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

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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/edit_armature_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_armature_types.h"
#include "DNA_view3d_types.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
extern GlobalsUboStorage ts;
/* *********** LISTS *********** */
typedef struct EDIT_ARMATURE_PassList {
struct DRWPass *bone_solid;
struct DRWPass *bone_wire;
struct DRWPass *bone_outline;
struct DRWPass *bone_envelope;
struct DRWPass *bone_axes;
struct DRWPass *relationship;
} EDIT_ARMATURE_PassList;
typedef struct EDIT_ARMATURE_StorageList {
struct EDIT_ARMATURE_PrivateData *g_data;
} EDIT_ARMATURE_StorageList;
typedef struct EDIT_ARMATURE_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
EDIT_ARMATURE_PassList *psl;
EDIT_ARMATURE_StorageList *stl;
} EDIT_ARMATURE_Data;
/* *********** STATIC *********** */
typedef struct EDIT_ARMATURE_PrivateData {
char pad; /* UNUSED */
} EDIT_ARMATURE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void EDIT_ARMATURE_cache_init(void *vedata)
{
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_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_EQUAL | DRW_STATE_CULL_BACK;
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_EQUAL;
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_EQUAL | 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_EQUAL | DRW_STATE_CULL_FRONT;
psl->bone_envelope = DRW_pass_create("Bone Envelope Outline 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);
}
{
/* Non Meshes Pass (Camera, empties, lamps ...) */
DRWState state =
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
}
}
static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
{
bArmature *arm = ob->data;
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
if (ob->type == OB_ARMATURE) {
if (arm->edbo) {
DRWArmaturePasses passes = {
.bone_solid = psl->bone_solid,
.bone_outline = psl->bone_outline,
.bone_wire = psl->bone_wire,
.bone_envelope = psl->bone_envelope,
.bone_axes = psl->bone_axes,
.relationship_lines = psl->relationship,
};
DRW_shgroup_armature_edit(ob, passes);
}
}
}
static void EDIT_ARMATURE_draw_scene(void *vedata)
{
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
DRW_draw_pass(psl->bone_envelope);
if (transparent_bones) {
DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND);
DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH);
DRW_draw_pass(psl->bone_solid);
}
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
if (!transparent_bones) {
DRW_draw_pass(psl->bone_solid);
}
DRW_draw_pass(psl->bone_outline);
DRW_draw_pass(psl->bone_wire);
DRW_draw_pass(psl->relationship);
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
/* Draw axes with linesmooth and outside of multisample buffer. */
DRW_draw_pass(psl->bone_axes);
}
static const DrawEngineDataSize EDIT_ARMATURE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_ARMATURE_Data);
DrawEngineType draw_engine_edit_armature_type = {
NULL, NULL,
N_("EditArmatureMode"),
&EDIT_ARMATURE_data_size,
NULL,
NULL,
&EDIT_ARMATURE_cache_init,
&EDIT_ARMATURE_cache_populate,
NULL,
NULL,
&EDIT_ARMATURE_draw_scene,
NULL,
NULL,
};