag & CAM_SHOWLIMITS) {
static float col[4] = {0.5f, 0.5f, 0.25f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 0.5f, 1.0f};
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_call_dynamic_add(
sgl->camera_focus, (is_active ? col_hi : col),
&cam->drawsize, cam->drwfocusmat);
DRW_shgroup_call_dynamic_add(
sgl->camera_clip, color,
&cam->clipsta, &cam->clipend, cam->drwnormalmat);
DRW_shgroup_call_dynamic_add(
sgl->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[4] = {0.5f, 0.5f, 0.5f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 1.0f, 1.0f};
world->mistend = world->miststa + world->mistdist;
DRW_shgroup_call_dynamic_add(
sgl->camera_mist, color,
&world->miststa, &world->mistend, cam->drwnormalmat);
DRW_shgroup_call_dynamic_add(
sgl->camera_mist_points, (is_active ? col_hi : col),
&world->miststa, &world->mistend, cam->drwnormalmat);
}
}
/* Stereo cameras drawing. */
if (is_stereo3d) {
camera_stereo3d(sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale);
}
/* Motion Tracking. */
MovieClip *clip = BKE_object_movieclip_get(scene, ob, false);
if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) && (clip != NULL)) {
BLI_assert(BLI_listbase_is_empty(&sgl->camera_path));
const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) &&
((v3d->shading.type != OB_SOLID) ||
((v3d->shading.flag & XRAY_FLAG(v3d)) == 0));
MovieTracking *tracking = &clip->tracking;
/* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */
int track_index = 1;
uchar text_color_selected[4], text_color_unselected[4];
float bundle_color_unselected[4], bundle_color_solid[4];
UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected);
UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected);
UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid);
float camera_mat[4][4];
BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat);
float bundle_scale_mat[4][4];
if (is_solid_bundle) {
scale_m4_fl(bundle_scale_mat, v3d->bundle_size);
}
for (MovieTrackingObject *tracking_object = tracking->objects.first;
tracking_object != NULL;
tracking_object = tracking_object->next)
{
float tracking_object_mat[4][4];
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
copy_m4_m4(tracking_object_mat, camera_mat);
}
else {
const int framenr = BKE_movieclip_remap_scene_to_clip_frame(clip, DEG_get_ctime(draw_ctx->depsgraph));
float object_mat[4][4];
BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object, framenr, object_mat);
invert_m4(object_mat);
mul_m4_m4m4(tracking_object_mat, cam->drwnormalmat, object_mat);
}
ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) {
if ((track->flag & TRACK_HAS_BUNDLE) == 0) {
continue;
}
bool is_selected = TRACK_SELECTED(track);
float bundle_mat[4][4];
copy_m4_m4(bundle_mat, tracking_object_mat);
translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
float *bundle_color;
if (track->flag & TRACK_CUSTOMCOLOR) {
bundle_color = track->color;
}
else if (is_solid_bundle) {
bundle_color = bundle_color_solid;
}
else if (is_selected) {
bundle_color = color;
}
else {
bundle_color = bundle_color_unselected;
}
if (is_select) {
DRW_select_load_id(camera_object->select_color | (track_index << 16));
track_index++;
}
if (is_solid_bundle) {
if (is_selected) {
DRW_shgroup_empty_ex(sgl,
bundle_mat,
&v3d->bundle_size,
v3d->bundle_drawtype,
color);
}
float bundle_color_v4[4] = {
bundle_color[0],
bundle_color[1],
bundle_color[2],
1.0f,
};
mul_m4_m4m4(bundle_mat, bundle_mat, bundle_scale_mat);
DRW_shgroup_call_dynamic_add(sgl->sphere_solid,
bundle_mat,
bundle_color_v4);
}
else {
DRW_shgroup_empty_ex(sgl,
bundle_mat,
&v3d->bundle_size,
v3d->bundle_drawtype,
bundle_color);
}
if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) {
struct DRWTextStore *dt = DRW_text_cache_ensure();
DRW_text_cache_add(dt,
bundle_mat[3],
track->name,
strlen(track->name),
10, 0,
DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
is_selected ? text_color_selected : text_color_unselected);
}
}
if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) && !is_select) {
MovieTrackingReconstruction *reconstruction;
reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object);
if (reconstruction->camnr) {
static float camera_path_color[4];
UI_GetThemeColor4fv(TH_CAMERA_PATH, camera_path_color);
GPUBatch *geom = batch_camera_path_get(&sgl->camera_path, reconstruction);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
DRWShadingGroup *shading_group = DRW_shgroup_create(shader, sgl->non_meshes);
DRW_shgroup_uniform_vec4(shading_group, "color", camera_path_color, 1);
DRW_shgroup_call_add(shading_group, geom, camera_mat);
}
}
}
}
}
static void DRW_shgroup_empty_ex(
OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color)
{
switch (draw_type) {
case OB_PLAINAXES:
DRW_shgroup_call_dynamic_add(sgl->plain_axes, color, draw_size, mat);
break;
case OB_SINGLE_ARROW:
DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, draw_size, mat);
DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, draw_size, mat);
break;
case OB_CUBE:
DRW_shgroup_call_dynamic_add(sgl->cube, color, draw_size, mat);
break;
case OB_CIRCLE:
DRW_shgroup_call_dynamic_add(sgl->circle, color, draw_size, mat);
break;
case OB_EMPTY_SPHERE:
DRW_shgroup_call_dynamic_add(sgl->sphere, color, draw_size, mat);
break;
case OB_EMPTY_CONE:
DRW_shgroup_call_dynamic_add(sgl->cone, color, draw_size, mat);
break;
case OB_ARROWS:
DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, draw_size, mat);
break;
case OB_EMPTY_IMAGE:
BLI_assert(!"Should never happen, use DRW_shgroup_empty instead.");
break;
}
}
static void DRW_shgroup_empty(
OBJECT_Shaders *sh_data, OBJECT_ShadingGroupList *sgl,
Object *ob, ViewLayer *view_layer, RegionView3D *rv3d, eGPUShaderConfig shader_cfg)
{
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
switch (ob->empty_drawtype) {
case OB_PLAINAXES:
case OB_SINGLE_ARROW:
case OB_CUBE:
case OB_CIRCLE:
case OB_EMPTY_SPHERE:
case OB_EMPTY_CONE:
case OB_ARROWS:
DRW_shgroup_empty_ex(sgl, ob->obmat, &ob->empty_drawsize, ob->empty_drawtype, color);
break;
case OB_EMPTY_IMAGE:
DRW_shgroup_empty_image(sh_data, sgl, ob, color, rv3d, shader_cfg);
break;
}
}
static void DRW_shgroup_forcefield(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
float *color = DRW_color_background_blend_get(theme_id);
PartDeflect *pd = ob->pd;
Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL;
/* TODO Move this to depsgraph */
float tmp[3];
copy_v3_fl(pd->drawvec1, ob->empty_drawsize);
switch (pd->forcefield) {
case PFIELD_WIND:
pd->drawvec1[2] = pd->f_strength;
break;
case PFIELD_VORTEX:
if (pd->f_strength < 0.0f) {
pd->drawvec1[1] = -pd->drawvec1[1];
}
break;
case PFIELD_GUIDE:
if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) {
where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL);
where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL);
}
break;
}
if (pd->falloff == PFIELD_FALL_TUBE) {
pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f;
pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f;
pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
}
else if (pd->falloff == PFIELD_FALL_CONE) {
float radius, distance;
radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius);
pd->drawvec_falloff_max[2] = distance * cosf(radius);
radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius);
pd->drawvec_falloff_min[2] = distance * cosf(radius);
}
/* End of things that should go to depthgraph */
switch (pd->forcefield) {
case PFIELD_WIND:
DRW_shgroup_call_dynamic_add(sgl->field_wind, color, &pd->drawvec1, ob->obmat);
break;
case PFIELD_FORCE:
DRW_shgroup_call_dynamic_add(sgl->field_force, color, &pd->drawvec1, ob->obmat);
break;
case PFIELD_VORTEX:
DRW_shgroup_call_dynamic_add(sgl->field_vortex, color, &pd->drawvec1, ob->obmat);
break;
case PFIELD_GUIDE:
if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) {
DRW_shgroup_call_dynamic_add(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->f_strength, ob->obmat);
}
break;
}
if (pd->falloff == PFIELD_FALL_SPHERE) {
/* as last, guide curve alters it */
if ((pd->flag & PFIELD_USEMAX) != 0) {
DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->maxdist, ob->obmat);
}
if ((pd->flag & PFIELD_USEMIN) != 0) {
DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->mindist, ob->obmat);
}
}
else if (pd->falloff == PFIELD_FALL_TUBE) {
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
}
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat);
}
}
else if (pd->falloff == PFIELD_FALL_CONE) {
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
}
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat);
}
}
}
static void DRW_shgroup_volume_extra(
OBJECT_ShadingGroupList *sgl,
Object *ob, ViewLayer *view_layer, Scene *scene, ModifierData *md)
{
SmokeModifierData *smd = (SmokeModifierData *)md;
SmokeDomainSettings *sds = smd->domain;
float *color;
float one = 1.0f;
if (sds == NULL) {
return;
}
DRW_object_wire_theme_get(ob, view_layer, &color);
/* Small cube showing voxel size. */
float voxel_cubemat[4][4] = {{0.0f}};
voxel_cubemat[0][0] = 1.0f / (float)sds->res[0];
voxel_cubemat[1][1] = 1.0f / (float)sds->res[1];
voxel_cubemat[2][2] = 1.0f / (float)sds->res[2];
voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f;
voxel_cubemat[3][3] = 1.0f;
translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f);
mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat);
DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, voxel_cubemat);
/* Don't show smoke before simulation starts, this could be made an option in the future. */
if (!sds->draw_velocity || !sds->fluid || CFRA < sds->point_cache[0]->startframe) {
return;
}
const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE);
int line_count = (use_needle) ? 6 : 1;
int slice_axis = -1;
line_count *= sds->res[0] * sds->res[1] * sds->res[2];
if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
sds->axis_slice_method == AXIS_SLICE_SINGLE)
{
float invviewmat[4][4];
DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
const int axis = (sds->slice_axis == SLICE_AXIS_AUTO)
? axis_dominant_v3_single(invviewmat[2])
: sds->slice_axis - 1;
slice_axis = axis;
line_count /= sds->res[axis];
}
GPU_create_smoke_velocity(smd);
DRWShadingGroup *grp = DRW_shgroup_create(volume_velocity_shader_get(use_needle), sgl->non_meshes);
DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x);
DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y);
DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z);
DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis);
DRW_shgroup_call_procedural_lines_add(grp, line_count, ob->obmat);
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
}
static void volumes_free_smoke_textures(void)
{
/* Free Smoke Textures after rendering */
/* XXX This is a waste of processing and GPU bandwidth if nothing
* is updated. But the problem is since Textures are stored in the
* modifier we don't want them to take precious VRAM if the
* modifier is not used for display. We should share them for
* all viewport in a redraw at least. */
for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
SmokeModifierData *smd = (SmokeModifierData *)link->data;
GPU_free_smoke_velocity(smd);
}
BLI_freelistN(&e_data.smoke_domains);
}
static void DRW_shgroup_gpencil(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
DRW_shgroup_call_dynamic_add(sgl->gpencil_axes, color, &ob->empty_drawsize, ob->obmat);
}
static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
float *color;
static float one = 1.0f;
DRW_object_wire_theme_get(ob, view_layer, &color);
DRW_shgroup_call_dynamic_add(sgl->speaker, color, &one, ob->obmat);
}
typedef struct OBJECT_LightProbeEngineData {
DrawData dd;
float increment_x[3];
float increment_y[3];
float increment_z[3];
float corner[3];
} OBJECT_LightProbeEngineData;
static void DRW_shgroup_lightprobe(
OBJECT_Shaders *sh_data, OBJECT_StorageList *stl, OBJECT_PassList *psl,
Object *ob, ViewLayer *view_layer)
{
float *color;
static float one = 1.0f;
LightProbe *prb = (LightProbe *)ob->data;
bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_object_type,
sizeof(OBJECT_LightProbeEngineData),
NULL,
NULL);
if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) {
int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag);
if (prb->type == LIGHTPROBE_TYPE_GRID) {
/* Update transforms */
float cell_dim[3], half_cell_dim[3];
cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x);
cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y);
cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z);
mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
/* First cell. */
copy_v3_fl(prb_data->corner, -1.0f);
add_v3_v3(prb_data->corner, half_cell_dim);
mul_m4_v3(ob->obmat, prb_data->corner);
/* Opposite neighbor cell. */
copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
add_v3_v3(prb_data->increment_x, half_cell_dim);
add_v3_fl(prb_data->increment_x, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_x);
sub_v3_v3(prb_data->increment_x, prb_data->corner);
copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
add_v3_v3(prb_data->increment_y, half_cell_dim);
add_v3_fl(prb_data->increment_y, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_y);
sub_v3_v3(prb_data->increment_y, prb_data->corner);
copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
add_v3_v3(prb_data->increment_z, half_cell_dim);
add_v3_fl(prb_data->increment_z, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_z);
sub_v3_v3(prb_data->increment_z, prb_data->corner);
uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->lightprobe_grid, psl->lightprobes);
DRW_shgroup_uniform_int_copy(grp, "call_id", *call_id);
DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
DRW_shgroup_call_procedural_points_add(grp, cell_count, NULL);
}
else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
float draw_size = 1.0f;
float probe_cube_mat[4][4];
