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blender-archive/source/blender/draw/intern/draw_common.c
Campbell Barton 8b2640f088 Draw Manager: fix draw-state switching logic
Changing states didn't properly reset between shading groups
causing the GL state to be wrong based on draw order.

States are now only set when changed.
2017-05-03 08:24:50 +10:00

390 lines
14 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/intern/draw_common.c
* \ingroup draw
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "UI_resources.h"
#include "BKE_global.h"
#include "draw_common.h"
#if 0
#define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
#endif
#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
/* Colors & Constant */
GlobalsUboStorage ts;
struct GPUUniformBuffer *globals_ubo = NULL;
void DRW_globals_update(void)
{
UI_GetThemeColor4fv(TH_WIRE, ts.colorWire);
UI_GetThemeColor4fv(TH_WIRE_EDIT, ts.colorWireEdit);
UI_GetThemeColor4fv(TH_ACTIVE, ts.colorActive);
UI_GetThemeColor4fv(TH_SELECT, ts.colorSelect);
UI_GetThemeColor4fv(TH_TRANSFORM, ts.colorTransform);
UI_GetThemeColor4fv(TH_GROUP_ACTIVE, ts.colorGroupActive);
UI_GetThemeColorShade4fv(TH_GROUP_ACTIVE, -25, ts.colorGroupSelect);
UI_GetThemeColor4fv(TH_GROUP, ts.colorGroup);
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, ts.colorLibrarySelect);
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, ts.colorLibrary);
UI_GetThemeColor4fv(TH_LAMP, ts.colorLamp);
UI_GetThemeColor4fv(TH_SPEAKER, ts.colorSpeaker);
UI_GetThemeColor4fv(TH_CAMERA, ts.colorCamera);
UI_GetThemeColor4fv(TH_EMPTY, ts.colorEmpty);
UI_GetThemeColor4fv(TH_VERTEX, ts.colorVertex);
UI_GetThemeColor4fv(TH_VERTEX_SELECT, ts.colorVertexSelect);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, ts.colorEditMeshActive);
UI_GetThemeColor4fv(TH_EDGE_SELECT, ts.colorEdgeSelect);
UI_GetThemeColor4fv(TH_EDGE_SEAM, ts.colorEdgeSeam);
UI_GetThemeColor4fv(TH_EDGE_SHARP, ts.colorEdgeSharp);
UI_GetThemeColor4fv(TH_EDGE_CREASE, ts.colorEdgeCrease);
UI_GetThemeColor4fv(TH_EDGE_BEVEL, ts.colorEdgeBWeight);
UI_GetThemeColor4fv(TH_EDGE_FACESEL, ts.colorEdgeFaceSelect);
UI_GetThemeColor4fv(TH_FACE, ts.colorFace);
UI_GetThemeColor4fv(TH_FACE_SELECT, ts.colorFaceSelect);
UI_GetThemeColor4fv(TH_NORMAL, ts.colorNormal);
UI_GetThemeColor4fv(TH_VNORMAL, ts.colorVNormal);
UI_GetThemeColor4fv(TH_LNORMAL, ts.colorLNormal);
UI_GetThemeColor4fv(TH_FACE_DOT, ts.colorFaceDot);
UI_GetThemeColor4fv(TH_BACK, ts.colorBackground);
/* Grid */
UI_GetThemeColorShade4fv(TH_GRID, 10, ts.colorGrid);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
UI_GetThemeColorShade4fv(TH_GRID,
(ts.colorGrid[0] + ts.colorGrid[1] + ts.colorGrid[2] + 0.12 >
ts.colorBackground[0] + ts.colorBackground[1] + ts.colorBackground[2])
? 20 : -10, ts.colorGridEmphasise);
/* Grid Axis */
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, ts.colorGridAxisX);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, ts.colorGridAxisY);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, ts.colorGridAxisZ);
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, ts.colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, ts.colorOutline);
UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, ts.colorLampNoAlpha);
ts.sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
ts.sizeLampCircle = U.pixelsize * 9.0f;
ts.sizeLampCircleShadow = ts.sizeLampCircle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
ts.sizeVertex = ceil(UI_GetThemeValuef(TH_VERTEX_SIZE) * M_SQRT2 / 2.0f);
ts.sizeFaceDot = ceil(UI_GetThemeValuef(TH_FACEDOT_SIZE) * M_SQRT2);
ts.sizeEdge = 1.0f / 2.0f; /* TODO Theme */
ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * M_SQRT1_2);
/* TODO Waiting for notifiers to invalidate cache */
if (globals_ubo) {
DRW_uniformbuffer_free(globals_ubo);
}
globals_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), &ts);
}
/* ********************************* SHGROUP ************************************* */
DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
return grp;
}
DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
return grp;
}
DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
return grp;
}
DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
return grp;
}
DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch *geom, float *size)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "world_pos", 3);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_state_enable(grp, DRW_STATE_STIPPLE_3);
