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authorJulian Eisel <eiseljulian@gmail.com>2017-02-12 23:43:13 +0300
committerJulian Eisel <eiseljulian@gmail.com>2017-02-12 23:43:13 +0300
commit10b24eabbab0193f6944cdf3bec7b386c75d5445 (patch)
tree28cefb0f056191e09828cb79d2f7f728df4e2ead /source/blender/draw/intern/draw_mode_pass.c
parentf754ce1c5e050d1637fe97d78f782d6a68da6c15 (diff)
parentb104057d001d2472cc55c7fa51cff3275e331523 (diff)
Merge branch 'blender2.8' into transform-manipulators
Conflicts: source/blender/editors/interface/resources.c source/blender/editors/space_view3d/view3d_intern.h source/blender/editors/transform/transform_manipulator.c source/blender/gpu/CMakeLists.txt source/blender/gpu/intern/gpu_shader.c
Diffstat (limited to 'source/blender/draw/intern/draw_mode_pass.c')
-rw-r--r--source/blender/draw/intern/draw_mode_pass.c541
1 files changed, 541 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_mode_pass.c b/source/blender/draw/intern/draw_mode_pass.c
new file mode 100644
index 00000000000..0298db1a5ca
--- /dev/null
+++ b/source/blender/draw/intern/draw_mode_pass.c
@@ -0,0 +1,541 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * 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.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/draw_mode_pass.c
+ * \ingroup draw
+ */
+
+#include "DNA_userdef_types.h"
+
+#include "GPU_shader.h"
+
+#include "UI_resources.h"
+
+#include "BKE_global.h"
+
+#include "draw_mode_pass.h"
+
+/* ************************** OBJECT MODE ******************************* */
+
+/* Store list of shading group for easy access*/
+
+/* Empties */
+static DRWShadingGroup *plain_axes;
+static DRWShadingGroup *cube;
+static DRWShadingGroup *circle;
+static DRWShadingGroup *sphere;
+static DRWShadingGroup *cone;
+static DRWShadingGroup *single_arrow;
+static DRWShadingGroup *single_arrow_line;
+static DRWShadingGroup *arrows;
+
+/* Lamps */
+static DRWShadingGroup *lamp_center;
+static DRWShadingGroup *lamp_center_group;
+static DRWShadingGroup *lamp_groundpoint;
+static DRWShadingGroup *lamp_groundline;
+static DRWShadingGroup *lamp_circle;
+static DRWShadingGroup *lamp_circle_shadow;
+static DRWShadingGroup *lamp_sunrays;
+
+/* Helpers */
+static DRWShadingGroup *relationship_lines;
+
+/* Objects Centers */
+static DRWShadingGroup *center_active;
+static DRWShadingGroup *center_selected;
+static DRWShadingGroup *center_deselected;
+
+/* Colors & Constant */
+static float colorWire[4], colorWireEdit[4];
+static float colorActive[4], colorSelect[4], colorTransform[4], colorGroup[4], colorGroupActive[4];
+static float colorEmpty[4], colorLamp[4], colorCamera[4], colorSpeaker[4];
+static float lampCenterSize, lampCircleRad, lampCircleShadowRad, colorLampNoAlpha[4];
+
+static DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_state_set(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_state_set(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch *geom, float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR
+);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "world_pos", 3);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
+ DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
+
+ return grp;
+}
+
+static DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "size", 1);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+
+ return grp;
+}
+
+/* This Function setup the passes needed for the mode rendering.
