diff options
217 files changed, 29199 insertions, 16111 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_lightprobe.py b/release/scripts/startup/bl_ui/properties_data_lightprobe.py index d6fd0cb6ec2..e8244c9c107 100644 --- a/release/scripts/startup/bl_ui/properties_data_lightprobe.py +++ b/release/scripts/startup/bl_ui/properties_data_lightprobe.py @@ -168,6 +168,7 @@ class DATA_PT_lightprobe_display(DataButtonsPanel, Panel): if probe.type == 'PLANAR': col.prop(ob, "empty_display_size", text="Arrow Size") + col.prop(probe, "show_influence") col.prop(probe, "show_data") if probe.type in {'GRID', 'CUBEMAP'}: diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c index 1c06dfd3f70..25ea0770f8b 100644 --- a/source/blender/blenfont/intern/blf_font.c +++ b/source/blender/blenfont/intern/blf_font.c @@ -96,7 +96,13 @@ static void blf_batch_draw_init(void) GPU_vertbuf_attr_get_raw_data(g_batch.verts, g_batch.col_loc, &g_batch.col_step); g_batch.glyph_len = 0; - g_batch.batch = GPU_batch_create_ex(GPU_PRIM_POINTS, g_batch.verts, NULL, GPU_BATCH_OWNS_VBO); + /* A dummy vbo containing 4 points, attribs are not used. */ + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, 4); + + /* We render a quad as a triangle strip and instance it for each glyph. */ + g_batch.batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); + GPU_batch_instbuf_set(g_batch.batch, g_batch.verts, true); } static void blf_batch_draw_exit(void) @@ -188,8 +194,7 @@ void blf_batch_draw(void) GPU_vertbuf_data_len_set(g_batch.verts, g_batch.glyph_len); GPU_vertbuf_use(g_batch.verts); /* send data */ - eGPUBuiltinShader shader = (g_batch.simple_shader) ? GPU_SHADER_TEXT_SIMPLE : GPU_SHADER_TEXT; - GPU_batch_program_set_builtin(g_batch.batch, shader); + GPU_batch_program_set_builtin(g_batch.batch, GPU_SHADER_TEXT); GPU_batch_uniform_1i(g_batch.batch, "glyph", 0); GPU_batch_draw(g_batch.batch); diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index dc5508340de..7d996f3c535 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -21,7 +21,6 @@ set(INC . intern - modes ../blenfont ../blenkernel @@ -49,8 +48,6 @@ set(INC_SYS ) set(SRC - intern/draw_anim_viz.c - intern/draw_armature.c intern/draw_cache.c intern/draw_cache_extract_mesh.c intern/draw_cache_impl_curve.c @@ -72,20 +69,6 @@ set(SRC intern/draw_manager_texture.c intern/draw_select_buffer.c intern/draw_view.c - modes/edit_armature_mode.c - modes/edit_curve_mode.c - modes/edit_lattice_mode.c - modes/edit_mesh_mode.c - modes/edit_mesh_mode_text.c - modes/edit_metaball_mode.c - modes/edit_text_mode.c - modes/object_mode.c - modes/overlay_mode.c - modes/paint_texture_mode.c - modes/paint_vertex_mode.c - modes/particle_mode.c - modes/pose_mode.c - modes/sculpt_mode.c engines/basic/basic_engine.c engines/eevee/eevee_bloom.c engines/eevee/eevee_data.c @@ -136,6 +119,25 @@ set(SRC engines/gpencil/gpencil_shader_fx.c engines/select/select_draw_utils.c engines/select/select_engine.c + engines/overlay/overlay_antialiasing.c + engines/overlay/overlay_armature.c + engines/overlay/overlay_engine.c + engines/overlay/overlay_edit_curve.c + engines/overlay/overlay_edit_text.c + engines/overlay/overlay_edit_mesh.c + engines/overlay/overlay_extra.c + engines/overlay/overlay_facing.c + engines/overlay/overlay_grid.c + engines/overlay/overlay_image.c + engines/overlay/overlay_lattice.c + engines/overlay/overlay_metaball.c + engines/overlay/overlay_motion_path.c + engines/overlay/overlay_outline.c + engines/overlay/overlay_paint.c + engines/overlay/overlay_particle.c + engines/overlay/overlay_shader.c + engines/overlay/overlay_sculpt.c + engines/overlay/overlay_wireframe.c DRW_engine.h DRW_select_buffer.h @@ -152,8 +154,7 @@ set(SRC intern/draw_manager_profiling.h intern/draw_manager_text.h intern/draw_view.h - modes/draw_mode_engines.h - modes/edit_mesh_mode_intern.h + intern/smaa_textures.h engines/basic/basic_engine.h engines/eevee/eevee_engine.h engines/eevee/eevee_lightcache.h @@ -164,6 +165,8 @@ set(SRC engines/workbench/workbench_private.h engines/select/select_engine.h engines/select/select_private.h + engines/overlay/overlay_engine.h + engines/overlay/overlay_private.h ) set(LIB @@ -261,90 +264,14 @@ data_to_c_simple(engines/workbench/shaders/workbench_volume_vert.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_volume_frag.glsl SRC) data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC) -data_to_c_simple(modes/shaders/common_colormanagement_lib.glsl SRC) -data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC) -data_to_c_simple(modes/shaders/common_hair_lib.glsl SRC) -data_to_c_simple(modes/shaders/common_hair_refine_vert.glsl SRC) -data_to_c_simple(modes/shaders/common_view_lib.glsl SRC) -data_to_c_simple(modes/shaders/common_fxaa_lib.glsl SRC) -data_to_c_simple(modes/shaders/common_fullscreen_vert.glsl SRC) -data_to_c_simple(modes/shaders/animviz_mpath_lines_vert.glsl SRC) -data_to_c_simple(modes/shaders/animviz_mpath_lines_geom.glsl SRC) -data_to_c_simple(modes/shaders/animviz_mpath_points_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_axes_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_sphere_solid_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_sphere_solid_frag.glsl SRC) -data_to_c_simple(modes/shaders/armature_sphere_outline_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_envelope_solid_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_envelope_solid_frag.glsl SRC) -data_to_c_simple(modes/shaders/armature_envelope_outline_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_envelope_distance_frag.glsl SRC) -data_to_c_simple(modes/shaders/armature_shape_solid_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_shape_solid_frag.glsl SRC) -data_to_c_simple(modes/shaders/armature_shape_outline_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_shape_outline_geom.glsl SRC) -data_to_c_simple(modes/shaders/armature_stick_vert.glsl SRC) -data_to_c_simple(modes/shaders/armature_stick_frag.glsl SRC) -data_to_c_simple(modes/shaders/armature_dof_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_common_lib.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_frag.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_geom.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_mix_frag.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_frag.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_mesh_skin_root_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_curve_overlay_handle_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_curve_overlay_handle_geom.glsl SRC) -data_to_c_simple(modes/shaders/edit_curve_overlay_loosevert_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_curve_overlay_normals_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_lattice_overlay_frag.glsl SRC) -data_to_c_simple(modes/shaders/edit_lattice_overlay_loosevert_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_normals_vert.glsl SRC) -data_to_c_simple(modes/shaders/edit_normals_geom.glsl SRC) -data_to_c_simple(modes/shaders/overlay_face_orientation_frag.glsl SRC) -data_to_c_simple(modes/shaders/overlay_face_orientation_vert.glsl SRC) -data_to_c_simple(modes/shaders/overlay_face_wireframe_vert.glsl SRC) -data_to_c_simple(modes/shaders/overlay_face_wireframe_geom.glsl SRC) -data_to_c_simple(modes/shaders/overlay_face_wireframe_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_camera_image_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_camera_image_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_color_axes_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_empty_axes_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_empty_image_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_empty_image_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_outline_resolve_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_outline_expand_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_outline_detect_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_outline_prepass_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_outline_prepass_geom.glsl SRC) -data_to_c_simple(modes/shaders/object_outline_prepass_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_grid_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_grid_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_lightprobe_grid_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_mball_handles_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_particle_prim_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_particle_dot_vert.glsl SRC) -data_to_c_simple(modes/shaders/object_particle_dot_frag.glsl SRC) -data_to_c_simple(modes/shaders/object_loose_points_frag.glsl SRC) -data_to_c_simple(modes/shaders/paint_texture_frag.glsl SRC) -data_to_c_simple(modes/shaders/paint_texture_vert.glsl SRC) -data_to_c_simple(modes/shaders/paint_vertex_frag.glsl SRC) -data_to_c_simple(modes/shaders/paint_vertex_vert.glsl SRC) -data_to_c_simple(modes/shaders/paint_weight_frag.glsl SRC) -data_to_c_simple(modes/shaders/paint_weight_vert.glsl SRC) -data_to_c_simple(modes/shaders/paint_face_selection_vert.glsl SRC) -data_to_c_simple(modes/shaders/paint_face_vert.glsl SRC) -data_to_c_simple(modes/shaders/paint_wire_frag.glsl SRC) -data_to_c_simple(modes/shaders/paint_wire_vert.glsl SRC) -data_to_c_simple(modes/shaders/paint_vert_frag.glsl SRC) -data_to_c_simple(modes/shaders/particle_strand_frag.glsl SRC) -data_to_c_simple(modes/shaders/particle_strand_vert.glsl SRC) -data_to_c_simple(modes/shaders/pose_selection_vert.glsl SRC) -data_to_c_simple(modes/shaders/sculpt_mask_vert.glsl SRC) -data_to_c_simple(modes/shaders/volume_velocity_vert.glsl SRC) +data_to_c_simple(intern/shaders/common_colormanagement_lib.glsl SRC) +data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC) +data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC) +data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC) +data_to_c_simple(intern/shaders/common_view_lib.glsl SRC) +data_to_c_simple(intern/shaders/common_fxaa_lib.glsl SRC) +data_to_c_simple(intern/shaders/common_smaa_lib.glsl SRC) +data_to_c_simple(intern/shaders/common_fullscreen_vert.glsl SRC) data_to_c_simple(engines/gpencil/shaders/gpencil_fill_vert.glsl SRC) data_to_c_simple(engines/gpencil/shaders/gpencil_fill_frag.glsl SRC) @@ -380,6 +307,81 @@ data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl SRC) data_to_c_simple(engines/select/shaders/selection_id_3D_vert.glsl SRC) data_to_c_simple(engines/select/shaders/selection_id_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_dof_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_envelope_outline_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_shape_outline_geom.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_shape_outline_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_shape_solid_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_shape_solid_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_sphere_outline_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_stick_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_stick_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/armature_wire_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/depth_only_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_curve_handle_geom.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_curve_handle_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_curve_point_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_curve_wire_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_lattice_point_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_lattice_wire_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_common_lib.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_geom.