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blender-archive/source/blender/draw/intern/draw_common.c
Jeroen Bakker 23064248d7 DrawManager: Color Management
The draw manager used to determine if the view transform should be
applied by checking if the scene was not rendered to an offscreen image.

As the sequencer and texture painting needs to render to an offscreen
image with the view transform applied we need to separate the
`do_color_management` from the `is_image_render`.

Reviewed By: fclem

Maniphest Tasks: T64849

Differential Revision: https://developer.blender.org/D4909
2019-05-31 12:44:18 +02:00

1320 lines
50 KiB
C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "UI_resources.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_colorband.h"
#include "BIF_glutil.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 */
struct DRW_Global G_draw = {{{0}}};
static bool weight_ramp_custom = false;
static ColorBand weight_ramp_copy;
static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
void DRW_globals_update(void)
{
GlobalsUboStorage *gb = &G_draw.block;
UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
/* Custom median color to slightly affect the edit mesh colors. */
interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
copy_v3_fl(
gb->colorEditMeshMiddle,
dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
/* Was 50% in 2.7x since the background was lighter making it easier to tell the color from
* black, with a darker background we need a more faded color. */
interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
#ifdef WITH_FREESTYLE
UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
#else
zero_v4(gb->colorEdgeFreestyle);
zero_v4(gb->colorFaceFreestyle);
#endif
/* Curve */
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
/* Grid */
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
UI_GetThemeColorShade4fv(
TH_GRID,
(gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
20 :
-10,
gb->colorGridEmphasise);
/* Grid Axis */
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
gb->sizeLightCircle = U.pixelsize * 9.0f;
gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
gb->sizeVertex = U.pixelsize *
(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
/* Color management. */
if (!DRW_state_do_color_management()) {
float *color = gb->UBO_FIRST_COLOR;
do {
/* TODO more accurate transform. */
srgb_to_linearrgb_v4(color, color);
color += 4;
} while (color != gb->UBO_LAST_COLOR);
}
if (G_draw.block_ubo == NULL) {
G_draw.block_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), gb);
}
DRW_uniformbuffer_update(G_draw.block_ubo, gb);
if (!G_draw.ramp) {
ColorBand ramp = {0};
float *colors;
int col_size;
ramp.tot = 3;
ramp.data[0].a = 1.0f;
ramp.data[0].b = 1.0f;
ramp.data[0].pos = 0.0f;
ramp.data[1].a = 1.0f;
ramp.data[1].g = 1.0f;
ramp.data[1].pos = 0.5f;
ramp.data[2].a = 1.0f;
ramp.data[2].r = 1.0f;
ramp.data[2].pos = 1.0f;
BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
G_draw.ramp = GPU_texture_create_1d(col_size, GPU_RGBA8, colors, NULL);
MEM_freeN(colors);
}
/* Weight Painting color ramp texture */
bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
if (weight_ramp_custom != user_weight_ramp ||
(user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) {
DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
}
if (G_draw.weight_ramp == NULL) {
weight_ramp_custom = user_weight_ramp;
memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
}
}
/* ********************************* SHGROUP ************************************* */
extern char datatoc_animviz_mpath_lines_vert_glsl[];
extern char datatoc_animviz_mpath_lines_geom_glsl[];
extern char datatoc_animviz_mpath_points_vert_glsl[];
extern char datatoc_volume_velocity_vert_glsl[];
extern char datatoc_armature_axes_vert_glsl[];
extern char datatoc_armature_sphere_solid_vert_glsl[];
extern char datatoc_armature_sphere_solid_frag_glsl[];
extern char datatoc_armature_sphere_outline_vert_glsl[];
extern char datatoc_armature_envelope_solid_vert_glsl[];
extern char datatoc_armature_envelope_solid_frag_glsl[];
extern char datatoc_armature_envelope_outline_vert_glsl[];
extern char datatoc_armature_envelope_distance_frag_glsl[];
extern char datatoc_armature_shape_solid_vert_glsl[];
extern char datatoc_armature_shape_solid_frag_glsl[];
extern char datatoc_armature_shape_outline_vert_glsl[];
extern char datatoc_armature_shape_outline_geom_glsl[];