+ * The passes are populated by the rendering engine using the DRW_shgroup_* functions. */
+void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPass **non_meshes, DRWPass **ob_center)
+{
+ UI_GetThemeColor4fv(TH_WIRE, colorWire);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, colorWireEdit);
+ UI_GetThemeColor4fv(TH_ACTIVE, colorActive);
+ UI_GetThemeColor4fv(TH_SELECT, colorSelect);
+ UI_GetThemeColor4fv(TH_TRANSFORM, colorTransform);
+ UI_GetThemeColor4fv(TH_GROUP_ACTIVE, colorGroupActive);
+ UI_GetThemeColor4fv(TH_GROUP, colorGroup);
+ UI_GetThemeColor4fv(TH_LAMP, colorLamp);
+ UI_GetThemeColor4fv(TH_LAMP, colorLampNoAlpha);
+ UI_GetThemeColor4fv(TH_SPEAKER, colorSpeaker);
+ UI_GetThemeColor4fv(TH_CAMERA, colorCamera);
+ UI_GetThemeColor4fv(TH_EMPTY, colorEmpty);
+
+ colorLampNoAlpha[3] = 1.0f;
+
+ if (wire_overlay) {
+ /* This pass can draw mesh edges top of Shaded Meshes without any Z fighting */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND;
+ *wire_overlay = DRW_pass_create("Wire Overlays Pass", state);
+ }
+
+ if (wire_outline) {
+ /* This pass can draw mesh outlines and/or fancy wireframe */
+ /* Fancy wireframes are not meant to be occluded (without Z offset) */
+ /* Outlines and Fancy Wires use the same VBO */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ *wire_outline = DRW_pass_create("Wire + Outlines Pass", state);
+ }
+
+ if (non_meshes) {
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ DRWShadingGroup *grp;
+ struct Batch *geom;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ state |= DRW_STATE_WIRE;
+ *non_meshes = DRW_pass_create("Non Meshes Pass", state);
+
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ /* Empties */
+ geom = DRW_cache_plain_axes_get();
+ plain_axes = shgroup_instance(*non_meshes, geom);
+
+ geom = DRW_cache_cube_get();
+ cube = shgroup_instance(*non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ circle = shgroup_instance(*non_meshes, geom);
+
+ geom = DRW_cache_empty_sphere_get();
+ sphere = shgroup_instance(*non_meshes, geom);
+
+ geom = DRW_cache_empty_cone_get();
+ cone = shgroup_instance(*non_meshes, geom);
+
+ geom = DRW_cache_single_arrow_get();
+ single_arrow = shgroup_instance(*non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ single_arrow_line = shgroup_instance(*non_meshes, geom);
+
+ geom = DRW_cache_single_arrow_get();
+ arrows = shgroup_instance(*non_meshes, geom);
+
+ /* Lamps */
+ lampCenterSize = (U.obcenter_dia + 1.5f) * U.pixelsize;
+ lampCircleRad = U.pixelsize * 9.0f;
+ lampCircleShadowRad = lampCircleRad + U.pixelsize * 3.0f;
+ /* TODO
+ * for now we create 3 times the same VBO with only lamp center coordinates
+ * but ideally we would only create it once */
+ lamp_center = shgroup_dynpoints_uniform_color(*non_meshes, colorLampNoAlpha, &lampCenterSize);
+ lamp_center_group = shgroup_dynpoints_uniform_color(*non_meshes, colorGroup, &lampCenterSize);
+
+ geom = DRW_cache_lamp_get();
+ lamp_circle = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleRad);
+ lamp_circle_shadow = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleShadowRad);
+
+ geom = DRW_cache_lamp_sunrays_get();
+ lamp_sunrays = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleRad);
+
+ lamp_groundline = shgroup_groundlines_uniform_color(*non_meshes, colorLamp);
+ lamp_groundpoint = shgroup_groundpoints_uniform_color(*non_meshes, colorLamp);
+
+ /* Stipple Wires */
+ grp = DRW_shgroup_create(sh, *non_meshes);
+ DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_2);
+
+ grp = DRW_shgroup_create(sh, *non_meshes);
+ DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
+
+ grp = DRW_shgroup_create(sh, *non_meshes);
+ DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_4);
+
+ /* Relationship Lines */
+ relationship_lines = shgroup_dynlines_uniform_color(*non_meshes, colorWire);
+ DRW_shgroup_state_set(relationship_lines, DRW_STATE_STIPPLE_3);
+ }
+
+ if (ob_center) {
+ /* Object Center pass grouped by State */
+ DRWShadingGroup *grp;
+ static float colorDeselect[4], outlineColor[4];
+ static float outlineWidth, size;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
+ *ob_center = DRW_pass_create("Obj Center Pass", state);
