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blender-archive/source/blender/draw/intern/draw_common.c

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/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "UI_resources.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_colorband.h"
#include "draw_common.h"
#if 0
#define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
#endif
#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
/* Colors & Constant */
struct DRW_Global G_draw = {{{0}}};
static bool weight_ramp_custom = false;
static ColorBand weight_ramp_copy;
static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
void DRW_globals_update(void)
{
GlobalsUboStorage *gb = &G_draw.block;
UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
/* Custom median color to slightly affect the edit mesh colors. */
interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
copy_v3_fl(gb->colorEditMeshMiddle, dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
/* Was 50% in 2.7x since the background was lighter making it easier to tell the color from black,
* with a darker background we need a more faded color. */
interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
#ifdef WITH_FREESTYLE
UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
#else
zero_v4(gb->colorEdgeFreestyle);
zero_v4(gb->colorFaceFreestyle);
#endif
/* Curve */
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
/* Grid */
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
UI_GetThemeColorShade4fv(
TH_GRID,
(gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
20 : -10, gb->colorGridEmphasise);
/* Grid Axis */
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
gb->sizeLightCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
gb->sizeLightCircle = U.pixelsize * 9.0f;
gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
gb->sizeVertex = U.pixelsize * (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
/* Color management. */
if (DRW_state_is_image_render()) {
float *color = gb->UBO_FIRST_COLOR;
do {
/* TODO more accurate transform. */
srgb_to_linearrgb_v4(color, color);
color += 4;
} while (color != gb->UBO_LAST_COLOR);
}
if (G_draw.block_ubo == NULL) {
G_draw.block_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), gb);
}
DRW_uniformbuffer_update(G_draw.block_ubo, gb);
if (!G_draw.ramp) {
ColorBand ramp = {0};
float *colors;
int col_size;
ramp.tot = 3;
ramp.data[0].a = 1.0f;
ramp.data[0].b = 1.0f;
ramp.data[0].pos = 0.0f;
ramp.data[1].a = 1.0f;
ramp.data[1].g = 1.0f;
ramp.data[1].pos = 0.5f;
ramp.data[2].a = 1.0f;
ramp.data[2].r = 1.0f;
ramp.data[2].pos = 1.0f;
BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
G_draw.ramp = GPU_texture_create_1d(col_size, GPU_RGBA8, colors, NULL);
MEM_freeN(colors);
}
/* Weight Painting color ramp texture */
bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
if (weight_ramp_custom != user_weight_ramp ||
(user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0))
{
DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
}
if (G_draw.weight_ramp == NULL) {
weight_ramp_custom = user_weight_ramp;
memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
}
}
/* ********************************* SHGROUP ************************************* */
extern char datatoc_animviz_mpath_lines_vert_glsl[];
extern char datatoc_animviz_mpath_lines_geom_glsl[];
extern char datatoc_animviz_mpath_points_vert_glsl[];
extern char datatoc_volume_velocity_vert_glsl[];
extern char datatoc_armature_axes_vert_glsl[];
extern char datatoc_armature_sphere_solid_vert_glsl[];
extern char datatoc_armature_sphere_solid_frag_glsl[];
extern char datatoc_armature_sphere_outline_vert_glsl[];
extern char datatoc_armature_envelope_solid_vert_glsl[];
extern char datatoc_armature_envelope_solid_frag_glsl[];
extern char datatoc_armature_envelope_outline_vert_glsl[];
extern char datatoc_armature_envelope_distance_frag_glsl[];
extern char datatoc_armature_shape_solid_vert_glsl[];
extern char datatoc_armature_shape_solid_frag_glsl[];
extern char datatoc_armature_shape_outline_vert_glsl[];
extern char datatoc_armature_shape_outline_geom_glsl[];
extern char datatoc_armature_stick_vert_glsl[];
extern char datatoc_armature_stick_frag_glsl[];
extern char datatoc_armature_dof_vert_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_object_mball_handles_vert_glsl[];
extern char datatoc_object_empty_axes_vert_glsl[];
typedef struct COMMON_Shaders {