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_normal_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_skin_root_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_mesh_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_particle_strand_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/edit_particle_point_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_groundline_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_loose_point_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_loose_point_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_point_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_wire_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/extra_wire_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/facing_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/facing_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/grid_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/grid_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/image_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/image_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/motion_path_line_geom.glsl SRC) +data_to_c_simple(engines/overlay/shaders/motion_path_line_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/motion_path_point_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/outline_detect_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/outline_expand_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/outline_prepass_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/outline_prepass_geom.glsl SRC) +data_to_c_simple(engines/overlay/shaders/outline_prepass_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/outline_lightprobe_grid_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/outline_resolve_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_face_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_point_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_texture_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_texture_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_vertcol_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_vertcol_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_weight_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_weight_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/paint_wire_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/particle_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/particle_frag.glsl SRC) +data_to_c_simple(engines/overlay/shaders/sculpt_mask_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/volume_velocity_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/wireframe_vert.glsl SRC) +data_to_c_simple(engines/overlay/shaders/wireframe_geom.glsl SRC) +data_to_c_simple(engines/overlay/shaders/wireframe_frag.glsl SRC) list(APPEND INC ) diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h index e959d0c49ee..5edfadd7f41 100644 --- a/source/blender/draw/DRW_engine.h +++ b/source/blender/draw/DRW_engine.h @@ -52,6 +52,7 @@ struct rcti; /* Buffer and textures used by the viewport by default */ typedef struct DefaultFramebufferList { struct GPUFrameBuffer *default_fb; + struct GPUFrameBuffer *in_front_fb; struct GPUFrameBuffer *color_only_fb; struct GPUFrameBuffer *depth_only_fb; struct GPUFrameBuffer *multisample_fb; @@ -60,6 +61,7 @@ typedef struct DefaultFramebufferList { typedef struct DefaultTextureList { struct GPUTexture *color; struct GPUTexture *depth; + struct GPUTexture *depth_in_front; struct GPUTexture *multisample_color; struct GPUTexture *multisample_depth; } DefaultTextureList; diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c index 0dd1a4fd686..fcbe227ca1b 100644 --- a/source/blender/draw/engines/basic/basic_engine.c +++ b/source/blender/draw/engines/basic/basic_engine.c @@ -46,8 +46,8 @@ typedef struct BASIC_StorageList { } BASIC_StorageList; typedef struct BASIC_PassList { - struct DRWPass *depth_pass; - struct DRWPass *depth_pass_cull; + struct DRWPass *depth_pass[2]; + struct DRWPass *depth_pass_cull[2]; } BASIC_PassList; typedef struct BASIC_Data { @@ -70,8 +70,8 @@ static struct { } e_data = {{{NULL}}}; /* Engine data */ typedef struct BASIC_PrivateData { - DRWShadingGroup *depth_shgrp; - DRWShadingGroup *depth_shgrp_cull; + DRWShadingGroup *depth_shgrp[2]; + DRWShadingGroup *depth_shgrp_cull[2]; } BASIC_PrivateData; /* Transient data */ /* Functions */ @@ -97,24 +97,21 @@ static void basic_cache_init(void *vedata) if (!stl->g_data) { /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); + stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); } - { - psl->depth_pass = DRW_pass_create("Depth Pass", - DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); - stl->g_data->depth_shgrp = DRW_shgroup_create(sh_data->depth, psl->depth_pass); - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(stl->g_data->depth_shgrp, DRW_STATE_CLIP_PLANES); - } + /* Twice for normal and infront objects. */ + for (int i = 0; i < 2; i++) { + DRWState clip_state = (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? DRW_STATE_CLIP_PLANES : 0; + DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0; + DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", - DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_CULL_BACK); - stl->g_data->depth_shgrp_cull = DRW_shgroup_create(sh_data->depth, psl->depth_pass_cull); - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(stl->g_data->depth_shgrp_cull, DRW_STATE_CLIP_PLANES); - } + DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state); + stl->g_data->depth_shgrp[i] = DRW_shgroup_create(sh_data->depth, psl->depth_pass[i]); + + state |= DRW_STATE_CULL_BACK; + DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state); + stl->g_data->depth_shgrp_cull[i] = DRW_shgroup_create(sh_data->depth, psl->depth_pass_cull[i]); } } @@ -128,6 +125,8 @@ static void basic_cache_populate(void *vedata, Object *ob) return; } + bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; + const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob != draw_ctx->object_edit) { for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) { @@ -138,7 +137,7 @@ static void basic_cache_populate(void *vedata, Object *ob) const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH) { struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL); - DRW_shgroup_call(stl->g_data->depth_shgrp, hairs, NULL); + DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], hairs, NULL); } } } @@ -155,7 +154,7 @@ static void basic_cache_populate(void *vedata, Object *ob) /* Avoid losing flat objects when in ortho views (see T56549) */ struct GPUBatch *geom = DRW_cache_object_all_edges_get(ob); if (geom) { - DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob); + DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], geom, ob); } return; } @@ -165,7 +164,8 @@ static void basic_cache_populate(void *vedata, Object *ob) !DRW_state_is_image_render(); const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING)); - DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp; + DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] : + stl->g_data->depth_shgrp[do_in_front]; if (use_sculpt_pbvh) { DRW_shgroup_call_sculpt(shgrp, ob, false, false, false); @@ -189,8 +189,10 @@ static void basic_draw_scene(void *vedata) { BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl; - DRW_draw_pass(psl->depth_pass); - DRW_draw_pass(psl->depth_pass_cull); + DRW_draw_pass(psl->depth_pass[0]); + DRW_draw_pass(psl->depth_pass_cull[0]); + DRW_draw_pass(psl->depth_pass[1]); + DRW_draw_pass(psl->depth_pass_cull[1]); } static void basic_engine_free(void) diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index 9554e9c0275..a1a1f7cc389 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -33,8 +33,6 @@ #include "DNA_screen_types.h" #include "DNA_view3d_types.h" -#include "draw_mode_engines.h" - #include "GPU_texture.h" #include "gpencil_engine.h" diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h index 36bc205f41a..04ed19830ed 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.h +++ b/source/blender/draw/engines/gpencil/gpencil_engine.h @@ -25,6 +25,8 @@ #include "GPU_batch.h" +extern DrawEngineType draw_engine_gpencil_type; + struct GPENCIL_Data; struct GPENCIL_StorageList; struct MaterialGPencilStyle; diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c index 81e48eb05f2..8c126310ea2 100644 --- a/source/blender/draw/engines/gpencil/gpencil_render.c +++ b/source/blender/draw/engines/gpencil/gpencil_render.c @@ -29,8 +29,6 @@ #include "DEG_depsgraph_query.h" -#include "draw_mode_engines.h" - #include "RE_pipeline.h" #include "gpencil_engine.h" diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c new file mode 100644 index 00000000000..54a598633fb --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c @@ -0,0 +1,184 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + * + * Overlay antialiasing: + * + * Most of the overlays are wires which causes a lot of flickering in motions + * due to aliasing problems. + * + * Our goal is to have a technique that works with single sample per pixel + * to avoid extra cost of managing MSAA or additional texture buffers and jitters. + * + * To solve this we use a simple and effective post-process AA. The technique + * goes like this: + * + * - During wireframe rendering, we output the line color, the line direction + * and the distance from the line for the pixel center. + * + * - Then, in a post process pass, for each pixels we gather all lines in a search area + * that could cover (even partially) the center pixel. + * We compute the coverage of each line and do a sorted alpha compositing of them. + * + * This technique has one major shortcoming compared to MSAA: + * - It handles (initial) partial visibility poorly (because of single sample). This makes + * overlaping / crossing wires a bit too thin at their intersection. + * Wireframe meshes overlaid over solid meshes can have half of the edge missing due to + * z-fighting (this has workaround). + * Another manifestation of this, is fickering of really dense wireframe if using small + * line thickness (also has workaround). + * + * The pros of this approach are many: + * - Works without geometry shader. + * - Can inflate line thickness. + * - Coverage is very close to perfect and can even be filtered (Blackman-Harris, gaussian). + * - Wires can "bleed" / overlap non-line objects since the filter is in screenspace. + * - Only uses one additional lightweight fullscreen buffer (compared to MSAA/SMAA). + * - No convergence time (compared to TAA). + */ + +#include "DRW_render.h" + +#include "ED_screen.h" + +#include "overlay_private.h" + +void OVERLAY_antialiasing_reset(OVERLAY_Data *vedata) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + pd->antialiasing.sample = 0; +} + +void OVERLAY_antialiasing_init(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + if (!DRW_state_is_fbo()) { + /* Use default view */ + pd->view_default = (DRWView *)DRW_view_default_get(); + pd->antialiasing.enabled = false; + return; + } + + /* TODO Get real userpref option and remove MSAA buffer. */ + pd->antialiasing.enabled = dtxl->multisample_color != NULL; + + /* Use default view */ + pd->view_default = (DRWView *)DRW_view_default_get(); + + if (pd->antialiasing.enabled) { + DRW_texture_ensure_fullscreen_2d(&txl->overlay_color_tx, GPU_RGBA8, DRW_TEX_FILTER); + DRW_texture_ensure_fullscreen_2d(&txl->overlay_line_tx, GPU_RGBA8, 0); + + GPU_framebuffer_ensure_config( + &fbl->overlay_color_only_fb, + {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)}); + GPU_framebuffer_ensure_config( + &fbl->overlay_default_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)}); + GPU_framebuffer_ensure_config(&fbl->overlay_line_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx), + GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)}); + } + else { + /* Just a copy of the defaults framebuffers. */ + GPU_framebuffer_ensure_config(&fbl->overlay_color_only_fb, + {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + GPU_framebuffer_ensure_config( + &fbl->overlay_default_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + GPU_framebuffer_ensure_config( + &fbl->overlay_line_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + } +} + +void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_PassList *psl = vedata->psl; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + struct GPUShader *sh; + DRWShadingGroup *grp; + + if (pd->antialiasing.enabled) { + DRW_PASS_CREATE(psl->antialiasing_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL); + + sh = OVERLAY_shader_antialiasing(); + grp = DRW_shgroup_create(sh, psl->antialiasing_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture_ref(grp, "depthTex", &dtxl->depth); + DRW_shgroup_uniform_texture_ref(grp, "colorTex", &txl->overlay_color_tx); + DRW_shgroup_uniform_texture_ref(grp, "lineTex", &txl->overlay_line_tx); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } +} + +void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + if (pd->antialiasing.enabled) { + GPU_framebuffer_ensure_config(&fbl->overlay_in_front_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), + GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)}); + } + else { + GPU_framebuffer_ensure_config( + &fbl->overlay_in_front_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + } +} + +void OVERLAY_antialiasing_start(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + if (pd->antialiasing.enabled) { + float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + GPU_framebuffer_bind(fbl->overlay_line_fb); + GPU_framebuffer_clear_color(fbl->overlay_line_fb, clear_col); + + GPU_framebuffer_bind(fbl->overlay_default_fb); + } +} + +void OVERLAY_antialiasing_end(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + + if (pd->antialiasing.enabled) { + GPU_framebuffer_bind(dfbl->color_only_fb); + DRW_draw_pass(psl->antialiasing_ps); + + GPU_framebuffer_bind(dfbl->default_fb); + } +} diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c new file mode 100644 index 00000000000..c749d902f86 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_armature.c @@ -0,0 +1,2338 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include <stdlib.h> +#include <string.h> +#include <math.h> + +#include "DNA_armature_types.h" +#include "DNA_constraint_types.h" +#include "DNA_scene_types.h" +#include "DNA_view3d_types.h" +#include "DNA_object_types.h" + +#include "DRW_render.h" + +#include "BLI_math.h" +#include "BLI_utildefines.h" + +#include "BKE_armature.h" +#include "BKE_modifier.h" + +#include "DEG_depsgraph_query.h" + +#include "ED_armature.h" +#include "ED_view3d.h" + +#include "UI_resources.h" + +#include "draw_common.h" +#include "draw_manager_text.h" + +#include "overlay_private.h" + +#define BONE_VAR(eBone, pchan, var) ((eBone) ? (eBone->var) : (pchan->var)) +#define BONE_FLAG(eBone, pchan) ((eBone) ? (eBone->flag) : (pchan->bone->flag)) + +#define PT_DEFAULT_RAD 0.05f /* radius of the point batch. */ + +typedef struct ArmatureDrawContext { + /* Current armature object */ + Object *ob; + /* bArmature *arm; */ /* TODO */ + + union { + struct { + DRWCallBuffer *outline; + DRWCallBuffer *solid; + DRWCallBuffer *wire; + }; + struct { + DRWCallBuffer *envelope_outline; + DRWCallBuffer *envelope_solid; + DRWCallBuffer *envelope_distance; + }; + struct { + DRWCallBuffer *stick; + }; + }; + + DRWCallBuffer *dof_lines; + DRWCallBuffer *dof_sphere; + DRWCallBuffer *point_solid; + DRWCallBuffer *point_outline; + DRWShadingGroup *custom_solid; + DRWShadingGroup *custom_outline; + DRWShadingGroup *custom_wire; + GHash *custom_shapes_ghash; + + OVERLAY_ExtraCallBuffers *extras; + + /** + * Follow `TH_*` naming except for mixed colors. + */ + struct { + float select[4]; + float edge_select[4]; + float bone_select[4]; /* tint */ + float wire[4]; + float wire_edit[4]; + float bone_solid[4]; + float bone_active_unselect[4]; /* mix */ + float bone_pose[4]; + float bone_pose_active[4]; + float bone_pose_active_unselect[4]; /* mix */ + float text_hi[4]; + float text[4]; + float vertex_select[4]; + float vertex[4]; + } color; + + /* not a theme, this is an override */ + const float *const_color; + float const_wire; + + bool do_relations; + bool transparent; + bool show_relations; + + const ThemeWireColor *bcolor; /* pchan color */ +} ArmatureDrawContext; + +/** + * Return true if armature should be handled by the pose mode engine. + */ +bool OVERLAY_armature_is_pose_mode(Object *ob, const DRWContextState *draw_ctx) +{ + Object *active_ob = draw_ctx->obact; + + /* 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; +} + +void OVERLAY_armature_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + pd->armature.transparent = (draw_ctx->v3d->shading.type == OB_WIRE) || + XRAY_FLAG_ENABLED(draw_ctx->v3d); + pd->armature.show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0); + pd->armature.do_pose_fade_geom = (pd->overlay.flag & V3D_OVERLAY_BONE_SELECT) && + ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) == 0) && + draw_ctx->object_pose != NULL; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ADD; + DRW_PASS_CREATE(psl->armature_transp_ps, state | pd->clipping_state); + + if (pd->armature.do_pose_fade_geom) { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->armature_bone_select_ps, state | pd->clipping_state); + + float alpha = pd->overlay.xray_alpha_bone; + struct GPUShader *sh = OVERLAY_shader_uniform_color(); + DRWShadingGroup *grp; + + pd->armature_bone_select_act_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); + DRW_shgroup_uniform_vec4_copy(grp, "color", (float[4]){0.0f, 0.0f, 0.0f, alpha}); + + pd->armature_bone_select_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); + DRW_shgroup_uniform_vec4_copy(grp, "color", (float[4]){0.0f, 0.0f, 0.0f, pow(alpha, 4)}); + } + + for (int i = 0; i < 2; i++) { + struct GPUShader *sh; + struct GPUVertFormat *format; + DRWShadingGroup *grp = NULL; + + OVERLAY_InstanceFormats *formats = OVERLAY_shader_instance_formats_get(); + OVERLAY_ArmatureCallBuffers *cb = &pd->armature_call_buffers[i]; + DRWPass **p_armature_ps = &psl->armature_ps[i]; + + cb->custom_shapes_ghash = BLI_ghash_ptr_new(__func__); + + DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0; + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK | + (pd->armature.transparent ? DRW_STATE_BLEND_ALPHA : DRW_STATE_WRITE_DEPTH); + DRW_PASS_CREATE(*p_armature_ps, state | pd->clipping_state | infront_state); + + DRWPass *armature_ps = *p_armature_ps; + +#define BUF_INSTANCE DRW_shgroup_call_buffer_instance +#define BUF_LINE(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_LINES) + + { + format = formats->instance_bone; + + sh = OVERLAY_shader_armature_sphere(false); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", pd->armature.transparent ? 0.4f : 1.0f); + cb->point_solid = BUF_INSTANCE(grp, format, DRW_cache_bone_point_get()); + + sh = OVERLAY_shader_armature_sphere(true); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_disable(grp, DRW_STATE_CULL_BACK); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + cb->point_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_point_wire_outline_get()); + + sh = OVERLAY_shader_armature_shape(false); + cb->custom_solid = grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", pd->armature.transparent ? 0.6f : 1.0f); + cb->box_solid = BUF_INSTANCE(grp, format, DRW_cache_bone_box_get()); + cb->octa_solid = BUF_INSTANCE(grp, format, DRW_cache_bone_octahedral_get()); + + sh = OVERLAY_shader_armature_shape(true); + cb->custom_outline = grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_disable(grp, DRW_STATE_CULL_BACK); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + cb->box_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_box_wire_get()); + cb->octa_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_octahedral_wire_get()); + } + { + format = formats->instance_extra; + + sh = OVERLAY_shader_armature_degrees_of_freedom(); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + cb->dof_lines = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_lines_get()); + + grp = DRW_shgroup_create(sh, psl->armature_transp_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + cb->dof_sphere = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_sphere_get()); + } + { + format = formats->instance_bone_stick; + + sh = OVERLAY_shader_armature_stick(); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + cb->stick = BUF_INSTANCE(grp, format, DRW_cache_bone_stick_get()); + } + { + format = formats->instance_bone_envelope; + + sh = OVERLAY_shader_armature_envelope(false); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "isDistance", false); + DRW_shgroup_uniform_float_copy(grp, "alpha", pd->armature.transparent ? 0.6f : 1.0f); + cb->envelope_solid = BUF_INSTANCE(grp, format, DRW_cache_bone_envelope_solid_get()); + + format = formats->instance_bone_envelope_outline; + + sh = OVERLAY_shader_armature_envelope(true); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_disable(grp, DRW_STATE_CULL_BACK); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + cb->envelope_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_envelope_outline_get()); + + format = formats->instance_bone_envelope_distance; + + sh = OVERLAY_shader_armature_envelope(false); + grp = DRW_shgroup_create(sh, psl->armature_transp_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "isDistance", true); + DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT); + cb->envelope_distance = BUF_INSTANCE(grp, format, DRW_cache_bone_envelope_solid_get()); + } + { + format = formats->pos_color; + + sh = OVERLAY_shader_armature_wire(); + grp = DRW_shgroup_create(sh, armature_ps); + cb->wire = BUF_LINE(grp, format); + } + } +} + +/* -------------------------------------------------------------------- */ +/** \name Shader Groups (DRW_shgroup) + * \{ */ + +static void bone_instance_data_set_angle_minmax(BoneInstanceData *data, + const float aminx, + const float aminz, + const float amaxx, + const float amaxz) +{ + data->amin_a = aminx; + data->amin_b = aminz; + data->amax_a = amaxx; + data->amax_b = amaxz; +} + +/* Encode 2 units float with byte precision into a float. */ +static float encode_2f_to_float(float a, float b) +{ + CLAMP(a, 0.0f, 1.0f); + CLAMP(b, 0.0f, 2.0f); /* Can go up to 2. Needed for wire size. */ + return (float)((int)(a * 255) | ((int)(b * 255) << 8)); +} + +void OVERLAY_bone_instance_data_set_color_hint(BoneInstanceData *data, const float hint_color[4]) +{ + /* Encoded color into 2 floats to be able to use the obmat to color the custom bones. */ + data->color_hint_a = encode_2f_to_float(hint_color[0], hint_color[1]); + data->color_hint_b = encode_2f_to_float(hint_color[2], hint_color[3]); +} + +void OVERLAY_bone_instance_data_set_color(BoneInstanceData *data, const float bone_color[4]) +{ + /* Encoded color into 2 floats to be able to use the obmat to color the custom bones. */ + data->color_a = encode_2f_to_float(bone_color[0], bone_color[1]); + data->color_b = encode_2f_to_float(bone_color[2], bone_color[3]); +} + +/* Octahedral */ +static void drw_shgroup_bone_octahedral(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float bone_color[4], + const float hint_color[4], + const float outline_color[4]) +{ + BoneInstanceData inst_data; + mul_m4_m4m4(inst_data.mat, ctx->ob->obmat, bone_mat); + if (ctx->solid) { + OVERLAY_bone_instance_data_set_color(&inst_data, bone_color); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, hint_color); + DRW_buffer_add_entry_struct(ctx->solid, &inst_data); + } + if (outline_color[3] > 0.0f) { + OVERLAY_bone_instance_data_set_color(&inst_data, outline_color); + DRW_buffer_add_entry_struct(ctx->outline, &inst_data); + } +} + +/* Box / B-Bone */ +static void drw_shgroup_bone_box(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float bone_color[4], + const float hint_color[4], + const float outline_color[4]) +{ + BoneInstanceData inst_data; + mul_m4_m4m4(inst_data.mat, ctx->ob->obmat, bone_mat); + if (ctx->solid) { + OVERLAY_bone_instance_data_set_color(&inst_data, bone_color); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, hint_color); + DRW_buffer_add_entry_struct(ctx->solid, &inst_data); + } + if (outline_color[3] > 0.0f) { + OVERLAY_bone_instance_data_set_color(&inst_data, outline_color); + DRW_buffer_add_entry_struct(ctx->outline, &inst_data); + } +} + +/* Wire */ +static void drw_shgroup_bone_wire(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float color[4]) +{ + float head[3], tail[3]; + mul_v3_m4v3(head, ctx->ob->obmat, bone_mat[3]); + add_v3_v3v3(tail, bone_mat[3], bone_mat[1]); + mul_m4_v3(ctx->ob->obmat, tail); + + DRW_buffer_add_entry(ctx->wire, head, color); + DRW_buffer_add_entry(ctx->wire, tail, color); +} + +/* Stick */ +static void drw_shgroup_bone_stick(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float col_wire[4], + const float col_bone[4], + const float col_head[4], + const float col_tail[4]) +{ + float head[3], tail[3]; + mul_v3_m4v3(head, ctx->ob->obmat, bone_mat[3]); + add_v3_v3v3(tail, bone_mat[3], bone_mat[1]); + mul_m4_v3(ctx->ob->obmat, tail); + + DRW_buffer_add_entry(ctx->stick, head, tail, col_wire, col_bone, col_head, col_tail); +} + +/* Envelope */ +static void drw_shgroup_bone_envelope_distance(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float *radius_head, + const float *radius_tail, + const float *distance) +{ + if (ctx->envelope_distance) { + float head_sph[4] = {0.0f, 0.0f, 0.0f, 1.0f}, tail_sph[4] = {0.0f, 1.0f, 0.0f, 1.0f}; + float xaxis[4] = {1.0f, 0.0f, 0.0f, 1.0f}; + /* Still less operation than m4 multiplication. */ + mul_m4_v4(bone_mat, head_sph); + mul_m4_v4(bone_mat, tail_sph); + mul_m4_v4(bone_mat, xaxis); + mul_m4_v4(ctx->ob->obmat, head_sph); + mul_m4_v4(ctx->ob->obmat, tail_sph); + mul_m4_v4(ctx->ob->obmat, xaxis); + sub_v3_v3(xaxis, head_sph); + head_sph[3] = *radius_head; + head_sph[3] += *distance; + tail_sph[3] = *radius_tail; + tail_sph[3] += *distance; + DRW_buffer_add_entry(ctx->envelope_distance, head_sph, tail_sph, xaxis); + } +} + +static void drw_shgroup_bone_envelope(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float bone_col[4], + const float hint_col[4], + const float outline_col[4], + const float *radius_head, + const float *radius_tail) +{ + float head_sph[4] = {0.0f, 0.0f, 0.0f, 1.0f}, tail_sph[4] = {0.0f, 1.0f, 0.0f, 1.0f}; + float xaxis[4] = {1.0f, 0.0f, 0.0f, 1.0f}; + /* Still less operation than m4 multiplication. */ + mul_m4_v4(bone_mat, head_sph); + mul_m4_v4(bone_mat, tail_sph); + mul_m4_v4(bone_mat, xaxis); + mul_m4_v4(ctx->ob->obmat, head_sph); + mul_m4_v4(ctx->ob->obmat, tail_sph); + mul_m4_v4(ctx->ob->obmat, xaxis); + head_sph[3] = *radius_head; + tail_sph[3] = *radius_tail; + + if (head_sph[3] < 0.0f || tail_sph[3] < 0.0f) { + BoneInstanceData inst_data; + if (head_sph[3] < 0.0f) { + /* Draw Tail only */ + scale_m4_fl(inst_data.mat, tail_sph[3] / PT_DEFAULT_RAD); + copy_v3_v3(inst_data.mat[3], tail_sph); + } + else { + /* Draw Head only */ + scale_m4_fl(inst_data.mat, head_sph[3] / PT_DEFAULT_RAD); + copy_v3_v3(inst_data.mat[3], head_sph); + } + + if (ctx->point_solid) { + OVERLAY_bone_instance_data_set_color(&inst_data, bone_col); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, hint_col); + DRW_buffer_add_entry_struct(ctx->point_solid, &inst_data); + } + if (outline_col[3] > 0.0f) { + OVERLAY_bone_instance_data_set_color(&inst_data, outline_col); + DRW_buffer_add_entry_struct(ctx->point_outline, &inst_data); + } + } + else { + /* Draw Body */ + float tmp_sph[4]; + float len = len_v3v3(tail_sph, head_sph); + float fac_head = (len - head_sph[3]) / len; + float fac_tail = (len - tail_sph[3]) / len; + /* Small epsilon to avoid problem with float precision in shader. */ + if (len > (tail_sph[3] + head_sph[3]) + 1e-8f) { + copy_v4_v4(tmp_sph, head_sph); + interp_v4_v4v4(head_sph, tail_sph, head_sph, fac_head); + interp_v4_v4v4(tail_sph, tmp_sph, tail_sph, fac_tail); + if (ctx->envelope_solid) { + DRW_buffer_add_entry(ctx->envelope_solid, head_sph, tail_sph, bone_col, hint_col, xaxis); + } + if (outline_col[3] > 0.0f) { + DRW_buffer_add_entry(ctx->envelope_outline, head_sph, tail_sph, outline_col, xaxis); + } + } + else { + /* Distance between endpoints is too small for a capsule. Draw a Sphere instead. */ + float fac = max_ff(fac_head, 1.0f - fac_tail); + interp_v4_v4v4(tmp_sph, tail_sph, head_sph, clamp_f(fac, 0.0f, 1.0f)); + + BoneInstanceData inst_data; + scale_m4_fl(inst_data.mat, tmp_sph[3] / PT_DEFAULT_RAD); + copy_v3_v3(inst_data.mat[3], tmp_sph); + if (ctx->point_solid) { + OVERLAY_bone_instance_data_set_color(&inst_data, bone_col); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, hint_col); + DRW_buffer_add_entry_struct(ctx->point_solid, &inst_data); + } + if (outline_col[3] > 0.0f) { + OVERLAY_bone_instance_data_set_color(&inst_data, outline_col); + DRW_buffer_add_entry_struct(ctx->point_outline, &inst_data); + } + } + } +} + +/* Custom (geometry) */ + +extern void drw_batch_cache_validate(Object *custom); +extern void drw_batch_cache_generate_requested(Object *custom); + +BLI_INLINE