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blender-archive/source/blender/draw/modes/edit_armature_mode.c
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

190 lines
6.1 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
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_armature_types.h"
#include "DNA_view3d_types.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
typedef struct EDIT_ARMATURE_PassList {
struct DRWPass *bone_solid[2];
struct DRWPass *bone_transp[2];
struct DRWPass *bone_wire[2];
struct DRWPass *bone_outline[2];
struct DRWPass *bone_envelope[2];
struct DRWPass *bone_axes;
struct DRWPass *relationship[2];
} EDIT_ARMATURE_PassList;
typedef struct EDIT_ARMATURE_StorageList {
struct EDIT_ARMATURE_PrivateData *g_data;
} EDIT_ARMATURE_StorageList;
typedef struct EDIT_ARMATURE_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
EDIT_ARMATURE_PassList *psl;
EDIT_ARMATURE_StorageList *stl;
} EDIT_ARMATURE_Data;
/* *********** STATIC *********** */
typedef struct EDIT_ARMATURE_PrivateData {
bool transparent_bones;
} EDIT_ARMATURE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
static void EDIT_ARMATURE_cache_init(void *vedata)
{
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
stl->g_data->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE) ||
(draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
for (int i = 0; i < 2; ++i) {
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH);
psl->bone_transp[i] = DRW_pass_create("Bone Transp Pass", state | DRW_STATE_BLEND);
/* Bones Outline */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
/* Wire bones */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
/* distance outline around envelope bones */
state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass", state);
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
}
}
static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
{
bArmature *arm = ob->data;
if (ob->type == OB_ARMATURE) {
if (arm->edbo) {
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
bool transp = (stl->g_data->transparent_bones || (ob->dt <= OB_WIRE));
DRWArmaturePasses passes = {
.bone_solid = (transp) ? psl->bone_transp[ghost] : psl->bone_solid[ghost],
.bone_outline = psl->bone_outline[ghost],
.bone_wire = psl->bone_wire[ghost],
.bone_envelope = psl->bone_envelope[ghost],
.bone_axes = psl->bone_axes,
.relationship_lines = psl->relationship[ghost],
};
DRW_shgroup_armature_edit(ob, passes, transp);
}
}
}
static void EDIT_ARMATURE_draw_scene(void *vedata)
{
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_draw_pass(psl->bone_envelope[0]);
/* For performance reason, avoid blending on MS target. */
DRW_draw_pass(psl->bone_transp[0]);
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
DRW_draw_pass(psl->bone_solid[0]);
DRW_draw_pass(psl->bone_outline[0]);
DRW_draw_pass(psl->bone_wire[0]);
DRW_draw_pass(psl->relationship[0]);
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
if (!DRW_pass_is_empty(psl->bone_envelope[1]) ||
!DRW_pass_is_empty(psl->bone_solid[1]) ||
!DRW_pass_is_empty(psl->bone_transp[1]) ||
!DRW_pass_is_empty(psl->bone_outline[1]) ||
!DRW_pass_is_empty(psl->bone_wire[1]) ||
!DRW_pass_is_empty(psl->relationship[1]))
{
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
}
DRW_draw_pass(psl->bone_envelope[1]);
DRW_draw_pass(psl->bone_solid[1]);
DRW_draw_pass(psl->bone_transp[1]);
DRW_draw_pass(psl->bone_outline[1]);
DRW_draw_pass(psl->bone_wire[1]);
DRW_draw_pass(psl->relationship[1]);
}
/* Draw axes with linesmooth and outside of multisample buffer. */
DRW_draw_pass(psl->bone_axes);
}
static const DrawEngineDataSize EDIT_ARMATURE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_ARMATURE_Data);
DrawEngineType draw_engine_edit_armature_type = {
NULL, NULL,
N_("EditArmatureMode"),
&EDIT_ARMATURE_data_size,
NULL,
NULL,
&EDIT_ARMATURE_cache_init,
&EDIT_ARMATURE_cache_populate,
NULL,
NULL,
&EDIT_ARMATURE_draw_scene,
NULL,
NULL,
};