struct GPUShader *shape_outline;
struct GPUShader *shape_solid;
struct GPUShader *bone_axes;
struct GPUShader *bone_envelope;
struct GPUShader *bone_envelope_distance;
struct GPUShader *bone_envelope_outline;
struct GPUShader *bone_sphere;
struct GPUShader *bone_sphere_outline;
struct GPUShader *bone_stick;
struct GPUShader *bone_dofs;
struct GPUShader *mpath_line_sh;
struct GPUShader *mpath_points_sh;
struct GPUShader *volume_velocity_needle_sh;
struct GPUShader *volume_velocity_sh;
struct GPUShader *empty_axes_sh;
struct GPUShader *mball_handles;
} COMMON_Shaders;
static COMMON_Shaders g_shaders[GPU_SHADER_CFG_LEN] = {{NULL}};
static struct {
struct GPUVertFormat *instance_screenspace;
struct GPUVertFormat *instance_color;
struct GPUVertFormat *instance_screen_aligned;
struct GPUVertFormat *instance_scaled;
struct GPUVertFormat *instance_sized;
struct GPUVertFormat *instance_outline;
struct GPUVertFormat *instance;
struct GPUVertFormat *instance_camera;
struct GPUVertFormat *instance_distance_lines;
struct GPUVertFormat *instance_spot;
struct GPUVertFormat *instance_bone;
struct GPUVertFormat *instance_bone_dof;
struct GPUVertFormat *instance_bone_stick;
struct GPUVertFormat *instance_bone_outline;
struct GPUVertFormat *instance_bone_envelope;
struct GPUVertFormat *instance_bone_envelope_distance;
struct GPUVertFormat *instance_bone_envelope_outline;
struct GPUVertFormat *instance_mball_handles;
struct GPUVertFormat *dynlines_color;
} g_formats = {NULL};
void DRW_globals_free(void)
{
struct GPUVertFormat **format = &g_formats.instance_screenspace;
for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) {
MEM_SAFE_FREE(*format);
}
for (int j = 0; j < GPU_SHADER_CFG_LEN; j++) {
struct GPUShader **shader = &g_shaders[j].shape_outline;
for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) {
DRW_SHADER_FREE_SAFE(*shader);
}
}
}
void DRW_shgroup_world_clip_planes_from_rv3d(DRWShadingGroup *shgrp, const RegionView3D *rv3d)
{
int world_clip_planes_len = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
DRW_shgroup_uniform_vec4(shgrp, "WorldClipPlanes", rv3d->clip[0], world_clip_planes_len);
DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
}
DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_FLAT_COLOR, sh_cfg);
DRW_shgroup_instance_format(g_formats.dynlines_color, {
{"pos", DRW_ATTR_FLOAT, 3},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_line_batch_create_with_format(sh, pass, g_formats.dynlines_color);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, sh_cfg);
static float dash_width = 6.0f;
static float dash_factor = 0.5f;
DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_vec2(grp, "viewport_size", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1);
DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1);
DRW_shgroup_uniform_int_copy(grp, "colors_len", 0); /* "simple" mode */
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_dynpoints_uniform_color(
DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, sh_cfg);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDLINE, sh_cfg);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDPOINT, sh_cfg);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_screenspace(
DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_screenspace, {
{"world_pos", DRW_ATTR_FLOAT, 3},
{"color", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screenspace);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_solid(DRWPass *pass, struct GPUBatch *geom)
{
static float light[3] = {0.0f, 0.0f, 1.0f};
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR);
DRW_shgroup_instance_format(g_formats.instance_color, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
DRW_shgroup_uniform_vec3(grp, "light", light, 1);
return grp;
}
DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
DRW_shgroup_instance_format(g_formats.instance_color, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
return grp;
}
DRWShadingGroup *shgroup_instance_screen_aligned(
DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
{"color", DRW_ATTR_FLOAT, 3},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_scaled, {
{"color", DRW_ATTR_FLOAT, 3},
{"size", DRW_ATTR_FLOAT, 3},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_scaled);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_sized, {
{"color", DRW_ATTR_FLOAT, 4},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_sized, {
