Selection is no longer needed for an object to be considered in a mode. Part of T55246 design task, fixes T55187
236 lines
7.4 KiB
C
236 lines
7.4 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/modes/edit_metaball_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "DNA_meta_types.h"
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#include "BKE_object.h"
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#include "BKE_mball.h"
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/* If builtin shaders are needed */
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#include "GPU_shader.h"
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#include "GPU_select.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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/* If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GlobalsUboStorage ts; /* draw_common.c */
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/* *********** LISTS *********** */
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/* All lists are per viewport specific datas.
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* They are all free when viewport changes engines
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* or is free itself. Use EDIT_METABALL_engine_init() to
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* initialize most of them and EDIT_METABALL_cache_init()
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* for EDIT_METABALL_PassList */
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typedef struct EDIT_METABALL_PassList {
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/* Declare all passes here and init them in
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* EDIT_METABALL_cache_init().
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* Only contains (DRWPass *) */
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struct DRWPass *pass;
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} EDIT_METABALL_PassList;
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typedef struct EDIT_METABALL_FramebufferList {
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/* Contains all framebuffer objects needed by this engine.
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* Only contains (GPUFrameBuffer *) */
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struct GPUFrameBuffer *fb;
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} EDIT_METABALL_FramebufferList;
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typedef struct EDIT_METABALL_TextureList {
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/* Contains all framebuffer textures / utility textures
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* needed by this engine. Only viewport specific textures
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* (not per object). Only contains (GPUTexture *) */
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struct GPUTexture *texture;
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} EDIT_METABALL_TextureList;
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typedef struct EDIT_METABALL_StorageList {
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/* Contains any other memory block that the engine needs.
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* Only directly MEM_(m/c)allocN'ed blocks because they are
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* free with MEM_freeN() when viewport is freed.
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* (not per object) */
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// struct CustomStruct *block;
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struct EDIT_METABALL_PrivateData *g_data;
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} EDIT_METABALL_StorageList;
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typedef struct EDIT_METABALL_Data {
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/* Struct returned by DRW_viewport_engine_data_ensure.
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* If you don't use one of these, just make it a (void *) */
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// void *fbl;
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void *engine_type; /* Required */
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EDIT_METABALL_FramebufferList *fbl;
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EDIT_METABALL_TextureList *txl;
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EDIT_METABALL_PassList *psl;
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EDIT_METABALL_StorageList *stl;
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} EDIT_METABALL_Data;
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/* *********** STATIC *********** */
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typedef struct EDIT_METABALL_PrivateData {
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/* This keeps the references of the shading groups for
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* easy access in EDIT_METABALL_cache_populate() */
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DRWShadingGroup *group;
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} EDIT_METABALL_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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/* Here init all passes and shading groups
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* Assume that all Passes are NULL */
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static void EDIT_METABALL_cache_init(void *vedata)
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{
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EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
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EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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{
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/* Create a pass */
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DRWState state = (
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
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DRW_STATE_BLEND | DRW_STATE_WIRE);
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psl->pass = DRW_pass_create("My Pass", state);
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/* Create a shadingGroup using a function in draw_common.c or custom one */
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stl->g_data->group = shgroup_instance_mball_handles(psl->pass);
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}
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}
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/* Add geometry to shadingGroups. Execute for each objects */
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static void EDIT_METABALL_cache_populate(void *vedata, Object *ob)
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{
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//EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
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EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
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if (ob->type == OB_MBALL) {
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const DRWContextState *draw_ctx = DRW_context_state_get();
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DRWShadingGroup *group = stl->g_data->group;
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if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
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MetaBall *mb = ob->data;
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const float *color;
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const float col_radius[3] = {0.63, 0.19, 0.19}; /* 0x3030A0 */
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const float col_radius_select[3] = {0.94, 0.63, 0.63}; /* 0xA0A0F0 */
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const float col_stiffness[3] = {0.19, 0.63, 0.19}; /* 0x30A030 */
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const float col_stiffness_select[3] = {0.63, 0.94, 0.63}; /* 0xA0F0A0 */
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const bool is_select = DRW_state_is_select();
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int selection_id = 0;
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float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
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{
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float scamat[3][3];
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copy_m3_m4(scamat, ob->obmat);
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/* Get the normalized inverse matrix to extract only
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* the scale of Scamat */
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float iscamat[3][3];
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invert_m3_m3(iscamat, scamat);
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normalize_m3(iscamat);
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mul_m3_m3_post(scamat, iscamat);
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copy_v3_v3(draw_scale_xform[0], scamat[0]);
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copy_v3_v3(draw_scale_xform[1], scamat[1]);
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copy_v3_v3(draw_scale_xform[2], scamat[2]);
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}
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for (MetaElem *ml = mb->editelems->first; ml != NULL; ml = ml->next) {
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float world_pos[3];
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mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
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draw_scale_xform[0][3] = world_pos[0];
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draw_scale_xform[1][3] = world_pos[1];
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draw_scale_xform[2][3] = world_pos[2];
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float draw_stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2;
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if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) color = col_radius_select;
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else color = col_radius;
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if (is_select) {
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ml->selcol1 = ++selection_id;
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DRW_select_load_id(selection_id);
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}
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DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &ml->rad, color);
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if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) color = col_stiffness_select;
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else color = col_stiffness;
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if (is_select) {
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ml->selcol2 = ++selection_id;
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DRW_select_load_id(selection_id);
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}
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DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &draw_stiffness_radius, color);
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}
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}
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}
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}
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/* Draw time ! Control rendering pipeline from here */
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static void EDIT_METABALL_draw_scene(void *vedata)
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{
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EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
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/* render passes on default framebuffer. */
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DRW_draw_pass(psl->pass);
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/* If you changed framebuffer, double check you rebind
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* the default one with its textures attached before finishing */
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}
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/* Cleanup when destroying the engine.
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* This is not per viewport ! only when quitting blender.
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* Mostly used for freeing shaders */
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static void EDIT_METABALL_engine_free(void)
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{
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// DRW_SHADER_FREE_SAFE(custom_shader);
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}
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static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_METABALL_Data);
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DrawEngineType draw_engine_edit_metaball_type = {
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NULL, NULL,
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N_("EditMetaballMode"),
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&EDIT_METABALL_data_size,
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NULL,
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&EDIT_METABALL_engine_free,
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&EDIT_METABALL_cache_init,
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&EDIT_METABALL_cache_populate,
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NULL,
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NULL, /* draw_background but not needed by mode engines */
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&EDIT_METABALL_draw_scene,
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NULL,
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NULL,
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};
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