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blender-archive/source/blender/draw/intern/draw_common.c
Monique Dewanchand 68589a31eb ViewLayer: Lazy sync of scene data.
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.

`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.

Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.

This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.

Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.

**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).

**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.

**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:34:38 +02:00

487 lines
16 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw
*/
#include "DRW_render.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "UI_resources.h"
#include "BKE_colorband.h"
#include "BKE_global.h"
#include "BKE_object.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->color_wire);
UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->color_wire_edit);
UI_GetThemeColor4fv(TH_ACTIVE, gb->color_active);
UI_GetThemeColor4fv(TH_SELECT, gb->color_select);
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->color_library_select);
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->color_library);
UI_GetThemeColor4fv(TH_TRANSFORM, gb->color_transform);
UI_GetThemeColor4fv(TH_LIGHT, gb->color_light);
UI_GetThemeColor4fv(TH_SPEAKER, gb->color_speaker);
UI_GetThemeColor4fv(TH_CAMERA, gb->color_camera);
UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->color_camera_path);
UI_GetThemeColor4fv(TH_EMPTY, gb->color_empty);
UI_GetThemeColor4fv(TH_VERTEX, gb->color_vertex);
UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->color_vertex_select);
UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->color_vertex_unreferenced);
UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->color_vertex_missing_data);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->color_edit_mesh_active);
UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->color_edge_select);
UI_GetThemeColor4fv(TH_GP_VERTEX, gb->color_gpencil_vertex);
UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->color_gpencil_vertex_select);
UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->color_edge_seam);
UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->color_edge_sharp);
UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->color_edge_crease);
UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->color_edge_bweight);
UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->color_edge_face_select);
UI_GetThemeColor4fv(TH_FACE, gb->color_face);
UI_GetThemeColor4fv(TH_FACE_SELECT, gb->color_face_select);
UI_GetThemeColor4fv(TH_FACE_BACK, gb->color_face_back);
UI_GetThemeColor4fv(TH_FACE_FRONT, gb->color_face_front);
UI_GetThemeColor4fv(TH_NORMAL, gb->color_normal);
UI_GetThemeColor4fv(TH_VNORMAL, gb->color_vnormal);
UI_GetThemeColor4fv(TH_LNORMAL, gb->color_lnormal);
UI_GetThemeColor4fv(TH_FACE_DOT, gb->color_facedot);
UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->color_skinroot);
UI_GetThemeColor4fv(TH_BACK, gb->color_background);
UI_GetThemeColor4fv(TH_BACK_GRAD, gb->color_background_gradient);
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->color_checker_primary);
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->color_checker_secondary);
gb->size_checker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->color_clipping_border);
/* Custom median color to slightly affect the edit mesh colors. */
interp_v4_v4v4(gb->color_edit_mesh_middle, gb->color_vertex_select, gb->color_wire_edit, 0.35f);
copy_v3_fl(gb->color_edit_mesh_middle,
dot_v3v3(gb->color_edit_mesh_middle,
(float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
#ifdef WITH_FREESTYLE
UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->color_edge_freestyle);
UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->color_face_freestyle);
#else
zero_v4(gb->color_edge_freestyle);
zero_v4(gb->color_face_freestyle);
#endif
UI_GetThemeColor4fv(TH_TEXT, gb->color_text);
UI_GetThemeColor4fv(TH_TEXT_HI, gb->color_text_hi);
/* Bone colors */
UI_GetThemeColor4fv(TH_BONE_POSE, gb->color_bone_pose);
UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->color_bone_pose_active);
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->color_bone_active);
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->color_bone_select);
UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->color_bone_pose_active_unsel);
UI_GetThemeColorBlendShade3fv(
TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->color_bone_active_unsel);
UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->color_bone_pose_target);
UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->color_bone_pose_ik);
UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->color_bone_pose_spline_ik);
UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->color_bone_pose_constraint);
UI_GetThemeColor4fv(TH_BONE_SOLID, gb->color_bone_solid);
UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->color_bone_locked);
copy_v4_fl4(gb->color_bone_ik_line, 0.8f, 0.5f, 0.0f, 1.0f);
copy_v4_fl4(gb->color_bone_ik_line_no_target, 0.8f, 0.8f, 0.2f, 1.0f);
copy_v4_fl4(gb->color_bone_ik_line_spline, 0.8f, 0.8f, 0.2f, 1.0f);
/* Curve */
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->color_handle_free);
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->color_handle_auto);
UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->color_handle_vect);
UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->color_handle_align);
UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->color_handle_autoclamp);
UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->color_handle_sel_free);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->color_handle_sel_auto);
UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->color_handle_sel_vect);
UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->color_handle_sel_align);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->color_handle_sel_autoclamp);
