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blender-archive/source/blender/draw/modes/object_mode.c

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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_engine.h"
#include "DRW_render.h"
#include "DNA_userdef_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_particle_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_world_types.h"
#include "BKE_anim.h"
#include "BKE_camera.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_editmesh.h"
#include "BKE_image.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_movieclip.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_tracking.h"
#include "BLI_ghash.h"
#include "IMB_imbuf_types.h"
#include "ED_view3d.h"
#include "GPU_batch.h"
#include "GPU_draw.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "MEM_guardedalloc.h"
#include "UI_resources.h"
#include "draw_mode_engines.h"
#include "draw_manager_text.h"
#include "draw_common.h"
#include "DEG_depsgraph_query.h"
extern char datatoc_object_outline_prepass_vert_glsl[];
extern char datatoc_object_outline_prepass_geom_glsl[];
extern char datatoc_object_outline_prepass_frag_glsl[];
extern char datatoc_object_outline_resolve_frag_glsl[];
extern char datatoc_object_outline_detect_frag_glsl[];
extern char datatoc_object_outline_expand_frag_glsl[];
extern char datatoc_object_grid_frag_glsl[];
extern char datatoc_object_grid_vert_glsl[];
extern char datatoc_object_camera_image_frag_glsl[];
extern char datatoc_object_camera_image_vert_glsl[];
extern char datatoc_object_empty_image_frag_glsl[];
extern char datatoc_object_empty_image_vert_glsl[];
extern char datatoc_object_lightprobe_grid_vert_glsl[];
extern char datatoc_object_loose_points_frag_glsl[];
extern char datatoc_object_particle_prim_vert_glsl[];
extern char datatoc_object_particle_dot_vert_glsl[];
extern char datatoc_object_particle_dot_frag_glsl[];
extern char datatoc_common_colormanagement_lib_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
extern char datatoc_common_fullscreen_vert_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
/* *********** LISTS *********** */
typedef struct OBJECT_PassList {
struct DRWPass *non_meshes[2];
struct DRWPass *image_empties[2];
struct DRWPass *transp_shapes[2];
struct DRWPass *ob_center;
struct DRWPass *outlines;
struct DRWPass *outlines_search;
struct DRWPass *outlines_expand;
struct DRWPass *outlines_bleed;
struct DRWPass *outlines_resolve;
struct DRWPass *grid;
struct DRWPass *bone_solid[2];
struct DRWPass *bone_outline[2];
struct DRWPass *bone_wire[2];
struct DRWPass *bone_envelope[2];
struct DRWPass *bone_axes[2];
struct DRWPass *particle;
struct DRWPass *lightprobes;
struct DRWPass *camera_images_back;
struct DRWPass *camera_images_front;
} OBJECT_PassList;
typedef struct OBJECT_FramebufferList {
struct GPUFrameBuffer *outlines_fb;
struct GPUFrameBuffer *blur_fb;
struct GPUFrameBuffer *expand_fb;
struct GPUFrameBuffer *ghost_fb;
} OBJECT_FramebufferList;
typedef struct OBJECT_StorageList {
struct OBJECT_PrivateData *g_data;
} OBJECT_StorageList;
typedef struct OBJECT_Data {
void *engine_type;
OBJECT_FramebufferList *fbl;
DRWViewportEmptyList *txl;
OBJECT_PassList *psl;
OBJECT_StorageList *stl;
} OBJECT_Data;
typedef struct OBJECT_Shaders {
/* fullscreen shaders */
GPUShader *outline_prepass;
GPUShader *outline_prepass_wire;
GPUShader *outline_resolve;
GPUShader *outline_resolve_aa;
GPUShader *outline_detect;
GPUShader *outline_detect_wire;
GPUShader *outline_fade;
GPUShader *outline_fade_large;
/* regular shaders */
GPUShader *object_camera_image;
GPUShader *object_camera_image_cm;
GPUShader *object_empty_image;
GPUShader *object_empty_image_wire;
GPUShader *grid;
GPUShader *part_dot;
GPUShader *part_prim;
GPUShader *part_axis;
GPUShader *lightprobe_grid;
GPUShader *loose_points;
} OBJECT_Shaders;
/* *********** STATIC *********** */
typedef struct OBJECT_ShadingGroupList {
/* Reference only */
struct DRWPass *non_meshes;
struct DRWPass *image_empties;
struct DRWPass *transp_shapes;
struct DRWPass *bone_solid;
struct DRWPass *bone_outline;
struct DRWPass *bone_wire;
struct DRWPass *bone_envelope;
struct DRWPass *bone_axes;
/* Empties */
DRWEmptiesBufferList empties;
/* Force Field */
DRWCallBuffer *field_wind;
DRWCallBuffer *field_force;
DRWCallBuffer *field_vortex;
DRWCallBuffer *field_curve_sta;
DRWCallBuffer *field_curve_end;
DRWCallBuffer *field_tube_limit;
DRWCallBuffer *field_cone_limit;
/* Grease Pencil */
DRWCallBuffer *gpencil_axes;
/* Speaker */
DRWCallBuffer *speaker;
/* Probe */
DRWCallBuffer *probe_cube;
DRWCallBuffer *probe_planar;
DRWCallBuffer *probe_grid;
/* MetaBalls */
DRWCallBuffer *mball_handle;
/* Lights */
DRWCallBuffer *light_center;
DRWCallBuffer *light_groundpoint;
DRWCallBuffer *light_groundline;
DRWCallBuffer *light_circle;
DRWCallBuffer *light_circle_shadow;
DRWCallBuffer *light_sunrays;
DRWCallBuffer *light_distance;
DRWCallBuffer *light_buflimit;
DRWCallBuffer *light_buflimit_points;
DRWCallBuffer *light_area_sphere;
DRWCallBuffer *light_area_square;
DRWCallBuffer *light_area_disk;
DRWCallBuffer *light_hemi;
DRWCallBuffer *light_spot_cone;
DRWCallBuffer *light_spot_blend;
DRWCallBuffer *light_spot_pyramid;
DRWCallBuffer *light_spot_blend_rect;
DRWCallBuffer *light_spot_volume;
DRWCallBuffer *light_spot_volume_rect;
DRWCallBuffer *light_spot_volume_outside;
DRWCallBuffer *light_spot_volume_rect_outside;
/* Helpers */
DRWCallBuffer *relationship_lines;
DRWCallBuffer *constraint_lines;
/* Camera */
DRWCallBuffer *camera;
DRWCallBuffer *camera_frame;
DRWCallBuffer *camera_tria;
DRWCallBuffer *camera_focus;
DRWCallBuffer *camera_clip;
DRWCallBuffer *camera_clip_points;
DRWCallBuffer *camera_mist;
DRWCallBuffer *camera_mist_points;
DRWCallBuffer *camera_stereo_plane;
DRWCallBuffer *camera_stereo_plane_wires;
DRWCallBuffer *camera_stereo_volume;
DRWCallBuffer *camera_stereo_volume_wires;
ListBase camera_path;
/* Wire */
DRWShadingGroup *wire;
DRWShadingGroup *wire_active;
DRWShadingGroup *wire_select;
DRWShadingGroup *wire_transform;
/* Wire (duplicator) */
DRWShadingGroup *wire_dupli;
DRWShadingGroup *wire_dupli_select;
/* Points */
DRWShadingGroup *points;
DRWShadingGroup *points_active;
DRWShadingGroup *points_select;
DRWShadingGroup *points_transform;
/* Points (duplicator) */
DRWShadingGroup *points_dupli;
DRWShadingGroup *points_dupli_select;
/* Texture Space */
DRWCallBuffer *texspace;
} OBJECT_ShadingGroupList;
typedef struct OBJECT_PrivateData {
OBJECT_ShadingGroupList sgl;
OBJECT_ShadingGroupList sgl_ghost;
GHash *custom_shapes;
/* Outlines */
DRWShadingGroup *outlines_active;
DRWShadingGroup *outlines_select;
DRWShadingGroup *outlines_select_dupli;
DRWShadingGroup *outlines_transform;
/* Lightprobes */
DRWCallBuffer *lightprobes_cube_select;
DRWCallBuffer *lightprobes_cube_select_dupli;
DRWCallBuffer *lightprobes_cube_active;
DRWCallBuffer *lightprobes_cube_transform;
DRWCallBuffer *lightprobes_planar_select;
DRWCallBuffer *lightprobes_planar_select_dupli;
DRWCallBuffer *lightprobes_planar_active;
DRWCallBuffer *lightprobes_planar_transform;
/* Objects Centers */
DRWCallBuffer *center_active;
DRWCallBuffer *center_selected;
DRWCallBuffer *center_deselected;
DRWCallBuffer *center_selected_lib;
DRWCallBuffer *center_deselected_lib;
/* Outlines id offset (accessed as an array) */
int id_ofs_active;
int id_ofs_select;
int id_ofs_select_dupli;
int id_ofs_transform;
int id_ofs_prb_active;
int id_ofs_prb_select;
int id_ofs_prb_select_dupli;
int id_ofs_prb_transform;
bool xray_enabled;
bool xray_enabled_and_not_wire;
} OBJECT_PrivateData; /* Transient data */
typedef struct OBJECT_DupliData {
DRWShadingGroup *outline_shgrp;
GPUBatch *outline_geom;
DRWShadingGroup *extra_shgrp;
GPUBatch *extra_geom;
} OBJECT_DupliData;
static struct {
/* Instance Data format */
struct GPUVertFormat *empty_image_format;
struct GPUVertFormat *empty_image_wire_format;
OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN];
float grid_settings[5];
float grid_mesh_size;
int grid_flag;
float grid_axes[3];
int zpos_flag;
int zneg_flag;
float zplane_axes[3];
float inv_viewport_size[2];
bool draw_grid;
/* Temp buffer textures */
struct GPUTexture *outlines_depth_tx;
struct GPUTexture *outlines_id_tx;
struct GPUTexture *outlines_color_tx;
struct GPUTexture *outlines_blur_tx;
ListBase smoke_domains;
ListBase movie_clips;
} e_data = {NULL}; /* Engine data */
enum {
SHOW_AXIS_X = (1 << 0),
SHOW_AXIS_Y = (1 << 1),
SHOW_AXIS_Z = (1 << 2),
SHOW_GRID = (1 << 3),
PLANE_XY = (1 << 4),
PLANE_XZ = (1 << 5),
PLANE_YZ = (1 << 6),
CLIP_ZPOS = (1 << 7),
CLIP_ZNEG = (1 << 8),
GRID_BACK = (1 << 9),
};
/* Prototypes. */
static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl,
const float mat[4][4],
const float *draw_size,
char draw_type,
const float color[4]);
/* *********** FUNCTIONS *********** */
static void OBJECT_engine_init(void *vedata)
{
OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
if (DRW_state_is_fbo()) {
e_data.outlines_depth_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
/* XXX TODO GPU_R16UI can overflow, it would cause no harm
* (only bad colored or missing outlines) but we should
* use 32bits only if the scene have that many objects */
e_data.outlines_id_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_R16UI, &draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->outlines_fb,
{GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx),
GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)});
e_data.outlines_color_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_RGBA8, &draw_engine_object_type);
GPU_framebuffer_ensure_config(
&fbl->expand_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)});
e_data.outlines_blur_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_RGBA8, &draw_engine_object_type);
GPU_framebuffer_ensure_config(
&fbl->blur_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx)});
}
/* Shaders */
const DRWContextState *draw_ctx = DRW_context_state_get();
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
if (!sh_data->outline_resolve) {
/* Outline */
sh_data->outline_prepass = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_object_outline_prepass_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_object_outline_prepass_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
sh_data->outline_resolve = DRW_shader_create_fullscreen(
datatoc_object_outline_resolve_frag_glsl, NULL);
sh_data->outline_resolve_aa = DRW_shader_create_with_lib(
datatoc_common_fullscreen_vert_glsl,
NULL,
datatoc_object_outline_resolve_frag_glsl,
datatoc_common_fxaa_lib_glsl,
"#define FXAA_ALPHA\n"
"#define USE_FXAA\n");
sh_data->outline_detect = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl,
NULL,
datatoc_object_outline_detect_frag_glsl,
datatoc_common_globals_lib_glsl,
NULL);
sh_data->outline_detect_wire = DRW_shader_create_with_lib(
datatoc_common_fullscreen_vert_glsl,
NULL,
datatoc_object_outline_detect_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define WIRE\n");
sh_data->outline_fade = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl,
NULL);
sh_data->outline_fade_large = DRW_shader_create_fullscreen(
datatoc_object_outline_expand_frag_glsl, "#define LARGE_OUTLINE\n");
/* Empty images */
{
const char *empty_image_defs = (
"#define DEPTH_UNCHANGED " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_DEFAULT) "\n"
"#define DEPTH_FRONT " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_FRONT) "\n"
"#define DEPTH_BACK " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_BACK) "\n");
sh_data->object_empty_image = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_object_empty_image_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
datatoc_object_empty_image_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg_data->def, empty_image_defs, NULL},
});
sh_data->object_empty_image_wire = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_object_empty_image_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define USE_WIRE\n", empty_image_defs, NULL},
});
sh_data->object_camera_image_cm = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL},
.frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
datatoc_object_camera_image_frag_glsl,
NULL},
.defs =
(const char *[]){sh_cfg_data->def, "#define DRW_STATE_DO_COLOR_MANAGEMENT\n", NULL},
});
sh_data->object_camera_image = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL},
.frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
datatoc_object_camera_image_frag_glsl,
NULL},
});
}
/* Grid */
sh_data->grid = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_object_grid_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_object_grid_frag_glsl,
NULL},
});
/* Particles */
sh_data->part_prim = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl,
NULL,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
sh_data->part_axis = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl,
NULL,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_common_view_lib_glsl,
"#define USE_AXIS\n");
sh_data->part_dot = DRW_shader_create_with_lib(datatoc_object_particle_dot_vert_glsl,
NULL,
datatoc_object_particle_dot_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
/* Lightprobes */
sh_data->lightprobe_grid = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_object_lightprobe_grid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_id_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
/* Loose Points */
sh_data->loose_points = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
{
/* Grid precompute */
float viewinv[4][4], wininv[4][4];
float viewmat[4][4], winmat[4][4];
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
float grid_res;
const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0;
const bool show_ortho_grid = (v3d->gridflag & V3D_SHOW_ORTHO_GRID) != 0;