// prb_data->draw_size = prb->data_draw_size * 0.1f;
// unit_m4(prb_data->probe_cube_mat);
// copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
DRWShadingGroup *grp = shgroup_theme_id_to_probe_cube_outline_shgrp(stl, theme_id, ob->base_flag);
/* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
* to keep the call ids correct. */
zero_m4(probe_cube_mat);
DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, probe_cube_mat);
}
else {
float draw_size = 1.0f;
DRWShadingGroup *grp = shgroup_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, ob->obmat);
}
*call_id += 1;
}
switch (prb->type) {
case LIGHTPROBE_TYPE_PLANAR:
DRW_shgroup_call_dynamic_add(sgl->probe_planar, ob->obmat[3], color);
break;
case LIGHTPROBE_TYPE_GRID:
DRW_shgroup_call_dynamic_add(sgl->probe_grid, ob->obmat[3], color);
break;
case LIGHTPROBE_TYPE_CUBE:
default:
DRW_shgroup_call_dynamic_add(sgl->probe_cube, ob->obmat[3], color);
break;
}
if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
float mat[4][4];
copy_m4_m4(mat, ob->obmat);
normalize_m4(mat);
DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, &ob->empty_drawsize, mat);
DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, &ob->empty_drawsize, mat);
copy_m4_m4(mat, ob->obmat);
zero_v3(mat[2]);
DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, mat);
}
if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) {
prb->distfalloff = (1.0f - prb->falloff) * prb->distinf;
prb->distgridinf = prb->distinf;
if (prb->type == LIGHTPROBE_TYPE_GRID) {
prb->distfalloff += 1.0f;
prb->distgridinf += 1.0f;
}
if (prb->type == LIGHTPROBE_TYPE_GRID ||
prb->attenuation_type == LIGHTPROBE_SHAPE_BOX)
{
DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distgridinf, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distfalloff, ob->obmat);
}
else if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
float rangemat[4][4];
copy_m4_m4(rangemat, ob->obmat);
normalize_v3(rangemat[2]);
mul_v3_fl(rangemat[2], prb->distinf);
DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
copy_m4_m4(rangemat, ob->obmat);
normalize_v3(rangemat[2]);
mul_v3_fl(rangemat[2], prb->distfalloff);
DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
}
else {
DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distgridinf, ob->obmat);
DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distfalloff, ob->obmat);
}
}
if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) {
if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
float (*obmat)[4], *dist;
if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
dist = &prb->distpar;
/* TODO object parallax */
obmat = ob->obmat;
}
else {
dist = &prb->distinf;
obmat = ob->obmat;
}
if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) {
DRW_shgroup_call_dynamic_add(sgl->cube, color, dist, obmat);
}
else {
DRW_shgroup_call_dynamic_add(sgl->sphere, color, dist, obmat);
}
}
}
if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) {
if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
static const float cubefacemat[6][4][4] = {
{{0.0, 0.0, -1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
{{0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
{{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
{{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
{{1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
{{-1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
};
for (int i = 0; i < 6; ++i) {
float clipmat[4][4];
normalize_m4_m4(clipmat, ob->obmat);
mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
}
}
}
/* Line and point going to the ground */
if (prb->type == LIGHTPROBE_TYPE_CUBE) {
DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
}
}
static void DRW_shgroup_relationship_lines(
OBJECT_ShadingGroupList *sgl,
Depsgraph *depsgraph,
Scene *scene,
Object *ob)
{
if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->orig);
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
}
if (ob->rigidbody_constraint) {
Object *rbc_ob1 = ob->rigidbody_constraint->ob1;
Object *rbc_ob2 = ob->rigidbody_constraint->ob2;
if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) {
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob1->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
}
if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) {
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob2->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
}
}
/* Drawing the constraint lines */
if (!BLI_listbase_is_empty(&ob->constraints)) {
bConstraint *curcon;
bConstraintOb *cob;
ListBase *list = &ob->constraints;
cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
