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authorDalai Felinto <dfelinto@gmail.com>2017-05-03 17:34:28 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-05-03 19:06:47 +0300
commit673e6fc535793ddb4858231d19ebc35c6a7b4d7c (patch)
treec6a0deb3bbdaa8a937c9fd2dfc932cd8f729efa9 /source
parent3bf31c6d234537e2207fc71b1ef016f800803ca9 (diff)
Draw Manager: Bring pose bones to the pose engine
Note: We should test if the armature is the "armature modifier" parent of the object. If any good samaritan feels like tackling this, the function to change is: DRW_pose_mode_armature
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/intern/draw_common.h4
-rw-r--r--source/blender/draw/modes/object_mode.c11
-rw-r--r--source/blender/draw/modes/pose_mode.c202
3 files changed, 67 insertions, 150 deletions
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 6dbf7cba417..d1af67fcdfd 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -118,4 +118,8 @@ void DRW_shgroup_armature_edit(
struct Object *ob, struct DRWPass *pass_bone_solid,
struct DRWPass *pass_bone_wire, struct DRWShadingGroup *shgrp_relationship_lines);
+/* pose_mode.c */
+bool DRW_pose_mode_armature(
+ struct Object *ob, struct Object *active_ob);
+
#endif /* __DRAW_COMMON__ */
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 4b4c2f0abb6..4a77a9f4c6a 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1249,15 +1249,10 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
{
bArmature *arm = ob->data;
if (arm->edbo == NULL) {
- if ((ob->mode & OB_MODE_POSE) && (ob == OBACT_NEW)) {
- DRW_shgroup_armature_pose(
- ob, psl->bone_solid, psl->bone_wire,
- stl->g_data->relationship_lines);
- }
- else {
+ if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, OBACT_NEW)) {
DRW_shgroup_armature_object(
- ob, sl, psl->bone_solid, psl->bone_wire,
- stl->g_data->relationship_lines);
+ ob, sl, psl->bone_solid, psl->bone_wire,
+ stl->g_data->relationship_lines);
}
}
break;
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c
index 176e44199b3..19ec4057bb5 100644
--- a/source/blender/draw/modes/pose_mode.c
+++ b/source/blender/draw/modes/pose_mode.c
@@ -33,6 +33,8 @@
#include "draw_mode_engines.h"
+extern GlobalsUboStorage ts;
+
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
@@ -41,94 +43,31 @@
* for POSE_PassList */
typedef struct POSE_PassList {
- /* Declare all passes here and init them in
- * POSE_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *pass;
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_wire;
+ struct DRWPass *relationship;
} POSE_PassList;
-typedef struct POSE_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
- struct GPUFrameBuffer *fb;
-} POSE_FramebufferList;
-
-typedef struct POSE_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
- struct GPUTexture *texture;
-} POSE_TextureList;
-
typedef struct POSE_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
- struct CustomStruct *block;
struct POSE_PrivateData *g_data;
} POSE_StorageList;
typedef struct POSE_Data {
- /* Struct returned by DRW_viewport_engine_data_get.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
- void *engine_type; /* Required */
- POSE_FramebufferList *fbl;
- POSE_TextureList *txl;
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
POSE_PassList *psl;
POSE_StorageList *stl;
} POSE_Data;
/* *********** STATIC *********** */
-static struct {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in POSE_engine_init();
- * free in POSE_engine_free(); */
- struct GPUShader *custom_shader;
-} e_data = {NULL}; /* Engine data */
-
typedef struct POSE_PrivateData {
- /* This keeps the references of the shading groups for
- * easy access in POSE_cache_populate() */
- DRWShadingGroup *group;
+ DRWShadingGroup *relationship_lines;
} POSE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void POSE_engine_init(void *vedata)
-{
- POSE_TextureList *txl = ((POSE_Data *)vedata)->txl;
- POSE_FramebufferList *fbl = ((POSE_Data *)vedata)->fbl;
- POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
-
- UNUSED_VARS(txl, fbl, stl);
-
- /* Init Framebuffers like this: order is attachment order (for color texs) */
- /*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24, 0},
- * {&txl->color, DRW_BUF_RGBA_8, DRW_TEX_FILTER}};
- */
-
- /* DRW_framebuffer_init takes care of checking if
- * the framebuffer is valid and has the right size*/
- /*
- * float *viewport_size = DRW_viewport_size_get();
- * DRW_framebuffer_init(&fbl->occlude_wire_fb,
- * (int)viewport_size[0], (int)viewport_size[1],
- * tex, 2);
- */
-
- if (!e_data.custom_shader) {