e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
DRW_view_winmat_get(NULL, winmat, false);
DRW_view_winmat_get(NULL, wininv, true);
DRW_view_viewmat_get(NULL, viewmat, false);
DRW_view_viewmat_get(NULL, viewinv, true);
/* if perps */
if (winmat[3][3] == 0.0f) {
float fov;
float viewvecs[2][4] = {
{1.0f, -1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f, 1.0f},
};
/* convert the view vectors to view space */
for (int i = 0; i < 2; i++) {
mul_m4_v4(wininv, viewvecs[i]);
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
}
fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
grid_res = fabsf(tanf(fov)) / grid_scale;
e_data.grid_flag = (1 << 4); /* XY plane */
if (show_axis_x) {
e_data.grid_flag |= SHOW_AXIS_X;
}
if (show_axis_y) {
e_data.grid_flag |= SHOW_AXIS_Y;
}
if (show_floor) {
e_data.grid_flag |= SHOW_GRID;
}
}
else {
if (rv3d->view != RV3D_VIEW_USER) {
/* Allow 3 more subdivisions. */
grid_scale /= powf(v3d->gridsubdiv, 3);
}
float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
grid_res = viewdist / grid_scale;
if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
e_data.draw_grid = show_ortho_grid;
e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
e_data.draw_grid = show_ortho_grid;
e_data.grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
}
else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
e_data.draw_grid = show_ortho_grid;
e_data.grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
}
else { /* RV3D_VIEW_USER */
e_data.grid_flag = PLANE_XY;
if (show_axis_x) {
e_data.grid_flag |= SHOW_AXIS_X;
}
if (show_axis_y) {
e_data.grid_flag |= SHOW_AXIS_Y;
}
if (show_floor) {
e_data.grid_flag |= SHOW_GRID;
}
}
}
e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
/* Z axis if needed */
if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
e_data.zpos_flag = SHOW_AXIS_Z;
float zvec[3], campos[3];
negate_v3_v3(zvec, viewinv[2]);
copy_v3_v3(campos, viewinv[3]);
/* z axis : chose the most facing plane */
if (fabsf(zvec[0]) < fabsf(zvec[1])) {
e_data.zpos_flag |= PLANE_XZ;
}
else {
e_data.zpos_flag |= PLANE_YZ;
}
e_data.zneg_flag = e_data.zpos_flag;
/* Persp : If camera is below floor plane, we switch clipping
* Ortho : If eye vector is looking up, we switch clipping */
if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) ||
((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) {
e_data.zpos_flag |= CLIP_ZPOS;
e_data.zneg_flag |= CLIP_ZNEG;
}
else {
e_data.zpos_flag |= CLIP_ZNEG;
e_data.zneg_flag |= CLIP_ZPOS;
}
e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
}
else {
e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
}
float dist;
if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
dist = ((Camera *)(camera_object->data))->clip_end;
}
else {
dist = v3d->clip_end;
}
e_data.grid_settings[0] = dist / 2.0f; /* gridDistance */
e_data.grid_settings[1] = grid_res; /* gridResolution */
e_data.grid_settings[2] = grid_scale; /* gridScale */
e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) :
0.0f; /* 1/log(gridSubdiv) */
if (winmat[3][3] == 0.0f) {
e_data.grid_mesh_size = dist;
}
else {
float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
e_data.grid_mesh_size = viewdist * dist;
}
}
copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
invert_v2(e_data.inv_viewport_size);
}
static void OBJECT_engine_free(void)
{
MEM_SAFE_FREE(e_data.empty_image_format);
MEM_SAFE_FREE(e_data.empty_image_wire_format);
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
OBJECT_Shaders *sh_data = &e_data.sh_data[sh_data_index];
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
for (int i = 0; i < (sizeof(OBJECT_Shaders) / sizeof(GPUShader *)); i++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
}
}
}
static DRWShadingGroup *shgroup_outline(DRWPass *pass,
const int *ofs,
GPUShader *sh,
eGPUShaderConfig sh_cfg)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return grp;
}
/* currently same as 'shgroup_outline', new function to avoid confustion */
static DRWShadingGroup *shgroup_wire(DRWPass *pass,
const float col[4],
GPUShader *sh,
eGPUShaderConfig sh_cfg)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return grp;
}
/* currently same as 'shgroup_outline', new function to avoid confustion */
static DRWShadingGroup *shgroup_points(DRWPass *pass,
const float col[4],
GPUShader *sh,
eGPUShaderConfig sh_cfg)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
DRW_shgroup_uniform_vec4(grp, "innerColor", G_draw.block.colorEditMeshMiddle, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
return grp;
}
static int *shgroup_theme_id_to_probe_outline_counter(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return &stl->g_data->id_ofs_prb_select_dupli;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_prb_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return &stl->g_data->id_ofs_prb_active;
case TH_SELECT:
return &stl->g_data->id_ofs_prb_select;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_prb_transform;
}
}
static int *shgroup_theme_id_to_outline_counter(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return &stl->g_data->id_ofs_select_dupli;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return &stl->g_data->id_ofs_active;
case TH_SELECT:
return &stl->g_data->id_ofs_select;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_transform;
}
}
static DRWCallBuffer *buffer_theme_id_to_probe_planar_outline_shgrp(OBJECT_StorageList *stl,
int theme_id)
{
/* does not increment counter */
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->lightprobes_planar_active;
case TH_SELECT:
return stl->g_data->lightprobes_planar_select;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_planar_transform;
}
}
static DRWCallBuffer *buffer_theme_id_to_probe_cube_outline_shgrp(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
/* does not increment counter */
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return stl->g_data->lightprobes_cube_select_dupli;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_cube_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->lightprobes_cube_active;
case TH_SELECT:
return stl->g_data->lightprobes_cube_select;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_cube_transform;
}
}
static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag);
*counter += 1;
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return stl->g_data->outlines_select_dupli;
case TH_TRANSFORM:
return stl->g_data->outlines_transform;
default:
return NULL;
}
}
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->outlines_active;
case TH_SELECT:
return stl->g_data->outlines_select;
case TH_TRANSFORM:
return stl->g_data->outlines_transform;
default:
return NULL;
}
}
static DRWShadingGroup *shgroup_theme_id_to_wire(OBJECT_ShadingGroupList *sgl,
int theme_id,
const short base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_SET)) {
return sgl->wire_dupli;
}
else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return sgl->wire_dupli_select;
case TH_TRANSFORM:
return sgl->wire_transform;
default:
return sgl->wire_dupli;
}
}
switch (theme_id) {
case TH_ACTIVE:
return sgl->wire_active;
case TH_SELECT:
return sgl->wire_select;
case TH_TRANSFORM:
return sgl->wire_transform;
default:
return sgl->wire;
}
}
static DRWShadingGroup *shgroup_theme_id_to_point(OBJECT_ShadingGroupList *sgl,
int theme_id,
const short base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_SET)) {
return sgl->points_dupli;
}
else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return sgl->points_dupli_select;
case TH_TRANSFORM:
return sgl->points_transform;
default:
return sgl->points_dupli;
}
}
switch (theme_id) {
case TH_ACTIVE:
return sgl->points_active;
case TH_SELECT:
return sgl->points_select;
case TH_TRANSFORM:
return sgl->points_transform;
default:
return sgl->points;
}
}
static void image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2])
{
float ima_x, ima_y;
if (ima) {
ima_x = size[0];
ima_y = size[1];
}
else {
/* if no image, make it a 1x1 empty square, honor scale & offset */
ima_x = ima_y = 1.0f;
}
/* Get the image aspect even if the buffer is invalid */
float sca_x = 1.0f, sca_y = 1.0f;
if (ima) {
if (ima->aspx > ima->aspy) {
sca_y = ima->aspy / ima->aspx;
}
else if (ima->aspx < ima->aspy) {
sca_x = ima->aspx / ima->aspy;
}
}
const float scale_x_inv = ima_x * sca_x;
const float scale_y_inv = ima_y * sca_y;
if (scale_x_inv > scale_y_inv) {
r_image_aspect[0] = 1.0f;
r_image_aspect[1] = scale_y_inv / scale_x_inv;
}
else {
r_image_aspect[0] = scale_x_inv / scale_y_inv;
r_image_aspect[1] = 1.0f;
}
}
static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data,
OBJECT_ShadingGroupList *sgl,
Object *ob,
const float color[3],
RegionView3D *rv3d,
eGPUShaderConfig sh_cfg)
{
/* TODO: 'StereoViews', see draw_empty_image. */
if (!BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d)) {
return;
}
/* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead,
* see: T59347 */
int size[2] = {0};
const bool use_alpha_blend = (ob->empty_image_flag & OB_EMPTY_IMAGE_USE_ALPHA_BLEND) != 0;
GPUTexture *tex = NULL;
Image *ima = ob->data;
if (ima != NULL) {
tex = GPU_texture_from_blender(ima, ob->iuser, GL_TEXTURE_2D);
if (tex) {
size[0] = GPU_texture_orig_width(tex);
size[1] = GPU_texture_orig_height(tex);
}
}
CLAMP_MIN(size[0], 1);
CLAMP_MIN(size[1], 1);
float image_aspect[2];
image_calc_aspect(ob->data, size, image_aspect);
char depth_mode;
if (DRW_state_is_depth()) {
/* Use the actual depth if we are doing depth tests to determine the distance to the object */
depth_mode = OB_EMPTY_IMAGE_DEPTH_DEFAULT;
}
else {
depth_mode = ob->empty_image_depth;
}
{
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image_wire, sgl->non_meshes);
DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect);
DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode);
DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
DRW_shgroup_uniform_vec3(grp, "color", color, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
DRW_shgroup_call_no_cull(grp, DRW_cache_image_plane_wire_get(), ob);
}
if (!BKE_object_empty_image_data_is_visible_in_view3d(ob, rv3d)) {
return;
}
if (tex && ((ob->color[3] > 0.0f) || !use_alpha_blend)) {
DRWShadingGroup *grp = DRW_shgroup_create(
sh_data->object_empty_image, (use_alpha_blend) ? sgl->image_empties : sgl->non_meshes);
DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect);
DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode);
DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(
grp, "imagePremultiplied", (ima->alpha_mode == IMA_ALPHA_PREMUL));
DRW_shgroup_uniform_vec4(grp, "objectColor", ob->color, 1);
DRW_shgroup_uniform_bool_copy(grp, "useAlphaTest", !use_alpha_blend);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
DRW_shgroup_call_no_cull(grp, DRW_cache_image_plane_get(), ob);
}
}
/* Draw Camera Background Images */
typedef struct CameraEngineData {
DrawData dd;
ListBase bg_data;
} CameraEngineData;
typedef struct CameraEngineBGData {
float transform_mat[4][4];
} CameraEngineBGData;
static void camera_engine_data_free(DrawData *dd)
{
CameraEngineData *data = (CameraEngineData *)dd;
for (LinkData *link = data->bg_data.first; link; link = link->next) {
CameraEngineBGData *bg_data = (CameraEngineBGData *)link->data;
MEM_freeN(bg_data);
}
BLI_freelistN(&data->bg_data);
}
static void camera_background_images_stereo_setup(Scene *scene,
View3D *v3d,
Image *ima,
ImageUser *iuser)
{
if (BKE_image_is_stereo(ima)) {
iuser->flag |= IMA_SHOW_STEREO;
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
iuser->multiview_eye = STEREO_LEFT_ID;
}
else if (v3d->stereo3d_camera != STEREO_3D_ID) {
/* show only left or right camera */
iuser->multiview_eye = v3d->stereo3d_camera;
}
BKE_image_multiview_index(ima, iuser);
}
else {
iuser->flag &= ~IMA_SHOW_STEREO;
}
}
static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
OBJECT_PassList *psl,
Object *ob,
RegionView3D *rv3d)
{
if (!BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d)) {
return;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
struct ARegion *ar = draw_ctx->ar;
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
Depsgraph *depsgraph = draw_ctx->depsgraph;
Camera *cam = ob->data;
const Object *camera_object = DEG_get_evaluated_object(depsgraph, v3d->camera);
const bool is_active = (ob == camera_object);
const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
if (look_through && (cam->flag & CAM_SHOW_BG_IMAGE)) {
GPUBatch *batch = DRW_cache_image_plane_get();
/* load camera engine data */
CameraEngineData *camera_engine_data = (CameraEngineData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_object_type,
sizeof(CameraEngineData),
NULL,
camera_engine_data_free);
LinkData *list_node = camera_engine_data->bg_data.first;
for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) {
if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED)) {
continue;
}
/* retrieve the image we want to show, continue to next when no image could be found */
ImBuf *ibuf = NULL;
GPUTexture *tex = NULL;
float image_aspect_x, image_aspect_y;
float image_aspect = 1.0;
int image_width, image_height;
bool premultiplied = false;
if (bgpic->source == CAM_BGIMG_SOURCE_IMAGE) {
Image *image = bgpic->ima;
if (image == NULL) {
continue;
}
premultiplied = (image->alpha_mode == IMA_ALPHA_PREMUL);
ImageUser *iuser = &bgpic->iuser;
BKE_image_user_frame_calc(image, iuser, (int)DEG_get_ctime(depsgraph));
if (image->source == IMA_SRC_SEQUENCE && !(iuser->flag & IMA_USER_FRAME_IN_RANGE)) {
/* frame is out of range, dont show */
continue;
}
else {
camera_background_images_stereo_setup(scene, v3d, image, iuser);
}
tex = GPU_texture_from_blender(image, iuser, GL_TEXTURE_2D);
if (tex == NULL) {
continue;
}
ibuf = BKE_image_acquire_ibuf(image, iuser, NULL);
if (ibuf == NULL) {
continue;
}