return grp;
}
DRWShadingGroup *shgroup_instance_objspace_solid(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
{
static float light[3] = {0.0f, 0.0f, 1.0f};
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_attrib_float(grp, "color", 4);
DRW_shgroup_uniform_mat4(grp, "ObjectModelMatrix", (float *)obmat);
DRW_shgroup_uniform_vec3(grp, "light", light, 1);
return grp;
}
DRWShadingGroup *shgroup_instance_objspace_wire(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_attrib_float(grp, "color", 4);
DRW_shgroup_uniform_mat4(grp, "ObjectModelMatrix", (float *)obmat);
return grp;
}
DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
return grp;
}
DRWShadingGroup *shgroup_instance_axis_names(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
return grp;
}
DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 3);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
return grp;
}
DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "size", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
return grp;
}
DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_CAMERA);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "corners", 8);
DRW_shgroup_attrib_float(grp, "depth", 1);
DRW_shgroup_attrib_float(grp, "tria", 4);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
return grp;
}
DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES);
static float point_size = 4.0f;
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "start", 1);
DRW_shgroup_attrib_float(grp, "end", 1);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
return grp;
}
DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Batch *geom)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR);
static bool True = true;
static bool False = false;
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
return grp;
}
/* ******************************************** COLOR UTILS *********************************************** */
/* TODO FINISH */
/**
* Get the wire color theme_id of an object based on it's state
* \a r_color is a way to get a pointer to the static color var associated
*/
int DRW_object_wire_theme_get(Object *ob, SceneLayer *sl, float **r_color)
{
const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
const bool active = (sl->basact && sl->basact->object == ob);
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
* note: no theme yet for 'colindex' */
int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
if (//(scene->obedit == NULL) &&
((G.moving & G_TRANSFORM_OBJ) != 0) &&
((ob->base_flag & BASE_SELECTED) != 0))
{
theme_id = TH_TRANSFORM;
}
else {
/* Sets the 'theme_id' or fallback to wire */
if ((ob->flag & OB_FROMGROUP) != 0) {
if ((ob->base_flag & BASE_SELECTED) != 0) {
theme_id = TH_GROUP_ACTIVE;
}
else {
theme_id = TH_GROUP;
}
}
else {
if ((ob->base_flag & BASE_SELECTED) != 0) {
theme_id = (active) ? TH_ACTIVE : TH_SELECT;
}
else {
if (ob->type == OB_LAMP) theme_id = TH_LAMP;
else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
/* fallback to TH_WIRE */
}
}
}
if (r_color != NULL) {
switch (theme_id) {
case TH_WIRE_EDIT: *r_color = ts.colorTransform; break;
case TH_ACTIVE: *r_color = ts.colorActive; break;
case TH_SELECT: *r_color = ts.colorSelect; break;
case TH_GROUP: *r_color = ts.colorGroup; break;
case TH_GROUP_ACTIVE: *r_color = ts.colorGroupActive; break;
case TH_TRANSFORM: *r_color = ts.colorTransform; break;
case OB_SPEAKER: *r_color = ts.colorSpeaker; break;
case OB_CAMERA: *r_color = ts.colorCamera; break;
case OB_EMPTY: *r_color = ts.colorEmpty; break;
case OB_LAMP: *r_color = ts.colorLamp; break;
default: *r_color = ts.colorWire; break;
}
/* uses darker active color for non-active + selected */
if ((theme_id == TH_GROUP_ACTIVE) && !active) {
*r_color = ts.colorGroupSelect;
}
}
return theme_id;
}
/* XXX This is utter shit, better find something more general */
float *DRW_color_background_blend_get(int theme_id)
{
static float colors[11][4];
float *ret;
switch (theme_id) {
case TH_WIRE_EDIT: ret = colors[0]; break;
case TH_ACTIVE: ret = colors[1]; break;
case TH_SELECT: ret = colors[2]; break;
case TH_GROUP: ret = colors[3]; break;
case TH_GROUP_ACTIVE: ret = colors[4]; break;
case TH_TRANSFORM: ret = colors[5]; break;
case OB_SPEAKER: ret = colors[6]; break;
case OB_CAMERA: ret = colors[7]; break;
case OB_EMPTY: ret = colors[8]; break;
case OB_LAMP: ret = colors[9]; break;
default: ret = colors[10]; break;
}
UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
return ret;
}