{"color", DRW_ATTR_FLOAT, 4},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->empty_axes_sh == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->empty_axes_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_object_empty_axes_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_sized, {
{"color", DRW_ATTR_FLOAT, 3},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_data->empty_axes_sh, pass, geom, g_formats.instance_sized);
DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_outline(DRWPass *pass, struct GPUBatch *geom, int *baseid)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE);
DRW_shgroup_instance_format(g_formats.instance_outline, {
{"callId", DRW_ATTR_INT, 1},
{"size", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_outline);
DRW_shgroup_uniform_int(grp, "baseId", baseid, 1);
return grp;
}
DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_CAMERA, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_camera, {
{"color", DRW_ATTR_FLOAT, 3},
{"corners", DRW_ATTR_FLOAT, 8},
{"depth", DRW_ATTR_FLOAT, 1},
{"tria", DRW_ATTR_FLOAT, 4},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_camera);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_DISTANCE_LINES, sh_cfg);
static float point_size = 4.0f;
DRW_shgroup_instance_format(g_formats.instance_distance_lines, {
{"color", DRW_ATTR_FLOAT, 3},
{"start", DRW_ATTR_FLOAT, 1},
{"end", DRW_ATTR_FLOAT, 1},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines);
DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, sh_cfg);
static const int True = true;
static const int False = false;
DRW_shgroup_instance_format(g_formats.instance_spot, {
{"color", DRW_ATTR_FLOAT, 3},
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_spot);
DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_axes == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_axes = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_axes_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_color, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_axes,
pass, DRW_cache_bone_arrows_get(),
g_formats.instance_color);
DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_envelope_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_envelope_outline = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_outline_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, {
{"headSphere", DRW_ATTR_FLOAT, 4},
{"tailSphere", DRW_ATTR_FLOAT, 4},
{"outlineColorSize", DRW_ATTR_FLOAT, 4},
{"xAxis", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_envelope_outline,
pass, DRW_cache_bone_envelope_outline_get(),
g_formats.instance_bone_envelope_outline);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_envelope_distance == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_envelope_distance = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_envelope_distance_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, {
{"headSphere", DRW_ATTR_FLOAT, 4},
{"tailSphere", DRW_ATTR_FLOAT, 4},
{"xAxis", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_envelope_distance,
pass, DRW_cache_bone_envelope_solid_get(),
g_formats.instance_bone_envelope_distance);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_envelope == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_envelope = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_envelope_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_envelope, {
{"headSphere", DRW_ATTR_FLOAT, 4},
{"tailSphere", DRW_ATTR_FLOAT, 4},
{"boneColor", DRW_ATTR_FLOAT, 3},
{"stateColor", DRW_ATTR_FLOAT, 3},
{"xAxis", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_envelope,
pass, DRW_cache_bone_envelope_solid_get(),
g_formats.instance_bone_envelope);
DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->mball_handles == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->mball_handles = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_object_mball_handles_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_mball_handles, {
{"ScaleTranslationMatrix", DRW_ATTR_FLOAT, 12},
{"radius", DRW_ATTR_FLOAT, 1},
{"color", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->mball_handles, pass,
DRW_cache_screenspace_circle_get(),
g_formats.instance_mball_handles);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
/* Only works with batches with adjacency infos. */
DRWShadingGroup *shgroup_instance_bone_shape_outline(
DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->shape_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_outline = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_outline_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_outline_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"outlineColorSize", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->shape_outline,
pass, geom, g_formats.instance_bone_outline);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_shape_solid(
DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->shape_solid == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_solid = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"boneColor", DRW_ATTR_FLOAT, 3},
{"stateColor", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->shape_solid,
pass, geom, g_formats.instance_bone);
DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_sphere == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_sphere = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_sphere_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_sphere_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"boneColor", DRW_ATTR_FLOAT, 3},
{"stateColor", DRW_ATTR_FLOAT, 3},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_sphere,
pass, DRW_cache_bone_point_get(), g_formats.instance_bone);
/* More transparent than the shape to be less distractive. */
DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.4f : 1.0f);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_sphere_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_sphere_outline = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_sphere_outline_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"outlineColorSize", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_sphere_outline,
pass, DRW_cache_bone_point_wire_outline_get(),
g_formats.instance_bone_outline);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_stick == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->bone_stick = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_stick_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_stick_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}
DRW_shgroup_instance_format(g_formats.instance_bone_stick, {
{"boneStart", DRW_ATTR_FLOAT, 3},
{"boneEnd", DRW_ATTR_FLOAT, 3},
{"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port theses to uchar color */
{"boneColor", DRW_ATTR_FLOAT, 4},
{"headColor", DRW_ATTR_FLOAT, 4},
{"tailColor", DRW_ATTR_FLOAT, 4},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_stick,
pass, DRW_cache_bone_stick_get(),
g_formats.instance_bone_stick);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float_copy(grp, "stickSize", 5.0f * U.pixelsize);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (sh_data->bone_dofs == NULL) {
sh_data->bone_dofs = DRW_shader_create(
datatoc_armature_dof_vert_glsl, NULL,
datatoc_gpu_shader_flat_color_frag_glsl, NULL);
}
DRW_shgroup_instance_format(g_formats.instance_bone_dof, {
{"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
{"color", DRW_ATTR_FLOAT, 4},
{"amin", DRW_ATTR_FLOAT, 2},
{"amax", DRW_ATTR_FLOAT, 2},
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(
sh_data->bone_dofs,
pass, geom,
g_formats.instance_bone_dof);
return grp;
}
struct GPUShader *mpath_line_shader_get(void)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (sh_data->mpath_line_sh == NULL) {
sh_data->mpath_line_sh = DRW_shader_create_with_lib(
datatoc_animviz_mpath_lines_vert_glsl,
datatoc_animviz_mpath_lines_geom_glsl,
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
datatoc_common_globals_lib_glsl,
NULL);
}
return sh_data->mpath_line_sh;
}
struct GPUShader *mpath_points_shader_get(void)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (sh_data->mpath_points_sh == NULL) {
sh_data->mpath_points_sh = DRW_shader_create_with_lib(
datatoc_animviz_mpath_points_vert_glsl,
NULL,
datatoc_gpu_shader_point_varying_color_frag_glsl,
datatoc_common_globals_lib_glsl,
NULL);
}
return sh_data->mpath_points_sh;
}
struct GPUShader *volume_velocity_shader_get(bool use_needle)
{
COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
if (use_needle) {
if (sh_data->volume_velocity_needle_sh == NULL) {
sh_data->volume_velocity_needle_sh = DRW_shader_create(
datatoc_volume_velocity_vert_glsl, NULL,
datatoc_gpu_shader_flat_color_frag_glsl, "#define USE_NEEDLE");
}
return sh_data->volume_velocity_needle_sh;
}
else {
if (sh_data->volume_velocity_sh == NULL) {