for (curcon = list->first; curcon; curcon = curcon->next) {
if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
/* special case for object solver and follow track constraints because they don't fill
* constraint targets properly (design limitation -- scene is needed for their target
* but it can't be accessed from get_targets callback) */
Object *camob = NULL;
if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) {
bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
if (camob) {
DRW_shgroup_call_dynamic_add(sgl->constraint_lines, camob->obmat[3]);
DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]);
}
}
else {
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon);
if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) {
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
cti->get_constraint_targets(curcon, &targets);
for (ct = targets.first; ct; ct = ct->next) {
/* calculate target's matrix */
if (cti->get_target_matrix) {
cti->get_target_matrix(depsgraph,
curcon,
cob,
ct,
DEG_get_ctime(depsgraph));
}
else {
unit_m4(ct->matrix);
}
DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ct->matrix[3]);
DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]);
}
if (cti->flush_constraint_targets) {
cti->flush_constraint_targets(curcon, &targets, 1);
}
}
}
}
BKE_constraints_clear_evalob(cob);
}
}
static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer, View3D *v3d)
{
if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) {
return;
}
const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob);
DRWShadingGroup *shgroup;
if (ob == OBACT(view_layer)) {
shgroup = stl->g_data->center_active;
}
else if (ob->base_flag & BASE_SELECTED) {
if (is_library) {
shgroup = stl->g_data->center_selected_lib;
}
else {
shgroup = stl->g_data->center_selected;
}
}
else if (v3d->flag & V3D_DRAW_CENTERS) {
if (is_library) {
shgroup = stl->g_data->center_deselected_lib;
}
else {
shgroup = stl->g_data->center_deselected;
}
}
else {
return;
}
DRW_shgroup_call_dynamic_add(shgroup, ob->obmat[3]);
}
static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
{
if (ob->data == NULL) {
return;
}
ID *ob_data = ob->data;
float *texcoloc = NULL;
float *texcosize = NULL;
switch (GS(ob_data->name)) {
case ID_ME:
BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
break;
case ID_CU:
{
Curve *cu = (Curve *)ob_data;
if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
BKE_curve_texspace_calc(cu);
}
texcoloc = cu->loc;
texcosize = cu->size;
break;
}
case ID_MB:
{
MetaBall *mb = (MetaBall *)ob_data;
texcoloc = mb->loc;
texcosize = mb->size;
break;
}
default:
BLI_assert(0);
}
float tmp[4][4] = {{0.0f}}, one = 1.0f;
tmp[0][0] = texcosize[0];
tmp[1][1] = texcosize[1];
tmp[2][2] = texcosize[2];
tmp[3][0] = texcoloc[0];
tmp[3][1] = texcoloc[1];
tmp[3][2] = texcoloc[2];
tmp[3][3] = 1.0f;
mul_m4_m4m4(tmp, ob->obmat, tmp);
float color[4];
UI_GetThemeColor4fv(theme_id, color);
DRW_shgroup_call_dynamic_add(sgl->texspace, color, &one, tmp);
}
static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
{
float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f;
BoundBox bb_local;
if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) {
return;
}
BoundBox *bb = BKE_object_boundbox_get(ob);
if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT,
OB_MBALL, OB_ARMATURE, OB_LATTICE))
{
const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
bb = &bb_local;
BKE_boundbox_init_from_minmax(bb, min, max);
}
UI_GetThemeColor4fv(theme_id, color);
BKE_boundbox_calc_center_aabb(bb, center);
BKE_boundbox_calc_size_aabb(bb, size);
switch (ob->boundtype) {
case OB_BOUND_BOX:
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, tmp);
break;
case OB_BOUND_SPHERE:
size[0] = max_fff(size[0], size[1], size[2]);
size[1] = size[2] = size[0];
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_shgroup_call_dynamic_add(sgl->sphere, color, &one, tmp);
break;
case OB_BOUND_CYLINDER:
size[0] = max_ff(size[0], size[1]);
size[1] = size[0];
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_shgroup_call_dynamic_add(sgl->cylinder, color, &one, tmp);
break;
case OB_BOUND_CONE:
size[0] = max_ff(size[0], size[1]);
size[1] = size[0];
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
/* Cone batch has base at 0 and is pointing towards +Y. */
swap_v3_v3(tmp[1], tmp[2]);
tmp[3][2] -= size[2];
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_shgroup_call_dynamic_add(sgl->cone, color, &one, tmp);
break;
case OB_BOUND_CAPSULE:
size[0] = max_ff(size[0], size[1]);
size[1] = size[0];
scale_m4_fl(tmp, size[0]);
copy_v2_v2(tmp[3], center);
tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]);
mul_m4_m4m4(final_mat, ob->obmat, tmp);
DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat);
negate_v3(tmp[2]);
tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]);
mul_m4_m4m4(final_mat, ob->obmat, tmp);
DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat);
tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f);
mul_m4_m4m4(final_mat, ob->obmat, tmp);
DRW_shgroup_call_dynamic_add(sgl->capsule_body, color, &one, final_mat);
break;
}
}
static void OBJECT_cache_populate_particles(
OBJECT_Shaders *sh_data,
Object *ob,
OBJECT_PassList *psl)
{
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
static float mat[4][4];
unit_m4(mat);
if (draw_as != PART_DRAW_PATH) {
struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
DRWShadingGroup *shgrp = NULL;
static int screen_space[2] = {0, 1};
static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
/* Dummy particle format for instancing to work. */
DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTR_FLOAT, 1}});
Material *ma = give_current_material(ob, part->omat);
switch (draw_as) {
case PART_DRAW_DOT:
shgrp = DRW_shgroup_create(sh_data->part_dot, psl->particle);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1);
DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_call_add(shgrp, geom, mat);
break;
case PART_DRAW_CROSS:
shgrp = DRW_shgroup_instance_create(
sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS),
e_data.particle_format);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
break;
case PART_DRAW_CIRC:
shgrp = DRW_shgroup_instance_create(
sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC),
e_data.particle_format);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[1], 1);
break;
case PART_DRAW_AXIS:
shgrp = DRW_shgroup_instance_create(
sh_data->part_axis, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS),
e_data.particle_format);
DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
break;
default:
break;
}
if (shgrp) {
if (draw_as != PART_DRAW_DOT) {
DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
DRW_shgroup_instance_batch(shgrp, geom);
}
}
}
}
}
static void OBJECT_cache_populate(void *vedata, Object *ob)
{
OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_edit_mode = (ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob);
ViewLayer *view_layer = draw_ctx->view_layer;
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ModifierData *md = NULL;
int theme_id = TH_UNDEFINED;
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
/* Handle particles first in case the emitter itself shouldn't be rendered. */
if (ob_visibility & OB_VISIBLE_PARTICLES) {
OBJECT_cache_populate_particles(sh_data, ob, psl);
}
if ((ob_visibility & OB_VISIBLE_SELF) == 0) {
return;
}
const bool do_outlines = (draw_ctx->v3d->flag & V3D_SELECT_OUTLINE) && ((ob->base_flag & BASE_SELECTED) != 0) &&
((DRW_object_is_renderable(ob) && (ob->dt > OB_WIRE)) || (ob->dt == OB_WIRE));
const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0);
const bool hide_object_extra = (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) != 0;
if (do_outlines) {
if (!BKE_object_is_in_editmode(ob) &&
!((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT)))
{
struct GPUBatch *geom;
/* This fixes only the biggest case which is a plane in ortho view. */
int flat_axis = 0;
bool is_flat_object_viewed_from_side = (
(rv3d->persp == RV3D_ORTHO) &&
DRW_object_is_flat(ob, &flat_axis) &&
DRW_object_axis_orthogonal_to_view(ob, flat_axis));
if (stl->g_data->xray_enabled || is_flat_object_viewed_from_side) {
geom = DRW_cache_object_edge_detection_get(ob, NULL);
}
else {
geom = DRW_cache_object_surface_get(ob);
}
if (geom) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
DRWShadingGroup *shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag);
if (shgroup != NULL) {
DRW_shgroup_call_object_add(shgroup, geom, ob);
}
}
}
}
switch (ob->type) {
case OB_MESH:
{
if (hide_object_extra) {
break;
}
Mesh *me = ob->data;
if (me->totedge == 0) {
if (!is_edit_mode) {
struct GPUBatch *geom = DRW_cache_mesh_all_verts_get(ob);
if (geom) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRWShadingGroup *shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag);
DRW_shgroup_call_object_add(shgroup, geom, ob);
}
}
}
else {
/* Kind of expensive in edit mode. Only show if in wireframe mode. */
bool has_edit_mesh_cage = false;
/* TODO: Should be its own function. */
if (is_edit_mode) {
BMEditMesh *embm = me->edit_btmesh;
has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
}
if (!is_edit_mode ||
(((v3d->shading.type < OB_SOLID) || (ob->dt == OB_WIRE)) && has_edit_mesh_cage))