image_aspect_x = bgpic->ima->aspx;
image_aspect_y = bgpic->ima->aspy;
image_width = ibuf->x;
image_height = ibuf->y;
BKE_image_release_ibuf(image, ibuf, NULL);
image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y);
}
else if (bgpic->source == CAM_BGIMG_SOURCE_MOVIE) {
MovieClip *clip = NULL;
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) {
if (scene->camera) {
clip = BKE_object_movieclip_get(scene, scene->camera, true);
}
}
else {
clip = bgpic->clip;
}
if (clip == NULL) {
continue;
}
image_aspect_x = clip->aspx;
image_aspect_y = clip->aspy;
BKE_movieclip_user_set_frame(&bgpic->cuser, (int)DEG_get_ctime(depsgraph));
tex = GPU_texture_from_movieclip(clip, &bgpic->cuser, GL_TEXTURE_2D);
if (tex == NULL) {
continue;
}
BLI_addtail(&e_data.movie_clips, BLI_genericNodeN(clip));
BKE_movieclip_get_size(clip, &bgpic->cuser, &image_width, &image_height);
image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y);
}
/* ensure link_data is allocated to store matrice */
CameraEngineBGData *bg_data;
if (list_node != NULL) {
bg_data = (CameraEngineBGData *)list_node->data;
list_node = list_node->next;
}
else {
bg_data = MEM_mallocN(sizeof(CameraEngineBGData), __func__);
BLI_addtail(&camera_engine_data->bg_data, BLI_genericNodeN(bg_data));
}
/* calculate the transformation matric for the current bg image */
float uv2img_space[4][4];
float img2cam_space[4][4];
float rot_m4[4][4];
float scale_m4[4][4];
float translate_m4[4][4];
float win_m4_scale[4][4];
float win_m4_translate[4][4];
unit_m4(uv2img_space);
unit_m4(img2cam_space);
unit_m4(win_m4_scale);
unit_m4(win_m4_translate);
unit_m4(scale_m4);
axis_angle_to_mat4_single(rot_m4, 'Z', bgpic->rotation);
unit_m4(translate_m4);
const float *size = DRW_viewport_size_get();
float camera_aspect_x = 1.0;
float camera_aspect_y = 1.0;
float camera_offset_x = 0.0;
float camera_offset_y = 0.0;
float camera_aspect = 1.0;
float camera_width = size[0];
float camera_height = size[1];
if (!DRW_state_is_image_render()) {
rctf render_border;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &render_border, true);
camera_width = render_border.xmax - render_border.xmin;
camera_height = render_border.ymax - render_border.ymin;
camera_aspect = camera_width / camera_height;
const float camera_aspect_center_x = (render_border.xmax + render_border.xmin) / 2.0;
const float camera_aspect_center_y = (render_border.ymax + render_border.ymin) / 2.0;
camera_aspect_x = camera_width / size[0];
camera_aspect_y = camera_height / size[1];
win_m4_scale[0][0] = camera_aspect_x;
win_m4_scale[1][1] = camera_aspect_y;
camera_offset_x = (camera_aspect_center_x - (ar->winx / 2.0)) /
(0.5 * camera_width / camera_aspect_x);
camera_offset_y = (camera_aspect_center_y - (ar->winy / 2.0)) /
(0.5 * camera_height / camera_aspect_y);
win_m4_translate[3][0] = camera_offset_x;
win_m4_translate[3][1] = camera_offset_y;
}
/* Convert from uv space to image space -0.5..-.5 */
uv2img_space[0][0] = image_width;
uv2img_space[1][1] = image_height;
img2cam_space[0][0] = (1.0 / image_width);
img2cam_space[1][1] = (1.0 / image_height);
/* Update scaling based on image and camera framing */
float scale_x = bgpic->scale;
float scale_y = bgpic->scale;
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) {
float fit_scale = image_aspect / camera_aspect;
if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) {
if (image_aspect > camera_aspect) {
scale_x *= fit_scale;
}
else {
scale_y /= fit_scale;
}
}
else {
if (image_aspect > camera_aspect) {
scale_y /= fit_scale;
}
else {
scale_x *= fit_scale;
}
}
}
// scale image to match the desired aspect ratio
scale_m4[0][0] = scale_x;
scale_m4[1][1] = scale_y;
// translate
translate_m4[3][0] = bgpic->offset[0];
translate_m4[3][1] = bgpic->offset[1];
mul_m4_series(bg_data->transform_mat,
win_m4_translate,
win_m4_scale,
translate_m4,
img2cam_space,
scale_m4,
rot_m4,
uv2img_space);
DRWPass *pass = (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) ? psl->camera_images_front :
psl->camera_images_back;
GPUShader *shader = DRW_state_do_color_management() ? sh_data->object_camera_image_cm :
sh_data->object_camera_image;
DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
DRW_shgroup_uniform_float_copy(
grp, "depth", (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) ? 0.000001 : 0.999999);
DRW_shgroup_uniform_float_copy(grp, "alpha", bgpic->alpha);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(grp, "imagePremultiplied", premultiplied);
DRW_shgroup_uniform_float_copy(
grp, "flipX", (bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) ? -1.0 : 1.0);
DRW_shgroup_uniform_float_copy(
grp, "flipY", (bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) ? -1.0 : 1.0);
DRW_shgroup_uniform_mat4(grp, "TransformMat", bg_data->transform_mat);
DRW_shgroup_call(grp, batch, NULL);
}
}
}
static void camera_background_images_free_textures(void)
{
for (LinkData *link = e_data.movie_clips.first; link; link = link->next) {
MovieClip *clip = (MovieClip *)link->data;
GPU_free_texture_movieclip(clip);
}
BLI_freelistN(&e_data.movie_clips);
}
static void OBJECT_cache_init(void *vedata)
{
const GlobalsUboStorage *gb = &G_draw.block;
OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
OBJECT_PrivateData *g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH);
const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f);
const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) ||
(outline_width > 4.0f);
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
g_data = stl->g_data;
g_data->xray_enabled = XRAY_ACTIVE(draw_ctx->v3d);
g_data->xray_enabled_and_not_wire = g_data->xray_enabled &&
draw_ctx->v3d->shading.type > OB_WIRE;
g_data->custom_shapes = BLI_ghash_ptr_new(__func__);
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
GPUShader *sh = sh_data->outline_prepass;
if (g_data->xray_enabled_and_not_wire) {
sh = sh_data->outline_prepass_wire;
}
g_data->outlines_select = shgroup_outline(
psl->outlines, &g_data->id_ofs_select, sh, draw_ctx->sh_cfg);
g_data->outlines_select_dupli = shgroup_outline(
psl->outlines, &g_data->id_ofs_select_dupli, sh, draw_ctx->sh_cfg);
g_data->outlines_transform = shgroup_outline(
psl->outlines, &g_data->id_ofs_transform, sh, draw_ctx->sh_cfg);
g_data->outlines_active = shgroup_outline(
psl->outlines, &g_data->id_ofs_active, sh, draw_ctx->sh_cfg);
g_data->id_ofs_select = 0;
g_data->id_ofs_select_dupli = 0;
g_data->id_ofs_active = 0;
g_data->id_ofs_transform = 0;
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
struct GPUBatch *sphere = DRW_cache_sphere_get();
struct GPUBatch *quad = DRW_cache_quad_get();
/* Cubemap */
g_data->lightprobes_cube_select = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_select, draw_ctx->sh_cfg);
g_data->lightprobes_cube_select_dupli = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_select_dupli, draw_ctx->sh_cfg);
g_data->lightprobes_cube_active = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_active, draw_ctx->sh_cfg);
g_data->lightprobes_cube_transform = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_transform, draw_ctx->sh_cfg);
/* Planar */
g_data->lightprobes_planar_select = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_select, draw_ctx->sh_cfg);
g_data->lightprobes_planar_select_dupli = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_select_dupli, draw_ctx->sh_cfg);
g_data->lightprobes_planar_active = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_active, draw_ctx->sh_cfg);
g_data->lightprobes_planar_transform = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_transform, draw_ctx->sh_cfg);
g_data->id_ofs_prb_select = 0;
g_data->id_ofs_prb_select_dupli = 0;
g_data->id_ofs_prb_active = 0;
g_data->id_ofs_prb_transform = 0;
}
{
DRWState state = DRW_STATE_WRITE_COLOR;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
/* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */
float alphaOcclu = (g_data->xray_enabled) ? 1.0f : 0.35f;
psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
GPUShader *sh = (g_data->xray_enabled_and_not_wire) ? sh_data->outline_detect_wire :
sh_data->outline_detect;
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search);
DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx);
DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx);
DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu);
DRW_shgroup_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4);
DRW_shgroup_call(grp, quad, NULL);
/* This is the bleed pass if do_outline_expand is false. */
GPUShader *fade_sh = (do_large_expand) ? sh_data->outline_fade_large : sh_data->outline_fade;
psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state);
grp = DRW_shgroup_create(fade_sh, psl->outlines_expand);
DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx);
DRW_shgroup_uniform_bool_copy(grp, "doExpand", do_outline_expand);
DRW_shgroup_call(grp, quad, NULL);
psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state);
if (do_outline_expand) {
grp = DRW_shgroup_create(sh_data->outline_fade, psl->outlines_bleed);
DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx);
DRW_shgroup_uniform_bool_copy(grp, "doExpand", false);
DRW_shgroup_call(grp, quad, NULL);
}
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state);
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx :
&e_data.outlines_color_tx;
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->outline_resolve_aa, psl->outlines_resolve);
DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx);
DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1);
DRW_shgroup_call(grp, quad, NULL);
}
{
/* Grid pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
psl->grid = DRW_pass_create("Infinite Grid Pass", state);
struct GPUBatch *geom = DRW_cache_grid_get();
float grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
/* Create 3 quads to render ordered transparency Z axis */
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->grid, psl->grid);
DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size);
DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size);
DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call(grp, geom, NULL);
grp = DRW_shgroup_create(sh_data->grid, psl->grid);
DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call(grp, geom, NULL);
grp = DRW_shgroup_create(sh_data->grid, psl->grid);
DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call(grp, geom, NULL);
}
/* Camera background images */
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
psl->camera_images_back = DRW_pass_create("Camera Images Back", state);
psl->camera_images_front = DRW_pass_create("Camera Images Front", state);
}
for (int i = 0; i < 2; ++i) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
sgl->bone_solid = psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state);
sgl->bone_outline = psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
/* Wire bones */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_BLEND_ALPHA;
sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
/* distance outline around envelope bones */
state = DRW_STATE_BLEND_ADD | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_CULL_FRONT;
sgl->bone_envelope = psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass",
state);
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state);
}
for (int i = 0; i < 2; ++i) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
/* Non Meshes Pass (Camera, empties, lights ...) */
struct GPUBatch *geom;
struct GPUShader *sh;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_BLEND_ALPHA;
sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state);
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state);
/* Empties */
empties_callbuffers_create(sgl->non_meshes, &sgl->empties, draw_ctx->sh_cfg);
/* Force Field */
geom = DRW_cache_field_wind_get();
sgl->field_wind = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_field_force_get();
sgl->field_force = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_field_vortex_get();
sgl->field_vortex = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_screenspace_circle_get();
sgl->field_curve_sta = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* Grease Pencil */
geom = DRW_cache_gpencil_axes_get();
sgl->gpencil_axes = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* Speaker */
geom = DRW_cache_speaker_get();
sgl->speaker = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* Probe */
static float probeSize = 14.0f;
geom = DRW_cache_lightprobe_cube_get();
sgl->probe_cube = buffer_instance_screenspace(
sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg);
geom = DRW_cache_lightprobe_grid_get();
sgl->probe_grid = buffer_instance_screenspace(
sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg);
static float probePlanarSize = 20.0f;
geom = DRW_cache_lightprobe_planar_get();
sgl->probe_planar = buffer_instance_screenspace(
sgl->non_meshes, geom, &probePlanarSize, draw_ctx->sh_cfg);
/* Camera */
geom = DRW_cache_camera_get();
sgl->camera = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_camera_frame_get();
sgl->camera_frame = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_camera_tria_get();
sgl->camera_tria = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_plain_axes_get();
sgl->camera_focus = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_single_line_get();
sgl->camera_clip = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->camera_mist = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_single_line_endpoints_get();
sgl->camera_clip_points = buffer_distance_lines_instance(
sgl->non_meshes, geom, draw_ctx->sh_cfg);
sgl->camera_mist_points = buffer_distance_lines_instance(
sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_quad_wires_get();
sgl->camera_stereo_plane_wires = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_empty_cube_get();
