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blender-archive/source/blender/draw/modes/pose_mode.c
Clément Foucault 01cec3e0c5 Armature: Envelope Bones: Change drawing method.
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.
2018-05-02 20:49:38 +02:00

219 lines
6.1 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_outline;
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);
}
{
/* Bones Outline */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->bone_outline = DRW_pass_create("Bone Outline 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_CULL_FRONT;
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 shading groups. 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_outline, 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)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
/* Pose armature is handled by pose mode engine. */
if (((ob == active_ob) || (ob->base_flag & BASE_SELECTED)) &&
((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();
DRW_draw_pass(psl->bone_envelope);
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
DRW_draw_pass(psl->bone_outline);
DRW_draw_pass(psl->bone_wire);
DRW_draw_pass(psl->bone_solid);
DRW_draw_pass(psl->relationship);
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
}
/* 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,
};