extern char datatoc_armature_stick_vert_glsl[];
extern char datatoc_armature_stick_frag_glsl[];
extern char datatoc_armature_dof_vert_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_object_mball_handles_vert_glsl[];
extern char datatoc_object_empty_axes_vert_glsl[];
typedef struct COMMON_Shaders {
struct GPUShader *shape_outline;
struct GPUShader *shape_solid;
struct GPUShader *bone_axes;
struct GPUShader *bone_envelope;
struct GPUShader *bone_envelope_distance;
struct GPUShader *bone_envelope_outline;
struct GPUShader *bone_sphere;
struct GPUShader *bone_sphere_outline;
struct GPUShader *bone_stick;
struct GPUShader *bone_dofs;
struct GPUShader *mpath_line_sh;
struct GPUShader *mpath_points_sh;
struct GPUShader *volume_velocity_needle_sh;
struct GPUShader *volume_velocity_sh;
struct GPUShader *empty_axes_sh;
struct GPUShader *mball_handles;
} COMMON_Shaders;
static COMMON_Shaders g_shaders[GPU_SHADER_CFG_LEN] = {{NULL}};
static struct {
struct GPUVertFormat *instance_screenspace;
struct GPUVertFormat *instance_color;
struct GPUVertFormat *instance_screen_aligned;
struct GPUVertFormat *instance_scaled;
struct GPUVertFormat *instance_sized;
struct GPUVertFormat *instance_outline;
struct GPUVertFormat *instance;
struct GPUVertFormat *instance_camera;
struct GPUVertFormat *instance_distance_lines;
struct GPUVertFormat *instance_spot;
struct GPUVertFormat *instance_bone;
struct GPUVertFormat *instance_bone_dof;
struct GPUVertFormat *instance_bone_stick;
struct GPUVertFormat *instance_bone_outline;
struct GPUVertFormat *instance_bone_envelope;
struct GPUVertFormat *instance_bone_envelope_distance;
struct GPUVertFormat *instance_bone_envelope_outline;
struct GPUVertFormat *instance_mball_handles;
struct GPUVertFormat *pos_color;
struct GPUVertFormat *pos;
} g_formats = {NULL};
void DRW_globals_free(void)
{
struct GPUVertFormat **format = &g_formats.instance_screenspace;
for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) {
MEM_SAFE_FREE(*format);
}
for (int j = 0; j < GPU_SHADER_CFG_LEN; j++) {
struct GPUShader **shader = &g_shaders[j].shape_outline;
for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) {
DRW_SHADER_FREE_SAFE(*shader);
}
}
}
struct DRWCallBuffer *buffer_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_FLAT_COLOR, sh_cfg);
DRW_shgroup_instance_format(g_formats.pos_color,
{
{"pos", DRW_ATTR_FLOAT, 3},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer(grp, g_formats.pos_color, GPU_PRIM_LINES);
}
struct DRWCallBuffer *buffer_dynlines_dashed_uniform_color(DRWPass *pass,
const float color[4],
eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, sh_cfg);
static float dash_width = 6.0f;
static float dash_factor = 0.5f;
DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_vec2(grp, "viewport_size", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1);
DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1);
DRW_shgroup_uniform_int_copy(grp, "colors_len", 0); /* "simple" mode */
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_LINES);
}
struct DRWCallBuffer *buffer_dynpoints_uniform_color(DRWShadingGroup *grp)
{
DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}});
return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_POINTS);
}
struct DRWCallBuffer *buffer_groundlines_uniform_color(DRWPass *pass,
const float color[4],
eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDLINE, sh_cfg);
DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_POINTS);
}
struct DRWCallBuffer *buffer_groundpoints_uniform_color(DRWPass *pass,
const float color[4],
eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDPOINT, sh_cfg);
DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_POINTS);
}
struct DRWCallBuffer *buffer_instance_screenspace(DRWPass *pass,
struct GPUBatch *geom,
const float *size,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_screenspace,
{
{"world_pos", DRW_ATTR_FLOAT, 3},
{"color", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
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);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_screenspace, geom);
}
struct DRWCallBuffer *buffer_instance_solid(DRWPass *pass, struct GPUBatch *geom)
{
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);
DRW_shgroup_instance_format(g_formats.instance_color,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec3(grp, "light", light, 1);
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_color, geom);
}