sgl->camera_stereo_volume_wires = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
BLI_listbase_clear(&sgl->camera_path);
/* Texture Space */
geom = DRW_cache_empty_cube_get();
sgl->texspace = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* Wires (for loose edges) */
sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR, draw_ctx->sh_cfg);
sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh, draw_ctx->sh_cfg);
sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->sh_cfg);
sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->sh_cfg);
sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh, draw_ctx->sh_cfg);
/* Wire (duplicator) */
sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->sh_cfg);
sgl->wire_dupli_select = shgroup_wire(
sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->sh_cfg);
/* Points (loose points) */
sh = sh_data->loose_points;
sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh, draw_ctx->sh_cfg);
sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->sh_cfg);
sgl->points_transform = shgroup_points(
sgl->non_meshes, gb->colorTransform, sh, draw_ctx->sh_cfg);
sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh, draw_ctx->sh_cfg);
/* Points (duplicator) */
sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->sh_cfg);
sgl->points_dupli_select = shgroup_points(
sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->sh_cfg);
DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND_ALPHA);
DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND_ALPHA);
DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND_ALPHA);
DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND_ALPHA);
DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND_ALPHA);
DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND_ALPHA);
/* Metaballs Handles */
sgl->mball_handle = buffer_instance_mball_handles(sgl->non_meshes, draw_ctx->sh_cfg);
/* Lights */
/* TODO
* for now we create multiple times the same VBO with only light center coordinates
* but ideally we would only create it once */
sh = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, draw_ctx->sh_cfg);
DRWShadingGroup *grp = DRW_shgroup_create(sh, sgl->non_meshes);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorLightNoAlpha, 1);
DRW_shgroup_uniform_float(grp, "size", &gb->sizeLightCenter, 1);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
sgl->light_center = buffer_dynpoints_uniform_color(grp);
geom = DRW_cache_single_line_get();
sgl->light_buflimit = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_get();
sgl->light_circle = buffer_instance_screenspace(
sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
geom = DRW_cache_light_shadows_get();
sgl->light_circle_shadow = buffer_instance_screenspace(
sgl->non_meshes, geom, &gb->sizeLightCircleShadow, draw_ctx->sh_cfg);
geom = DRW_cache_light_sunrays_get();
sgl->light_sunrays = buffer_instance_screenspace(
sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg);
sgl->light_groundline = buffer_groundlines_uniform_color(
sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
sgl->light_groundpoint = buffer_groundpoints_uniform_color(
sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg);
geom = DRW_cache_screenspace_circle_get();
sgl->light_area_sphere = buffer_instance_screen_aligned(
sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_area_square_get();
sgl->light_area_square = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_area_disk_get();
sgl->light_area_disk = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_hemi_get();
sgl->light_hemi = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_single_line_get();
sgl->light_distance = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_single_line_endpoints_get();
sgl->light_buflimit_points = buffer_distance_lines_instance(
sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_spot_get();
sgl->light_spot_cone = buffer_spot_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_circle_get();
sgl->light_spot_blend = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_light_spot_square_get();
sgl->light_spot_pyramid = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
geom = DRW_cache_square_get();
sgl->light_spot_blend_rect = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* -------- STIPPLES ------- */
/* Relationship Lines */
sgl->relationship_lines = buffer_dynlines_dashed_uniform_color(
sgl->non_meshes, gb->colorWire, draw_ctx->sh_cfg);
sgl->constraint_lines = buffer_dynlines_dashed_uniform_color(
sgl->non_meshes, gb->colorGridAxisZ, draw_ctx->sh_cfg);
/* Force Field Curve Guide End (here because of stipple) */
/* TODO port to shader stipple */
geom = DRW_cache_screenspace_circle_get();
sgl->field_curve_end = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* Force Field Limits */
/* TODO port to shader stipple */
geom = DRW_cache_field_tube_limit_get();
sgl->field_tube_limit = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* TODO port to shader stipple */
geom = DRW_cache_field_cone_limit_get();
sgl->field_cone_limit = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg);
/* Transparent Shapes */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA |
DRW_STATE_CULL_FRONT;
sgl->transp_shapes = psl->transp_shapes[i] = DRW_pass_create("Transparent Shapes", state);
sh = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, draw_ctx->sh_cfg);
DRWShadingGroup *grp_transp = DRW_shgroup_create(sh, sgl->transp_shapes);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp_transp, DRW_STATE_CLIP_PLANES);
}
DRWShadingGroup *grp_cull_back = DRW_shgroup_create_sub(grp_transp);
DRW_shgroup_state_disable(grp_cull_back, DRW_STATE_CULL_FRONT);
DRW_shgroup_state_enable(grp_cull_back, DRW_STATE_CULL_BACK);
DRWShadingGroup *grp_cull_none = DRW_shgroup_create_sub(grp_transp);
DRW_shgroup_state_disable(grp_cull_none, DRW_STATE_CULL_FRONT);
/* Spot cones */
geom = DRW_cache_light_spot_volume_get();
sgl->light_spot_volume = buffer_instance_alpha(grp_transp, geom);
geom = DRW_cache_light_spot_square_volume_get();
sgl->light_spot_volume_rect = buffer_instance_alpha(grp_transp, geom);
geom = DRW_cache_light_spot_volume_get();
sgl->light_spot_volume_outside = buffer_instance_alpha(grp_cull_back, geom);
geom = DRW_cache_light_spot_square_volume_get();
sgl->light_spot_volume_rect_outside = buffer_instance_alpha(grp_cull_back, geom);
/* Camera stereo volumes */
geom = DRW_cache_cube_get();
sgl->camera_stereo_volume = buffer_instance_alpha(grp_transp, geom);
geom = DRW_cache_quad_get();
sgl->camera_stereo_plane = buffer_instance_alpha(grp_cull_none, geom);
}
{
/* Object Center pass grouped by State */
DRWShadingGroup *grp;
static float outlineWidth, size;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
psl->ob_center = DRW_pass_create("Obj Center Pass", state);
outlineWidth = 1.0f * U.pixelsize;
size = UI_GetThemeValuef(TH_OBCENTER_DIA) * U.pixelsize + outlineWidth;
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->sh_cfg);
/* Active */
grp = DRW_shgroup_create(sh, psl->ob_center);
DRW_shgroup_uniform_float(grp, "size", &size, 1);
DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1);
DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
/* TODO find better name. */
stl->g_data->center_active = buffer_dynpoints_uniform_color(grp);
/* Select */
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
stl->g_data->center_selected = buffer_dynpoints_uniform_color(grp);
/* Deselect */
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
stl->g_data->center_deselected = buffer_dynpoints_uniform_color(grp);
/* Select (library) */
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
stl->g_data->center_selected_lib = buffer_dynpoints_uniform_color(grp);
/* Deselect (library) */
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
stl->g_data->center_deselected_lib = buffer_dynpoints_uniform_color(grp);
}
{
/* Particle Pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_BLEND_ALPHA;
psl->particle = DRW_pass_create("Particle Pass", state);
}
}
static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl,
Object *ob,
ViewLayer *view_layer)
{
MetaBall *mb = ob->data;
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
{
float scamat[3][3];
copy_m3_m4(scamat, ob->obmat);
/* Get the normalized inverse matrix to extract only
* the scale of Scamat */
float iscamat[3][3];
invert_m3_m3(iscamat, scamat);
normalize_m3(iscamat);
mul_m3_m3_post(scamat, iscamat);
copy_v3_v3(draw_scale_xform[0], scamat[0]);
copy_v3_v3(draw_scale_xform[1], scamat[1]);
copy_v3_v3(draw_scale_xform[2], scamat[2]);
}
for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) {
/* draw radius */
float world_pos[3];
mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
draw_scale_xform[0][3] = world_pos[0];
draw_scale_xform[1][3] = world_pos[1];
draw_scale_xform[2][3] = world_pos[2];
DRW_buffer_add_entry(sgl->mball_handle, draw_scale_xform, &ml->rad, color);
}
}
static void DRW_shgroup_light(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
Light *la = ob->data;
float *color;
int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
static float zero = 0.0f;
typedef struct LightEngineData {
DrawData dd;
float shape_mat[4][4];
float spot_blend_mat[4][4];
} LightEngineData;
LightEngineData *light_engine_data = (LightEngineData *)DRW_drawdata_ensure(
&ob->id, &draw_engine_object_type, sizeof(LightEngineData), NULL, NULL);
float(*shapemat)[4] = light_engine_data->shape_mat;
float(*spotblendmat)[4] = light_engine_data->spot_blend_mat;
if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
/* Don't draw the center if it's selected or active */
if (theme_id == TH_LIGHT) {
DRW_buffer_add_entry(sgl->light_center, ob->obmat[3]);
}
}
/* First circle */
DRW_buffer_add_entry(sgl->light_circle, ob->obmat[3], color);
/* draw dashed outer circle for shadow */
DRW_buffer_add_entry(sgl->light_circle_shadow, ob->obmat[3], color);
/* Distance */
if (ELEM(la->type, LA_SUN, LA_AREA)) {
DRW_buffer_add_entry(sgl->light_distance, color, &zero, &la->dist, ob->obmat);
}
copy_m4_m4(shapemat, ob->obmat);
if (la->type == LA_SUN) {
DRW_buffer_add_entry(sgl->light_sunrays, ob->obmat[3], color);
}
else if (la->type == LA_SPOT) {
float size[3], sizemat[4][4];
static float one = 1.0f;
float cone_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f};
float cone_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f};
float blend = 1.0f - pow2f(la->spotblend);
size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist;
size[2] = cosf(la->spotsize * 0.5f) * la->dist;
size_to_mat4(sizemat, size);
mul_m4_m4m4(shapemat, ob->obmat, sizemat);
size[0] = size[1] = blend;
size[2] = 1.0f;
size_to_mat4(sizemat, size);
translate_m4(sizemat, 0.0f, 0.0f, -1.0f);
rotate_m4(sizemat, 'X', (float)(M_PI / 2));
mul_m4_m4m4(spotblendmat, shapemat, sizemat);
if (la->mode & LA_SQUARE) {
DRW_buffer_add_entry(sgl->light_spot_pyramid, color, &one, shapemat);
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != 1.0f) {
DRW_buffer_add_entry(sgl->light_spot_blend_rect, color, &one, spotblendmat);
}
if (la->mode & LA_SHOW_CONE) {
DRW_buffer_add_entry(sgl->light_spot_volume_rect, cone_inside, &one, shapemat);
DRW_buffer_add_entry(sgl->light_spot_volume_rect_outside, cone_outside, &one, shapemat);
}
}
else {
DRW_buffer_add_entry(sgl->light_spot_cone, color, shapemat);
/* hide line if it is zero size or overlaps with outer border,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != 1.0f) {
DRW_buffer_add_entry(sgl->light_spot_blend, color, &one, spotblendmat);
}
if (la->mode & LA_SHOW_CONE) {
DRW_buffer_add_entry(sgl->light_spot_volume, cone_inside, &one, shapemat);
DRW_buffer_add_entry(sgl->light_spot_volume_outside, cone_outside, &one, shapemat);
}
}
DRW_buffer_add_entry(sgl->light_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
DRW_buffer_add_entry(sgl->light_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
}
else if (la->type == LA_AREA) {
float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
size[1] = la->area_sizey / la->area_size;
size_to_mat4(sizemat, size);
mul_m4_m4m4(shapemat, shapemat, sizemat);
}
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
DRW_buffer_add_entry(sgl->light_area_disk, color, &la->area_size, shapemat);
}
else {
DRW_buffer_add_entry(sgl->light_area_square, color, &la->area_size, shapemat);
}
}
if (ELEM(la->type, LA_LOCAL, LA_SPOT)) {
/* We only want position not scale. */
shapemat[0][0] = shapemat[1][1] = shapemat[2][2] = 1.0f;
shapemat[0][1] = shapemat[0][2] = 0.0f;
shapemat[1][0] = shapemat[1][2] = 0.0f;
shapemat[2][0] = shapemat[2][1] = 0.0f;
DRW_buffer_add_entry(sgl->light_area_sphere, color, &la->area_size, shapemat);
}
/* Line and point going to the ground */
DRW_buffer_add_entry(sgl->light_groundline, ob->obmat[3]);
DRW_buffer_add_entry(sgl->light_groundpoint, ob->obmat[3]);
}
static GPUBatch *batch_camera_path_get(ListBase *camera_paths,
const MovieTrackingReconstruction *reconstruction)
{
GPUBatch *geom;
static GPUVertFormat format = {0};
static struct {
uint pos;
} attr_id;
if (format.attr_len == 0) {
attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
}
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, reconstruction->camnr);
MovieReconstructedCamera *camera = reconstruction->cameras;
for (int a = 0; a < reconstruction->camnr; a++, camera++) {
GPU_vertbuf_attr_set(vbo, attr_id.pos, a, camera->mat[3]);
}
geom = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
/* Store the batch to do cleanup after drawing. */
BLI_addtail(camera_paths, BLI_genericNodeN(geom));
return geom;
}
static void batch_camera_path_free(ListBase *camera_paths)
{
LinkData *link;
while ((link = BLI_pophead(camera_paths))) {
GPUBatch *camera_path = link->data;
GPU_batch_discard(camera_path);
MEM_freeN(link);
}
}
/**
* Draw the stereo 3d support elements (cameras, plane, volume).
