Experiment: let the user be in control of the alpha channel as some rigs are hard too see during bone selection. Especially rigs that were designed for 2.79 wireframe mode.
321 lines
9.3 KiB
C
321 lines
9.3 KiB
C
/*
|
|
* Copyright 2016, Blender Foundation.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* Contributor(s): Blender Institute
|
|
*
|
|
*/
|
|
|
|
/** \file blender/draw/modes/pose_mode.c
|
|
* \ingroup draw
|
|
*/
|
|
#include "BKE_modifier.h"
|
|
|
|
#include "DNA_modifier_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
|
|
#include "DRW_engine.h"
|
|
#include "DRW_render.h"
|
|
|
|
/* If builtin shaders are needed */
|
|
#include "GPU_shader.h"
|
|
|
|
#include "draw_common.h"
|
|
|
|
#include "draw_mode_engines.h"
|
|
|
|
extern GlobalsUboStorage ts;
|
|
|
|
/* *********** LISTS *********** */
|
|
/* All lists are per viewport specific datas.
|
|
* They are all free when viewport changes engines
|
|
* or is free itself. Use POSE_engine_init() to
|
|
* initialize most of them and POSE_cache_init()
|
|
* for POSE_PassList */
|
|
|
|
typedef struct POSE_PassList {
|
|
struct DRWPass *bone_solid;
|
|
struct DRWPass *bone_outline;
|
|
struct DRWPass *bone_wire;
|
|
struct DRWPass *bone_envelope;
|
|
struct DRWPass *bone_axes;
|
|
struct DRWPass *relationship;
|
|
struct DRWPass *bone_selection;
|
|
} POSE_PassList;
|
|
|
|
typedef struct POSE_StorageList {
|
|
struct POSE_PrivateData *g_data;
|
|
} POSE_StorageList;
|
|
|
|
typedef struct POSE_Data {
|
|
void *engine_type;
|
|
DRWViewportEmptyList *fbl;
|
|
DRWViewportEmptyList *txl;
|
|
POSE_PassList *psl;
|
|
POSE_StorageList *stl;
|
|
} POSE_Data;
|
|
|
|
/* *********** STATIC *********** */
|
|
|
|
typedef struct POSE_PrivateData {
|
|
DRWShadingGroup *bone_selection_shgrp;
|
|
DRWShadingGroup *bone_selection_invert_shgrp;
|
|
float blend_color[4];
|
|
float blend_color_invert[4];
|
|
} POSE_PrivateData; /* Transient data */
|
|
|
|
static struct {
|
|
struct GPUShader *bone_selection_sh;
|
|
} e_data = {NULL};
|
|
|
|
|
|
/* *********** FUNCTIONS *********** */
|
|
static bool POSE_is_bone_selection_overlay_active(void)
|
|
{
|
|
const DRWContextState *dcs = DRW_context_state_get();
|
|
const View3D *v3d = dcs->v3d;
|
|
return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECTION);
|
|
}
|
|
|
|
static void POSE_engine_init(void *UNUSED(vedata))
|
|
{
|
|
if (!e_data.bone_selection_sh) {
|
|
e_data.bone_selection_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
|
|
}
|
|
}
|
|
|
|
static void POSE_engine_free(void)
|
|
{
|
|
}
|
|
|
|
/* Here init all passes and shading groups
|
|
* Assume that all Passes are NULL */
|
|
static void POSE_cache_init(void *vedata)
|
|
{
|
|
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
|
|
POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
|
|
if (!stl->g_data) {
|
|
/* Alloc transient pointers */
|
|
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
|
|
}
|
|
POSE_PrivateData *ppd = stl->g_data;
|
|
|
|
{
|
|
/* Solid bones */
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
|
|
psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
|
|
}
|
|
|
|
{
|
|
/* Bones Outline */
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
|
|
psl->bone_outline = DRW_pass_create("Bone Outline Pass", state);
|
|
}
|
|
|
|
{
|
|
/* Wire bones */
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
|
|
psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
|
|
}
|
|
|
|
{
|
|
/* distance outline around envelope bones */
|
|
DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
|
|
psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state);
|
|
}
|
|
|
|
{
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
|
|
psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
|
|
}
|
|
|
|
{
|
|
/* Non Meshes Pass (Camera, empties, lamps ...) */
|
|
DRWState state =
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
|
|
DRW_STATE_BLEND | DRW_STATE_WIRE;
|
|
psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
|
|
}
|
|
|
|
{
|
|
if (POSE_is_bone_selection_overlay_active()) {
|
|
copy_v4_fl4(ppd->blend_color, 0.0f, 0.0f, 0.0f, v3d->overlay.bone_selection_alpha);
|
|
copy_v4_fl4(ppd->blend_color_invert, 0.0f, 0.0f, 0.0f, pow(v3d->overlay.bone_selection_alpha, 4));
|
|
DRWShadingGroup *grp;
|
|
psl->bone_selection = DRW_pass_create(
|
|
"Bone Selection",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
|
|
grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
|
|
DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color, 1);
|
|
stl->g_data->bone_selection_shgrp = grp;
|
|
grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
|
|
DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color_invert, 1);
|
|
stl->g_data->bone_selection_invert_shgrp = grp;
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool POSE_is_driven_by_active_armature(Object *ob)
|
|
{
|
|
Object *ob_arm = modifiers_isDeformedByArmature(ob);
|
|
if (ob_arm) {
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
bool is_active = DRW_pose_mode_armature(ob_arm, draw_ctx->obact);
|
|
if (!is_active && ob_arm->proxy_from) {
|
|
is_active = DRW_pose_mode_armature(ob_arm->proxy_from, draw_ctx->obact);
|
|
}
|
|
return is_active;
|
|
}
|
|
else {
|
|
Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob);
|
|
if (ob_mesh_deform) {
|
|
return POSE_is_driven_by_active_armature(ob_mesh_deform);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/* Add geometry to shading groups. Execute for each objects */
|
|
static void POSE_cache_populate(void *vedata, Object *ob)
|
|
{
|
|
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
|
|
POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
/* In the future this will allow us to implement face manipulators,
|
|
* and similar functionalities. For now we handle only pose bones. */
|
|
|
|
if (ob->type == OB_ARMATURE) {
|
|
if (DRW_pose_mode_armature(ob, draw_ctx->obact)) {
|
|
DRWArmaturePasses passes = {
|
|
.bone_solid = psl->bone_solid,
|
|
.bone_outline = psl->bone_outline,
|
|
.bone_wire = psl->bone_wire,
|
|
.bone_envelope = psl->bone_envelope,
|
|
.bone_axes = psl->bone_axes,
|
|
.relationship_lines = psl->relationship,
|
|
};
|
|
DRW_shgroup_armature_pose(ob, passes);
|
|
}
|
|
}
|
|
else if (ob->type == OB_MESH &&
|
|
!DRW_state_is_select() &&
|
|
POSE_is_bone_selection_overlay_active())
|
|
{
|
|
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
|
|
if (geom) {
|
|
if (POSE_is_driven_by_active_armature(ob)) {
|
|
DRW_shgroup_call_object_add(stl->g_data->bone_selection_shgrp, geom, ob);
|
|
}
|
|
else {
|
|
DRW_shgroup_call_object_add(stl->g_data->bone_selection_invert_shgrp, geom, ob);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return true if armature should be handled by the pose mode engine.
|
|
*/
|
|
bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
/* Pose armature is handled by pose mode engine. */
|
|
if (((ob == active_ob) || (ob->mode & OB_MODE_POSE)) &&
|
|
((draw_ctx->object_mode & OB_MODE_POSE) != 0))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/* Armature parent is also handled by pose mode engine. */
|
|
if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) {
|
|
if (ob == draw_ctx->object_pose) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/* Draw time ! Control rendering pipeline from here */
|
|
static void POSE_draw_scene(void *vedata)
|
|
{
|
|
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
|
|
const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active();
|
|
|
|
if (DRW_state_is_select()) {
|
|
DRW_draw_pass(psl->bone_solid);
|
|
DRW_draw_pass(psl->bone_wire);
|
|
return;
|
|
}
|
|
|
|
if (bone_selection_overlay) {
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
DRW_draw_pass(psl->bone_selection);
|
|
GPU_framebuffer_bind(dfbl->depth_only_fb);
|
|
GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0);
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
}
|
|
|
|
DRW_draw_pass(psl->bone_envelope);
|
|
|
|
if (transparent_bones) {
|
|
DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND);
|
|
DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH);
|
|
DRW_draw_pass(psl->bone_solid);
|
|
}
|
|
|
|
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
|
|
|
|
if (!transparent_bones) {
|
|
DRW_draw_pass(psl->bone_solid);
|
|
}
|
|
|
|
DRW_draw_pass(psl->bone_outline);
|
|
DRW_draw_pass(psl->bone_wire);
|
|
DRW_draw_pass(psl->relationship);
|
|
|
|
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
|
|
|
|
/* Draw axes with linesmooth and outside of multisample buffer. */
|
|
DRW_draw_pass(psl->bone_axes);
|
|
}
|
|
|
|
static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data);
|
|
|
|
DrawEngineType draw_engine_pose_type = {
|
|
NULL, NULL,
|
|
N_("PoseMode"),
|
|
&POSE_data_size,
|
|
&POSE_engine_init,
|
|
&POSE_engine_free,
|
|
&POSE_cache_init,
|
|
&POSE_cache_populate,
|
|
NULL,
|
|
NULL,
|
|
&POSE_draw_scene,
|
|
NULL,
|
|
NULL,
|
|
};
|