Use doxy references to function and enums, also correct some names which became out of sync.
336 lines
10 KiB
C
336 lines
10 KiB
C
/*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* Copyright 2016, Blender Foundation.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup draw
|
|
*/
|
|
#include "BKE_modifier.h"
|
|
|
|
#include "DNA_modifier_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
|
|
#include "DRW_engine.h"
|
|
#include "DRW_render.h"
|
|
|
|
#include "ED_view3d.h"
|
|
|
|
/* If builtin shaders are needed */
|
|
#include "GPU_shader.h"
|
|
|
|
#include "draw_common.h"
|
|
#include "draw_mode_engines.h"
|
|
|
|
/* *********** LISTS *********** */
|
|
/**
|
|
* All lists are per viewport specific datas.
|
|
* They are all free when viewport changes engines
|
|
* or is free itself. Use #POSE_engine_init() to
|
|
* initialize most of them and #POSE_cache_init()
|
|
* for #POSE_PassList
|
|
*/
|
|
|
|
typedef struct POSE_PassList {
|
|
struct DRWPass *bone_solid[2];
|
|
struct DRWPass *bone_transp[2];
|
|
struct DRWPass *bone_outline[2];
|
|
struct DRWPass *bone_wire[2];
|
|
struct DRWPass *bone_envelope[2];
|
|
struct DRWPass *bone_axes;
|
|
struct DRWPass *relationship[2];
|
|
struct DRWPass *bone_selection;
|
|
} POSE_PassList;
|
|
|
|
typedef struct POSE_StorageList {
|
|
struct POSE_PrivateData *g_data;
|
|
} POSE_StorageList;
|
|
|
|
typedef struct POSE_Data {
|
|
void *engine_type;
|
|
DRWViewportEmptyList *fbl;
|
|
DRWViewportEmptyList *txl;
|
|
POSE_PassList *psl;
|
|
POSE_StorageList *stl;
|
|
} POSE_Data;
|
|
|
|
/* *********** STATIC *********** */
|
|
|
|
typedef struct POSE_PrivateData {
|
|
DRWShadingGroup *bone_selection_shgrp;
|
|
DRWShadingGroup *bone_selection_invert_shgrp;
|
|
float blend_color[4];
|
|
float blend_color_invert[4];
|
|
bool transparent_bones;
|
|
} POSE_PrivateData; /* Transient data */
|
|
|
|
static struct {
|
|
struct GPUShader *bone_selection_sh;
|
|
} e_data = {NULL};
|
|
|
|
|
|
/* *********** FUNCTIONS *********** */
|
|
static bool POSE_is_bone_selection_overlay_active(void)
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
const View3D *v3d = draw_ctx->v3d;
|
|
return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) && draw_ctx->object_pose;
|
|
}
|
|
|
|
static void POSE_engine_init(void *UNUSED(vedata))
|
|
{
|
|
if (!e_data.bone_selection_sh) {
|
|
e_data.bone_selection_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
|
|
}
|
|
}
|
|
|
|
static void POSE_engine_free(void)
|
|
{
|
|
}
|
|
|
|
/* Here init all passes and shading groups
|
|
* Assume that all Passes are NULL */
|
|
static void POSE_cache_init(void *vedata)
|
|
{
|
|
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
|
|
POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
View3D *v3d = draw_ctx->v3d;
|
|
|
|
if (!stl->g_data) {
|
|
/* Alloc transient pointers */
|
|
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
|
|
}
|
|
POSE_PrivateData *ppd = stl->g_data;
|
|
ppd->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE);
|
|
|
|
for (int i = 0; i < 2; ++i) {
|
|
/* Solid bones */
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
|
|
psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH);
|
|
psl->bone_transp[i] = DRW_pass_create("Bone Transp Pass", state | DRW_STATE_BLEND);
|
|
|
|
/* Bones Outline */
|
|
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
|
|
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;
|
|
psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
|
|
|
|
/* distance outline around envelope bones */
|
|
state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
|
|
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 |
|
|
DRW_STATE_BLEND | DRW_STATE_WIRE;
|
|
psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
|
|
}
|
|
|
|
{
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
|
|
psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
|
|
}
|
|
|
|
{
|
|
if (POSE_is_bone_selection_overlay_active()) {
|
|
const float alpha = (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) ? 0.0f : v3d->overlay.xray_alpha_bone;
|
|
copy_v4_fl4(ppd->blend_color, 0.0f, 0.0f, 0.0f, alpha);
|
|
copy_v4_fl4(ppd->blend_color_invert, 0.0f, 0.0f, 0.0f, pow(alpha, 4));
|
|
DRWShadingGroup *grp;
|
|
psl->bone_selection = DRW_pass_create(
|
|
"Bone Selection",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
|
|
grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
|
|
DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color, 1);
|
|
stl->g_data->bone_selection_shgrp = grp;
|
|
grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
|
|
DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color_invert, 1);
|
|
stl->g_data->bone_selection_invert_shgrp = grp;
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool POSE_is_driven_by_active_armature(Object *ob)
|
|
{
|
|
Object *ob_arm = modifiers_isDeformedByArmature(ob);
|
|
if (ob_arm) {