* They are only visible when not looking through the camera:
*/
static void camera_view3d_stereoscopy_display_extra(OBJECT_ShadingGroupList *sgl,
Scene *scene,
ViewLayer *view_layer,
View3D *v3d,
Object *ob,
Camera *cam,
const float vec[4][3],
float drawsize,
const float scale[3])
{
const bool is_select = DRW_state_is_select();
static float drw_tria_dummy[2][2][2] = {{{0}}};
const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f;
float origin[2][3] = {{0}};
const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) &&
(scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) &&
(scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME);
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
for (int eye = 0; eye < 2; eye++) {
float obmat[4][4];
ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[eye], obmat);
copy_v2_v2(cam->runtime.drw_corners[eye][0], vec[0]);
copy_v2_v2(cam->runtime.drw_corners[eye][1], vec[1]);
copy_v2_v2(cam->runtime.drw_corners[eye][2], vec[2]);
copy_v2_v2(cam->runtime.drw_corners[eye][3], vec[3]);
cam->runtime.drw_depth[eye] = vec[0][2];
if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) {
const float shift_x = ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) -
cam->shiftx) *
(drawsize * scale[0] * fac));
for (int i = 0; i < 4; i++) {
cam->runtime.drw_corners[eye][i][0] += shift_x;
}
}
/* Dummy triangle, draw on top of existent lines so it is invisible. */
copy_v2_v2(drw_tria_dummy[eye][0], cam->runtime.drw_corners[eye][0]);
copy_v2_v2(drw_tria_dummy[eye][1], cam->runtime.drw_corners[eye][0]);
if (is_stereo3d_cameras) {
DRW_buffer_add_entry(sgl->camera_frame,
color,
cam->runtime.drw_corners[eye],
&cam->runtime.drw_depth[eye],
cam->runtime.drw_tria,
obmat);
DRW_buffer_add_entry(sgl->camera,
color,
cam->runtime.drw_corners[eye],
&cam->runtime.drw_depth[eye],
drw_tria_dummy[eye],
obmat);
}
/* Connecting line. */
mul_m4_v3(obmat, origin[eye]);
}
/* Draw connecting lines. */
if (is_stereo3d_cameras) {
DRW_buffer_add_entry(sgl->relationship_lines, origin[0]);
DRW_buffer_add_entry(sgl->relationship_lines, origin[1]);
}
/* Draw convergence plane. */
if (is_stereo3d_plane && !is_select) {
float convergence_plane[4][2];
const float offset = cam->stereo.convergence_distance / cam->runtime.drw_depth[0];
for (int i = 0; i < 4; i++) {
mid_v2_v2v2(
convergence_plane[i], cam->runtime.drw_corners[0][i], cam->runtime.drw_corners[1][i]);
mul_v2_fl(convergence_plane[i], offset);
}
/* We are using a -1,1 quad for this shading group, so we need to
* scale and transform it to match the convergence plane border. */
static float one = 1.0f;
float plane_mat[4][4], scale_mat[4][4];
float scale_factor[3] = {1.0f, 1.0f, 1.0f};
float color_plane[2][4] = {
{0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha},
{0.0f, 0.0f, 0.0f, 1.0f},
};
const float height = convergence_plane[1][1] - convergence_plane[0][1];
const float width = convergence_plane[2][0] - convergence_plane[0][0];
scale_factor[0] = width * 0.5f;
scale_factor[1] = height * 0.5f;
copy_m4_m4(plane_mat, cam->runtime.drw_normalmat);
translate_m4(plane_mat, 0.0f, 0.0f, -cam->stereo.convergence_distance);
size_to_mat4(scale_mat, scale_factor);
mul_m4_m4_post(plane_mat, scale_mat);
translate_m4(plane_mat, 2.0f * cam->shiftx, (width / height) * 2.0f * cam->shifty, 0.0f);
if (v3d->stereo3d_convergence_alpha > 0.0f) {
DRW_buffer_add_entry(sgl->camera_stereo_plane, color_plane[0], &one, plane_mat);
}
DRW_buffer_add_entry(sgl->camera_stereo_plane_wires, color_plane[1], &one, plane_mat);
}
/* Draw convergence volume. */
if (is_stereo3d_volume && !is_select) {
static float one = 1.0f;
float color_volume[3][4] = {
{0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha},
{1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha},
{0.0f, 0.0f, 0.0f, 1.0f},
};
for (int eye = 0; eye < 2; eye++) {
float winmat[4][4], viewinv[4][4], viewmat[4][4], persmat[4][4], persinv[4][4];
ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
BKE_camera_multiview_window_matrix(&scene->r, ob, viewnames[eye], winmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], viewinv);
invert_m4_m4(viewmat, viewinv);
mul_m4_m4m4(persmat, winmat, viewmat);
invert_m4_m4(persinv, persmat);
if (v3d->stereo3d_volume_alpha > 0.0f) {
DRW_buffer_add_entry(sgl->camera_stereo_volume, color_volume[eye], &one, persinv);
}
DRW_buffer_add_entry(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv);
}
}
}
static void camera_view3d_reconstruction(OBJECT_ShadingGroupList *sgl,
Scene *scene,
View3D *v3d,
Object *camera_object,
Object *ob,
const float color[4],
const bool is_select)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Camera *cam = ob->data;
const Object *orig_camera_object = DEG_get_original_object(camera_object);
if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) == 0) {
return;
}
MovieClip *clip = BKE_object_movieclip_get(scene, ob, false);
if (clip == NULL) {
return;
}
BLI_assert(BLI_listbase_is_empty(&sgl->camera_path));
const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) &&
((v3d->shading.type != OB_SOLID) || !XRAY_FLAG_ENABLED(v3d));
MovieTracking *tracking = &clip->tracking;
/* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */
int track_index = 1;
uchar text_color_selected[4], text_color_unselected[4];
float bundle_color_unselected[4], bundle_color_solid[4];
UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected);
UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected);
UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid);
float camera_mat[4][4];
BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat);
float bundle_scale_mat[4][4];
if (is_solid_bundle) {
scale_m4_fl(bundle_scale_mat, v3d->bundle_size);
}
for (MovieTrackingObject *tracking_object = tracking->objects.first; tracking_object != NULL;
tracking_object = tracking_object->next) {
float tracking_object_mat[4][4];
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
copy_m4_m4(tracking_object_mat, camera_mat);
}
else {
const int framenr = BKE_movieclip_remap_scene_to_clip_frame(
clip, DEG_get_ctime(draw_ctx->depsgraph));
float object_mat[4][4];
BKE_tracking_camera_get_reconstructed_interpolate(
tracking, tracking_object, framenr, object_mat);
invert_m4(object_mat);
mul_m4_m4m4(tracking_object_mat, cam->runtime.drw_normalmat, object_mat);
}
ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) {
if ((track->flag & TRACK_HAS_BUNDLE) == 0) {
continue;
}
bool is_selected = TRACK_SELECTED(track);
float bundle_mat[4][4];
copy_m4_m4(bundle_mat, tracking_object_mat);
translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
const float *bundle_color;
if (track->flag & TRACK_CUSTOMCOLOR) {
bundle_color = track->color;
}
else if (is_solid_bundle) {
bundle_color = bundle_color_solid;
}
else if (is_selected) {
bundle_color = color;
}
else {
bundle_color = bundle_color_unselected;
}
if (is_select) {
DRW_select_load_id(orig_camera_object->runtime.select_id | (track_index << 16));
track_index++;
}
if (is_solid_bundle) {
if (is_selected) {
DRW_shgroup_empty_ex(sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, color);
}
float bundle_color_v4[4] = {
bundle_color[0],
bundle_color[1],
bundle_color[2],
1.0f,
};
mul_m4_m4m4(bundle_mat, bundle_mat, bundle_scale_mat);
DRW_buffer_add_entry(sgl->empties.sphere_solid, bundle_mat, bundle_color_v4);
}
else {
DRW_shgroup_empty_ex(
sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, bundle_color);
}
if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) {
struct DRWTextStore *dt = DRW_text_cache_ensure();
DRW_text_cache_add(dt,
bundle_mat[3],
track->name,
strlen(track->name),
10,
0,
DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
is_selected ? text_color_selected : text_color_unselected);
}
}
if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) &&
!is_select) {
MovieTrackingReconstruction *reconstruction;
reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object);
if (reconstruction->camnr) {
static float camera_path_color[4];
UI_GetThemeColor4fv(TH_CAMERA_PATH, camera_path_color);
GPUBatch *geom = batch_camera_path_get(&sgl->camera_path, reconstruction);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
DRWShadingGroup *shading_group = DRW_shgroup_create(shader, sgl->non_meshes);
DRW_shgroup_uniform_vec4(shading_group, "color", camera_path_color, 1);
DRW_shgroup_call_obmat(shading_group, geom, camera_mat);
}
}
}
}
static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
Camera *cam = ob->data;
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
const bool is_select = DRW_state_is_select();
const bool is_active = (ob == camera_object);
const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0;
const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
const bool is_stereo3d_display_extra = is_active && is_multiview && (!look_through) &&
((v3d->stereo3d_flag) != 0);
const bool is_stereo3d_cameras = (ob == scene->camera) && is_multiview && is_stereo3d_view &&
(v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS);
const bool is_selection_camera_stereo = is_select && look_through && is_multiview &&
is_stereo3d_view;
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
float vec[4][3], asp[2], shift[2], scale[3], drawsize;
/* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */
if (is_selection_camera_stereo) {
scale[0] = 1.0f;
scale[1] = 1.0f;
scale[2] = 1.0f;
}
else {
scale[0] = 1.0f / len_v3(ob->obmat[0]);
scale[1] = 1.0f / len_v3(ob->obmat[1]);
scale[2] = 1.0f / len_v3(ob->obmat[2]);
}
BKE_camera_view_frame_ex(
scene, cam, cam->drawsize, look_through, scale, asp, shift, &drawsize, vec);
/* Frame coords */
copy_v2_v2(cam->runtime.drw_corners[0][0], vec[0]);
copy_v2_v2(cam->runtime.drw_corners[0][1], vec[1]);
copy_v2_v2(cam->runtime.drw_corners[0][2], vec[2]);
copy_v2_v2(cam->runtime.drw_corners[0][3], vec[3]);
/* depth */
cam->runtime.drw_depth[0] = vec[0][2];
/* tria */
cam->runtime.drw_tria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]);
cam->runtime.drw_tria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
cam->runtime.drw_tria[1][0] = shift[0];
cam->runtime.drw_tria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
if (look_through) {
if (!DRW_state_is_image_render()) {
/* Only draw the frame. */
float mat[4][4];
if (is_multiview) {
const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
const char *view_name = is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME;
BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat);
const float shiftx = BKE_camera_multiview_shift_x(&scene->r, ob, view_name);
const float delta_shiftx = shiftx - cam->shiftx;
const float width = cam->runtime.drw_corners[0][2][0] - cam->runtime.drw_corners[0][0][0];
for (int i = 0; i < 4; i++) {
cam->runtime.drw_corners[0][i][0] -= delta_shiftx * width;
}
}
else {
copy_m4_m4(mat, ob->obmat);
}
DRW_buffer_add_entry(sgl->camera_frame,
color,
cam->runtime.drw_corners[0],
&cam->runtime.drw_depth[0],
cam->runtime.drw_tria,
mat);
}
}
else {
if (!is_stereo3d_cameras) {
DRW_buffer_add_entry(sgl->camera,
color,
cam->runtime.drw_corners[0],
&cam->runtime.drw_depth[0],
cam->runtime.drw_tria,
ob->obmat);
}
/* Active cam */
if (is_active) {
DRW_buffer_add_entry(sgl->camera_tria,
color,
cam->runtime.drw_corners[0],
&cam->runtime.drw_depth[0],
cam->runtime.drw_tria,
ob->obmat);
}
}
/* draw the rest in normalize object space */
normalize_m4_m4(cam->runtime.drw_normalmat, ob->obmat);
if (cam->flag & CAM_SHOWLIMITS) {
static float col[4] = {0.5f, 0.5f, 0.25f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 0.5f, 1.0f};
float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f};
float focusdist = BKE_camera_object_dof_distance(ob);
copy_m4_m4(cam->runtime.drw_focusmat, cam->runtime.drw_normalmat);
translate_m4(cam->runtime.drw_focusmat, 0.0f, 0.0f, -focusdist);
size_to_mat4(sizemat, size);
mul_m4_m4m4(cam->runtime.drw_focusmat, cam->runtime.drw_focusmat, sizemat);
DRW_buffer_add_entry(
sgl->camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->runtime.drw_focusmat);
DRW_buffer_add_entry(
sgl->camera_clip, color, &cam->clip_start, &cam->clip_end, cam->runtime.drw_normalmat);
DRW_buffer_add_entry(sgl->camera_clip_points,
(is_active ? col_hi : col),
&cam->clip_start,
&cam->clip_end,
cam->runtime.drw_normalmat);
}
if (cam->flag & CAM_SHOWMIST) {
World *world = scene->world;
if (world) {
