141 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			3.9 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_armature_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_armature_types.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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extern GlobalsUboStorage ts;
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/* *********** LISTS *********** */
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typedef struct EDIT_ARMATURE_PassList {
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	struct DRWPass *bone_solid;
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	struct DRWPass *bone_wire;
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	struct DRWPass *relationship;
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} EDIT_ARMATURE_PassList;
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typedef struct EDIT_ARMATURE_StorageList {
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	struct EDIT_ARMATURE_PrivateData *g_data;
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} EDIT_ARMATURE_StorageList;
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typedef struct EDIT_ARMATURE_Data {
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	void *engine_type;
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	char *fbl;
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	char *txl;
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	EDIT_ARMATURE_PassList *psl;
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	EDIT_ARMATURE_StorageList *stl;
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} EDIT_ARMATURE_Data;
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/* *********** STATIC *********** */
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typedef struct EDIT_ARMATURE_PrivateData {
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	DRWShadingGroup *relationship_lines;
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} EDIT_ARMATURE_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static void EDIT_ARMATURE_cache_init(void *vedata)
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{
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	EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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	EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_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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		/* Solid bones */
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		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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		psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
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	}
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	{
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		/* Wire bones */
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		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
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		psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
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	}
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	{
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		/* Non Meshes Pass (Camera, empties, lamps ...) */
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		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
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		psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
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		/* Relationship Lines */
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		stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->relationship, ts.colorWire);
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		DRW_shgroup_state_set(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3);
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	}
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}
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static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
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{
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	bArmature *arm = ob->data;
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	EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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	EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
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	if (ob->type == OB_ARMATURE) {
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		if (arm->edbo) {
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			DRW_shgroup_armature_edit(ob, psl->bone_solid, psl->bone_wire, stl->g_data->relationship_lines);
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		}
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	}
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}
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static void EDIT_ARMATURE_draw_scene(void *vedata)
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{
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	EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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	DRW_draw_pass(psl->bone_solid);
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	DRW_draw_pass(psl->bone_wire);
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	DRW_draw_pass(psl->relationship);
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}
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#if 0
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void EDIT_ARMATURE_collection_settings_create(CollectionEngineSettings *ces)
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{
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	BLI_assert(ces);
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	//BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
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}
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#endif
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static const DrawEngineDataSize EDIT_ARMATURE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_ARMATURE_Data);
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DrawEngineType draw_engine_edit_armature_type = {
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	NULL, NULL,
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	N_("EditArmatureMode"),
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	&EDIT_ARMATURE_data_size,
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	NULL,
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	NULL,
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	&EDIT_ARMATURE_cache_init,
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	&EDIT_ARMATURE_cache_populate,
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	NULL,
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	NULL,
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	&EDIT_ARMATURE_draw_scene
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};
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