struct DRWCallBuffer *buffer_instance_wire(DRWPass *pass, struct GPUBatch *geom)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
DRW_shgroup_instance_format(g_formats.instance_color,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_color, geom);
}
struct DRWCallBuffer *buffer_instance_screen_aligned(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_screen_aligned,
{
{"color", DRW_ATTR_FLOAT, 3},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_screen_aligned, geom);
}
struct DRWCallBuffer *buffer_instance_scaled(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_scaled,
{
{"color", DRW_ATTR_FLOAT, 3},
{"size", DRW_ATTR_FLOAT, 3},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_scaled, geom);
}
struct DRWCallBuffer *buffer_instance(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_sized,
{
{"color", DRW_ATTR_FLOAT, 4},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass);
DRW_shgroup_state_disable(grp, DRW_STATE_BLEND_ALPHA);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_sized, geom);
}
struct DRWCallBuffer *buffer_instance_alpha(DRWShadingGroup *grp, struct GPUBatch *geom)
{
DRW_shgroup_instance_format(g_formats.instance_sized,
{
{"color", DRW_ATTR_FLOAT, 4},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_sized, geom);
}
struct DRWCallBuffer *buffer_instance_empty_axes(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->empty_axes_sh == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->empty_axes_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_object_empty_axes_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_sized,
{
{"color", DRW_ATTR_FLOAT, 3},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->empty_axes_sh, pass);
DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_sized, geom);
}
struct DRWCallBuffer *buffer_instance_outline(DRWPass *pass,
struct GPUBatch *geom,
const int *baseid,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_outline,
{
{"callId", DRW_ATTR_INT, 1},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass);
DRW_shgroup_uniform_int(grp, "baseId", baseid, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_outline, geom);
}
struct DRWCallBuffer *buffer_camera_instance(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_CAMERA, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_camera,
{
{"color", DRW_ATTR_FLOAT, 3},
{"corners", DRW_ATTR_FLOAT, 8},
{"depth", DRW_ATTR_FLOAT, 1},
{"tria", DRW_ATTR_FLOAT, 4},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_camera, geom);
}
struct DRWCallBuffer *buffer_distance_lines_instance(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_DISTANCE_LINES,
sh_cfg);
static float point_size = 4.0f;
DRW_shgroup_instance_format(g_formats.instance_distance_lines,
{
{"color", DRW_ATTR_FLOAT, 3},
{"start", DRW_ATTR_FLOAT, 1},
{"end", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass);
DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_distance_lines, geom);
}
struct DRWCallBuffer *buffer_spot_instance(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, sh_cfg);
static const int True = true;
static const int False = false;
DRW_shgroup_instance_format(g_formats.instance_spot,
{
{"color", DRW_ATTR_FLOAT, 3},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass);
DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_spot, geom);
}
struct DRWCallBuffer *buffer_instance_bone_axes(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_axes == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_axes = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_axes_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_color,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_axes, pass);
DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_color, DRW_cache_bone_arrows_get());
}
struct DRWCallBuffer *buffer_instance_bone_envelope_outline(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_envelope_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_envelope_outline = GPU_shader_create_from_arrays({
.vert =
(const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_outline_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline,
{
{"headSphere", DRW_ATTR_FLOAT, 4},
{"tailSphere", DRW_ATTR_FLOAT, 4},
{"outlineColorSize", DRW_ATTR_FLOAT, 4},
{"xAxis", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_envelope_outline, pass);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_bone_envelope_outline, DRW_cache_bone_envelope_outline_get());