static float col[4] = {0.5f, 0.5f, 0.5f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 1.0f, 1.0f};
world->mistend = world->miststa + world->mistdist;
DRW_buffer_add_entry(
sgl->camera_mist, color, &world->miststa, &world->mistend, cam->runtime.drw_normalmat);
DRW_buffer_add_entry(sgl->camera_mist_points,
(is_active ? col_hi : col),
&world->miststa,
&world->mistend,
cam->runtime.drw_normalmat);
}
}
/* Stereo cameras, volumes, plane drawing. */
if (is_stereo3d_display_extra) {
camera_view3d_stereoscopy_display_extra(
sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale);
}
/* Motion Tracking. */
camera_view3d_reconstruction(sgl, scene, v3d, camera_object, ob, color, is_select);
}
static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl,
const float mat[4][4],
const float *draw_size,
char draw_type,
const float color[4])
{
DRWEmptiesBufferList *buffers = &sgl->empties;
switch (draw_type) {
case OB_PLAINAXES:
DRW_buffer_add_entry(buffers->plain_axes, color, draw_size, mat);
break;
case OB_SINGLE_ARROW:
DRW_buffer_add_entry(buffers->single_arrow, color, draw_size, mat);
DRW_buffer_add_entry(buffers->single_arrow_line, color, draw_size, mat);
break;
case OB_CUBE:
DRW_buffer_add_entry(buffers->cube, color, draw_size, mat);
break;
case OB_CIRCLE:
DRW_buffer_add_entry(buffers->circle, color, draw_size, mat);
break;
case OB_EMPTY_SPHERE:
DRW_buffer_add_entry(buffers->sphere, color, draw_size, mat);
break;
case OB_EMPTY_CONE:
DRW_buffer_add_entry(buffers->cone, color, draw_size, mat);
break;
case OB_ARROWS:
DRW_buffer_add_entry(buffers->empty_axes, color, draw_size, mat);
break;
case OB_EMPTY_IMAGE:
BLI_assert(!"Should never happen, use DRW_shgroup_empty instead.");
break;
}
}
static void DRW_shgroup_empty(OBJECT_Shaders *sh_data,
OBJECT_ShadingGroupList *sgl,
Object *ob,
ViewLayer *view_layer,
RegionView3D *rv3d,
eGPUShaderConfig sh_cfg)
{
float *color;
DRW_object_wire_theme_get(ob, view_layer, &color);
switch (ob->empty_drawtype) {
case OB_PLAINAXES:
case OB_SINGLE_ARROW:
case OB_CUBE:
case OB_CIRCLE:
case OB_EMPTY_SPHERE:
case OB_EMPTY_CONE:
case OB_ARROWS:
DRW_shgroup_empty_ex(sgl, ob->obmat, &ob->empty_drawsize, ob->empty_drawtype, color);
break;
case OB_EMPTY_IMAGE:
DRW_shgroup_empty_image(sh_data, sgl, ob, color, rv3d, sh_cfg);
break;
}
}
static void DRW_shgroup_forcefield(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
float *color = DRW_color_background_blend_get(theme_id);
PartDeflect *pd = ob->pd;
Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL;
/* TODO Move this to depsgraph */
float tmp[3];
copy_v3_fl(pd->drawvec1, ob->empty_drawsize);
switch (pd->forcefield) {
case PFIELD_WIND:
pd->drawvec1[2] = pd->f_strength;
break;
case PFIELD_VORTEX:
if (pd->f_strength < 0.0f) {
pd->drawvec1[1] = -pd->drawvec1[1];
}
break;
case PFIELD_GUIDE:
if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path &&
ob->runtime.curve_cache->path->data) {
where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL);
where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL);
}
break;
}
if (pd->falloff == PFIELD_FALL_TUBE) {
pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ?
pd->maxrad :
1.0f;
pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ?
pd->minrad :
1.0f;
pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
}
else if (pd->falloff == PFIELD_FALL_CONE) {
float radius, distance;
radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius);
pd->drawvec_falloff_max[2] = distance * cosf(radius);
radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius);
pd->drawvec_falloff_min[2] = distance * cosf(radius);
}
/* End of things that should go to depthgraph */
switch (pd->forcefield) {
case PFIELD_WIND:
DRW_buffer_add_entry(sgl->field_wind, color, &pd->drawvec1, ob->obmat);
break;
case PFIELD_FORCE:
DRW_buffer_add_entry(sgl->field_force, color, &pd->drawvec1, ob->obmat);
break;
case PFIELD_VORTEX:
DRW_buffer_add_entry(sgl->field_vortex, color, &pd->drawvec1, ob->obmat);
break;
case PFIELD_GUIDE:
if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path &&
ob->runtime.curve_cache->path->data) {
DRW_buffer_add_entry(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat);
DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->f_strength, ob->obmat);
}
break;
}
if (pd->falloff == PFIELD_FALL_SPHERE) {
/* as last, guide curve alters it */
if ((pd->flag & PFIELD_USEMAX) != 0) {
DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->maxdist, ob->obmat);
}
if ((pd->flag & PFIELD_USEMIN) != 0) {
DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->mindist, ob->obmat);
}
}
else if (pd->falloff == PFIELD_FALL_TUBE) {
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
DRW_buffer_add_entry(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
}
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
DRW_buffer_add_entry(sgl->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat);
}
}
else if (pd->falloff == PFIELD_FALL_CONE) {
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
DRW_buffer_add_entry(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
}
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
DRW_buffer_add_entry(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat);
}
}
}
static void DRW_shgroup_volume_extra(OBJECT_ShadingGroupList *sgl,
Object *ob,
ViewLayer *view_layer,
Scene *scene,
ModifierData *md)
{
SmokeModifierData *smd = (SmokeModifierData *)md;
SmokeDomainSettings *sds = smd->domain;
float *color;
float one = 1.0f;
if (sds == NULL) {
return;
}
DRW_object_wire_theme_get(ob, view_layer, &color);
/* Small cube showing voxel size. */
float voxel_cubemat[4][4] = {{0.0f}};
voxel_cubemat[0][0] = 1.0f / (float)sds->res[0];
voxel_cubemat[1][1] = 1.0f / (float)sds->res[1];
voxel_cubemat[2][2] = 1.0f / (float)sds->res[2];
voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f;
voxel_cubemat[3][3] = 1.0f;
translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f);
mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat);
DRW_buffer_add_entry(sgl->empties.cube, color, &one, voxel_cubemat);
/* Don't show smoke before simulation starts, this could be made an option in the future. */
if (!sds->draw_velocity || !sds->fluid || CFRA < sds->point_cache[0]->startframe) {
return;
}
const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE);
int line_count = (use_needle) ? 6 : 1;
int slice_axis = -1;
line_count *= sds->res[0] * sds->res[1] * sds->res[2];
if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
sds->axis_slice_method == AXIS_SLICE_SINGLE) {
float viewinv[4][4];
DRW_view_viewmat_get(NULL, viewinv, true);
const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewinv[2]) :
sds->slice_axis - 1;
slice_axis = axis;
line_count /= sds->res[axis];
}
GPU_create_smoke_velocity(smd);
DRWShadingGroup *grp = DRW_shgroup_create(volume_velocity_shader_get(use_needle),
sgl->non_meshes);
DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x);
DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y);
DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z);
DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis);
DRW_shgroup_call_procedural_lines(grp, ob, line_count);
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
}
static void volumes_free_smoke_textures(void)
{
/* Free Smoke Textures after rendering */
/* XXX This is a waste of processing and GPU bandwidth if nothing
* is updated. But the problem is since Textures are stored in the
* modifier we don't want them to take precious VRAM if the
* modifier is not used for display. We should share them for
* all viewport in a redraw at least. */
for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
SmokeModifierData *smd = (SmokeModifierData *)link->data;
GPU_free_smoke_velocity(smd);
}
BLI_freelistN(&e_data.smoke_domains);
}
static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
{
float *color;
static float one = 1.0f;
DRW_object_wire_theme_get(ob, view_layer, &color);
DRW_buffer_add_entry(sgl->speaker, color, &one, ob->obmat);
}
typedef struct OBJECT_LightProbeEngineData {
DrawData dd;
float increment_x[3];
float increment_y[3];
float increment_z[3];
float corner[3];
} OBJECT_LightProbeEngineData;
static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
OBJECT_StorageList *stl,
OBJECT_PassList *psl,
Object *ob,
ViewLayer *view_layer,
const eGPUShaderConfig sh_cfg)
{
float *color;
static float one = 1.0f;
LightProbe *prb = (LightProbe *)ob->data;
bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost :
&stl->g_data->sgl;
OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure(
&ob->id, &draw_engine_object_type, sizeof(OBJECT_LightProbeEngineData), NULL, NULL);
if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) {
int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag);
if (prb->type == LIGHTPROBE_TYPE_GRID) {
/* Update transforms */
float cell_dim[3], half_cell_dim[3];
cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x);
cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y);
cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z);
mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
/* First cell. */
copy_v3_fl(prb_data->corner, -1.0f);
add_v3_v3(prb_data->corner, half_cell_dim);
mul_m4_v3(ob->obmat, prb_data->corner);
/* Opposite neighbor cell. */
copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
add_v3_v3(prb_data->increment_x, half_cell_dim);
add_v3_fl(prb_data->increment_x, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_x);
sub_v3_v3(prb_data->increment_x, prb_data->corner);
copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
add_v3_v3(prb_data->increment_y, half_cell_dim);
add_v3_fl(prb_data->increment_y, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_y);
sub_v3_v3(prb_data->increment_y, prb_data->corner);
copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
add_v3_v3(prb_data->increment_z, half_cell_dim);
add_v3_fl(prb_data->increment_z, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_z);
sub_v3_v3(prb_data->increment_z, prb_data->corner);
uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->lightprobe_grid, psl->lightprobes);
DRW_shgroup_uniform_int_copy(grp, "call_id", *call_id);
DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
DRW_shgroup_call_procedural_points(grp, NULL, cell_count);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
}
else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
float draw_size = 1.0f;
float probe_cube_mat[4][4];
// prb_data->draw_size = prb->data_draw_size * 0.1f;
// unit_m4(prb_data->probe_cube_mat);
// copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
DRWCallBuffer *buf = buffer_theme_id_to_probe_cube_outline_shgrp(
stl, theme_id, ob->base_flag);
/* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
* to keep the call ids correct. */
zero_m4(probe_cube_mat);
DRW_buffer_add_entry(buf, call_id, &draw_size, probe_cube_mat);
}
else {
float draw_size = 1.0f;
DRWCallBuffer *buf = buffer_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
DRW_buffer_add_entry(buf, call_id, &draw_size, ob->obmat);
}
*call_id += 1;
}
switch (prb->type) {
case LIGHTPROBE_TYPE_PLANAR:
DRW_buffer_add_entry(sgl->probe_planar, ob->obmat[3], color);
break;
case LIGHTPROBE_TYPE_GRID:
DRW_buffer_add_entry(sgl->probe_grid, ob->obmat[3], color);
break;
case LIGHTPROBE_TYPE_CUBE:
default:
DRW_buffer_add_entry(sgl->probe_cube, ob->obmat[3], color);
break;
}
if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
float mat[4][4];
copy_m4_m4(mat, ob->obmat);
normalize_m4(mat);
DRW_buffer_add_entry(sgl->empties.single_arrow, color, &ob->empty_drawsize, mat);
DRW_buffer_add_entry(sgl->empties.single_arrow_line, color, &ob->empty_drawsize, mat);
copy_m4_m4(mat, ob->obmat);
zero_v3(mat[2]);
DRW_buffer_add_entry(sgl->empties.cube, color, &one, mat);
}
if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) {
prb->distfalloff = (1.0f - prb->falloff) * prb->distinf;
prb->distgridinf = prb->distinf;
if (prb->type == LIGHTPROBE_TYPE_GRID) {
prb->distfalloff += 1.0f;
prb->distgridinf += 1.0f;
}
if (prb->type == LIGHTPROBE_TYPE_GRID || prb->attenuation_type == LIGHTPROBE_SHAPE_BOX) {
DRW_buffer_add_entry(sgl->empties.cube, color, &prb->distgridinf, ob->obmat);
DRW_buffer_add_entry(sgl->empties.cube, color, &prb->distfalloff, ob->obmat);
}
else if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
float rangemat[4][4];
copy_m4_m4(rangemat, ob->obmat);
normalize_v3(rangemat[2]);