- e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
- }
-}
-
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void POSE_cache_init(void *vedata)
@@ -142,24 +81,26 @@ static void POSE_cache_init(void *vedata)
}
{
- /* Create a pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
- psl->pass = DRW_pass_create("My Pass", state);
-
- /* Create a shadingGroup using a function in draw_common.c or custom one */
- /*
- * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
- * -- or --
- * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
- */
- stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
+ /* Solid bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
+ }
- /* Uniforms need a pointer to it's value so be sure it's accessible at
- * any given time (i.e. use static vars) */
- static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
- DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1);
+ {
+ /* Wire bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
}
+ {
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+ psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
+
+ /* Relationship Lines */
+ stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->relationship, ts.colorWire);
+ DRW_shgroup_state_enable(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3);
+ }
}
/* Add geometry to shadingGroups. Execute for each objects */
@@ -167,70 +108,49 @@ static void POSE_cache_populate(void *vedata, Object *ob)
{
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
-
- UNUSED_VARS(psl, stl);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SceneLayer *sl = draw_ctx->sl;
/* In the future this will allow us to implement face manipulators,
- * and similar functionalities. For now however, this is getting
- * on the way of using pose mode, so disabling it. */
-#if 0
- if (ob->type == OB_MESH) {
- /* Get geometry cache */
- struct Batch *geom = DRW_cache_mesh_surface_get(ob);
-
- /* Add geom to a shading group */
- DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat);
+ * and similar functionalities. For now we handle only pose bones. */
+
+ if (ob->type == OB_ARMATURE) {
+ if (DRW_pose_mode_armature(ob, OBACT_NEW)) {
+ DRW_shgroup_armature_pose(
+ ob, psl->bone_solid, psl->bone_wire,
+ stl->g_data->relationship_lines);
+ }
}
-#else
- UNUSED_VARS(ob);
-#endif
}
-/* Optional: Post-cache_populate callback */
-static void POSE_cache_finish(void *vedata)
+/**
+ * Return true if armature should be handled by the pose mode engine.
+ */
+bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
{
- POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
- POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
+ /* Pode armature is handled by pose mode engine. */
+ if ((ob == active_ob) && ((ob->mode & OB_MODE_POSE) != 0)) {
+ return true;
+ }
- /* Do something here! dependant on the objects gathered */
- UNUSED_VARS(psl, stl);
+ /* Armature parent is also handled by pose mode engine. */
+ if ((active_ob != NULL) && ((active_ob->mode & OB_MODE_WEIGHT_PAINT) != 0)) {
+ if (active_ob->parent == ob) {
+ 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;
- POSE_FramebufferList *fbl = ((POSE_Data *)vedata)->fbl;
-
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- UNUSED_VARS(fbl, dfbl, dtxl);
-
- /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
- /*
- * DRW_framebuffer_texture_detach(dtxl->depth);
- * DRW_framebuffer_bind(fbl->custom_fb);
- * DRW_draw_pass(psl->pass);
- * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
- * DRW_framebuffer_bind(dfbl->default_fb);
- */
- /* ... or just render passes on default framebuffer. */
- DRW_draw_pass(psl->pass);
-
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void POSE_engine_free(void)
-{
- // DRW_SHADER_FREE_SAFE(custom_shader);
+ DRW_draw_pass(psl->bone_wire);
+ DRW_draw_pass(psl->bone_solid);
+ DRW_draw_pass(psl->relationship);
}
/* Create collection settings here.
@@ -248,9 +168,7 @@ static void POSE_engine_free(void)
void POSE_collection_settings_create(CollectionEngineSettings *ces)
{
BLI_assert(ces);
- // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
- // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
- // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+ // BKE_collection_engine_property_add_int(ces, "foo", 37);
}
#endif
@@ -260,11 +178,11 @@ DrawEngineType draw_engine_pose_type = {
NULL, NULL,
N_("PoseMode"),
&POSE_data_size,
- &POSE_engine_init,
- &POSE_engine_free,
+ NULL,
+ NULL,
&POSE_cache_init,
&POSE_cache_populate,
- &POSE_cache_finish,
- NULL, /* draw_background but not needed by mode engines */
+ NULL,
+ NULL,
&POSE_draw_scene
};