DRWCallBuffer *custom_bone_instance_shgroup(ArmatureDrawContext *ctx, + DRWShadingGroup *grp, + struct GPUBatch *custom_geom) +{ + DRWCallBuffer *buf = BLI_ghash_lookup(ctx->custom_shapes_ghash, custom_geom); + if (buf == NULL) { + OVERLAY_InstanceFormats *formats = OVERLAY_shader_instance_formats_get(); + buf = DRW_shgroup_call_buffer_instance(grp, formats->instance_bone, custom_geom); + BLI_ghash_insert(ctx->custom_shapes_ghash, custom_geom, buf); + } + return buf; +} + +static void drw_shgroup_bone_custom_solid(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float bone_color[4], + const float hint_color[4], + const float outline_color[4], + Object *custom) +{ + /* TODO(fclem) arg... less than ideal but we never iter on this object + * to assure batch cache is valid. */ + drw_batch_cache_validate(custom); + + struct GPUBatch *surf = DRW_cache_object_surface_get(custom); + struct GPUBatch *edges = DRW_cache_object_edge_detection_get(custom, NULL); + struct GPUBatch *ledges = DRW_cache_object_loose_edges_get(custom); + BoneInstanceData inst_data; + DRWCallBuffer *buf; + + if (surf || edges || ledges) { + mul_m4_m4m4(inst_data.mat, ctx->ob->obmat, bone_mat); + } + + if (surf && ctx->custom_solid) { + buf = custom_bone_instance_shgroup(ctx, ctx->custom_solid, surf); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, hint_color); + OVERLAY_bone_instance_data_set_color(&inst_data, bone_color); + DRW_buffer_add_entry_struct(buf, inst_data.mat); + } + + if (edges && ctx->custom_outline) { + buf = custom_bone_instance_shgroup(ctx, ctx->custom_outline, edges); + OVERLAY_bone_instance_data_set_color(&inst_data, outline_color); + DRW_buffer_add_entry_struct(buf, inst_data.mat); + } + + if (ledges) { + buf = custom_bone_instance_shgroup(ctx, ctx->custom_wire, ledges); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, outline_color); + OVERLAY_bone_instance_data_set_color(&inst_data, outline_color); + DRW_buffer_add_entry_struct(buf, inst_data.mat); + } + + /* TODO(fclem) needs to be moved elsewhere. */ + drw_batch_cache_generate_requested(custom); +} + +static void drw_shgroup_bone_custom_wire(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float color[4], + Object *custom) +{ + /* TODO(fclem) arg... less than ideal but we never iter on this object + * to assure batch cache is valid. */ + drw_batch_cache_validate(custom); + + struct GPUBatch *geom = DRW_cache_object_all_edges_get(custom); + + if (geom) { + DRWCallBuffer *buf = custom_bone_instance_shgroup(ctx, ctx->custom_wire, geom); + BoneInstanceData inst_data; + mul_m4_m4m4(inst_data.mat, ctx->ob->obmat, bone_mat); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, color); + OVERLAY_bone_instance_data_set_color(&inst_data, color); + DRW_buffer_add_entry_struct(buf, inst_data.mat); + } + + /* TODO(fclem) needs to be moved elsewhere. */ + drw_batch_cache_generate_requested(custom); +} + +static void drw_shgroup_bone_custom_empty(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float color[4], + Object *custom) +{ + float final_color[4] = {color[0], color[1], color[2], 1.0f}; + float mat[4][4]; + mul_m4_m4m4(mat, ctx->ob->obmat, bone_mat); + + switch (custom->empty_drawtype) { + case OB_PLAINAXES: + case OB_SINGLE_ARROW: + case OB_CUBE: + case OB_CIRCLE: + case OB_EMPTY_SPHERE: + case OB_EMPTY_CONE: + case OB_ARROWS: + OVERLAY_empty_shape( + ctx->extras, mat, custom->empty_drawsize, custom->empty_drawtype, final_color); + break; + case OB_EMPTY_IMAGE: + break; + } +} + +/* Head and tail sphere */ +static void drw_shgroup_bone_point(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float bone_color[4], + const float hint_color[4], + const float outline_color[4]) +{ + BoneInstanceData inst_data; + mul_m4_m4m4(inst_data.mat, ctx->ob->obmat, bone_mat); + if (ctx->point_solid) { + OVERLAY_bone_instance_data_set_color(&inst_data, bone_color); + OVERLAY_bone_instance_data_set_color_hint(&inst_data, hint_color); + DRW_buffer_add_entry_struct(ctx->point_solid, &inst_data); + } + if (outline_color[3] > 0.0f) { + OVERLAY_bone_instance_data_set_color(&inst_data, outline_color); + DRW_buffer_add_entry_struct(ctx->point_outline, &inst_data); + } +} + +/* Axes */ +static void drw_shgroup_bone_axes(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float color[4]) +{ + float mat[4][4]; + mul_m4_m4m4(mat, ctx->ob->obmat, bone_mat); + /* Move to bone tail. */ + add_v3_v3(mat[3], mat[1]); + OVERLAY_empty_shape(ctx->extras, mat, 0.25f, OB_ARROWS, color); +} + +/* Relationship lines */ +static void drw_shgroup_bone_relationship_lines_ex(ArmatureDrawContext *ctx, + const float start[3], + const float end[3], + const float color[4]) +{ + float s[3], e[3]; + mul_v3_m4v3(s, ctx->ob->obmat, start); + mul_v3_m4v3(e, ctx->ob->obmat, end); + /* reverse order to have less stipple overlap */ + OVERLAY_extra_line_dashed(ctx->extras, s, e, color); +} + +static void drw_shgroup_bone_relationship_lines(ArmatureDrawContext *ctx, + const float start[3], + const float end[3]) +{ + drw_shgroup_bone_relationship_lines_ex(ctx, start, end, ctx->color.wire); +} + +static void drw_shgroup_bone_ik_lines(ArmatureDrawContext *ctx, + const float start[3], + const float end[3]) +{ + float fcolor[4] = {0.8f, 0.5f, 0.0f, 1.0f}; /* add theme! */ + drw_shgroup_bone_relationship_lines_ex(ctx, start, end, fcolor); +} + +static void drw_shgroup_bone_ik_no_target_lines(ArmatureDrawContext *ctx, + const float start[3], + const float end[3]) +{ + float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */ + drw_shgroup_bone_relationship_lines_ex(ctx, start, end, fcolor); +} + +static void drw_shgroup_bone_ik_spline_lines(ArmatureDrawContext *ctx, + const float start[3], + const float end[3]) +{ + float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */ + drw_shgroup_bone_relationship_lines_ex(ctx, start, end, fcolor); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Drawing Theme Helpers + * + * Note, this section is duplicate of code in 'drawarmature.c'. + * + * \{ */ + +/* values of colCode for set_pchan_color */ +enum { + PCHAN_COLOR_NORMAL = 0, /* normal drawing */ + PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */ + PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */ + + PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */ + PCHAN_COLOR_SPHEREBONE_END, /* for the ends of sphere (envelope) bones */ + PCHAN_COLOR_LINEBONE, /* for the middle of line-bones */ +}; + +/* This function sets the color-set for coloring a certain bone */ +static void set_pchan_colorset(ArmatureDrawContext *ctx, Object *ob, bPoseChannel *pchan) +{ + bPose *pose = (ob) ? ob->pose : NULL; + bArmature *arm = (ob) ? ob->data : NULL; + bActionGroup *grp = NULL; + short color_index = 0; + + /* sanity check */ + if (ELEM(NULL, ob, arm, pose, pchan)) { + ctx->bcolor = NULL; + return; + } + + /* only try to set custom color if enabled for armature */ + if (arm->flag & ARM_COL_CUSTOM) { + /* currently, a bone can only use a custom color set if it's group (if it has one), + * has been set to use one + */ + if (pchan->agrp_index) { + grp = (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1)); + if (grp) { + color_index = grp->customCol; + } + } + } + + /* bcolor is a pointer to the color set to use. If NULL, then the default + * color set (based on the theme colors for 3d-view) is used. + */ + if (color_index > 0) { + bTheme *btheme = UI_GetTheme(); + ctx->bcolor = &btheme->tarm[(color_index - 1)]; + } + else if (color_index == -1) { + /* use the group's own custom color set (grp is always != NULL here) */ + ctx->bcolor = &grp->cs; + } + else { + ctx->bcolor = NULL; + } +} + +/* This function is for brightening/darkening a given color (like UI_GetThemeColorShade3ubv()) */ +static void cp_shade_color3ub(uchar cp[3], const int offset) +{ + int r, g, b; + + r = offset + (int)cp[0]; + CLAMP(r, 0, 255); + g = offset + (int)cp[1]; + CLAMP(g, 0, 255); + b = offset + (int)cp[2]; + CLAMP(b, 0, 255); + + cp[0] = r; + cp[1] = g; + cp[2] = b; +} + +static void cp_shade_color3f(float cp[3], const float offset) +{ + add_v3_fl(cp, offset); + CLAMP(cp[0], 0, 255); + CLAMP(cp[1], 0, 255); + CLAMP(cp[2], 0, 255); +} + +/* This function sets the gl-color for coloring a certain bone (based on bcolor) */ +static bool set_pchan_color(const ArmatureDrawContext *ctx, + short colCode, + const int boneflag, + const short constflag, + float r_color[4]) +{ + float *fcolor = r_color; + const ThemeWireColor *bcolor = ctx->bcolor; + + switch (colCode) { + case PCHAN_COLOR_NORMAL: { + if (bcolor) { + uchar cp[4] = {255}; + + if (boneflag & BONE_DRAW_ACTIVE) { + copy_v3_v3_uchar(cp, bcolor->active); + if (!(boneflag & BONE_SELECTED)) { + cp_shade_color3ub(cp, -80); + } + } + else if (boneflag & BONE_SELECTED) { + copy_v3_v3_uchar(cp, bcolor->select); + } + else { + /* a bit darker than solid */ + copy_v3_v3_uchar(cp, bcolor->solid); + cp_shade_color3ub(cp, -50); + } + + rgb_uchar_to_float(fcolor, cp); + } + else { + if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) { + UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, fcolor); + } + else if (boneflag & BONE_DRAW_ACTIVE) { + UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, fcolor); + } + else if (boneflag & BONE_SELECTED) { + UI_GetThemeColor4fv(TH_BONE_POSE, fcolor); + } + else { + UI_GetThemeColor4fv(TH_WIRE, fcolor); + } + } + + return true; + } + case PCHAN_COLOR_SOLID: { + UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor); + + if (bcolor) { + float solid_bcolor[3]; + rgb_uchar_to_float(solid_bcolor, (uchar *)bcolor->solid); + interp_v3_v3v3(fcolor, fcolor, solid_bcolor, 1.0f); + } + + return true; + } + case PCHAN_COLOR_CONSTS: { + if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) { + uchar cp[4]; + if (constflag & PCHAN_HAS_TARGET) { + rgba_uchar_args_set(cp, 255, 150, 0, 80); + } + else if (constflag & PCHAN_HAS_IK) { + rgba_uchar_args_set(cp, 255, 255, 0, 80); + } + else if (constflag & PCHAN_HAS_SPLINEIK) { + rgba_uchar_args_set(cp, 200, 255, 0, 80); + } + else if (constflag & PCHAN_HAS_CONST) { + rgba_uchar_args_set(cp, 0, 255, 120, 80); + } + else { + return false; + } + + rgba_uchar_to_float(fcolor, cp); + + return true; + } + return false; + } + case PCHAN_COLOR_SPHEREBONE_BASE: { + if (bcolor) { + uchar cp[4] = {255}; + + if (boneflag & BONE_DRAW_ACTIVE) { + copy_v3_v3_uchar(cp, bcolor->active); + } + else if (boneflag & BONE_SELECTED) { + copy_v3_v3_uchar(cp, bcolor->select); + } + else { + copy_v3_v3_uchar(cp, bcolor->solid); + } + + rgb_uchar_to_float(fcolor, cp); + } + else { + if (boneflag & BONE_DRAW_ACTIVE) { + UI_GetThemeColorShade4fv(TH_BONE_POSE, 40, fcolor); + } + else if (boneflag & BONE_SELECTED) { + UI_GetThemeColor4fv(TH_BONE_POSE, fcolor); + } + else { + UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor); + } + } + + return true; + } + case PCHAN_COLOR_SPHEREBONE_END: { + if (bcolor) { + uchar cp[4] = {255}; + + if (boneflag & BONE_DRAW_ACTIVE) { + copy_v3_v3_uchar(cp, bcolor->active); + cp_shade_color3ub(cp, 10); + } + else if (boneflag & BONE_SELECTED) { + copy_v3_v3_uchar(cp, bcolor->select); + cp_shade_color3ub(cp, -30); + } + else { + copy_v3_v3_uchar(cp, bcolor->solid); + cp_shade_color3ub(cp, -30); + } + + rgb_uchar_to_float(fcolor, cp); + } + else { + if (boneflag & BONE_DRAW_ACTIVE) { + UI_GetThemeColorShade4fv(TH_BONE_POSE, 10, fcolor); + } + else if (boneflag & BONE_SELECTED) { + UI_GetThemeColorShade4fv(TH_BONE_POSE, -30, fcolor); + } + else { + UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor); + } + } + break; + } + case PCHAN_COLOR_LINEBONE: { + /* inner part in background color or constraint */ + if ((constflag) && ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS))) { + uchar cp[4]; + if (constflag & PCHAN_HAS_TARGET) { + rgba_uchar_args_set(cp, 255, 150, 0, 255); + } + else if (constflag & PCHAN_HAS_IK) { + rgba_uchar_args_set(cp, 255, 255, 0, 255); + } + else if (constflag & PCHAN_HAS_SPLINEIK) { + rgba_uchar_args_set(cp, 200, 255, 0, 255); + } + else if (constflag & PCHAN_HAS_CONST) { + rgba_uchar_args_set(cp, 0, 255, 120, 255); + } + else if (constflag) { + UI_GetThemeColor4ubv(TH_BONE_POSE, cp); + } /* PCHAN_HAS_ACTION */ + + rgb_uchar_to_float(fcolor, cp); + } + else { + if (bcolor) { + const uchar *cp = bcolor->solid; + rgb_uchar_to_float(fcolor, (uchar *)cp); + fcolor[3] = 204.f / 255.f; + } + else { + UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor); + } + } + + return true; + } + } + + return false; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Drawing Color Helpers + * \{ */ + +static const float *get_bone_solid_color(const ArmatureDrawContext *ctx, + const EditBone *UNUSED(eBone), + const bPoseChannel *pchan, + const bArmature *arm, + const int boneflag, + const short constflag) +{ + if (ctx->const_color) { + return ctx->color.bone_solid; + } + + if (arm->flag & ARM_POSEMODE) { + static float disp_color[4]; + copy_v4_v4(disp_color, pchan->draw_data->solid_color); + set_pchan_color(ctx, PCHAN_COLOR_SOLID, boneflag, constflag, disp_color); + return disp_color; + } + + return ctx->color.bone_solid; +} + +static const float *get_bone_solid_with_consts_color(const ArmatureDrawContext *ctx, + const EditBone *eBone, + const bPoseChannel *pchan, + const bArmature *arm, + const int boneflag, + const short constflag) +{ + if (ctx->const_color) { + return ctx->color.bone_solid; + } + + const float *col = get_bone_solid_color(ctx, eBone, pchan, arm, boneflag, constflag); + + static float consts_color[4]; + if (set_pchan_color(ctx, PCHAN_COLOR_CONSTS, boneflag, constflag, consts_color)) { + interp_v3_v3v3(consts_color, col, consts_color, 0.5f); + } + else { + copy_v4_v4(consts_color, col); + } + return consts_color; +} + +static float get_bone_wire_thickness(const ArmatureDrawContext *ctx, int boneflag) +{ + if (ctx->const_color) { + return ctx->const_wire; + } + else if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) { + return 2.0f; + } + else { + return 1.0f; + } +} + +static const float *get_bone_wire_color(const ArmatureDrawContext *ctx, + const EditBone *eBone, + const bPoseChannel *pchan, + const bArmature *arm, + const int boneflag, + const short constflag) +{ + static float disp_color[4]; + + if (ctx->const_color) { + copy_v3_v3(disp_color, ctx->const_color); + } + else if (eBone) { + if (boneflag & BONE_SELECTED) { + if (boneflag & BONE_DRAW_ACTIVE) { + copy_v3_v3(disp_color, ctx->color.edge_select); + } + else { + copy_v3_v3(disp_color, ctx->color.bone_select); + } + } + else { + if (boneflag & BONE_DRAW_ACTIVE) { + copy_v3_v3(disp_color, ctx->color.bone_active_unselect); + } + else { + copy_v3_v3(disp_color, ctx->color.wire_edit); + } + } + } + else if (arm->flag & ARM_POSEMODE) { + copy_v4_v4(disp_color, pchan->draw_data->wire_color); + set_pchan_color(ctx, PCHAN_COLOR_NORMAL, boneflag, constflag, disp_color); + } + else { + copy_v3_v3(disp_color, ctx->color.vertex); + } + + disp_color[3] = get_bone_wire_thickness(ctx, boneflag); + + return disp_color; +} + +#define HINT_MUL 0.5f +#define HINT_SHADE 0.2f + +static void bone_hint_color_shade(float hint_color[4], const float color[4]) +{ + mul_v3_v3fl(hint_color, color, HINT_MUL); + cp_shade_color3f(hint_color, -HINT_SHADE); + hint_color[3] = 1.0f; +} + +static const float *get_bone_hint_color(const ArmatureDrawContext *ctx, + const EditBone *eBone, + const bPoseChannel *pchan, + const bArmature *arm, + const int boneflag, + const short constflag) +{ + static float hint_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + + if (ctx->const_color) { + bone_hint_color_shade(hint_color, ctx->color.bone_solid); + } + else { + const float *wire_color = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + bone_hint_color_shade(hint_color, wire_color); + } + + return hint_color; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Helper Utils + * \{ */ + +static void pchan_draw_data_init(bPoseChannel *pchan) +{ + if (pchan->draw_data != NULL) { + if (pchan->draw_data->bbone_matrix_len != pchan->bone->segments) { + MEM_SAFE_FREE(pchan->draw_data); + } + } + + if (pchan->draw_data == NULL) { + pchan->draw_data = MEM_mallocN( + sizeof(*pchan->draw_data) + sizeof(Mat4) * pchan->bone->segments, __func__); + pchan->draw_data->bbone_matrix_len = pchan->bone->segments; + } +} + +static void draw_bone_update_disp_matrix_default(EditBone *eBone, bPoseChannel *pchan) +{ + float s[4][4], ebmat[4][4]; + float length; + float(*bone_mat)[4]; + float(*disp_mat)[4]; + float(*disp_tail_mat)[4]; + + /* TODO : This should be moved to depsgraph or armature refresh + * and not be tight to the draw pass creation. + * This would refresh armature without invalidating the draw cache */ + if (pchan) { + length = pchan->bone->length; + bone_mat = pchan->pose_mat; + disp_mat = pchan->disp_mat; + disp_tail_mat = pchan->disp_tail_mat; + } + else { + eBone->length = len_v3v3(eBone->tail, eBone->head); + ED_armature_ebone_to_mat4(eBone, ebmat); + + length = eBone->length; + bone_mat = ebmat; + disp_mat = eBone->disp_mat; + disp_tail_mat = eBone->disp_tail_mat; + } + + scale_m4_fl(s, length); + mul_m4_m4m4(disp_mat, bone_mat, s); + copy_m4_m4(disp_tail_mat, disp_mat); + translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f); +} + +/* compute connected child pointer for B-Bone drawing */ +static void edbo_compute_bbone_child(bArmature *arm) +{ + EditBone *eBone; + + for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { + eBone->bbone_child = NULL; + } + + for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { + if (eBone->parent && (eBone->flag & BONE_CONNECTED)) { + eBone->parent->bbone_child = eBone; + } + } +} + +/* A version of BKE_pchan_bbone_spline_setup() for previewing editmode curve settings. */ +static void ebone_spline_preview(EditBone *ebone, float result_array[MAX_BBONE_SUBDIV][4][4]) +{ + BBoneSplineParameters param; + EditBone *prev, *next; + float imat[4][4], bonemat[4][4]; + float tmp[3]; + + memset(¶m, 0, sizeof(param)); + + param.segments = ebone->segments; + param.length = ebone->length; + + /* Get "next" and "prev" bones - these are used for handle calculations. */ + if (ebone->bbone_prev_type == BBONE_HANDLE_AUTO) { + /* Use connected parent. */ + if (ebone->flag & BONE_CONNECTED) { + prev = ebone->parent; + } + else { + prev = NULL; + } + } + else { + prev = ebone->bbone_prev; + } + + if (ebone->bbone_next_type == BBONE_HANDLE_AUTO) { + /* Use connected child. */ + next = ebone->bbone_child; + } + else { + next = ebone->bbone_next; + } + + /* compute handles from connected bones */ + if (prev || next) { + ED_armature_ebone_to_mat4(ebone, imat); + invert_m4(imat); + + if (prev) { + param.use_prev = true; + + if (ebone->bbone_prev_type == BBONE_HANDLE_RELATIVE) { + zero_v3(param.prev_h); + } + else if (ebone->bbone_prev_type == BBONE_HANDLE_TANGENT) { + sub_v3_v3v3(tmp, prev->tail, prev->head); + sub_v3_v3v3(tmp, ebone->head, tmp); + mul_v3_m4v3(param.prev_h, imat, tmp); + } + else { + param.prev_bbone = (prev->segments > 1); + + mul_v3_m4v3(param.prev_h, imat, prev->head); + } + + if (!param.prev_bbone) { + ED_armature_ebone_to_mat4(prev, bonemat); + mul_m4_m4m4(param.prev_mat, imat, bonemat); + } + } + + if (next) { + param.use_next = true; + + if (ebone->bbone_next_type == BBONE_HANDLE_RELATIVE) { + copy_v3_fl3(param.next_h, 0.0f, param.length, 0.0); + } + else if (ebone->bbone_next_type == BBONE_HANDLE_TANGENT) { + sub_v3_v3v3(tmp, next->tail, next->head); + add_v3_v3v3(tmp, ebone->tail, tmp); + mul_v3_m4v3(param.next_h, imat, tmp); + } + else { + param.next_bbone = (next->segments > 1); + + mul_v3_m4v3(param.next_h, imat, next->tail); + } + + ED_armature_ebone_to_mat4(next, bonemat); + mul_m4_m4m4(param.next_mat, imat, bonemat); + } + } + + param.ease1 = ebone->ease1; + param.ease2 = ebone->ease2; + param.roll1 = ebone->roll1; + param.roll2 = ebone->roll2; + + if (prev && (ebone->flag & BONE_ADD_PARENT_END_ROLL)) { + param.roll1 += prev->roll2; + } + + param.scale_in_x = ebone->scale_in_x; + param.scale_in_y = ebone->scale_in_y; + + param.scale_out_x = ebone->scale_out_x; + param.scale_out_y = ebone->scale_out_y; + + param.curve_in_x = ebone->curve_in_x; + param.curve_in_y = ebone->curve_in_y; + + param.curve_out_x = ebone->curve_out_x; + param.curve_out_y = ebone->curve_out_y; + + ebone->segments = BKE_pchan_bbone_spline_compute(¶m, false, (Mat4 *)result_array); +} + +static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pchan) +{ + float s[4][4], ebmat[4][4]; + float length, xwidth, zwidth; + float(*bone_mat)[4]; + short bbone_segments; + + /* TODO : This should be moved to depsgraph or armature refresh + * and not be tight to the draw pass creation. + * This would refresh armature without invalidating the draw cache */ + if (pchan) { + length = pchan->bone->length; + xwidth = pchan->bone->xwidth; + zwidth = pchan->bone->zwidth; + bone_mat = pchan->pose_mat; + bbone_segments = pchan->bone->segments; + } + else { + eBone->length = len_v3v3(eBone->tail, eBone->head); + ED_armature_ebone_to_mat4(eBone, ebmat); + + length = eBone->length; + xwidth = eBone->xwidth; + zwidth = eBone->zwidth; + bone_mat = ebmat; + bbone_segments = eBone->segments; + } + + size_to_mat4(s, (const float[3]){xwidth, length / bbone_segments, zwidth}); + + /* Compute BBones segment matrices... */ + /* Note that we need this even for one-segment bones, because box drawing need specific weirdo + * matrix for the box, that we cannot use to draw end points & co. */ + if (pchan) { + Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; + if (bbone_segments > 1) { + BKE_pchan_bbone_spline_setup(pchan, false, false, bbones_mat); + + for (int i = bbone_segments; i--; bbones_mat++) { + mul_m4_m4m4(bbones_mat->mat, bbones_mat->mat, s); + mul_m4_m4m4(bbones_mat->mat, bone_mat, bbones_mat->mat); + } + } + else { + mul_m4_m4m4(bbones_mat->mat, bone_mat, s); + } + } + else { + float(*bbones_mat)[4][4] = eBone->disp_bbone_mat; + + if (bbone_segments > 1) { + ebone_spline_preview(eBone, bbones_mat); + + for (int i = bbone_segments; i--; bbones_mat++) { + mul_m4_m4m4(*bbones_mat, *bbones_mat, s); + mul_m4_m4m4(*bbones_mat, bone_mat, *bbones_mat); + } + } + else { + mul_m4_m4m4(*bbones_mat, bone_mat, s); + } + } + + /* Grrr... We need default display matrix to draw end points, axes, etc. :( */ + draw_bone_update_disp_matrix_default(eBone, pchan); +} + +static void draw_bone_update_disp_matrix_custom(bPoseChannel *pchan) +{ + float s[4][4]; + float length; + float(*bone_mat)[4]; + float(*disp_mat)[4]; + float(*disp_tail_mat)[4]; + + /* See TODO above */ + length = PCHAN_CUSTOM_DRAW_SIZE(pchan); + bone_mat = pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat; + disp_mat = pchan->disp_mat; + disp_tail_mat = pchan->disp_tail_mat; + + scale_m4_fl(s, length); + mul_m4_m4m4(disp_mat, bone_mat, s); + copy_m4_m4(disp_tail_mat, disp_mat); + translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f); +} + +static void draw_axes(ArmatureDrawContext *ctx, EditBone *eBone, bPoseChannel *pchan) +{ + float final_col[4]; + const float *col = (ctx->const_color) ? + ctx->const_color : + (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? ctx->color.text_hi : + ctx->color.text; + copy_v4_v4(final_col, col); + /* Mix with axes color. */ + final_col[3] = (ctx->const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.3 : 0.8; + drw_shgroup_bone_axes(ctx, BONE_VAR(eBone, pchan, disp_mat), final_col); +} + +static void draw_points(ArmatureDrawContext *ctx, + const EditBone *eBone, + const bPoseChannel *pchan, + const bArmature *arm, + const int boneflag, + const short constflag, + const int select_id) +{ + float col_solid_root[4], col_solid_tail[4], col_wire_root[4], col_wire_tail[4]; + float col_hint_root[4], col_hint_tail[4]; + + copy_v4_v4(col_solid_root, ctx->color.bone_solid); + copy_v4_v4(col_solid_tail, ctx->color.bone_solid); + copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : ctx->color.vertex); + copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : ctx->color.vertex); + + const bool is_envelope_draw = (arm->drawtype == ARM_ENVELOPE); + const float envelope_ignore = -1.0f; + + col_wire_tail[3] = col_wire_root[3] = get_bone_wire_thickness(ctx, boneflag); + + /* Edit bone points can be selected */ + if (eBone) { + if (eBone->flag & BONE_ROOTSEL) { + copy_v3_v3(col_wire_root, ctx->color.vertex_select); + } + if (eBone->flag & BONE_TIPSEL) { + copy_v3_v3(col_wire_tail, ctx->color.vertex_select); + } + } + else if (arm->flag & ARM_POSEMODE) { + const float *solid_color = get_bone_solid_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float *wire_color = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + copy_v4_v4(col_wire_tail, wire_color); + copy_v4_v4(col_wire_root, wire_color); + copy_v4_v4(col_solid_tail, solid_color); + copy_v4_v4(col_solid_root, solid_color); + } + + bone_hint_color_shade(col_hint_root, (ctx->const_color) ? col_solid_root : col_wire_root); + bone_hint_color_shade(col_hint_tail, (ctx->const_color) ? col_solid_tail : col_wire_tail); + + /* Draw root point if we are not connected to our parent */ + if (!(eBone ? (eBone->parent && (eBone->flag & BONE_CONNECTED)) : + (pchan->bone->parent && (pchan->bone->flag & BONE_CONNECTED)))) { + if (select_id != -1) { + DRW_select_load_id(select_id | BONESEL_ROOT); + } + + if (eBone) { + if (is_envelope_draw) { + drw_shgroup_bone_envelope(ctx, + eBone->disp_mat, + col_solid_root, + col_hint_root, + col_wire_root, + &eBone->rad_head, + &envelope_ignore); + } + else { + drw_shgroup_bone_point(ctx, eBone->disp_mat, col_solid_root, col_hint_root, col_wire_root); + } + } + else { + Bone *bone = pchan->bone; + if (is_envelope_draw) { + drw_shgroup_bone_envelope(ctx, + pchan->disp_mat, + col_solid_root, + col_hint_root, + col_wire_root, + &bone->rad_head, + &envelope_ignore); + } + else { + drw_shgroup_bone_point(ctx, pchan->disp_mat, col_solid_root, col_hint_root, col_wire_root); + } + } + } + + /* Draw tip point */ + if (select_id != -1) { + DRW_select_load_id(select_id | BONESEL_TIP); + } + + if (is_envelope_draw) { + const float *rad_tail = eBone ? &eBone->rad_tail : &pchan->bone->rad_tail; + drw_shgroup_bone_envelope(ctx, + BONE_VAR(eBone, pchan, disp_mat), + col_solid_tail, + col_hint_tail, + col_wire_tail, + &envelope_ignore, + rad_tail); + } + else { + drw_shgroup_bone_point( + ctx, BONE_VAR(eBone, pchan, disp_tail_mat), col_solid_tail, col_hint_tail, col_wire_tail); + } + + if (select_id != -1) { + DRW_select_load_id(-1); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Draw Bones + * \{ */ + +static void draw_bone_custom_shape(ArmatureDrawContext *ctx, + EditBone *eBone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag, + const short constflag, + const int select_id) +{ + const float *col_solid = get_bone_solid_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_wire = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_hint = get_bone_hint_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float(*disp_mat)[4] = pchan->disp_mat; + + if (select_id != -1) { + DRW_select_load_id(select_id | BONESEL_BONE); + } + + if (pchan->custom->type == OB_EMPTY) { + Object *ob = pchan->custom; + if (ob->empty_drawtype != OB_EMPTY_IMAGE) { + drw_shgroup_bone_custom_empty(ctx, disp_mat, col_wire, pchan->custom); + } + } + if ((boneflag & BONE_DRAWWIRE) == 