+
+ outlineWidth = 1.0f * U.pixelsize;
+ size = U.obcenter_dia * U.pixelsize + outlineWidth;
+ //UI_GetThemeColorShadeAlpha4fv(TH_ACTIVE, 0, -80, colorActive);
+ //UI_GetThemeColorShadeAlpha4fv(TH_SELECT, 0, -80, colorSelect);
+ UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, colorDeselect);
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
+
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+
+ /* Active */
+ grp = DRW_shgroup_point_batch_create(sh, *ob_center);
+ DRW_shgroup_uniform_float(grp, "size", &size, 1);
+ DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
+ DRW_shgroup_uniform_vec4(grp, "color", colorActive, 1);
+ DRW_shgroup_uniform_vec4(grp, "outlineColor", outlineColor, 1);
+ center_active = grp;
+
+ /* Select */
+ grp = DRW_shgroup_point_batch_create(sh, *ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", colorSelect, 1);
+ center_selected = grp;
+
+ /* Deselect */
+ grp = DRW_shgroup_point_batch_create(sh, *ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", colorDeselect, 1);
+ center_deselected = grp;
+ }
+}
+
+/* ******************************************** WIRES *********************************************** */
+
+/* TODO FINISH */
+/* Get the wire color theme_id of an object based on it's state
+ * **color is a way to get a pointer to the static color var associated */
+static int draw_object_wire_theme(Object *ob, float **color)
+{
+ const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
+ /* 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 (//(scene->obedit == NULL) &&
+ ((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->flag & OB_FROMGROUP) != 0) {
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ /* uses darker active color for non-active + selected */
+ theme_id = TH_GROUP_ACTIVE;
+
+ // if (scene->basact != base) {
+ // theme_shade = -16;
+ // }
+ }
+ else {
+ theme_id = TH_GROUP;
+ }
+ }
+ else {
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ theme_id = //scene->basact == base ? TH_ACTIVE :
+ TH_SELECT;
+ }
+ else {
+ if (ob->type == OB_LAMP) theme_id = TH_LAMP;
+ else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
+ else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
+ else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
+ /* fallback to TH_WIRE */
+ }
+ }
+ }
+
+ if (color != NULL) {
+ switch (theme_id) {
+ case TH_WIRE_EDIT: *color = colorTransform; break;
+ case TH_ACTIVE: *color = colorActive; break;
+ case TH_SELECT: *color = colorSelect; break;
+ case TH_GROUP: *color = colorGroup; break;
+ case TH_GROUP_ACTIVE: *color = colorGroupActive; break;
+ case TH_TRANSFORM: *color = colorTransform; break;
+ case OB_SPEAKER: *color = colorSpeaker; break;
+ case OB_CAMERA: *color = colorCamera; break;
+ case OB_EMPTY: *color = colorEmpty; break;
+ case OB_LAMP: *color = colorLamp; break;
+ default: *color = colorWire; break;
+ }
+ }
+
+ return theme_id;
+}
+
+void DRW_shgroup_wire_overlay(DRWPass *wire_overlay, Object *ob)
+{
+#if 1
+ struct Batch *geom = DRW_cache_wire_overlay_get(ob);
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+#else
+ static float col[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ struct Batch *geom = DRW_cache_wire_overlay_get(ob);
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+#endif
+}
+
+void DRW_shgroup_wire_outline(DRWPass *wire_outline, Object *ob,
+ const bool do_front, const bool do_back, const bool do_outline)
+{
+ GPUShader *sh;
+ struct Batch *geom = DRW_cache_wire_outline_get(ob);
+
+ /* Get color */
+ /* TODO get the right color depending on ob state (Groups, overides etc..) */
+ static float frontcol[4], backcol[4], color[4];
+ UI_GetThemeColor4fv(TH_ACTIVE, color);
+ copy_v4_v4(frontcol, color);
+ copy_v4_v4(backcol, color);
+ backcol[3] = 0.333f;
+ frontcol[3] = 0.667f;
+
+#if 1 /* New wire */
+
+ bool is_perps = DRW_viewport_is_persp_get();
+ static bool bTrue = true;
+ static bool bFalse = false;
+
+ /* Note (TODO) : this requires cache to be discarded on ortho/perp switch
+ * It may be preferable (or not depending on performance implication)
+ * to introduce a shader uniform switch */
+ if (is_perps) {
+ sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ }
+ else {
+ sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ }
+
+ if (do_front || do_back) {
+ bool *bFront = (do_front) ? &bTrue : &bFalse;
+ bool *bBack = (do_back) ? &bTrue : &bFalse;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
+ DRW_shgroup_state_set(grp, DRW_STATE_WIRE);
+ DRW_shgroup_uniform_vec4(grp, "frontColor", frontcol, 1);
+ DRW_shgroup_uniform_vec4(grp, "backColor", backcol, 1);
+ DRW_shgroup_uniform_bool(grp, "drawFront", bFront, 1);
+ DRW_shgroup_uniform_bool(grp, "drawBack", bBack, 1);
+ DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bFalse, 1);
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+ }
+
+ if (do_outline) {
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
+ DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE);
+ DRW_shgroup_uniform_vec4(grp, "silhouetteColor", color, 1);
+ DRW_shgroup_uniform_bool(grp, "drawFront", &bFalse, 1);
+ DRW_shgroup_uniform_bool(grp, "drawBack", &bFalse, 1);
+ DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bTrue, 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+ }
+
+#else /* Old (flat) wire */
+
+ sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
+ DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE);
+ DRW_shgroup_uniform_vec4(grp, "color", frontcol, 1);
+
+ DRW_shgroup_call_add(grp, geom, ob->obmat);
+#endif
+
+}
+
+/* ***************************** NON MESHES ********************** */
+
+static void DRW_draw_lamp(Object *ob)
+{
+ Lamp *la = ob->data;
+ float *color;
+ int theme_id = draw_object_wire_theme(ob, &color);
+
+ /* Don't draw the center if it's selected or active */
+ if (theme_id == TH_GROUP)
+ DRW_shgroup_dynamic_call_add(lamp_center_group, ob->obmat[3]);
+ else if (theme_id == TH_LAMP)
+ DRW_shgroup_dynamic_call_add(lamp_center, ob->obmat[3]);
+
+ /* First circle */
+ DRW_shgroup_dynamic_call_add(lamp_circle, ob->obmat[3], color);
+
+ /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
+ if (la->type != LA_HEMI) {
+ DRW_shgroup_dynamic_call_add(lamp_circle_shadow, ob->obmat[3], color);
+ }
+
+ /* Sunrays */
+ if (la->type == LA_SUN) {
+ DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat[3], color);
+ }
+
+ /* Line and point going to the ground */
+ DRW_shgroup_dynamic_call_add(lamp_groundline, ob->obmat[3]);
+ DRW_shgroup_dynamic_call_add(lamp_groundpoint, ob->obmat[3]);
+}
+
+static void DRW_draw_empty(Object *ob)
+{
+ float *color;
+ draw_object_wire_theme(ob, &color);
+
+ switch (ob->empty_drawtype) {
+ case OB_PLAINAXES:
+ DRW_shgroup_dynamic_call_add(plain_axes, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_SINGLE_ARROW:
+ DRW_shgroup_dynamic_call_add(single_arrow, color, &ob->empty_drawsize, ob->obmat);
+ DRW_shgroup_dynamic_call_add(single_arrow_line, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CUBE:
+ DRW_shgroup_dynamic_call_add(cube, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CIRCLE:
+ DRW_shgroup_dynamic_call_add(circle, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_SPHERE:
+ DRW_shgroup_dynamic_call_add(sphere, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_CONE:
+ DRW_shgroup_dynamic_call_add(cone, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_ARROWS:
+ DRW_shgroup_dynamic_call_add(arrows, color, &ob->empty_drawsize, ob->obmat);
+ /* TODO Missing axes names */
+ break;
+ }
+}
+
+void DRW_shgroup_non_meshes(DRWPass *UNUSED(non_meshes), Object *ob)
+{
+ switch (ob->type) {
+ case OB_LAMP:
+ DRW_draw_lamp(ob);
+ break;
+ case OB_CAMERA:
+ case OB_EMPTY:
+ DRW_draw_empty(ob);
+ default:
+ break;
+ }
+}
+
+void DRW_shgroup_relationship_lines(DRWPass *UNUSED(non_meshes), Object *ob)
+{
+ if (ob->parent) {
+ DRW_shgroup_dynamic_call_add(relationship_lines, ob->obmat[3]);
+ DRW_shgroup_dynamic_call_add(relationship_lines, ob->parent->obmat[3]);
+ }
+}
+
+/* ***************************** COMMON **************************** */
+
+void DRW_shgroup_object_center(DRWPass *UNUSED(ob_center), Object *ob)
+{
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ DRW_shgroup_dynamic_call_add(center_selected, ob->obmat[3]);
+ }
+ else if (0) {
+ DRW_shgroup_dynamic_call_add(center_deselected, ob->obmat[3]);
+ }
+}