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