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blender-archive/source/blender/draw/modes/edit_metaball_mode.c
Campbell Barton 8b24f45e6b Object Modes: only use selection for mode switch
Selection is no longer needed for an object to be considered in a mode.

Part of T55246 design task, fixes T55187
2018-05-29 14:21:18 +02:00

236 lines
7.4 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/edit_metaball_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_meta_types.h"
#include "BKE_object.h"
#include "BKE_mball.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "GPU_select.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use EDIT_METABALL_engine_init() to
* initialize most of them and EDIT_METABALL_cache_init()
* for EDIT_METABALL_PassList */
typedef struct EDIT_METABALL_PassList {
/* Declare all passes here and init them in
* EDIT_METABALL_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *pass;
} EDIT_METABALL_PassList;
typedef struct EDIT_METABALL_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
struct GPUFrameBuffer *fb;
} EDIT_METABALL_FramebufferList;
typedef struct EDIT_METABALL_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
struct GPUTexture *texture;
} EDIT_METABALL_TextureList;
typedef struct EDIT_METABALL_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
// struct CustomStruct *block;
struct EDIT_METABALL_PrivateData *g_data;
} EDIT_METABALL_StorageList;
typedef struct EDIT_METABALL_Data {
/* Struct returned by DRW_viewport_engine_data_ensure.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
void *engine_type; /* Required */
EDIT_METABALL_FramebufferList *fbl;
EDIT_METABALL_TextureList *txl;
EDIT_METABALL_PassList *psl;
EDIT_METABALL_StorageList *stl;
} EDIT_METABALL_Data;
/* *********** STATIC *********** */
typedef struct EDIT_METABALL_PrivateData {
/* This keeps the references of the shading groups for
* easy access in EDIT_METABALL_cache_populate() */
DRWShadingGroup *group;
} EDIT_METABALL_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_METABALL_cache_init(void *vedata)
{
EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* Create a pass */
DRWState state = (
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_BLEND | DRW_STATE_WIRE);
psl->pass = DRW_pass_create("My Pass", state);
/* Create a shadingGroup using a function in draw_common.c or custom one */
stl->g_data->group = shgroup_instance_mball_handles(psl->pass);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_METABALL_cache_populate(void *vedata, Object *ob)
{
//EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
if (ob->type == OB_MBALL) {
const DRWContextState *draw_ctx = DRW_context_state_get();
DRWShadingGroup *group = stl->g_data->group;
if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
MetaBall *mb = ob->data;
const float *color;
const float col_radius[3] = {0.63, 0.19, 0.19}; /* 0x3030A0 */
const float col_radius_select[3] = {0.94, 0.63, 0.63}; /* 0xA0A0F0 */
const float col_stiffness[3] = {0.19, 0.63, 0.19}; /* 0x30A030 */
const float col_stiffness_select[3] = {0.63, 0.94, 0.63}; /* 0xA0F0A0 */
const bool is_select = DRW_state_is_select();
int selection_id = 0;
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->editelems->first; ml != NULL; ml = ml->next) {
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];
float draw_stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2;
if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) color = col_radius_select;
else color = col_radius;
if (is_select) {
ml->selcol1 = ++selection_id;
DRW_select_load_id(selection_id);
}
DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &ml->rad, color);
if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) color = col_stiffness_select;
else color = col_stiffness;
if (is_select) {
ml->selcol2 = ++selection_id;
DRW_select_load_id(selection_id);
}
DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &draw_stiffness_radius, color);
}
}
}
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_METABALL_draw_scene(void *vedata)
{
EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
/* render passes on default framebuffer. */
DRW_draw_pass(psl->pass);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void EDIT_METABALL_engine_free(void)
{
// DRW_SHADER_FREE_SAFE(custom_shader);
}
static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_METABALL_Data);
DrawEngineType draw_engine_edit_metaball_type = {
NULL, NULL,
N_("EditMetaballMode"),
&EDIT_METABALL_data_size,
NULL,
&EDIT_METABALL_engine_free,
&EDIT_METABALL_cache_init,
&EDIT_METABALL_cache_populate,
NULL,
NULL, /* draw_background but not needed by mode engines */
&EDIT_METABALL_draw_scene,
NULL,
NULL,
};