mul_v3_fl(rangemat[2], prb->distinf);
DRW_buffer_add_entry(sgl->empties.cube, color, &one, rangemat);
copy_m4_m4(rangemat, ob->obmat);
normalize_v3(rangemat[2]);
mul_v3_fl(rangemat[2], prb->distfalloff);
DRW_buffer_add_entry(sgl->empties.cube, color, &one, rangemat);
}
else {
DRW_buffer_add_entry(sgl->empties.sphere, color, &prb->distgridinf, ob->obmat);
DRW_buffer_add_entry(sgl->empties.sphere, color, &prb->distfalloff, ob->obmat);
}
}
if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) {
if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
float(*obmat)[4], *dist;
if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
dist = &prb->distpar;
/* TODO object parallax */
obmat = ob->obmat;
}
else {
dist = &prb->distinf;
obmat = ob->obmat;
}
if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) {
DRW_buffer_add_entry(sgl->empties.cube, color, dist, obmat);
}
else {
DRW_buffer_add_entry(sgl->empties.sphere, color, dist, obmat);
}
}
}
if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) {
if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
static const float cubefacemat[6][4][4] = {
{{0.0, 0.0, -1.0, 0.0},
{0.0, -1.0, 0.0, 0.0},
{-1.0, 0.0, 0.0, 0.0},
{0.0, 0.0, 0.0, 1.0}},
{{0.0, 0.0, 1.0, 0.0},
{0.0, -1.0, 0.0, 0.0},
{1.0, 0.0, 0.0, 0.0},
{0.0, 0.0, 0.0, 1.0}},
{{1.0, 0.0, 0.0, 0.0},
{0.0, 0.0, -1.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 0.0, 1.0}},
{{1.0, 0.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, -1.0, 0.0, 0.0},
{0.0, 0.0, 0.0, 1.0}},
{{1.0, 0.0, 0.0, 0.0},
{0.0, -1.0, 0.0, 0.0},
{0.0, 0.0, -1.0, 0.0},
{0.0, 0.0, 0.0, 1.0}},
{{-1.0, 0.0, 0.0, 0.0},
{0.0, -1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0}},
};
for (int i = 0; i < 6; ++i) {
float clipmat[4][4];
normalize_m4_m4(clipmat, ob->obmat);
mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
DRW_buffer_add_entry(sgl->light_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
DRW_buffer_add_entry(
sgl->light_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
}
}
}
/* Line and point going to the ground */
if (prb->type == LIGHTPROBE_TYPE_CUBE) {
DRW_buffer_add_entry(sgl->light_groundline, ob->obmat[3]);
DRW_buffer_add_entry(sgl->light_groundpoint, ob->obmat[3]);
}
}
static void DRW_shgroup_relationship_lines(OBJECT_ShadingGroupList *sgl,
Depsgraph *depsgraph,
Scene *scene,
Object *ob)
{
if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
DRW_buffer_add_entry(sgl->relationship_lines, ob->runtime.parent_display_origin);
DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]);
}
if (ob->rigidbody_constraint) {
Object *rbc_ob1 = ob->rigidbody_constraint->ob1;
Object *rbc_ob2 = ob->rigidbody_constraint->ob2;
if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) {
DRW_buffer_add_entry(sgl->relationship_lines, rbc_ob1->obmat[3]);
DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]);
}
if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) {
DRW_buffer_add_entry(sgl->relationship_lines, rbc_ob2->obmat[3]);
DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]);
}
}
/* Drawing the constraint lines */
if (!BLI_listbase_is_empty(&ob->constraints)) {
bConstraint *curcon;
bConstraintOb *cob;
ListBase *list = &ob->constraints;
cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
for (curcon = list->first; curcon; curcon = curcon->next) {
if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
/* special case for object solver and follow track constraints because they don't fill
* constraint targets properly (design limitation -- scene is needed for their target
* but it can't be accessed from get_targets callback) */
Object *camob = NULL;
if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) {
bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data;
camob = data->camera ? data->camera : scene->camera;
}
if (camob) {
DRW_buffer_add_entry(sgl->constraint_lines, camob->obmat[3]);
DRW_buffer_add_entry(sgl->constraint_lines, ob->obmat[3]);
}
}
else {
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon);
if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) {
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
cti->get_constraint_targets(curcon, &targets);
for (ct = targets.first; ct; ct = ct->next) {
/* calculate target's matrix */
if (cti->get_target_matrix) {
cti->get_target_matrix(depsgraph, curcon, cob, ct, DEG_get_ctime(depsgraph));
}
else {
unit_m4(ct->matrix);
}
DRW_buffer_add_entry(sgl->constraint_lines, ct->matrix[3]);
DRW_buffer_add_entry(sgl->constraint_lines, ob->obmat[3]);
}
if (cti->flush_constraint_targets) {
cti->flush_constraint_targets(curcon, &targets, 1);
}
}
}
}
BKE_constraints_clear_evalob(cob);
}
}
static void DRW_shgroup_object_center(OBJECT_StorageList *stl,
Object *ob,
ViewLayer *view_layer,
View3D *v3d)
{
if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) {
return;
}
const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob);
DRWCallBuffer *buf;
if (ob == OBACT(view_layer)) {
buf = stl->g_data->center_active;
}
else if (ob->base_flag & BASE_SELECTED) {
if (is_library) {
buf = stl->g_data->center_selected_lib;
}
else {
buf = stl->g_data->center_selected;
}
}
else if (v3d->flag & V3D_DRAW_CENTERS) {
if (is_library) {
buf = stl->g_data->center_deselected_lib;
}
else {
buf = stl->g_data->center_deselected;
}
}
else {
return;
}
DRW_buffer_add_entry(buf, ob->obmat[3]);
}
static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
{
if (ob->data == NULL) {
return;
}
ID *ob_data = ob->data;
float *texcoloc = NULL;
float *texcosize = NULL;
switch (GS(ob_data->name)) {
case ID_ME:
BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
break;
case ID_CU: {
Curve *cu = (Curve *)ob_data;
if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
BKE_curve_texspace_calc(cu);
}
texcoloc = cu->loc;
texcosize = cu->size;
break;
}
case ID_MB: {
MetaBall *mb = (MetaBall *)ob_data;
texcoloc = mb->loc;
texcosize = mb->size;
break;
}
default:
BLI_assert(0);
}
float tmp[4][4] = {{0.0f}}, one = 1.0f;
tmp[0][0] = texcosize[0];
tmp[1][1] = texcosize[1];
tmp[2][2] = texcosize[2];
tmp[3][0] = texcoloc[0];
tmp[3][1] = texcoloc[1];
tmp[3][2] = texcoloc[2];
tmp[3][3] = 1.0f;
mul_m4_m4m4(tmp, ob->obmat, tmp);
float color[4];
UI_GetThemeColor4fv(theme_id, color);
DRW_buffer_add_entry(sgl->texspace, color, &one, tmp);
}
static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
{
float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f;
BoundBox bb_local;
if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) {
return;
}
BoundBox *bb = BKE_object_boundbox_get(ob);
if (!ELEM(ob->type,
OB_MESH,
OB_CURVE,
OB_SURF,
OB_FONT,
OB_MBALL,
OB_ARMATURE,
OB_LATTICE,
OB_GPENCIL)) {
const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
bb = &bb_local;
BKE_boundbox_init_from_minmax(bb, min, max);
}
UI_GetThemeColor4fv(theme_id, color);
BKE_boundbox_calc_center_aabb(bb, center);
BKE_boundbox_calc_size_aabb(bb, size);
switch (ob->boundtype) {
case OB_BOUND_BOX:
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_buffer_add_entry(sgl->empties.cube, color, &one, tmp);
break;
case OB_BOUND_SPHERE:
size[0] = max_fff(size[0], size[1], size[2]);
size[1] = size[2] = size[0];
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_buffer_add_entry(sgl->empties.sphere, color, &one, tmp);
break;
case OB_BOUND_CYLINDER:
size[0] = max_ff(size[0], size[1]);
size[1] = size[0];
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_buffer_add_entry(sgl->empties.cylinder, color, &one, tmp);
break;
case OB_BOUND_CONE:
size[0] = max_ff(size[0], size[1]);
size[1] = size[0];
size_to_mat4(tmp, size);
copy_v3_v3(tmp[3], center);
/* Cone batch has base at 0 and is pointing towards +Y. */
swap_v3_v3(tmp[1], tmp[2]);
tmp[3][2] -= size[2];
mul_m4_m4m4(tmp, ob->obmat, tmp);
DRW_buffer_add_entry(sgl->empties.cone, color, &one, tmp);
break;
case OB_BOUND_CAPSULE:
size[0] = max_ff(size[0], size[1]);
size[1] = size[0];
scale_m4_fl(tmp, size[0]);
copy_v2_v2(tmp[3], center);
tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]);
mul_m4_m4m4(final_mat, ob->obmat, tmp);
DRW_buffer_add_entry(sgl->empties.capsule_cap, color, &one, final_mat);
negate_v3(tmp[2]);
tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]);
mul_m4_m4m4(final_mat, ob->obmat, tmp);
DRW_buffer_add_entry(sgl->empties.capsule_cap, color, &one, final_mat);
tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f);
mul_m4_m4m4(final_mat, ob->obmat, tmp);
DRW_buffer_add_entry(sgl->empties.capsule_body, color, &one, final_mat);
break;
}
}
static void OBJECT_cache_populate_particles(OBJECT_Shaders *sh_data,
Object *ob,
OBJECT_PassList *psl)
{
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as != PART_DRAW_PATH) {
struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
DRWShadingGroup *shgrp = NULL;
struct GPUBatch *shape = NULL;
static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
Material *ma = give_current_material(ob, part->omat);
switch (draw_as) {
case PART_DRAW_DOT:
shgrp = DRW_shgroup_create(sh_data->part_dot, psl->particle);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1);
DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_call(shgrp, geom, NULL);
break;
case PART_DRAW_CROSS:
shgrp = DRW_shgroup_create(sh_data->part_prim, psl->particle);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false);
shape = DRW_cache_particles_get_prim(PART_DRAW_CROSS);
DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom);
break;
case PART_DRAW_CIRC:
shape = DRW_cache_particles_get_prim(PART_DRAW_CIRC);
shgrp = DRW_shgroup_create(sh_data->part_prim, psl->particle);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", true);
DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom);
break;
case PART_DRAW_AXIS:
shape = DRW_cache_particles_get_prim(PART_DRAW_AXIS);
shgrp = DRW_shgroup_create(sh_data->part_axis, psl->particle);
DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false);
DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom);
break;
default:
break;
}
}
}
}
static void OBJECT_gpencil_color_names(Object *ob, struct DRWTextStore *dt, uchar color[4])
{
if (ob->mode != OB_MODE_EDIT_GPENCIL) {
return;
}
bGPdata *gpd = (bGPdata *)ob->data;
if (gpd == NULL) {
return;
}
for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
if (gpl->flag & GP_LAYER_HIDE) {
continue;
}
bGPDframe *gpf = gpl->actframe;
if (gpf == NULL) {
continue;
}
for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
Material *ma = give_current_material(ob, gps->mat_nr + 1);
if (ma == NULL) {
continue;
}
MaterialGPencilStyle *gp_style = ma->gp_style;
/* skip stroke if it doesn't have any valid data */
if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) {
continue;
}
/* check if the color is visible */
if (gp_style->flag & GP_STYLE_COLOR_HIDE) {
continue;
}
/* only if selected */
if (gps->flag & GP_STROKE_SELECT) {
float fpt[3];
for (int i = 0; i < gps->totpoints; i++) {
bGPDspoint *pt = &gps->points[i];
if (pt->flag & GP_SPOINT_SELECT) {
mul_v3_m4v3(fpt, ob->obmat, &pt->x);
DRW_text_cache_add(dt,
fpt,
ma->id.name + 2,
strlen(ma->id.name + 2),
10,
0,
DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
color);
break;
}
}
}
}
}
}
BLI_INLINE OBJECT_DupliData *OBJECT_duplidata_get(Object *ob, void *vedata, bool *init)
{
OBJECT_DupliData **dupli_data = (OBJECT_DupliData **)DRW_duplidata_get(vedata);
*init = false;
if (!ELEM(ob->type, OB_MESH, OB_SURF, OB_LATTICE, OB_CURVE, OB_FONT)) {
return NULL;
}
if (dupli_data) {
if (*dupli_data == NULL) {
*dupli_data = MEM_callocN(sizeof(OBJECT_DupliData), "OBJECT_DupliData");
*init = true;
}
return *dupli_data;
}
return NULL;
}
static void OBJECT_cache_populate(void *vedata, Object *ob)
{
OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost :
&stl->g_data->sgl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_edit_mode = (ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob);
ViewLayer *view_layer = draw_ctx->view_layer;
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
ModifierData *md = NULL;
int theme_id = TH_UNDEFINED;
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
/* Handle particles first in case the emitter itself shouldn't be rendered. */
if (ob_visibility & OB_VISIBLE_PARTICLES) {
OBJECT_cache_populate_particles(sh_data, ob, psl);
}
if ((ob_visibility & OB_VISIBLE_SELF) == 0) {
return;
}
const bool do_outlines = ((draw_ctx->v3d->flag & V3D_SELECT_OUTLINE) &&
((ob->base_flag & BASE_SELECTED) != 0) &&
