We now use a more pleasant and efficient way to display enveloppe bones and their radius. For this we use a capsule geometry that is displaced (in the vertex shader) to a signed distance field that represents the bone shape. The bone distance radius are now drawn in 3D using a "pseudo-fresnel" effect. This gives a better understanding of what is inside the radius of influence. When capsules are not needed, we switch to default raytraced points. The capsules are not distorded by the bone's matrix (same as their actual influence radius) and are correctly displayed even with complex scaled parents hierarchy.
170 lines
4.8 KiB
C
170 lines
4.8 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/modes/edit_armature_mode.c
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* \ingroup draw
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*/
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "DNA_armature_types.h"
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#include "draw_common.h"
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#include "draw_mode_engines.h"
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extern GlobalsUboStorage ts;
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/* *********** LISTS *********** */
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typedef struct EDIT_ARMATURE_PassList {
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struct DRWPass *bone_solid;
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struct DRWPass *bone_wire;
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struct DRWPass *bone_outline;
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struct DRWPass *bone_envelope;
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struct DRWPass *relationship;
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} EDIT_ARMATURE_PassList;
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typedef struct EDIT_ARMATURE_StorageList {
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struct EDIT_ARMATURE_PrivateData *g_data;
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} EDIT_ARMATURE_StorageList;
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typedef struct EDIT_ARMATURE_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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EDIT_ARMATURE_PassList *psl;
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EDIT_ARMATURE_StorageList *stl;
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} EDIT_ARMATURE_Data;
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/* *********** STATIC *********** */
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typedef struct EDIT_ARMATURE_PrivateData {
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DRWShadingGroup *relationship_lines;
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} EDIT_ARMATURE_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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static void EDIT_ARMATURE_cache_init(void *vedata)
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{
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EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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{
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/* Solid bones */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
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}
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{
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/* Bones Outline */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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psl->bone_outline = DRW_pass_create("Bone Outline Pass", state);
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}
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{
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/* Wire bones */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
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psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
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}
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{
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/* distance outline around envelope bones */
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DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_FRONT;
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psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state);
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}
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{
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/* Non Meshes Pass (Camera, empties, lamps ...) */
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DRWState state =
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DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
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DRW_STATE_BLEND | DRW_STATE_WIRE;
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psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
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/* Relationship Lines */
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stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->relationship, ts.colorWire);
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DRW_shgroup_state_enable(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3);
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}
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}
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static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
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{
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bArmature *arm = ob->data;
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EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
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if (ob->type == OB_ARMATURE) {
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if (arm->edbo) {
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DRW_shgroup_armature_edit(
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ob, psl->bone_solid, psl->bone_outline, psl->bone_wire,
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psl->bone_envelope, stl->g_data->relationship_lines);
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}
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}
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}
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static void EDIT_ARMATURE_draw_scene(void *vedata)
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{
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EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRW_draw_pass(psl->bone_envelope);
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MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
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DRW_draw_pass(psl->bone_outline);
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DRW_draw_pass(psl->bone_solid);
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DRW_draw_pass(psl->bone_wire);
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DRW_draw_pass(psl->relationship);
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MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
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}
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#if 0
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void EDIT_ARMATURE_collection_settings_create(CollectionEngineSettings *ces)
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{
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BLI_assert(ces);
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//BKE_collection_engine_property_add_int(ces, "show_occlude_wire", false);
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}
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#endif
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static const DrawEngineDataSize EDIT_ARMATURE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_ARMATURE_Data);
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DrawEngineType draw_engine_edit_armature_type = {
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NULL, NULL,
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N_("EditArmatureMode"),
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&EDIT_ARMATURE_data_size,
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NULL,
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NULL,
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&EDIT_ARMATURE_cache_init,
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&EDIT_ARMATURE_cache_populate,
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NULL,
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NULL,
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&EDIT_ARMATURE_draw_scene,
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NULL,
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NULL,
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};
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