184 lines
5.2 KiB
C
184 lines
5.2 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 "DNA_view3d_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 *bone_axes;
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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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char pad; /* UNUSED */
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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_EQUAL | DRW_STATE_CULL_BACK;
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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_EQUAL;
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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_EQUAL | 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_EQUAL | 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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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
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psl->bone_axes = DRW_pass_create("Bone Axes 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_EQUAL |
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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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}
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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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if (ob->type == OB_ARMATURE) {
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if (arm->edbo) {
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DRWArmaturePasses passes = {
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.bone_solid = psl->bone_solid,
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.bone_outline = psl->bone_outline,
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.bone_wire = psl->bone_wire,
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.bone_envelope = psl->bone_envelope,
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.bone_axes = psl->bone_axes,
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.relationship_lines = psl->relationship,
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};
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DRW_shgroup_armature_edit(ob, passes);
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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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const DRWContextState *draw_ctx = DRW_context_state_get();
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const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
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DRW_draw_pass(psl->bone_envelope);
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if (transparent_bones) {
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DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND);
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DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH);
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DRW_draw_pass(psl->bone_solid);
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}
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MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
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if (!transparent_bones) {
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DRW_draw_pass(psl->bone_solid);
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}
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DRW_draw_pass(psl->bone_outline);
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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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/* Draw axes with linesmooth and outside of multisample buffer. */
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DRW_draw_pass(psl->bone_axes);
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}
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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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