((DRW_object_is_renderable(ob) && (ob->dt > OB_WIRE)) ||
(ob->dt == OB_WIRE)));
const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0);
const bool hide_object_extra =
((v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) != 0 &&
/* Show if this is the camera we're looking through since it's useful for selecting. */
(((rv3d->persp == RV3D_CAMOB) && ((ID *)v3d->camera == ob->id.orig_id)) == 0));
/* Fast path for duplis. */
bool init_duplidata;
OBJECT_DupliData *dupli_data = OBJECT_duplidata_get(ob, vedata, &init_duplidata);
if (do_outlines) {
if (!BKE_object_is_in_editmode(ob) &&
!((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT))) {
struct GPUBatch *geom;
DRWShadingGroup *shgroup = NULL;
/* This fixes only the biggest case which is a plane in ortho view. */
int flat_axis = 0;
bool is_flat_object_viewed_from_side = ((rv3d->persp == RV3D_ORTHO) &&
DRW_object_is_flat(ob, &flat_axis) &&
DRW_object_axis_orthogonal_to_view(ob, flat_axis));
if (dupli_data && !init_duplidata) {
geom = dupli_data->outline_geom;
shgroup = dupli_data->outline_shgrp;
}
else {
if (stl->g_data->xray_enabled_and_not_wire || is_flat_object_viewed_from_side) {
geom = DRW_cache_object_edge_detection_get(ob, NULL);
}
else {
geom = DRW_cache_object_surface_get(ob);
}
if (geom) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag);
}
}
if (shgroup && geom) {
DRW_shgroup_call(shgroup, geom, ob);
}
if (init_duplidata) {
dupli_data->outline_shgrp = shgroup;
dupli_data->outline_geom = geom;
}
}
}
if (dupli_data && !init_duplidata) {
if (dupli_data->extra_shgrp && dupli_data->extra_geom) {
DRW_shgroup_call(dupli_data->extra_shgrp, dupli_data->extra_geom, ob);
}
}
else {
struct GPUBatch *geom = NULL;
DRWShadingGroup *shgroup = NULL;
switch (ob->type) {
case OB_MESH: {
if (hide_object_extra) {
break;
}
Mesh *me = ob->data;
if (!is_edit_mode && me->totedge == 0) {
geom = DRW_cache_mesh_all_verts_get(ob);
if (geom) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag);
DRW_shgroup_call(shgroup, geom, ob);
}
}
else {
bool has_edit_mesh_cage = false;
/* TODO: Should be its own function. */
if (is_edit_mode) {
BMEditMesh *embm = me->edit_mesh;
has_edit_mesh_cage = embm->mesh_eval_cage &&
(embm->mesh_eval_cage != embm->mesh_eval_final);
}
if ((!is_edit_mode && me->totedge > 0) || has_edit_mesh_cage) {
geom = DRW_cache_mesh_loose_edges_get(ob);
if (geom) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call(shgroup, geom, ob);
}
}
}
break;
}
case OB_SURF: {
if (hide_object_extra) {
break;
}
geom = DRW_cache_surf_edge_wire_get(ob);
if (geom == NULL) {
break;
}
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call(shgroup, geom, ob);
break;
}
case OB_LATTICE: {
if (!is_edit_mode) {
if (hide_object_extra) {
break;
}
geom = DRW_cache_lattice_wire_get(ob, false);
if (geom == NULL) {
break;
}
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call(shgroup, geom, ob);
}
break;
}
case OB_CURVE: {
if (!is_edit_mode) {
if (hide_object_extra) {
break;
}
geom = DRW_cache_curve_edge_wire_get(ob);
if (geom == NULL) {
break;
}
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call(shgroup, geom, ob);
}
break;
}
case OB_MBALL: {
if (!is_edit_mode) {
DRW_shgroup_mball_handles(sgl, ob, view_layer);
}
break;
}
case OB_LAMP:
if (hide_object_extra) {
break;
}
DRW_shgroup_light(sgl, ob, view_layer);
break;
case OB_CAMERA:
if (hide_object_extra) {
break;
}
DRW_shgroup_camera(sgl, ob, view_layer);
DRW_shgroup_camera_background_images(sh_data, psl, ob, rv3d);
break;
case OB_EMPTY:
if (hide_object_extra) {
break;
}
DRW_shgroup_empty(sh_data, sgl, ob, view_layer, rv3d, draw_ctx->sh_cfg);
break;
case OB_SPEAKER:
if (hide_object_extra) {
break;
}
DRW_shgroup_speaker(sgl, ob, view_layer);
break;
case OB_LIGHTPROBE:
if (hide_object_extra) {
break;
}
DRW_shgroup_lightprobe(sh_data, stl, psl, ob, view_layer, draw_ctx->sh_cfg);
break;
case OB_ARMATURE: {
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES) ||
((ob->dt < OB_WIRE) && !DRW_state_is_select())) {
break;
}
bArmature *arm = ob->data;
if (arm->edbo == NULL) {
if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, draw_ctx->obact)) {
bool is_wire = (v3d->shading.type == OB_WIRE) || (ob->dt <= OB_WIRE) ||
XRAY_FLAG_ENABLED(v3d);
DRWArmaturePasses passes = {
.bone_solid = (is_wire) ? NULL : sgl->bone_solid,
.bone_outline = sgl->bone_outline,
.bone_wire = sgl->bone_wire,
.bone_envelope = sgl->bone_envelope,
.bone_axes = sgl->bone_axes,
.relationship_lines = NULL, /* Don't draw relationship lines */
.custom_shapes = stl->g_data->custom_shapes,
};
DRW_shgroup_armature_object(ob, view_layer, passes, is_wire);
}
}
break;
}
case OB_FONT: {
if (hide_object_extra) {
break;
}
Curve *cu = (Curve *)ob->data;
bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f ||
cu->ext2 != 0.0f;
if (!has_surface) {
geom = DRW_cache_text_edge_wire_get(ob);
if (geom) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
DRW_shgroup_call(shgroup, geom, ob);
}
}
break;
}
default:
break;
}
if (init_duplidata) {
dupli_data->extra_shgrp = shgroup;
dupli_data->extra_geom = geom;
}
}
if (ob->pd && ob->pd->forcefield) {
DRW_shgroup_forcefield(sgl, ob, view_layer);
}
if ((ob->dt == OB_BOUNDBOX) &&
!ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE)) {
if (theme_id == TH_UNDEFINED) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
DRW_shgroup_bounds(sgl, ob, theme_id);
}
/* don't show object extras in set's */
if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
if ((draw_ctx->object_mode & (OB_MODE_ALL_PAINT | OB_MODE_ALL_PAINT_GPENCIL)) == 0) {
DRW_shgroup_object_center(stl, ob, view_layer, v3d);
}
if (show_relations && !DRW_state_is_select()) {
DRW_shgroup_relationship_lines(sgl, draw_ctx->depsgraph, scene, ob);
}
const bool draw_extra = (ob->dtx != 0);
if (draw_extra && (theme_id == TH_UNDEFINED)) {
theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
}
if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) {
struct DRWTextStore *dt = DRW_text_cache_ensure();
uchar color[4];
UI_GetThemeColor4ubv(theme_id, color);
DRW_text_cache_add(dt,
ob->obmat[3],
ob->id.name + 2,
strlen(ob->id.name + 2),
10,
0,
DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
color);
/* draw grease pencil stroke names */
if (ob->type == OB_GPENCIL) {
OBJECT_gpencil_color_names(ob, dt, color);
}
}
if ((ob->dtx & OB_TEXSPACE) && ELEM(ob->type, OB_MESH, OB_CURVE, OB_MBALL)) {
DRW_shgroup_texture_space(sgl, ob, theme_id);
}
/* Don't draw bounding box again if draw type is bound box. */
if ((ob->dtx & OB_DRAWBOUNDOX) && (ob->dt != OB_BOUNDBOX) &&
!ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE)) {
DRW_shgroup_bounds(sgl, ob, theme_id);
}
if (ob->dtx & OB_AXIS) {
float *color, axes_size = 1.0f;
DRW_object_wire_theme_get(ob, view_layer, &color);
DRW_buffer_add_entry(sgl->empties.empty_axes, color, &axes_size, ob->obmat);
}
if ((md = modifiers_findByType(ob, eModifierType_Smoke)) &&
(modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
(((SmokeModifierData *)md)->domain != NULL)) {
DRW_shgroup_volume_extra(sgl, ob, view_layer, scene, md);
}
}
}
static void OBJECT_cache_finish(void *vedata)
{
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties);
DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties);
if (stl->g_data->custom_shapes) {
/* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */
BLI_ghash_free(stl->g_data->custom_shapes, NULL, NULL);
}
}
static void OBJECT_draw_scene(void *vedata)
{
OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
OBJECT_PrivateData *g_data = stl->g_data;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
int id_len_select = g_data->id_ofs_select;
int id_len_select_dupli = g_data->id_ofs_select_dupli;
int id_len_active = g_data->id_ofs_active;
int id_len_transform = g_data->id_ofs_transform;
int id_len_prb_select = g_data->id_ofs_prb_select;
int id_len_prb_select_dupli = g_data->id_ofs_prb_select_dupli;
int id_len_prb_active = g_data->id_ofs_prb_active;
int id_len_prb_transform = g_data->id_ofs_prb_transform;
int outline_calls = id_len_select + id_len_select_dupli + id_len_active + id_len_transform;
outline_calls += id_len_prb_select + id_len_prb_select_dupli + id_len_prb_active +
id_len_prb_transform;
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DRW_draw_pass(psl->camera_images_back);
/* Don't draw Transparent passes in MSAA buffer. */
// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
DRW_draw_pass(stl->g_data->sgl.transp_shapes);
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
DRW_draw_pass(stl->g_data->sgl.bone_solid);
DRW_draw_pass(stl->g_data->sgl.bone_wire);
DRW_draw_pass(stl->g_data->sgl.bone_outline);
DRW_draw_pass(stl->g_data->sgl.non_meshes);
DRW_draw_pass(psl->particle);
DRW_draw_pass(stl->g_data->sgl.bone_axes);
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
DRW_draw_pass(stl->g_data->sgl.image_empties);
if (DRW_state_is_fbo() && outline_calls > 0) {
DRW_stats_group_start("Outlines");
g_data->id_ofs_active = 1;
g_data->id_ofs_select = g_data->id_ofs_active + id_len_active + id_len_prb_active + 1;
g_data->id_ofs_select_dupli = g_data->id_ofs_select + id_len_select + id_len_prb_select + 1;
g_data->id_ofs_transform = g_data->id_ofs_select_dupli + id_len_select_dupli +
id_len_prb_select_dupli + 1;
g_data->id_ofs_prb_active = g_data->id_ofs_active + id_len_active;
g_data->id_ofs_prb_select = g_data->id_ofs_select + id_len_select;
g_data->id_ofs_prb_select_dupli = g_data->id_ofs_select_dupli + id_len_select_dupli;
g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_len_transform;
/* Render filled polygon on a separate framebuffer */
GPU_framebuffer_bind(fbl->outlines_fb);
GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f);
DRW_draw_pass(psl->outlines);
DRW_draw_pass(psl->lightprobes);
/* Search outline pixels */
GPU_framebuffer_bind(fbl->blur_fb);
DRW_draw_pass(psl->outlines_search);
/* Expand outline to form a 3px wide line */
GPU_framebuffer_bind(fbl->expand_fb);
DRW_draw_pass(psl->outlines_expand);
/* Bleed color so the AA can do it's stuff */
GPU_framebuffer_bind(fbl->blur_fb);
DRW_draw_pass(psl->outlines_bleed);
/* restore main framebuffer */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_stats_group_end();
}
else if (DRW_state_is_select()) {
/* Render probes spheres/planes so we can select them. */
DRW_draw_pass(psl->lightprobes);
}
if (DRW_state_is_fbo()) {
if (e_data.draw_grid) {
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->grid);
}
/* Combine with scene buffer last */
if (outline_calls > 0) {
DRW_draw_pass(psl->outlines_resolve);
}
}
volumes_free_smoke_textures();
batch_camera_path_free(&stl->g_data->sgl.camera_path);
if (!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_solid) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.image_empties) ||
!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes)) {
if (DRW_state_is_fbo()) {
/* meh, late init to not request a depth buffer we won't use. */
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->ghost_fb,
{
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_bind(fbl->ghost_fb);
GPU_framebuffer_clear_depth(fbl->ghost_fb, 1.0f);
}
else if (DRW_state_is_select()) {
/* XXX `GPU_depth_range` is not a perfect solution
* since very distant geometries can still be occluded.
* Also the depth test precision of these geometries is impaired.
* However solves the selection for the vast majority of cases. */
GPU_depth_range(0.0f, 0.01f);
}
DRW_draw_pass(stl->g_data->sgl_ghost.transp_shapes);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_solid);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_wire);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_outline);
DRW_draw_pass(stl->g_data->sgl_ghost.non_meshes);
DRW_draw_pass(stl->g_data->sgl_ghost.image_empties);
DRW_draw_pass(stl->g_data->sgl_ghost.bone_axes);
if (DRW_state_is_select()) {
GPU_depth_range(0.0f, 1.0f);
}
}
batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path);
DRW_draw_pass(psl->camera_images_front);
camera_background_images_free_textures();
DRW_draw_pass(psl->ob_center);
}
static const DrawEngineDataSize OBJECT_data_size = DRW_VIEWPORT_DATA_SIZE(OBJECT_Data);
DrawEngineType draw_engine_object_type = {
NULL,
NULL,
N_("ObjectMode"),
&OBJECT_data_size,
&OBJECT_engine_init,
&OBJECT_engine_free,
&OBJECT_cache_init,
&OBJECT_cache_populate,
&OBJECT_cache_finish,
NULL,
&OBJECT_draw_scene,
NULL,
NULL,
};