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blender-archive/source/blender/draw/modes/pose_mode.c
Clément Foucault b6dbd8723c DRW / Render: Add support for render pipeline in drawmanager.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.

A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29 22:00:15 +01:00

200 lines
5.5 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file blender/draw/modes/pose_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
extern GlobalsUboStorage ts;
/* *********** 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;
struct DRWPass *bone_wire;
struct DRWPass *bone_envelope;
struct DRWPass *relationship;
} 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 *relationship_lines;
} POSE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
/* 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;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
}
{
/* Wire bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
}
{
/* distance outline around envelope bones */
DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state);
}
{
/* Non Meshes Pass (Camera, empties, lamps ...) */
DRWState state =
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
/* Relationship Lines */
stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->relationship, ts.colorWire);
DRW_shgroup_state_enable(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void POSE_cache_populate(void *vedata, Object *ob)
{
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* In the future this will allow us to implement face manipulators,
* and similar functionalities. For now we handle only pose bones. */
if (ob->type == OB_ARMATURE) {
if (DRW_pose_mode_armature(ob, draw_ctx->obact)) {
DRW_shgroup_armature_pose(
ob, psl->bone_solid, psl->bone_wire, psl->bone_envelope,
stl->g_data->relationship_lines);
}
}
}
/**
* Return true if armature should be handled by the pose mode engine.
*/
bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
{
/* Pode armature is handled by pose mode engine. */
if ((ob == active_ob) && ((ob->mode & OB_MODE_POSE) != 0)) {
return true;
}
/* Armature parent is also handled by pose mode engine. */
if ((active_ob != NULL) && ((active_ob->mode & OB_MODE_WEIGHT_PAINT) != 0)) {
if (active_ob->parent == ob) {
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;
DRW_draw_pass(psl->bone_envelope);
DRW_draw_pass(psl->bone_wire);
DRW_draw_pass(psl->bone_solid);
DRW_draw_pass(psl->relationship);
}
/* Create collection settings here.
*
* Be sure to add this function there :
* source/blender/draw/DRW_engine.h
* source/blender/blenkernel/intern/layer.c
* source/blenderplayer/bad_level_call_stubs/stubs.c
*
* And relevant collection settings to :
* source/blender/makesrna/intern/rna_scene.c
* source/blender/blenkernel/intern/layer.c
*/
#if 0
void POSE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
// BKE_collection_engine_property_add_int(ces, "foo", 37);
}
#endif
static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data);
DrawEngineType draw_engine_pose_type = {
NULL, NULL,
N_("PoseMode"),
&POSE_data_size,
NULL,
NULL,
&POSE_cache_init,
&POSE_cache_populate,
NULL,
NULL,
&POSE_draw_scene,
NULL,
NULL,
};