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blender-archive/source/blender/draw/modes/pose_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

338 lines
11 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 "BKE_modifier.h"
#include "DNA_modifier_types.h"
#include "DNA_view3d_types.h"
#include "DRW_engine.h"
#include "DRW_render.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use POSE_engine_init() to
* initialize most of them and POSE_cache_init()
* for POSE_PassList */
typedef struct POSE_PassList {
struct DRWPass *bone_solid[2];
struct DRWPass *bone_transp[2];
struct DRWPass *bone_outline[2];
struct DRWPass *bone_wire[2];
struct DRWPass *bone_envelope[2];
struct DRWPass *bone_axes;
struct DRWPass *relationship[2];
struct DRWPass *bone_selection;
} POSE_PassList;
typedef struct POSE_StorageList {
struct POSE_PrivateData *g_data;
} POSE_StorageList;
typedef struct POSE_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
POSE_PassList *psl;
POSE_StorageList *stl;
} POSE_Data;
/* *********** STATIC *********** */
typedef struct POSE_PrivateData {
DRWShadingGroup *bone_selection_shgrp;
DRWShadingGroup *bone_selection_invert_shgrp;
float blend_color[4];
float blend_color_invert[4];
bool transparent_bones;
} POSE_PrivateData; /* Transient data */
static struct {
struct GPUShader *bone_selection_sh;
} e_data = {NULL};
/* *********** FUNCTIONS *********** */
static bool POSE_is_bone_selection_overlay_active(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) && draw_ctx->object_pose;
}
static void POSE_engine_init(void *UNUSED(vedata))
{
if (!e_data.bone_selection_sh) {
e_data.bone_selection_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
static void POSE_engine_free(void)
{
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void POSE_cache_init(void *vedata)
{
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
POSE_PrivateData *ppd = stl->g_data;
ppd->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);
}
{
if (POSE_is_bone_selection_overlay_active()) {
const float alpha = (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) ? 0.0f : v3d->overlay.xray_alpha_bone;
copy_v4_fl4(ppd->blend_color, 0.0f, 0.0f, 0.0f, alpha);
copy_v4_fl4(ppd->blend_color_invert, 0.0f, 0.0f, 0.0f, pow(alpha, 4));
DRWShadingGroup *grp;
psl->bone_selection = DRW_pass_create(
"Bone Selection",
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color, 1);
stl->g_data->bone_selection_shgrp = grp;
grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color_invert, 1);
stl->g_data->bone_selection_invert_shgrp = grp;
}
}
}
static bool POSE_is_driven_by_active_armature(Object *ob)
{
Object *ob_arm = modifiers_isDeformedByArmature(ob);
if (ob_arm) {
const DRWContextState *draw_ctx = DRW_context_state_get();
bool is_active = DRW_pose_mode_armature(ob_arm, draw_ctx->obact);
if (!is_active && ob_arm->proxy_from) {
is_active = DRW_pose_mode_armature(ob_arm->proxy_from, draw_ctx->obact);
}
return is_active;
}
else {
Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob);
if (ob_mesh_deform) {
return POSE_is_driven_by_active_armature(ob_mesh_deform);
}
}
return false;
}
/* Add geometry to shading groups. Execute for each objects */
static void POSE_cache_populate(void *vedata, Object *ob)
{
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* In the future this will allow us to implement face gizmos,
* and similar functionalities. For now we handle only pose bones. */
if (ob->type == OB_ARMATURE) {
if ((draw_ctx->v3d->flag2 & V3D_RENDER_OVERRIDE) ||
(draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES))
{
return;
}
if (DRW_pose_mode_armature(ob, draw_ctx->obact)) {
int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
bool transp = (ppd->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_pose(ob, passes, transp);
}
}
else if (ob->type == OB_MESH &&
!DRW_state_is_select() &&
POSE_is_bone_selection_overlay_active())
{
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
if (POSE_is_driven_by_active_armature(ob)) {
DRW_shgroup_call_object_add(ppd->bone_selection_shgrp, geom, ob);
}
else {
DRW_shgroup_call_object_add(ppd->bone_selection_invert_shgrp, geom, ob);
}
}
}
}
/**
* Return true if armature should be handled by the pose mode engine.
*/
bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
/* Pose armature is handled by pose mode engine. */
if (((ob == active_ob) || (ob->mode & OB_MODE_POSE)) &&
((draw_ctx->object_mode & OB_MODE_POSE) != 0))
{
return true;
}
/* Armature parent is also handled by pose mode engine. */
if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) {
if (ob == draw_ctx->object_pose) {
return true;
}
}
return false;
}
/* Draw time ! Control rendering pipeline from here */
static void POSE_draw_scene(void *vedata)
{
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active();
if (DRW_state_is_select()) {
DRW_draw_pass(psl->bone_solid[0]);
DRW_draw_pass(psl->bone_wire[0]);
DRW_draw_pass(psl->bone_solid[1]);
DRW_draw_pass(psl->bone_wire[1]);
return;
}
if (bone_selection_overlay) {
GPU_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->bone_selection);
GPU_framebuffer_bind(dfbl->depth_only_fb);
GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0);
GPU_framebuffer_bind(dfbl->default_fb);
}
DRW_draw_pass(psl->bone_envelope[0]);
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_transp[1]) ||
!DRW_pass_is_empty(psl->bone_solid[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);
}
if (transparent_bones) {
DRW_pass_state_add(psl->bone_solid[1], DRW_STATE_BLEND);
DRW_pass_state_remove(psl->bone_solid[1], DRW_STATE_WRITE_DEPTH);
}
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 POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data);
DrawEngineType draw_engine_pose_type = {
NULL, NULL,
N_("PoseMode"),
&POSE_data_size,
&POSE_engine_init,
&POSE_engine_free,
&POSE_cache_init,
&POSE_cache_populate,
NULL,
NULL,
&POSE_draw_scene,
NULL,
NULL,
};