204 lines
5.6 KiB
C
204 lines
5.6 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/pose_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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/* If builtin shaders are needed */
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#include "GPU_shader.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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/* All lists are per viewport specific datas.
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* They are all free when viewport changes engines
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* or is free itself. Use POSE_engine_init() to
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* initialize most of them and POSE_cache_init()
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* for POSE_PassList */
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typedef struct POSE_PassList {
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struct DRWPass *bone_solid;
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struct DRWPass *bone_wire;
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struct DRWPass *bone_envelope;
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struct DRWPass *relationship;
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} POSE_PassList;
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typedef struct POSE_StorageList {
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struct POSE_PrivateData *g_data;
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} POSE_StorageList;
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typedef struct POSE_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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POSE_PassList *psl;
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POSE_StorageList *stl;
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} POSE_Data;
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/* *********** STATIC *********** */
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typedef struct POSE_PrivateData {
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DRWShadingGroup *relationship_lines;
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} POSE_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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/* Here init all passes and shading groups
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* Assume that all Passes are NULL */
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static void POSE_cache_init(void *vedata)
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{
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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POSE_StorageList *stl = ((POSE_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;
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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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/* Wire bones */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | 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 | DRW_STATE_BLEND;
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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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/* 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 |
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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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/* Relationship Lines */
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stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->relationship, ts.colorWire);
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DRW_shgroup_state_enable(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3);
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}
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}
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/* Add geometry to shading groups. Execute for each objects */
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static void POSE_cache_populate(void *vedata, Object *ob)
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{
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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/* In the future this will allow us to implement face manipulators,
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* and similar functionalities. For now we handle only pose bones. */
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if (ob->type == OB_ARMATURE) {
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if (DRW_pose_mode_armature(ob, draw_ctx->obact)) {
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DRW_shgroup_armature_pose(
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ob, psl->bone_solid, psl->bone_wire, psl->bone_envelope,
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stl->g_data->relationship_lines);
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}
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}
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}
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/**
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* Return true if armature should be handled by the pose mode engine.
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*/
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bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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/* Pose armature is handled by pose mode engine. */
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if (((ob == active_ob) || (ob->base_flag & BASE_SELECTED)) &&
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((draw_ctx->object_mode & OB_MODE_POSE) != 0))
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{
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return true;
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}
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/* Armature parent is also handled by pose mode engine. */
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if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) {
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if (ob == draw_ctx->object_pose) {
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return true;
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}
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}
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return false;
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}
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/* Draw time ! Control rendering pipeline from here */
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static void POSE_draw_scene(void *vedata)
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{
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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DRW_draw_pass(psl->bone_envelope);
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DRW_draw_pass(psl->bone_wire);
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DRW_draw_pass(psl->bone_solid);
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DRW_draw_pass(psl->relationship);
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}
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/* Create collection settings here.
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*
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* Be sure to add this function there :
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* source/blender/draw/DRW_engine.h
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* source/blender/blenkernel/intern/layer.c
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* source/blenderplayer/bad_level_call_stubs/stubs.c
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*
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* And relevant collection settings to :
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* source/blender/makesrna/intern/rna_scene.c
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* source/blender/blenkernel/intern/layer.c
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*/
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#if 0
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void POSE_collection_settings_create(CollectionEngineSettings *ces)
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{
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BLI_assert(ces);
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// BKE_collection_engine_property_add_int(ces, "foo", 37);
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}
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#endif
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static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data);
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DrawEngineType draw_engine_pose_type = {
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NULL, NULL,
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N_("PoseMode"),
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&POSE_data_size,
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NULL,
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NULL,
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&POSE_cache_init,
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&POSE_cache_populate,
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NULL,
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NULL,
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&POSE_draw_scene,
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NULL,
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NULL,
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};
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