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
bool is_active = DRW_pose_mode_armature(ob_arm, draw_ctx->obact);
|
|
if (!is_active && ob_arm->proxy_from) {
|
|
is_active = DRW_pose_mode_armature(ob_arm->proxy_from, draw_ctx->obact);
|
|
}
|
|
return is_active;
|
|
}
|
|
else {
|
|
Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob);
|
|
if (ob_mesh_deform) {
|
|
return POSE_is_driven_by_active_armature(ob_mesh_deform);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/* Add geometry to shading groups. Execute for each objects */
|
|
static void POSE_cache_populate(void *vedata, Object *ob)
|
|
{
|
|
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
|
|
POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
/* In the future this will allow us to implement face gizmos,
|
|
* and similar functionalities. For now we handle only pose bones. */
|
|
|
|
if (ob->type == OB_ARMATURE) {
|
|
if ((draw_ctx->v3d->flag2 & V3D_HIDE_OVERLAYS) ||
|
|
(draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES))
|
|
{
|
|
return;
|
|
}
|
|
if (DRW_pose_mode_armature(ob, draw_ctx->obact)) {
|
|
int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
|
|
bool transp = (ppd->transparent_bones || (ob->dt <= OB_WIRE)) || XRAY_FLAG_ENABLED(draw_ctx->v3d);
|
|
|
|
DRWArmaturePasses passes = {
|
|
.bone_solid = (transp) ? psl->bone_transp[ghost] : psl->bone_solid[ghost],
|
|
.bone_outline = psl->bone_outline[ghost],
|
|
.bone_wire = psl->bone_wire[ghost],
|
|
.bone_envelope = psl->bone_envelope[ghost],
|
|
.bone_axes = psl->bone_axes,
|
|
.relationship_lines = psl->relationship[ghost],
|
|
};
|
|
DRW_shgroup_armature_pose(ob, passes, transp);
|
|
}
|
|
}
|
|
else if (ob->type == OB_MESH &&
|
|
!DRW_state_is_select() &&
|
|
POSE_is_bone_selection_overlay_active())
|
|
{
|
|
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
|
|
if (geom) {
|
|
if (POSE_is_driven_by_active_armature(ob)) {
|
|
DRW_shgroup_call_object_add(ppd->bone_selection_shgrp, geom, ob);
|
|
}
|
|
else {
|
|
DRW_shgroup_call_object_add(ppd->bone_selection_invert_shgrp, geom, ob);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return true if armature should be handled by the pose mode engine.
|
|
*/
|
|
bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
/* Pose armature is handled by pose mode engine. */
|
|
if (((ob == active_ob) || (ob->mode & OB_MODE_POSE)) &&
|
|
((draw_ctx->object_mode & OB_MODE_POSE) != 0))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/* Armature parent is also handled by pose mode engine. */
|
|
if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) {
|
|
if (ob == draw_ctx->object_pose) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/* Draw time ! Control rendering pipeline from here */
|
|
static void POSE_draw_scene(void *vedata)
|
|
{
|
|
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active();
|
|
|
|
if (DRW_state_is_select()) {
|
|
DRW_draw_pass(psl->bone_outline[0]);
|
|
DRW_draw_pass(psl->bone_solid[0]);
|
|
DRW_draw_pass(psl->bone_wire[0]);
|
|
DRW_draw_pass(psl->bone_outline[1]);
|
|
DRW_draw_pass(psl->bone_solid[1]);
|
|
DRW_draw_pass(psl->bone_wire[1]);
|
|
return;
|
|
}
|
|
|
|
if (bone_selection_overlay) {
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
DRW_draw_pass(psl->bone_selection);
|
|
GPU_framebuffer_bind(dfbl->depth_only_fb);
|
|
GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0);
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
}
|
|
|
|
DRW_draw_pass(psl->bone_envelope[0]);
|
|
DRW_draw_pass(psl->bone_transp[0]);
|
|
|
|
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
|
|
|
|
DRW_draw_pass(psl->bone_solid[0]);
|
|
DRW_draw_pass(psl->bone_outline[0]);
|
|
DRW_draw_pass(psl->bone_wire[0]);
|
|
DRW_draw_pass(psl->relationship[0]);
|
|
|
|
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
|
|
|
|
if (!DRW_pass_is_empty(psl->bone_envelope[1]) ||
|
|
!DRW_pass_is_empty(psl->bone_transp[1]) ||
|
|
!DRW_pass_is_empty(psl->bone_solid[1]) ||
|
|
!DRW_pass_is_empty(psl->bone_outline[1]) ||
|
|
!DRW_pass_is_empty(psl->bone_wire[1]) ||
|
|
!DRW_pass_is_empty(psl->relationship[1]))
|
|
{
|
|
if (DRW_state_is_fbo()) {
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
|
|
}
|
|
|
|
DRW_draw_pass(psl->bone_envelope[1]);
|
|
DRW_draw_pass(psl->bone_solid[1]);
|
|
DRW_draw_pass(psl->bone_transp[1]);
|
|
DRW_draw_pass(psl->bone_outline[1]);
|
|
DRW_draw_pass(psl->bone_wire[1]);
|
|
DRW_draw_pass(psl->relationship[1]);
|
|
}
|
|
|
|
/* Draw axes with linesmooth and outside of multisample buffer. */
|
|
DRW_draw_pass(psl->bone_axes);
|
|
}
|
|
|
|
static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data);
|
|
|
|
DrawEngineType draw_engine_pose_type = {
|
|
NULL, NULL,
|
|
N_("PoseMode"),
|
|
&POSE_data_size,
|
|
&POSE_engine_init,
|
|
&POSE_engine_free,
|
|
&POSE_cache_init,
|
|
&POSE_cache_populate,
|
|
NULL,
|
|
NULL,
|
|
&POSE_draw_scene,
|
|
NULL,
|
|
NULL,
|
|
};
|