sh_data->volume_velocity_sh = DRW_shader_create(
datatoc_volume_velocity_vert_glsl, NULL,
datatoc_gpu_shader_flat_color_frag_glsl, NULL);
}
return sh_data->volume_velocity_sh;
}
}
/* ******************************************** COLOR UTILS *********************************************** */
/* TODO FINISH */
/**
* Get the wire color theme_id of an object based on it's state
* \a r_color is a way to get a pointer to the static color var associated
*/
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
const bool active = (view_layer->basact && view_layer->basact->object == ob);
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
* note: no theme yet for 'colindex' */
int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
if (is_edit) {
/* fallback to TH_WIRE */
}
else if (((G.moving & G_TRANSFORM_OBJ) != 0) &&
((ob->base_flag & BASE_SELECTED) != 0))
{
theme_id = TH_TRANSFORM;
}
else {
/* Sets the 'theme_id' or fallback to wire */
if ((ob->base_flag & BASE_SELECTED) != 0) {
theme_id = (active) ? TH_ACTIVE : TH_SELECT;
}
else {
if (ob->type == OB_LAMP) { theme_id = TH_LIGHT; }
else if (ob->type == OB_SPEAKER) { theme_id = TH_SPEAKER; }
else if (ob->type == OB_CAMERA) { theme_id = TH_CAMERA; }
else if (ob->type == OB_EMPTY) { theme_id = TH_EMPTY; }
else if (ob->type == OB_LIGHTPROBE) { theme_id = TH_EMPTY; } /* TODO add lightprobe color */
/* fallback to TH_WIRE */
}
}
if (r_color != NULL) {
if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
*r_color = G_draw.block.colorDupli;
}
else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT: *r_color = G_draw.block.colorDupliSelect; break;
case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break;
default: *r_color = G_draw.block.colorDupli; break;
}
}
else {
switch (theme_id) {
case TH_WIRE_EDIT: *r_color = G_draw.block.colorWireEdit; break;
case TH_ACTIVE: *r_color = G_draw.block.colorActive; break;
case TH_SELECT: *r_color = G_draw.block.colorSelect; break;
case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break;
case TH_SPEAKER: *r_color = G_draw.block.colorSpeaker; break;
case TH_CAMERA: *r_color = G_draw.block.colorCamera; break;
case TH_EMPTY: *r_color = G_draw.block.colorEmpty; break;
case TH_LIGHT: *r_color = G_draw.block.colorLight; break;
default: *r_color = G_draw.block.colorWire; break;
}
}
}
return theme_id;
}
/* XXX This is very stupid, better find something more general. */
float *DRW_color_background_blend_get(int theme_id)
{
static float colors[11][4];
float *ret;
switch (theme_id) {
case TH_WIRE_EDIT: ret = colors[0]; break;
case TH_ACTIVE: ret = colors[1]; break;
case TH_SELECT: ret = colors[2]; break;
case TH_TRANSFORM: ret = colors[5]; break;
case TH_SPEAKER: ret = colors[6]; break;
case TH_CAMERA: ret = colors[7]; break;
case TH_EMPTY: ret = colors[8]; break;
case TH_LIGHT: ret = colors[9]; break;
default: ret = colors[10]; break;
}
UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
return ret;
}
bool DRW_object_is_flat(Object *ob, int *axis)
{
float dim[3];
if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
/* Non-meshes object cannot be considered as flat. */
return false;
}
BKE_object_dimensions_get(ob, dim);
if (dim[0] == 0.0f) {
*axis = 0;
return true;
}
else if (dim[1] == 0.0f) {
*axis = 1;
return true;
}
else if (dim[2] == 0.0f) {
*axis = 2;
return true;
}
return false;
}
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
{
float ob_rot[3][3], invviewmat[4][4];
DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
BKE_object_rot_to_mat3(ob, ob_rot, true);
float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
if (fabsf(dot) < 1e-3) {
return true;
}
return false;
}
static void DRW_evaluate_weight_to_color(const float weight, float result[4])
{
if (U.flag & USER_CUSTOM_RANGE) {
BKE_colorband_evaluate(&U.coba_weight, weight, result);
}
else {
/* Use gamma correction to even out the color bands:
* increasing widens yellow/cyan vs red/green/blue.
* Gamma 1.0 produces the original 2.79 color ramp. */
const float gamma = 1.5f;
float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
hsv_to_rgb_v(hsv, result);
for (int i = 0; i < 3; i++) {
result[i] = pow(result[i], 1.0f / gamma);
}
}
}
static GPUTexture *DRW_create_weight_colorramp_texture(void)
{
char error[256];
float pixels[256][4];
for (int i = 0 ; i < 256 ; i ++) {
DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
pixels[i][3] = 1.0f;
}
return GPU_texture_create_1d(256, GPU_RGBA8, pixels[0], error);
}