}
struct DRWCallBuffer *buffer_instance_bone_envelope_distance(DRWPass *pass,
eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_envelope_distance == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_envelope_distance = GPU_shader_create_from_arrays({
.vert =
(const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_envelope_distance_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance,
{
{"headSphere", DRW_ATTR_FLOAT, 4},
{"tailSphere", DRW_ATTR_FLOAT, 4},
{"xAxis", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_envelope_distance, pass);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_bone_envelope_distance, DRW_cache_bone_envelope_solid_get());
}
struct DRWCallBuffer *buffer_instance_bone_envelope_solid(DRWPass *pass,
bool transp,
eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_envelope == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_envelope = GPU_shader_create_from_arrays({
.vert =
(const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_envelope_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_envelope,
{
{"headSphere", DRW_ATTR_FLOAT, 4},
{"tailSphere", DRW_ATTR_FLOAT, 4},
{"boneColor", DRW_ATTR_FLOAT, 3},
{"stateColor", DRW_ATTR_FLOAT, 3},
{"xAxis", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_envelope, pass);
/* We can have a lot of overdraw if we don't do this. Also envelope are not subject to
* inverted matrix. */
DRW_shgroup_state_enable(grp, DRW_STATE_CULL_BACK);
DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_bone_envelope, DRW_cache_bone_envelope_solid_get());
}
struct DRWCallBuffer *buffer_instance_mball_handles(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->mball_handles == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->mball_handles = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_object_mball_handles_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_mball_handles,
{
{"ScaleTranslationMatrix", DRW_ATTR_FLOAT, 12},
{"radius", DRW_ATTR_FLOAT, 1},
{"color", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->mball_handles, pass);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_mball_handles, DRW_cache_screenspace_circle_get());
}
/* Only works with batches with adjacency infos. */
struct DRWCallBuffer *buffer_instance_bone_shape_outline(DRWPass *pass,
struct GPUBatch *geom,
eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->shape_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_outline = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_armature_shape_outline_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_armature_shape_outline_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_outline,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"outlineColorSize", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->shape_outline, pass);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_bone_outline, geom);
}
struct DRWCallBuffer *buffer_instance_bone_shape_solid(DRWPass *pass,
struct GPUBatch *geom,
bool transp,
eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->shape_solid == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_solid = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_armature_shape_solid_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"boneColor", DRW_ATTR_FLOAT, 3},
{"stateColor", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->shape_solid, pass);
DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_bone, geom);
}
struct DRWCallBuffer *buffer_instance_bone_sphere_solid(DRWPass *pass,
bool transp,
eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_sphere == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_sphere = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_sphere_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_sphere_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"boneColor", DRW_ATTR_FLOAT, 3},
{"stateColor", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_sphere, pass);
/* More transparent than the shape to be less distractive. */
DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.4f : 1.0f);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_bone, DRW_cache_bone_point_get());
}
struct DRWCallBuffer *buffer_instance_bone_sphere_outline(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_sphere_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_sphere_outline = GPU_shader_create_from_arrays({
.vert =