UI_GetThemeColor4fv(TH_NURB_ULINE, gb->color_nurb_uline);
UI_GetThemeColor4fv(TH_NURB_VLINE, gb->color_nurb_vline);
UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->color_nurb_sel_uline);
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->color_nurb_sel_vline);
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->color_active_spline);
UI_GetThemeColor4fv(TH_CFRAME, gb->color_current_frame);
/* Meta-ball. */
UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->color_mball_radius);
UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->color_mball_radius_select);
UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->color_mball_stiffness);
UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->color_mball_stiffness_select);
/* Grid */
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->color_grid);
/* Emphasize division lines lighter instead of darker, if background is darker than grid. */
UI_GetThemeColorShade4fv(
TH_GRID,
(gb->color_grid[0] + gb->color_grid[1] + gb->color_grid[2] + 0.12f >
gb->color_background[0] + gb->color_background[1] + gb->color_background[2]) ?
20 :
-10,
gb->color_grid_emphasis);
/* Grid Axis */
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->color_grid_axis_x);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->color_grid_axis_y);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->color_grid_axis_z);
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->color_deselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->color_outline);
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->color_light_no_alpha);
/* UV colors */
UI_GetThemeColor4fv(TH_UV_SHADOW, gb->color_uv_shadow);
gb->size_pixel = U.pixelsize;
gb->size_object_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
gb->size_light_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
gb->size_light_circle = U.pixelsize * 9.0f;
gb->size_light_circle_shadow = gb->size_light_circle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
gb->size_vertex = U.pixelsize *
(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
gb->size_vertex_gpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
gb->size_face_dot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
gb->size_edge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */
gb->size_edge_fix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->size_edge * (float)M_SQRT1_2)));
const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
for (int i = 0; i < 2; i++) {
copy_v3_v3(gb->screen_vecs[i], screen_vecs[i]);
}
gb->pixel_fac = *DRW_viewport_pixelsize_get();
/* Deprecated, use drw_view.viewport_size instead */
copy_v2_v2(&gb->size_viewport[0], DRW_viewport_size_get());
copy_v2_v2(&gb->size_viewport[2], &gb->size_viewport[0]);
invert_v2(&gb->size_viewport[2]);
/* Color management. */
{
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 = GPU_uniformbuf_create_ex(
sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage");
}
GPU_uniformbuf_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("ramp", col_size, 1, GPU_RGBA8, colors);
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 ************************************* */
void DRW_globals_free(void)
{
}
DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
const RegionView3D *rv3d,
float offset)
{
/* Create view with depth offset */
float viewmat[4][4], winmat[4][4];
DRW_view_viewmat_get(parent_view, viewmat, false);
DRW_view_winmat_get(parent_view, winmat, false);
float viewdist = rv3d->dist;
/* special exception for ortho camera (`viewdist` isn't used for perspective cameras). */
if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
}
winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset);
return DRW_view_create_sub(parent_view, viewmat, winmat);
}
/* ******************************************** COLOR UTILS ************************************ */
/* TODO: FINISH. */
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);
BKE_view_layer_synced_ensure(draw_ctx->scene, view_layer);
const Base *base = BKE_view_layer_active_base_get(view_layer);
const bool active = base && ((ob->base_flag & BASE_FROM_DUPLI) ?
(DRW_object_get_dupli_parent(ob) == base->object) :
(base->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 {
switch (ob->type) {
case OB_LAMP:
theme_id = TH_LIGHT;
break;
case OB_SPEAKER:
theme_id = TH_SPEAKER;
break;
case OB_CAMERA:
theme_id = TH_CAMERA;
break;
case OB_EMPTY:
theme_id = TH_EMPTY;
break;
case OB_LIGHTPROBE:
/* TODO: add light-probe color. */
theme_id = TH_EMPTY;
break;
default:
/* fallback to TH_WIRE */
break;
}
}
}
if (r_color != NULL) {
if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
*r_color = G_draw.block.color_wire;
}
else {
switch (theme_id) {
case TH_WIRE_EDIT:
*r_color = G_draw.block.color_wire_edit;
break;
case TH_ACTIVE:
*r_color = G_draw.block.color_active;
break;
case TH_SELECT:
*r_color = G_draw.block.color_select;
break;
case TH_TRANSFORM:
*r_color = G_draw.block.color_transform;
break;
case TH_SPEAKER:
*r_color = G_draw.block.color_speaker;
break;
case TH_CAMERA:
*r_color = G_draw.block.color_camera;
break;
case TH_EMPTY:
*r_color = G_draw.block.color_empty;
break;
case TH_LIGHT:
*r_color = G_draw.block.color_light;
break;
default:
*r_color = G_draw.block.color_wire;
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 *r_axis)
{
float dim[3];
if (!ELEM(ob->type,
OB_MESH,
OB_CURVES_LEGACY,
OB_SURF,
OB_FONT,
OB_CURVES,
OB_POINTCLOUD,
OB_VOLUME)) {
/* Non-meshes object cannot be considered as flat. */
return false;
}
BKE_object_dimensions_get(ob, dim);
if (dim[0] == 0.0f) {
*r_axis = 0;
return true;
}
if (dim[1] == 0.0f) {
*r_axis = 1;
return true;
}
if (dim[2] == 0.0f) {
*r_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_view_viewmat_get(NULL, invviewmat, true);
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;
const 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)
{
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("weight_color_ramp", 256, 1, GPU_SRGB8_A8, pixels[0]);
}