{
struct GPUBatch *geom = DRW_cache_mesh_loose_edges_get(ob);
if (geom) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call_object_add(shgroup, geom, ob);
}
}
}
break;
}
case OB_SURF:
{
if (hide_object_extra) {
break;
}
struct GPUBatch *geom = DRW_cache_surf_edge_wire_get(ob);
if (geom == NULL) {
break;
}
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call_object_add(shgroup, geom, ob);
break;
}
case OB_LATTICE:
{
if (!is_edit_mode) {
if (hide_object_extra) {
break;
}
struct GPUBatch *geom = DRW_cache_lattice_wire_get(ob, false);
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call_object_add(shgroup, geom, ob);
}
break;
}
case OB_CURVE:
{
if (!is_edit_mode) {
if (hide_object_extra) {
break;
}
struct GPUBatch *geom = DRW_cache_curve_edge_wire_get(ob);
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call_object_add(shgroup, geom, ob);
}
break;
}
case OB_MBALL:
{
if (!is_edit_mode) {
DRW_shgroup_mball_handles(sgl, ob, view_layer);
}
break;
}
case OB_LAMP:
if (hide_object_extra) {
break;
}
DRW_shgroup_lamp(sgl, ob, view_layer);
break;
case OB_CAMERA:
if (hide_object_extra) {
break;
}
DRW_shgroup_camera(sgl, ob, view_layer);
break;
case OB_EMPTY:
if (hide_object_extra) {
break;
}
DRW_shgroup_empty(sh_data, sgl, ob, view_layer, rv3d, draw_ctx->shader_cfg);
break;
case OB_GPENCIL:
if (hide_object_extra) {
break;
}
/* in all modes except object mode hide always */
if (draw_ctx->object_mode != OB_MODE_OBJECT) {
break;
}
DRW_shgroup_gpencil(sgl, ob, view_layer);
break;
case OB_SPEAKER:
if (hide_object_extra) {
break;
}
DRW_shgroup_speaker(sgl, ob, view_layer);
break;
case OB_LIGHTPROBE:
if (hide_object_extra) {
break;
}
DRW_shgroup_lightprobe(sh_data, stl, psl, ob, view_layer);
break;
case OB_ARMATURE:
{
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) ||
(v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES))
{
break;
}
bArmature *arm = ob->data;
if (arm->edbo == NULL) {
if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, draw_ctx->obact)) {
DRWArmaturePasses passes = {
.bone_solid = sgl->bone_solid,
.bone_outline = sgl->bone_outline,
.bone_wire = sgl->bone_wire,
.bone_envelope = sgl->bone_envelope,
.bone_axes = sgl->bone_axes,
.relationship_lines = NULL, /* Don't draw relationship lines */
};
DRW_shgroup_armature_object(ob, view_layer, passes);
}
}
break;
}
case OB_FONT:
{
if (hide_object_extra) {
break;
}
Curve *cu = (Curve *)ob->data;
bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f;
if (!has_surface) {
struct GPUBatch *geom = DRW_cache_text_edge_wire_get(ob);
if (geom) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call_object_add(shgroup, geom, ob);
}
}
break;
}
default:
break;
}
if (ob->pd && ob->pd->forcefield) {
DRW_shgroup_forcefield(sgl, ob, view_layer);
}
if (ob->dt == OB_BOUNDBOX) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRW_shgroup_bounds(sgl, ob, theme_id);
}
/* don't show object extras in set's */
if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
if ((draw_ctx->object_mode & (OB_MODE_ALL_PAINT | OB_MODE_ALL_PAINT_GPENCIL)) == 0) {
DRW_shgroup_object_center(stl, ob, view_layer, v3d);
}
if (show_relations && !DRW_state_is_select()) {
DRW_shgroup_relationship_lines(sgl, draw_ctx->depsgraph, scene, ob);
}
const bool draw_extra = (ob->dtx != 0);
if (draw_extra && (theme_id == TH_UNDEFINED)) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) {
struct DRWTextStore *dt = DRW_text_cache_ensure();
uchar color[4];
UI_GetThemeColor4ubv(theme_id, color);
DRW_text_cache_add(
dt, ob->obmat[3],
ob->id.name + 2, strlen(ob->id.name + 2),
10, 0, DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, color);
}
if ((ob->dtx & OB_TEXSPACE) && ELEM(ob->type, OB_MESH, OB_CURVE, OB_MBALL)) {
DRW_shgroup_texture_space(sgl, ob, theme_id);
}
/* Don't draw bounding box again if draw type is bound box. */
if (ob->dtx & OB_DRAWBOUNDOX && ob->dt != OB_BOUNDBOX) {
DRW_shgroup_bounds(sgl, ob, theme_id);
}
if (ob->dtx & OB_AXIS) {
float *color, axes_size = 1.0f;
DRW_object_wire_theme_get(ob, view_layer, &color);
DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, &axes_size, ob->obmat);
}
if ((md = modifiers_findByType(ob, eModifierType_Smoke)) &&
(modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
(((SmokeModifierData *)md)->domain != NULL))
{
DRW_shgroup_volume_extra(sgl, ob, view_layer, scene, md);
}
}
}
static void OBJECT_cache_finish(void *vedata)
{
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties);
DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties);
}
static void OBJECT_draw_scene(void *vedata)
{
OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