(const char *[]){sh_cfg_data->lib, datatoc_armature_sphere_outline_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_outline,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"outlineColorSize", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_sphere_outline, pass);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_bone_outline, DRW_cache_bone_point_wire_outline_get());
}
struct DRWCallBuffer *buffer_instance_bone_stick(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_stick == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_stick = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_stick_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_stick_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(
g_formats.instance_bone_stick,
{
{"boneStart", DRW_ATTR_FLOAT, 3},
{"boneEnd", DRW_ATTR_FLOAT, 3},
{"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port theses to uchar color */
{"boneColor", DRW_ATTR_FLOAT, 4},
{"headColor", DRW_ATTR_FLOAT, 4},
{"tailColor", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_stick, pass);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float_copy(grp, "stickSize", 5.0f * U.pixelsize);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return DRW_shgroup_call_buffer_instance(
grp, g_formats.instance_bone_stick, DRW_cache_bone_stick_get());
}
struct DRWCallBuffer *buffer_instance_bone_dof(struct DRWPass *pass,
struct GPUBatch *geom,
bool blend)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (sh_data->bone_dofs == NULL) {
sh_data->bone_dofs = DRW_shader_create(
datatoc_armature_dof_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL);
}
DRW_shgroup_instance_format(g_formats.instance_bone_dof,
{
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
{"amin", DRW_ATTR_FLOAT, 2},
{"amax", DRW_ATTR_FLOAT, 2},
});
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_dofs, pass);
if (blend) {
DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT);
}
return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_bone_dof, geom);
}
void empties_callbuffers_create(struct DRWPass *pass,
DRWEmptiesBufferList *buffers,
eGPUShaderConfig sh_cfg)
{
struct GPUBatch *geom;
geom = DRW_cache_plain_axes_get();
buffers->plain_axes = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_empty_cube_get();
buffers->cube = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_circle_get();
buffers->circle = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_empty_sphere_get();
buffers->sphere = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_sphere_get();
buffers->sphere_solid = buffer_instance_solid(pass, geom);
geom = DRW_cache_empty_cylinder_get();
buffers->cylinder = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_empty_capsule_cap_get();
buffers->capsule_cap = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_empty_capsule_body_get();
buffers->capsule_body = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_empty_cone_get();
buffers->cone = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_single_arrow_get();
buffers->single_arrow = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_single_line_get();
buffers->single_arrow_line = buffer_instance(pass, geom, sh_cfg);
geom = DRW_cache_bone_arrows_get();
buffers->empty_axes = buffer_instance_empty_axes(pass, geom, sh_cfg);
}
struct GPUShader *mpath_line_shader_get(void)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (sh_data->mpath_line_sh == NULL) {
sh_data->mpath_line_sh = DRW_shader_create_with_lib(
datatoc_animviz_mpath_lines_vert_glsl,
datatoc_animviz_mpath_lines_geom_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
datatoc_common_globals_lib_glsl,
NULL);
}
return sh_data->mpath_line_sh;
}
struct GPUShader *mpath_points_shader_get(void)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (sh_data->mpath_points_sh == NULL) {
sh_data->mpath_points_sh = DRW_shader_create_with_lib(
datatoc_animviz_mpath_points_vert_glsl,
NULL,
datatoc_gpu_shader_point_varying_color_frag_glsl,
datatoc_common_globals_lib_glsl,
NULL);
}
return sh_data->mpath_points_sh;
}
struct GPUShader *volume_velocity_shader_get(bool use_needle)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (use_needle) {
if (sh_data->volume_velocity_needle_sh == NULL) {
sh_data->volume_velocity_needle_sh = DRW_shader_create_with_lib(
datatoc_volume_velocity_vert_glsl,
NULL,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_common_view_lib_glsl,
"#define USE_NEEDLE");
}
return sh_data->volume_velocity_needle_sh;
