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blender-archive/source/blender/draw/intern/draw_common.h
Clément Foucault fe5d26807b Armature: Force Transparent bone in wireframe display type/mode
This makes the bones transparent when the object or the viewport display
type is Wireframe. This is in order to make things consistent.

In object mode all bones are fully transparent to not create more visual
noise if the scene is complex.

Another small addition is that the Bounding Box draw mode now works as
expected on armatures.
2019-02-27 17:46:17 +01:00

221 lines
8.8 KiB
C++

/*
* 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
*/
#ifndef __DRAW_COMMON_H__
#define __DRAW_COMMON_H__
struct DRWPass;
struct DRWShadingGroup;
struct GPUBatch;
struct GPUMaterial;
struct ModifierData;
struct Object;
struct PTCacheEdit;
struct ParticleSystem;
struct ViewLayer;
#define UBO_FIRST_COLOR colorWire
#define UBO_LAST_COLOR colorGridAxisZ
/* Used as ubo but colors can be directly referenced as well */
/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
/* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */
typedef struct GlobalsUboStorage {
/* UBOs data needs to be 16 byte aligned (size of vec4) */
float colorWire[4];
float colorWireEdit[4];
float colorActive[4];
float colorSelect[4];
float colorDupliSelect[4];
float colorDupli[4];
float colorLibrarySelect[4];
float colorLibrary[4];
float colorTransform[4];
float colorLight[4];
float colorSpeaker[4];
float colorCamera[4];
float colorEmpty[4];
float colorVertex[4];
float colorVertexSelect[4];
float colorVertexUnreferenced[4];
float colorVertexMissingData[4];
float colorEditMeshActive[4];
float colorEdgeSelect[4];
float colorEdgeSeam[4];
float colorEdgeSharp[4];
float colorEdgeCrease[4];
float colorEdgeBWeight[4];
float colorEdgeFaceSelect[4];
float colorEdgeFreestyle[4];
float colorFace[4];
float colorFaceSelect[4];
float colorFaceFreestyle[4];
float colorNormal[4];
float colorVNormal[4];
float colorLNormal[4];
float colorFaceDot[4];
float colorDeselect[4];
float colorOutline[4];
float colorLightNoAlpha[4];
float colorBackground[4];
float colorEditMeshMiddle[4];
float colorHandleFree[4];
float colorHandleAuto[4];
float colorHandleVect[4];
float colorHandleAlign[4];
float colorHandleAutoclamp[4];
float colorHandleSelFree[4];
float colorHandleSelAuto[4];
float colorHandleSelVect[4];
float colorHandleSelAlign[4];
float colorHandleSelAutoclamp[4];
float colorNurbUline[4];
float colorNurbVline[4];
float colorNurbSelUline[4];
float colorNurbSelVline[4];
float colorActiveSpline[4];
float colorBonePose[4];
float colorCurrentFrame[4];
float colorGrid[4];
float colorGridEmphasise[4];
float colorGridAxisX[4];
float colorGridAxisY[4];
float colorGridAxisZ[4];
/* NOTE! Put all color before UBO_LAST_COLOR */
/* Pack individual float at the end of the buffer to avoid alignment errors */
float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
float gridDistance, gridResolution, gridSubdivisions, gridScale;
float pad_globalsBlock;
} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
void DRW_globals_update(void);
void DRW_globals_free(void);
void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, const RegionView3D *rv3d);
struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid);
struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp);
struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp);
struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom);
struct GPUShader *mpath_line_shader_get(void);
struct GPUShader *mpath_points_shader_get(void);
struct GPUShader *volume_velocity_shader_get(bool use_needle);
int DRW_object_wire_theme_get(
struct Object *ob, struct ViewLayer *view_layer, float **r_color);
float *DRW_color_background_blend_get(int theme_id);
bool DRW_object_is_flat(Object *ob, int *axis);
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
/* draw_armature.c */
typedef struct DRWArmaturePasses {
struct DRWPass *bone_solid;
struct DRWPass *bone_outline;
struct DRWPass *bone_wire;
struct DRWPass *bone_envelope;
struct DRWPass *bone_axes;
struct DRWPass *relationship_lines;
} DRWArmaturePasses;
void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes, bool transp);
void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
/* draw_hair.c */
/* This creates a shading group with display hairs.
* The draw call is already added by this function, just add additional uniforms. */
struct DRWShadingGroup *DRW_shgroup_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
struct DRWPass *hair_pass,
struct GPUShader *shader);
struct DRWShadingGroup *DRW_shgroup_material_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
struct DRWPass *hair_pass,
struct GPUMaterial *material);
void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);
/* pose_mode.c */
bool DRW_pose_mode_armature(
struct Object *ob, struct Object *active_ob);
/* draw_common.c */
struct DRW_Global {
/** If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
GlobalsUboStorage block;
/** Define "globalsBlock" uniform for 'block'. */
struct GPUUniformBuffer *block_ubo;
struct GPUTexture *ramp;
struct GPUTexture *weight_ramp;
struct GPUUniformBuffer *view_ubo;
};
extern struct DRW_Global G_draw;
#endif /* __DRAW_COMMON_H__ */