OBJECT_PrivateData *g_data = stl->g_data;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
int id_len_select = g_data->id_ofs_select;
int id_len_select_dupli = g_data->id_ofs_select_dupli;
int id_len_active = g_data->id_ofs_active;
int id_len_transform = g_data->id_ofs_transform;
int id_len_prb_select = g_data->id_ofs_prb_select;
int id_len_prb_select_dupli = g_data->id_ofs_prb_select_dupli;
int id_len_prb_active = g_data->id_ofs_prb_active;
int id_len_prb_transform = g_data->id_ofs_prb_transform;
int outline_calls = id_len_select + id_len_select_dupli + id_len_active + id_len_transform;
outline_calls += id_len_prb_select + id_len_prb_select_dupli + id_len_prb_active + id_len_prb_transform;
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
DRW_draw_pass(stl->g_data->sgl.spot_shapes);
DRW_draw_pass(stl->g_data->sgl.bone_solid);
DRW_draw_pass(stl->g_data->sgl.bone_wire);
DRW_draw_pass(stl->g_data->sgl.bone_outline);
DRW_draw_pass(stl->g_data->sgl.non_meshes);
DRW_draw_pass(psl->particle);
DRW_draw_pass(stl->g_data->sgl.bone_axes);
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
DRW_draw_pass(stl->g_data->sgl.image_empties);
if (DRW_state_is_fbo() && outline_calls > 0) {
DRW_stats_group_start("Outlines");
g_data->id_ofs_active = 1;
g_data->id_ofs_select = g_data->id_ofs_active + id_len_active + id_len_prb_active + 1;
g_data->id_ofs_select_dupli = g_data->id_ofs_select + id_len_select + id_len_prb_select + 1;
g_data->id_ofs_transform = g_data->id_ofs_select_dupli + id_len_select_dupli + id_len_prb_select_dupli + 1;
g_data->id_ofs_prb_active = g_data->id_ofs_active + id_len_active;
g_data->id_ofs_prb_select = g_data->id_ofs_select + id_len_select;
g_data->id_ofs_prb_select_dupli = g_data->id_ofs_select_dupli + id_len_select_dupli;
g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_len_transform;
/* Render filled polygon on a separate framebuffer */
GPU_framebuffer_bind(fbl->outlines_fb);
GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f);
DRW_draw_pass(psl->outlines);
DRW_draw_pass(psl->lightprobes);
/* Search outline pixels */
GPU_framebuffer_bind(fbl->blur_fb);
DRW_draw_pass(psl->outlines_search);
/* Expand outline to form a 3px wide line */
GPU_framebuffer_bind(fbl->expand_fb);
DRW_draw_pass(psl->outlines_expand);
/* Bleed color so the AA can do it's stuff */
GPU_framebuffer_bind(fbl->blur_fb);
DRW_draw_pass(psl->outlines_bleed);
/* restore main framebuffer */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_stats_group_end();
}
else if (DRW_state_is_select()) {
/* Render probes spheres/planes so we can select them. */
DRW_draw_pass(psl->lightprobes);
}
if (DRW_state_is_fbo()) {
if (e_data.draw_grid) {
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->grid);
}
/* Combine with scene buffer last */
if (outline_calls > 0) {
DRW_draw_pass(psl->outlines_resolve);
}
}
volumes_free_smoke_textures();
batch_camera_path_free(&stl->g_data->sgl.camera_path);
if (!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_solid) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.image_empties) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes))
{
if (DRW_state_is_fbo()) {
/* meh, late init to not request a depth buffer we won't use. */
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->ghost_fb, {
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_bind(fbl->ghost_fb);
GPU_framebuffer_clear_depth(fbl->ghost_fb, 1.0f);
}
else if (DRW_state_is_select()) {
/* XXX `GPU_depth_range` is not a perfect solution
* since very distant geometries can still be occluded.
* Also the depth test precision of these geometries is impaired.
* However solves the selection for the vast majority of cases. */
GPU_depth_range(0.0f, 0.01f);
}
DRW_draw_pass(stl->g_data->sgl_ghost.spot_shapes);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_solid);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_wire);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_outline);
DRW_draw_pass(stl->g_data->sgl_ghost.non_meshes);
DRW_draw_pass(stl->g_data->sgl_ghost.image_empties);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_axes);
if (DRW_state_is_select()) {
GPU_depth_range(0.0f, 1.0f);
}
}
batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path);
DRW_draw_pass(psl->ob_center);
}
static const DrawEngineDataSize OBJECT_data_size = DRW_VIEWPORT_DATA_SIZE(OBJECT_Data);
DrawEngineType draw_engine_object_type = {
NULL, NULL,
N_("ObjectMode"),
&OBJECT_data_size,
&OBJECT_engine_init,
&OBJECT_engine_free,
&OBJECT_cache_init,
&OBJECT_cache_populate,
&OBJECT_cache_finish,
NULL,
&OBJECT_draw_scene,
NULL,
NULL,
};