}
else {
if (sh_data->volume_velocity_sh == NULL) {
sh_data->volume_velocity_sh = DRW_shader_create_with_lib(
datatoc_volume_velocity_vert_glsl,
NULL,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
}
return sh_data->volume_velocity_sh;
}
}
DRWView *DRW_view_create_with_zoffset(const RegionView3D *rv3d, float offset)
{
/* Create view with depth offset */
const DRWView *default_view = DRW_view_default_get();
float viewmat[4][4], winmat[4][4];
DRW_view_viewmat_get(default_view, viewmat, false);
DRW_view_winmat_get(default_view, winmat, false);
float viewdist = rv3d->dist;
/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
}
winmat[3][2] -= bglPolygonOffsetCalc((float *)winmat, viewdist, offset);
return DRW_view_create_sub(default_view, viewmat, winmat);
}
/* ******************************************** 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, ViewLayer *view_layer, float **r_color)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
const bool active = (view_layer->basact && view_layer->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 (is_edit) {
/* fallback to TH_WIRE */
}
else if (((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->base_flag & BASE_SELECTED) != 0) {
theme_id = (active) ? TH_ACTIVE : TH_SELECT;
}
else {
switch (ob->type) {
case OB_LAMP:
theme_id = TH_LIGHT;
break;
case OB_SPEAKER:
theme_id = TH_SPEAKER;
break;
case OB_CAMERA:
theme_id = TH_CAMERA;
break;
case OB_EMPTY:
theme_id = TH_EMPTY;
break;
case OB_LIGHTPROBE:
/* TODO add lightprobe color */
theme_id = TH_EMPTY;
break;
default:
/* fallback to TH_WIRE */
break;
}
}
}
if (r_color != NULL) {
if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
*r_color = G_draw.block.colorDupli;
}
else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
*r_color = G_draw.block.colorDupliSelect;
break;
case TH_TRANSFORM:
*r_color = G_draw.block.colorTransform;
break;
default:
*r_color = G_draw.block.colorDupli;
break;
}
}
else {
switch (theme_id) {
case TH_WIRE_EDIT:
*r_color = G_draw.block.colorWireEdit;
break;
case TH_ACTIVE:
*r_color = G_draw.block.colorActive;
break;
case TH_SELECT:
*r_color = G_draw.block.colorSelect;
break;
case TH_TRANSFORM:
*r_color = G_draw.block.colorTransform;
break;
case TH_SPEAKER:
*r_color = G_draw.block.colorSpeaker;
break;
case TH_CAMERA:
*r_color = G_draw.block.colorCamera;
break;
case TH_EMPTY:
*r_color = G_draw.block.colorEmpty;
break;
case TH_LIGHT:
*r_color = G_draw.block.colorLight;
break;
default:
*r_color = G_draw.block.colorWire;
break;
}
}
}
return theme_id;
}
/* XXX This is very stupid, 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_TRANSFORM:
ret = colors[5];
break;
case TH_SPEAKER:
ret = colors[6];
break;
case TH_CAMERA:
ret = colors[7];
break;
case TH_EMPTY:
ret = colors[8];
break;
case TH_LIGHT:
ret = colors[9];
break;
default:
ret = colors[10];
break;
}
UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
return ret;
}
bool DRW_object_is_flat(Object *ob, int *r_axis)
{
float dim[3];
if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
/* Non-meshes object cannot be considered as flat. */
return false;
}
BKE_object_dimensions_get(ob, dim);
if (dim[0] == 0.0f) {
*r_axis = 0;
return true;
}
else if (dim[1] == 0.0f) {
*r_axis = 1;
return true;
}
else if (dim[2] == 0.0f) {
*r_axis = 2;
return true;
}
return false;
}
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
{
float ob_rot[3][3], invviewmat[4][4];
DRW_view_viewmat_get(NULL, invviewmat, true);
BKE_object_rot_to_mat3(ob, ob_rot, true);
float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
if (fabsf(dot) < 1e-3) {
return true;
}
return false;
}
static void DRW_evaluate_weight_to_color(const float weight, float result[4])
{
if (U.flag & USER_CUSTOM_RANGE) {
BKE_colorband_evaluate(&U.coba_weight, weight, result);
}
else {
/* Use gamma correction to even out the color bands:
* increasing widens yellow/cyan vs red/green/blue.
* Gamma 1.0 produces the original 2.79 color ramp. */
const float gamma = 1.5f;
float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
hsv_to_rgb_v(hsv, result);
for (int i = 0; i < 3; i++) {
result[i] = pow(result[i], 1.0f / gamma);
}
}
}
static GPUTexture *DRW_create_weight_colorramp_texture(void)
{
char error[256];
float pixels[256][4];
for (int i = 0; i < 256; i++) {
DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
pixels[i][3] = 1.0f;
}
return GPU_texture_create_1d(256, GPU_RGBA8, pixels[0], error);
}