0) { + drw_shgroup_bone_custom_solid(ctx, disp_mat, col_solid, col_hint, col_wire, pchan->custom); + } + else { + drw_shgroup_bone_custom_wire(ctx, disp_mat, col_wire, pchan->custom); + } + + if (select_id != -1) { + DRW_select_load_id(-1); + } +} + +static void draw_bone_envelope(ArmatureDrawContext *ctx, + EditBone *eBone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag, + const short constflag, + const int select_id) +{ + const float *col_solid = get_bone_solid_with_consts_color( + ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_wire = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_hint = get_bone_hint_color(ctx, eBone, pchan, arm, boneflag, constflag); + + float *rad_head, *rad_tail, *distance; + if (eBone) { + rad_tail = &eBone->rad_tail; + distance = &eBone->dist; + rad_head = (eBone->parent && (boneflag & BONE_CONNECTED)) ? &eBone->parent->rad_tail : + &eBone->rad_head; + } + else { + rad_tail = &pchan->bone->rad_tail; + distance = &pchan->bone->dist; + rad_head = (pchan->parent && (boneflag & BONE_CONNECTED)) ? &pchan->parent->bone->rad_tail : + &pchan->bone->rad_head; + } + + if ((select_id == -1) && (boneflag & BONE_NO_DEFORM) == 0 && + ((boneflag & BONE_SELECTED) || (eBone && (boneflag & (BONE_ROOTSEL | BONE_TIPSEL))))) { + drw_shgroup_bone_envelope_distance( + ctx, BONE_VAR(eBone, pchan, disp_mat), rad_head, rad_tail, distance); + } + + if (select_id != -1) { + DRW_select_load_id(select_id | BONESEL_BONE); + } + + drw_shgroup_bone_envelope( + ctx, BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire, rad_head, rad_tail); + + if (select_id != -1) { + DRW_select_load_id(-1); + } + + draw_points(ctx, eBone, pchan, arm, boneflag, constflag, select_id); +} + +static void draw_bone_line(ArmatureDrawContext *ctx, + EditBone *eBone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag, + const short constflag, + const int select_id) +{ + const float *col_bone = get_bone_solid_with_consts_color( + ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_wire = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float no_display[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float *col_head = no_display; + const float *col_tail = col_bone; + + if (ctx->const_color != NULL) { + col_wire = no_display; /* actually shrink the display. */ + col_bone = col_head = col_tail = ctx->const_color; + } + else { + if (eBone) { + if (eBone->flag & BONE_TIPSEL) { + col_tail = ctx->color.vertex_select; + } + if (boneflag & BONE_SELECTED) { + col_bone = ctx->color.edge_select; + } + col_wire = ctx->color.wire; + } + + /* Draw root point if we are not connected to our parent. */ + if (!(eBone ? (eBone->parent && (eBone->flag & BONE_CONNECTED)) : + (pchan->bone->parent && (pchan->bone->flag & BONE_CONNECTED)))) { + + if (eBone) { + col_head = (eBone->flag & BONE_ROOTSEL) ? ctx->color.vertex_select : col_bone; + } + else { + col_head = col_bone; + } + } + } + + if (select_id == -1) { + /* Not in selection mode, draw everything at once. */ + drw_shgroup_bone_stick( + ctx, BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail); + } + else { + /* In selection mode, draw bone, root and tip separately. */ + DRW_select_load_id(select_id | BONESEL_BONE); + drw_shgroup_bone_stick( + ctx, BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display); + + if (col_head[3] > 0.0f) { + DRW_select_load_id(select_id | BONESEL_ROOT); + drw_shgroup_bone_stick( + ctx, BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, col_head, no_display); + } + + DRW_select_load_id(select_id | BONESEL_TIP); + drw_shgroup_bone_stick( + ctx, BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, no_display, col_tail); + + DRW_select_load_id(-1); + } +} + +static void draw_bone_wire(ArmatureDrawContext *ctx, + EditBone *eBone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag, + const short constflag, + const int select_id) +{ + const float *col_wire = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + + if (select_id != -1) { + DRW_select_load_id(select_id | BONESEL_BONE); + } + + if (pchan) { + Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; + BLI_assert(bbones_mat != NULL); + + for (int i = pchan->bone->segments; i--; bbones_mat++) { + drw_shgroup_bone_wire(ctx, bbones_mat->mat, col_wire); + } + } + else if (eBone) { + for (int i = 0; i < eBone->segments; i++) { + drw_shgroup_bone_wire(ctx, eBone->disp_bbone_mat[i], col_wire); + } + } + + if (select_id != -1) { + DRW_select_load_id(-1); + } + + if (eBone) { + draw_points(ctx, eBone, pchan, arm, boneflag, constflag, select_id); + } +} + +static void draw_bone_box(ArmatureDrawContext *ctx, + EditBone *eBone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag, + const short constflag, + const int select_id) +{ + const float *col_solid = get_bone_solid_with_consts_color( + ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_wire = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_hint = get_bone_hint_color(ctx, eBone, pchan, arm, boneflag, constflag); + + if (select_id != -1) { + DRW_select_load_id(select_id | BONESEL_BONE); + } + + if (pchan) { + Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; + BLI_assert(bbones_mat != NULL); + + for (int i = pchan->bone->segments; i--; bbones_mat++) { + drw_shgroup_bone_box(ctx, bbones_mat->mat, col_solid, col_hint, col_wire); + } + } + else if (eBone) { + for (int i = 0; i < eBone->segments; i++) { + drw_shgroup_bone_box(ctx, eBone->disp_bbone_mat[i], col_solid, col_hint, col_wire); + } + } + + if (select_id != -1) { + DRW_select_load_id(-1); + } + + if (eBone) { + draw_points(ctx, eBone, pchan, arm, boneflag, constflag, select_id); + } +} + +static void draw_bone_octahedral(ArmatureDrawContext *ctx, + EditBone *eBone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag, + const short constflag, + const int select_id) +{ + const float *col_solid = get_bone_solid_with_consts_color( + ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_wire = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag); + const float *col_hint = get_bone_hint_color(ctx, eBone, pchan, arm, boneflag, constflag); + + if (select_id != -1) { + DRW_select_load_id(select_id | BONESEL_BONE); + } + + drw_shgroup_bone_octahedral( + ctx, BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire); + + if (select_id != -1) { + DRW_select_load_id(-1); + } + + draw_points(ctx, eBone, pchan, arm, boneflag, constflag, select_id); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Draw Degrees of Freedom + * \{ */ + +static void draw_bone_degrees_of_freedom(ArmatureDrawContext *ctx, bPoseChannel *pchan) +{ + BoneInstanceData inst_data; + float tmp[4][4], posetrans[4][4]; + float xminmax[2], zminmax[2]; + float color[4]; + + if (ctx->dof_sphere == NULL) { + return; + } + + /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */ + xminmax[0] = sinf(pchan->limitmin[0] * 0.5f); + xminmax[1] = sinf(pchan->limitmax[0] * 0.5f); + zminmax[0] = sinf(pchan->limitmin[2] * 0.5f); + zminmax[1] = sinf(pchan->limitmax[2] * 0.5f); + + unit_m4(posetrans); + translate_m4(posetrans, pchan->pose_mat[3][0], pchan->pose_mat[3][1], pchan->pose_mat[3][2]); + /* in parent-bone pose space... */ + if (pchan->parent) { + copy_m4_m4(tmp, pchan->parent->pose_mat); + zero_v3(tmp[3]); + mul_m4_m4m4(posetrans, posetrans, tmp); + } + /* ... but own restspace */ + mul_m4_m4m3(posetrans, posetrans, pchan->bone->bone_mat); + + float scale = pchan->bone->length * pchan->size[1]; + scale_m4_fl(tmp, scale); + tmp[1][1] = -tmp[1][1]; + mul_m4_m4m4(posetrans, posetrans, tmp); + + /* into world space. */ + mul_m4_m4m4(inst_data.mat, ctx->ob->obmat, posetrans); + + if ((pchan->ikflag & BONE_IK_XLIMIT) && (pchan->ikflag & BONE_IK_ZLIMIT)) { + bone_instance_data_set_angle_minmax( + &inst_data, xminmax[0], zminmax[0], xminmax[1], zminmax[1]); + + copy_v4_fl4(color, 0.25f, 0.25f, 0.25f, 0.25f); + DRW_buffer_add_entry(ctx->dof_sphere, color, &inst_data); + + copy_v4_fl4(color, 0.0f, 0.0f, 0.0f, 1.0f); + DRW_buffer_add_entry(ctx->dof_lines, color, &inst_data); + } + if (pchan->ikflag & BONE_IK_XLIMIT) { + bone_instance_data_set_angle_minmax(&inst_data, xminmax[0], 0.0f, xminmax[1], 0.0f); + copy_v4_fl4(color, 1.0f, 0.0f, 0.0f, 1.0f); + DRW_buffer_add_entry(ctx->dof_lines, color, &inst_data); + } + if (pchan->ikflag & BONE_IK_ZLIMIT) { + bone_instance_data_set_angle_minmax(&inst_data, 0.0f, zminmax[0], 0.0f, zminmax[1]); + copy_v4_fl4(color, 0.0f, 0.0f, 1.0f, 1.0f); + DRW_buffer_add_entry(ctx->dof_lines, color, &inst_data); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Draw Relationships + * \{ */ + +static void pchan_draw_ik_lines(ArmatureDrawContext *ctx, + bPoseChannel *pchan, + const bool only_temp, + const int constflag) +{ + bConstraint *con; + bPoseChannel *parchan; + float *line_start = NULL, *line_end = NULL; + + for (con = pchan->constraints.first; con; con = con->next) { + if (con->enforce == 0.0f) { + continue; + } + + switch (con->type) { + case CONSTRAINT_TYPE_KINEMATIC: { + bKinematicConstraint *data = (bKinematicConstraint *)con->data; + int segcount = 0; + + /* if only_temp, only draw if it is a temporary ik-chain */ + if (only_temp && !(data->flag & CONSTRAINT_IK_TEMP)) { + continue; + } + + /* exclude tip from chain? */ + parchan = ((data->flag & CONSTRAINT_IK_TIP) == 0) ? pchan->parent : pchan; + line_start = parchan->pose_tail; + + /* Find the chain's root */ + while (parchan->parent) { + segcount++; + if (segcount == data->rootbone || segcount > 255) { + break; /* 255 is weak */ + } + parchan = parchan->parent; + } + + if (parchan) { + line_end = parchan->pose_head; + + if (constflag & PCHAN_HAS_TARGET) { + drw_shgroup_bone_ik_lines(ctx, line_start, line_end); + } + else { + drw_shgroup_bone_ik_no_target_lines(ctx, line_start, line_end); + } + } + break; + } + case CONSTRAINT_TYPE_SPLINEIK: { + bSplineIKConstraint *data = (bSplineIKConstraint *)con->data; + int segcount = 0; + + /* don't draw if only_temp, as Spline IK chains cannot be temporary */ + if (only_temp) { + continue; + } + + parchan = pchan; + line_start = parchan->pose_tail; + + /* Find the chain's root */ + while (parchan->parent) { + segcount++; + /* FIXME: revise the breaking conditions */ + if (segcount == data->chainlen || segcount > 255) { + break; /* 255 is weak */ + } + parchan = parchan->parent; + } + /* Only draw line in case our chain is more than one bone long! */ + if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */ + line_end = parchan->pose_head; + drw_shgroup_bone_ik_spline_lines(ctx, line_start, line_end); + } + break; + } + } + } +} + +static void draw_bone_relations(ArmatureDrawContext *ctx, + EditBone *ebone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag, + const short constflag) +{ + if (ebone && ebone->parent) { + if (ctx->do_relations) { + /* Always draw for unconnected bones, regardless of selection, + * since riggers will want to know about the links between bones + */ + if ((boneflag & BONE_CONNECTED) == 0) { + drw_shgroup_bone_relationship_lines(ctx, ebone->head, ebone->parent->tail); + } + } + } + else if (pchan && pchan->parent) { + if (ctx->do_relations) { + /* Only draw if bone or its parent is selected - reduces viewport complexity with complex + * rigs */ + if ((boneflag & BONE_SELECTED) || + (pchan->parent->bone && (pchan->parent->bone->flag & BONE_SELECTED))) { + if ((boneflag & BONE_CONNECTED) == 0) { + drw_shgroup_bone_relationship_lines(ctx, pchan->pose_head, pchan->parent->pose_tail); + } + } + } + + /* Draw a line to IK root bone if bone is selected. */ + if (arm->flag & ARM_POSEMODE) { + if (constflag & (PCHAN_HAS_IK | PCHAN_HAS_SPLINEIK)) { + if (boneflag & BONE_SELECTED) { + pchan_draw_ik_lines(ctx, pchan, !ctx->do_relations, constflag); + } + } + } + } +} + +static void draw_bone_name(ArmatureDrawContext *ctx, + EditBone *eBone, + bPoseChannel *pchan, + bArmature *arm, + const int boneflag) +{ + struct DRWTextStore *dt = DRW_text_cache_ensure(); + uchar color[4]; + float vec[3]; + + bool highlight = (pchan && (arm->flag & ARM_POSEMODE) && (boneflag & BONE_SELECTED)) || + (eBone && (eBone->flag & BONE_SELECTED)); + + UI_GetThemeColor4ubv(highlight ? TH_TEXT_HI : TH_TEXT, color); + + float *head = pchan ? pchan->pose_head : eBone->head; + float *tail = pchan ? pchan->pose_tail : eBone->tail; + mid_v3_v3v3(vec, head, tail); + mul_m4_v3(ctx->ob->obmat, vec); + + DRW_text_cache_add(dt, + vec, + (pchan) ? pchan->name : eBone->name, + (pchan) ? strlen(pchan->name) : strlen(eBone->name), + 10, + 0, + DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, + color); +} +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Main Draw Loops + * \{ */ + +static void draw_armature_edit(ArmatureDrawContext *ctx) +{ + Object *ob = ctx->ob; + EditBone *eBone; + int index; + const bool is_select = DRW_state_is_select(); + const bool show_text = DRW_state_show_text(); + + const Object *ob_orig = DEG_get_original_object(ob); + /* FIXME(campbell): We should be able to use the CoW object, + * however the active bone isn't updated. Long term solution is an 'EditArmature' struct. + * for now we can draw from the original armature. See: T66773. */ + // bArmature *arm = ob->data; + bArmature *arm = ob_orig->data; + + edbo_compute_bbone_child(arm); + + for (eBone = arm->edbo->first, index = ob_orig->runtime.select_id; eBone; + eBone = eBone->next, index += 0x10000) { + if (eBone->layer & arm->layer) { + if ((eBone->flag & BONE_HIDDEN_A) == 0) { + const int select_id = is_select ? index : (uint)-1; + const short constflag = 0; + + /* catch exception for bone with hidden parent */ + int boneflag = eBone->flag; + if ((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent)) { + boneflag &= ~BONE_CONNECTED; + } + + /* set temporary flag for drawing bone as active, but only if selected */ + if (eBone == arm->act_edbone) { + boneflag |= BONE_DRAW_ACTIVE; + } + + draw_bone_relations(ctx, eBone, NULL, arm, boneflag, constflag); + + if (arm->drawtype == ARM_ENVELOPE) { + draw_bone_update_disp_matrix_default(eBone, NULL); + draw_bone_envelope(ctx, eBone, NULL, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_LINE) { + draw_bone_update_disp_matrix_default(eBone, NULL); + draw_bone_line(ctx, eBone, NULL, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_WIRE) { + draw_bone_update_disp_matrix_bbone(eBone, NULL); + draw_bone_wire(ctx, eBone, NULL, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_B_BONE) { + draw_bone_update_disp_matrix_bbone(eBone, NULL); + draw_bone_box(ctx, eBone, NULL, arm, boneflag, constflag, select_id); + } + else { + draw_bone_update_disp_matrix_default(eBone, NULL); + draw_bone_octahedral(ctx, eBone, NULL, arm, boneflag, constflag, select_id); + } + + if (show_text && (arm->flag & ARM_DRAWNAMES)) { + draw_bone_name(ctx, eBone, NULL, arm, boneflag); + } + + if (arm->flag & ARM_DRAWAXES) { + draw_axes(ctx, eBone, NULL); + } + } + } + } +} + +static void draw_armature_pose(ArmatureDrawContext *ctx) +{ + Object *ob = ctx->ob; + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene = draw_ctx->scene; + bArmature *arm = ob->data; + bPoseChannel *pchan; + int index = -1; + const bool show_text = DRW_state_show_text(); + + /* We can't safely draw non-updated pose, might contain NULL bone pointers... */ + if (ob->pose->flag & POSE_RECALC) { + return; + } + + bool is_pose_select = false; + /* Object can be edited in the scene. */ + if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) { + if ((draw_ctx->object_mode & OB_MODE_POSE) || (ob == draw_ctx->object_pose)) { + arm->flag |= ARM_POSEMODE; + } + is_pose_select = + /* If we're in pose-mode or object-mode with the ability to enter pose mode. */ + ( + /* Draw as if in pose mode (when selection is possible). */ + (arm->flag & ARM_POSEMODE) || + /* When we're in object mode, which may select bones. */ + ((ob->mode & OB_MODE_POSE) && + ( + /* Switch from object mode when object lock is disabled. */ + ((draw_ctx->object_mode == OB_MODE_OBJECT) && + (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) == 0) || + /* Allow selection when in weight-paint mode + * (selection code ensures this wont become active). */ + ((draw_ctx->object_mode == OB_MODE_WEIGHT_PAINT) && + (draw_ctx->object_pose != NULL))))) && + DRW_state_is_select(); + + if (is_pose_select) { + const Object *ob_orig = DEG_get_original_object(ob); + index = ob_orig->runtime.select_id; + } + } + + for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next, index += 0x10000) { + Bone *bone = pchan->bone; + const bool bone_visible = (bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0; + + if (bone_visible) { + if (bone->layer & arm->layer) { + const bool draw_dofs = !is_pose_select && ctx->show_relations && + (arm->flag & ARM_POSEMODE) && (bone->flag & BONE_SELECTED) && + ((ob->base_flag & BASE_FROM_DUPLI) == 0) && + (pchan->ikflag & (BONE_IK_XLIMIT | BONE_IK_ZLIMIT)); + const int select_id = is_pose_select ? index : (uint)-1; + const short constflag = pchan->constflag; + + pchan_draw_data_init(pchan); + + if (!ctx->const_color) { + set_pchan_colorset(ctx, ob, pchan); + } + + int boneflag = bone->flag; + /* catch exception for bone with hidden parent */ + boneflag = bone->flag; + if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG))) { + boneflag &= ~BONE_CONNECTED; + } + + /* set temporary flag for drawing bone as active, but only if selected */ + if (bone == arm->act_bone) { + boneflag |= BONE_DRAW_ACTIVE; + } + + draw_bone_relations(ctx, NULL, pchan, arm, boneflag, constflag); + + if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) { + draw_bone_update_disp_matrix_custom(pchan); + draw_bone_custom_shape(ctx, NULL, pchan, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_ENVELOPE) { + draw_bone_update_disp_matrix_default(NULL, pchan); + draw_bone_envelope(ctx, NULL, pchan, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_LINE) { + draw_bone_update_disp_matrix_default(NULL, pchan); + draw_bone_line(ctx, NULL, pchan, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_WIRE) { + draw_bone_update_disp_matrix_bbone(NULL, pchan); + draw_bone_wire(ctx, NULL, pchan, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_B_BONE) { + draw_bone_update_disp_matrix_bbone(NULL, pchan); + draw_bone_box(ctx, NULL, pchan, arm, boneflag, constflag, select_id); + } + else { + draw_bone_update_disp_matrix_default(NULL, pchan); + draw_bone_octahedral(ctx, NULL, pchan, arm, boneflag, constflag, select_id); + } + + if (draw_dofs) { + draw_bone_degrees_of_freedom(ctx, pchan); + } + + if (show_text && (arm->flag & ARM_DRAWNAMES)) { + draw_bone_name(ctx, NULL, pchan, arm, boneflag); + } + + if (arm->flag & ARM_DRAWAXES) { + draw_axes(ctx, NULL, pchan); + } + } + } + } + + arm->flag &= ~ARM_POSEMODE; +} + +static void armature_context_setup(ArmatureDrawContext *ctx, + OVERLAY_PrivateData *pd, + Object *ob, + const bool do_envelope_dist, + const bool is_pose_mode, + float *const_color) +{ + const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0 || + (pd->armature.do_pose_fade_geom && is_pose_mode); + const bool is_filled = !pd->armature.transparent || do_envelope_dist; + bArmature *arm = ob->data; + OVERLAY_ArmatureCallBuffers *cb = &pd->armature_call_buffers[is_xray]; + + switch (arm->drawtype) { + case ARM_ENVELOPE: + ctx->envelope_outline = cb->envelope_outline; + ctx->envelope_solid = (is_filled) ? cb->envelope_solid : NULL; + ctx->envelope_distance = (do_envelope_dist) ? cb->envelope_distance : NULL; + break; + case ARM_LINE: + ctx->stick = cb->stick; + break; + case ARM_WIRE: + ctx->wire = cb->wire; + break; + case ARM_B_BONE: + ctx->outline = cb->box_outline; + ctx->solid = (is_filled) ? cb->box_solid : NULL; + break; + case ARM_OCTA: + ctx->outline = cb->octa_outline; + ctx->solid = (is_filled) ? cb->octa_solid : NULL; + break; + } + ctx->ob = ob; + ctx->extras = &pd->extra_call_buffers[is_xray]; + ctx->dof_lines = cb->dof_lines; + ctx->dof_sphere = cb->dof_sphere; + ctx->point_solid = (is_filled) ? cb->point_solid : NULL; + ctx->point_outline = cb->point_outline; + ctx->custom_solid = (is_filled) ? cb->custom_solid : NULL; + ctx->custom_outline = cb->custom_outline; + ctx->custom_wire = cb->custom_solid; /* Use same shader. */ + ctx->custom_shapes_ghash = cb->custom_shapes_ghash; + ctx->transparent = pd->armature.transparent; + ctx->show_relations = pd->armature.show_relations; + ctx->const_color = const_color; + ctx->const_wire = (((ob->base_flag & BASE_SELECTED) || (arm->drawtype == ARM_WIRE)) ? + 1.5f : + ((ctx->transparent) ? 1.0f : 0.0f)); + + /** See: 'set_pchan_color'*/ +#define NO_ALPHA(c) (((c)[3] = 1.0f), (c)) + + UI_GetThemeColor3fv(TH_SELECT, NO_ALPHA(ctx->color.select)); + UI_GetThemeColorShade3fv(TH_EDGE_SELECT, 60, NO_ALPHA(ctx->color.edge_select)); + UI_GetThemeColorShade3fv(TH_EDGE_SELECT, -20, NO_ALPHA(ctx->color.bone_select)); + UI_GetThemeColor3fv(TH_WIRE, NO_ALPHA(ctx->color.wire)); + UI_GetThemeColor3fv(TH_WIRE_EDIT, NO_ALPHA(ctx->color.wire_edit)); + UI_GetThemeColor3fv(TH_BONE_SOLID, NO_ALPHA(ctx->color.bone_solid)); + UI_GetThemeColorBlendShade3fv( + TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, NO_ALPHA(ctx->color.bone_active_unselect)); + UI_GetThemeColor3fv(TH_BONE_POSE, NO_ALPHA(ctx->color.bone_pose)); + UI_GetThemeColor3fv(TH_BONE_POSE_ACTIVE, NO_ALPHA(ctx->color.bone_pose_active)); + UI_GetThemeColorBlendShade3fv( + TH_WIRE, TH_BONE_POSE, 0.15f, 0, NO_ALPHA(ctx->color.bone_pose_active_unselect)); + UI_GetThemeColor3fv(TH_TEXT_HI, NO_ALPHA(ctx->color.text_hi)); + UI_GetThemeColor3fv(TH_TEXT, NO_ALPHA(ctx->color.text)); + UI_GetThemeColor3fv(TH_VERTEX_SELECT, NO_ALPHA(ctx->color.vertex_select)); + UI_GetThemeColor3fv(TH_VERTEX, NO_ALPHA(ctx->color.vertex)); + +#undef NO_ALPHA +} + +void OVERLAY_edit_armature_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + ArmatureDrawContext arm_ctx; + armature_context_setup(&arm_ctx, pd, ob, true, false, NULL); + draw_armature_edit(&arm_ctx); +} + +void OVERLAY_pose_armature_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + ArmatureDrawContext arm_ctx; + armature_context_setup(&arm_ctx, pd, ob, true, true, NULL); + draw_armature_pose(&arm_ctx); +} + +void OVERLAY_armature_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + OVERLAY_PrivateData *pd = vedata->stl->pd; + ArmatureDrawContext arm_ctx; + float *color; + DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color); + armature_context_setup(&arm_ctx, pd, ob, false, false, color); + draw_armature_pose(&arm_ctx); +} + +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 = OVERLAY_armature_is_pose_mode(ob_arm, draw_ctx); + if (!is_active && ob_arm->proxy_from) { + is_active = OVERLAY_armature_is_pose_mode(ob_arm->proxy_from, draw_ctx); + } + return is_active; + } + else { + Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob); + if (ob_mesh_deform) { + /* Recursive. */ + return POSE_is_driven_by_active_armature(ob_mesh_deform); + } + } + return false; +} + +void OVERLAY_pose_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + + struct GPUBatch *geom = DRW_cache_object_surface_get(ob); + if (geom) { + if (POSE_is_driven_by_active_armature(ob)) { + DRW_shgroup_call(pd->armature_bone_select_act_grp, geom, ob); + } + else { + DRW_shgroup_call(pd->armature_bone_select_grp, geom, ob); + } + } +} + +void OVERLAY_armature_cache_finish(OVERLAY_Data *vedata) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + + for (int i = 0; i < 2; i++) { + if (pd->armature_call_buffers[i].custom_shapes_ghash) { + /* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */ + BLI_ghash_free(pd->armature_call_buffers[i].custom_shapes_ghash, NULL, NULL); + } + } +} + +void OVERLAY_armature_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->armature_transp_ps); + DRW_draw_pass(psl->armature_ps[0]); +} + +void OVERLAY_armature_in_front_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + if (psl->armature_bone_select_ps == NULL) { + DRW_draw_pass(psl->armature_ps[1]); + } +} + +void OVERLAY_pose_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + + if (psl->armature_bone_select_ps != NULL) { + DRW_draw_pass(psl->armature_bone_select_ps); + + if (DRW_state_is_fbo()) { + GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f); + } + /* Selection still works because we are drawing only the pose bones in this case. */ + + DRW_draw_pass(psl->armature_ps[1]); + } +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/overlay_edit_curve.c b/source/blender/draw/engines/overlay/overlay_edit_curve.c new file mode 100644 index 00000000000..81253347632 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_edit_curve.c @@ -0,0 +1,127 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DNA_curve_types.h" + +#include "overlay_private.h" + +void OVERLAY_edit_curve_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + DRWShadingGroup *grp; + GPUShader *sh; + DRWState state; + + pd->edit_curve.show_handles = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0; + pd->shdata.edit_curve_normal_length = v3d->overlay.normals_length; + + /* Run Twice for in-front passes. */ + for (int i = 0; i < 2; i++) { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH; + state |= ((i == 0) ? DRW_STATE_DEPTH_LESS_EQUAL : DRW_STATE_DEPTH_ALWAYS); + DRW_PASS_CREATE(psl->edit_curve_wire_ps[i], state | pd->clipping_state); + + sh = OVERLAY_shader_edit_curve_wire(); + pd->edit_curve_normal_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_curve_wire_ps[i]); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "normalSize", pd->shdata.edit_curve_normal_length); + + pd->edit_curve_wire_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_curve_wire_ps[i]); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "normalSize", 0.0f); + } + { + state = DRW_STATE_WRITE_COLOR; + DRW_PASS_CREATE(psl->edit_curve_handle_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_edit_curve_handle(); + pd->edit_curve_handle_grp = grp = DRW_shgroup_create(sh, psl->edit_curve_handle_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "showCurveHandles", pd->edit_curve.show_handles); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + + sh = OVERLAY_shader_edit_curve_point(); + pd->edit_curve_points_grp = grp = DRW_shgroup_create(sh, psl->edit_curve_handle_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + } +} + +void OVERLAY_edit_curve_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + bool draw_normals = (pd->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_NORMALS) != 0; + bool do_xray = (ob->dtx & OB_DRAWXRAY) != 0; + + Curve *cu = ob->data; + struct GPUBatch *geom; + + geom = DRW_cache_curve_edge_wire_get(ob); + if (geom) { + DRW_shgroup_call_no_cull(pd->edit_curve_wire_grp[do_xray], geom, ob); + } + + if ((cu->flag & CU_3D) && draw_normals) { + geom = DRW_cache_curve_edge_normal_get(ob); + DRW_shgroup_call_instances(pd->edit_curve_normal_grp[do_xray], ob, geom, 3); + } + + geom = DRW_cache_curve_edge_overlay_get(ob); + if (geom) { + DRW_shgroup_call_no_cull(pd->edit_curve_handle_grp, geom, ob); + } + + geom = DRW_cache_curve_vert_overlay_get(ob, pd->edit_curve.show_handles); + if (geom) { + DRW_shgroup_call_no_cull(pd->edit_curve_points_grp, geom, ob); + } +} + +void OVERLAY_edit_surf_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + struct GPUBatch *geom; + + geom = DRW_cache_curve_edge_overlay_get(ob); + if (geom) { + DRW_shgroup_call_no_cull(pd->edit_curve_handle_grp, geom, ob); + } + + geom = DRW_cache_curve_vert_overlay_get(ob, false); + if (geom) { + DRW_shgroup_call_no_cull(pd->edit_curve_points_grp, geom, ob); + } +} + +void OVERLAY_edit_curve_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->edit_curve_wire_ps[0]); + DRW_draw_pass(psl->edit_curve_wire_ps[1]); + + DRW_draw_pass(psl->edit_curve_handle_ps); +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/overlay_edit_mesh.c b/source/blender/draw/engines/overlay/overlay_edit_mesh.c new file mode 100644 index 00000000000..e03ed7f2d00 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_edit_mesh.c @@ -0,0 +1,419 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "ED_view3d.h" + +#include "DNA_mesh_types.h" + +#include "BKE_editmesh.h" + +#include "draw_cache_impl.h" +#include "draw_manager_text.h" + +#include "overlay_private.h" + +#define OVERLAY_EDIT_TEXT \ + (V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_FACE_AREA | V3D_OVERLAY_EDIT_FACE_ANG | \ + V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES) + +void OVERLAY_edit_mesh_init(OVERLAY_Data *vedata) +{ + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + + pd->edit_mesh.do_zbufclip = XRAY_FLAG_ENABLED(draw_ctx->v3d); + + if (!pd->edit_mesh.do_zbufclip) { + /* Small texture which will have very small impact on rendertime. */ + DRW_texture_ensure_2d(&txl->dummy_depth_tx, 1, 1, GPU_DEPTH_COMPONENT24, 0); + } + + /* Create view with depth offset */ + DRWView *default_view = (DRWView *)DRW_view_default_get(); + /* Don't use AA view (pd->view_default) because edit mode already has anti-aliasing. */ + pd->view_edit_faces = default_view; + pd->view_edit_faces_cage = DRW_view_create_with_zoffset(default_view, draw_ctx->rv3d, 0.5f); + pd->view_edit_edges = DRW_view_create_with_zoffset(default_view, draw_ctx->rv3d, 1.0f); + pd->view_edit_verts = DRW_view_create_with_zoffset(default_view, draw_ctx->rv3d, 1.5f); +} + +void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_ShadingData *shdata = &pd->shdata; + DRWShadingGroup *grp = NULL; + GPUShader *sh = NULL; + DRWState state = 0; + + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + const DRWContextState *draw_ctx = DRW_context_state_get(); + ToolSettings *tsettings = draw_ctx->scene->toolsettings; + View3D *v3d = draw_ctx->v3d; + bool select_vert = pd->edit_mesh.select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0; + bool select_face = pd->edit_mesh.select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0; + bool select_edge = pd->edit_mesh.select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0; + + bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0; + bool show_face_dots = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0 || + pd->edit_mesh.do_zbufclip; + + pd->edit_mesh.ghost_ob = 0; + pd->edit_mesh.edit_ob = 0; + pd->edit_mesh.do_faces = true; + pd->edit_mesh.do_edges = true; + + int *mask = shdata->data_mask; + mask[0] = 0xFF; /* Face Flag */ + mask[1] = 0xFF; /* Edge Flag */ + + const int flag = pd->edit_mesh.flag = v3d->overlay.edit_flag; + + SET_FLAG_FROM_TEST(mask[0], flag & V3D_OVERLAY_EDIT_FACES, VFLAG_FACE_SELECTED); + SET_FLAG_FROM_TEST(mask[0], flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE, VFLAG_FACE_FREESTYLE); + SET_FLAG_FROM_TEST(mask[1], flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE, VFLAG_EDGE_FREESTYLE); + SET_FLAG_FROM_TEST(mask[1], flag & V3D_OVERLAY_EDIT_SEAMS, VFLAG_EDGE_SEAM); + SET_FLAG_FROM_TEST(mask[1], flag & V3D_OVERLAY_EDIT_SHARP, VFLAG_EDGE_SHARP); + SET_FLAG_FROM_TEST(mask[2], flag & V3D_OVERLAY_EDIT_CREASES, 0xFF); + SET_FLAG_FROM_TEST(mask[3], flag & V3D_OVERLAY_EDIT_BWEIGHTS, 0xFF); + + if ((flag & V3D_OVERLAY_EDIT_FACES) == 0) { + pd->edit_mesh.do_faces = false; + pd->edit_mesh.do_zbufclip = false; + } + if ((flag & V3D_OVERLAY_EDIT_EDGES) == 0) { + if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) { + if ((v3d->shading.type < OB_SOLID) || (v3d->shading.flag & V3D_SHADING_XRAY)) { + /* Special case, when drawing wire, draw edges, see: T67637. */ + } + else { + pd->edit_mesh.do_edges = false; + } + } + } + + float backwire_opacity = (pd->edit_mesh.do_zbufclip) ? v3d->overlay.backwire_opacity : 1.0f; + float face_alpha = (do_occlude_wire || !pd->edit_mesh.do_faces) ? 0.0f : 1.0f; + GPUTexture **depth_tex = (pd->edit_mesh.do_zbufclip) ? &dtxl->depth : &txl->dummy_depth_tx; + + if (select_face && !pd->edit_mesh.do_faces && pd->edit_mesh.do_edges) { + /* Force display of face centers in this case because that's + * the only way to see if a face is selected. */ + show_face_dots = true; + } + + { + /* TODO(fclem) Shouldn't this be going into the paint overlay? */ + state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(psl->edit_mesh_weight_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_paint_weight(); + pd->edit_mesh_weight_grp = grp = DRW_shgroup_create(sh, psl->edit_mesh_weight_ps); + DRW_shgroup_uniform_float_copy(grp, "opacity", 1.0); + DRW_shgroup_uniform_bool_copy(grp, "drawContours", false); + DRW_shgroup_uniform_texture(grp, "colorramp", G_draw.weight_ramp); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + } + /* Run Twice for in-front passes. */ + for (int i = 0; i < 2; i++) { + /* Complementary Depth Pass */ + state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; + DRW_PASS_CREATE(psl->edit_mesh_depth_ps[i], state | pd->clipping_state); + + sh = OVERLAY_shader_depth_only(); + pd->edit_mesh_depth_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_depth_ps[i]); + } + { + /* Normals */ + state = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | + (pd->edit_mesh.do_zbufclip ? DRW_STATE_BLEND_ALPHA : 0); + DRW_PASS_CREATE(psl->edit_mesh_normals_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_edit_mesh_normal(); + pd->edit_mesh_normals_grp = grp = DRW_shgroup_create(sh, psl->edit_mesh_normals_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length); + DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity); + DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex); + } + { + /* Mesh Analysis Pass */ + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->edit_mesh_analysis_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_edit_mesh_analysis(); + pd->edit_mesh_analysis_grp = grp = DRW_shgroup_create(sh, psl->edit_mesh_analysis_ps); + DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.weight_ramp); + } + /* Run Twice for in-front passes. */ + for (int i = 0; i < 2; i++) { + GPUShader *edge_sh = OVERLAY_shader_edit_mesh_edge(!select_vert); + GPUShader *face_sh = OVERLAY_shader_edit_mesh_face(); + const bool do_zbufclip = (i == 0 && pd->edit_mesh.do_zbufclip); + DRWState state_common = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | + DRW_STATE_BLEND_ALPHA; + /* Faces */ + /* Cage geom needs to be offsetted to avoid Z-fighting. */ + for (int j = 0; j < 2; j++) { + DRWPass **edit_face_ps = (j == 0) ? &psl->edit_mesh_faces_ps[i] : + &psl->edit_mesh_faces_cage_ps[i]; + DRWShadingGroup **shgrp = (j == 0) ? &pd->edit_mesh_faces_grp[i] : + &pd->edit_mesh_faces_cage_grp[i]; + state = state_common; + DRW_PASS_CREATE(*edit_face_ps, state | pd->clipping_state); + + grp = *shgrp = DRW_shgroup_create(face_sh, *edit_face_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_ivec4(grp, "dataMask", mask, 1); + DRW_shgroup_uniform_float_copy(grp, "alpha", face_alpha); + DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face); + } + + if (do_zbufclip) { + state_common |= DRW_STATE_WRITE_DEPTH; + // state_common &= ~DRW_STATE_BLEND_ALPHA; + } + + /* Edges */ + /* Change first vertex convention to match blender loop structure. */ + state = state_common | DRW_STATE_FIRST_VERTEX_CONVENTION; + DRW_PASS_CREATE(psl->edit_mesh_edges_ps[i], state | pd->clipping_state); + + grp = pd->edit_mesh_edges_grp[i] = DRW_shgroup_create(edge_sh, psl->edit_mesh_edges_ps[i]); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_ivec4(grp, "dataMask", mask, 1); + DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity); + DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex); + DRW_shgroup_uniform_bool_copy(grp, "selectEdges", pd->edit_mesh.do_edges || select_edge); + + /* Verts */ + DRW_PASS_CREATE(psl->edit_mesh_verts_ps[i], state | pd->clipping_state); + + if (select_vert) { + sh = OVERLAY_shader_edit_mesh_vert(); + grp = pd->edit_mesh_verts_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_verts_ps[i]); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity); + DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex); + + sh = OVERLAY_shader_edit_mesh_skin_root(); + grp = pd->edit_mesh_skin_roots_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_verts_ps[i]); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + } + /* Facedots */ + if (select_face && show_face_dots) { + sh = OVERLAY_shader_edit_mesh_facedot(); + grp = pd->edit_mesh_facedots_grp[i] = DRW_shgroup_create(sh, psl->edit_mesh_verts_ps[i]); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity); + DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex); + DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH); + } + else { + pd->edit_mesh_facedots_grp[i] = NULL; + } + } +} + +static void overlay_edit_mesh_add_ob_to_pass(OVERLAY_PrivateData *pd, Object *ob, bool in_front) +{ + struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter, *skin_roots, *circle; + DRWShadingGroup *vert_shgrp, *edge_shgrp, *fdot_shgrp, *face_shgrp, *skin_roots_shgrp; + + bool has_edit_mesh_cage = false; + bool has_skin_roots = false; + /* TODO: Should be its own function. */ + Mesh *me = (Mesh *)ob->data; + BMEditMesh *embm = me->edit_mesh; + if (embm) { + has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final); + has_skin_roots = CustomData_get_offset(&embm->bm->vdata, CD_MVERT_SKIN) != -1; + } + + vert_shgrp = pd->edit_mesh_verts_grp[in_front]; + edge_shgrp = pd->edit_mesh_edges_grp[in_front]; + fdot_shgrp = pd->edit_mesh_facedots_grp[in_front]; + face_shgrp = (has_edit_mesh_cage) ? pd->edit_mesh_faces_cage_grp[in_front] : + pd->edit_mesh_faces_grp[in_front]; + skin_roots_shgrp = pd->edit_mesh_skin_roots_grp[in_front]; + + geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data); + geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data); + DRW_shgroup_call_no_cull(edge_shgrp, geom_edges, ob); + DRW_shgroup_call_no_cull(face_shgrp, geom_tris, ob); + + if (pd->edit_mesh.select_vert) { + geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data); + DRW_shgroup_call_no_cull(vert_shgrp, geom_verts, ob); + + if (has_skin_roots) { + circle = DRW_cache_circle_get(); + skin_roots = DRW_mesh_batch_cache_get_edit_skin_roots(ob->data); + DRW_shgroup_call_instances_with_attribs(skin_roots_shgrp, ob, circle, skin_roots); + } + } + + if (fdot_shgrp) { + geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data); + DRW_shgroup_call_no_cull(fdot_shgrp, geom_fcenter, ob); + } +} + +void OVERLAY_edit_mesh_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + struct GPUBatch *geom = NULL; + + bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; + bool do_occlude_wire = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0; + bool do_show_weight = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_WEIGHT) != 0; + bool do_show_mesh_analysis = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_STATVIS) != 0; + bool fnormals_do = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0; + bool vnormals_do = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0; + bool lnormals_do = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0; + + if (do_show_weight) { + geom = DRW_cache_mesh_surface_weights_get(ob); + DRW_shgroup_call_no_cull(pd->edit_mesh_weight_grp, geom, ob); + } + else if (do_show_mesh_analysis && !pd->xray_enabled) { + geom = DRW_cache_mesh_surface_mesh_analysis_get(ob); + if (geom) { + DRW_shgroup_call_no_cull(pd->edit_mesh_analysis_grp, geom, ob); + } + } + + if (do_occlude_wire || do_in_front) { + geom = DRW_cache_mesh_surface_get(ob); + DRW_shgroup_call_no_cull(pd->edit_mesh_depth_grp[do_in_front], geom, ob); + } + + if (vnormals_do || lnormals_do || fnormals_do) { + struct GPUBatch *normal_geom = DRW_cache_normal_arrow_get(); + if (vnormals_do) { + geom = DRW_mesh_batch_cache_get_edit_vnors(ob->data); + DRW_shgroup_call_instances_with_attribs(pd->edit_mesh_normals_grp, ob, normal_geom, geom); + } + if (lnormals_do) { + geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data); + DRW_shgroup_call_instances_with_attribs(pd->edit_mesh_normals_grp, ob, normal_geom, geom); + } + if (fnormals_do) { + geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data); + DRW_shgroup_call_instances_with_attribs(pd->edit_mesh_normals_grp, ob, normal_geom, geom); + } + } + + if (pd->edit_mesh.do_zbufclip) { + overlay_edit_mesh_add_ob_to_pass(pd, ob, false); + } + else { + overlay_edit_mesh_add_ob_to_pass(pd, ob, do_in_front); + } + + pd->edit_mesh.ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0; + pd->edit_mesh.edit_ob += 1; + + if (DRW_state_show_text() && (pd->edit_mesh.flag & OVERLAY_EDIT_TEXT)) { + const DRWContextState *draw_ctx = DRW_context_state_get(); + DRW_text_edit_mesh_measure_stats(draw_ctx->ar, draw_ctx->v3d, ob, &draw_ctx->scene->unit); + } +} + +static void overlay_edit_mesh_draw_components(OVERLAY_PassList *psl, + OVERLAY_PrivateData *pd, + bool in_front) +{ + DRW_view_set_active(pd->view_edit_faces); + DRW_draw_pass(psl->edit_mesh_faces_ps[in_front]); + + DRW_view_set_active(pd->view_edit_faces_cage); + DRW_draw_pass(psl->edit_mesh_faces_cage_ps[in_front]); + + DRW_view_set_active(pd->view_edit_edges); + DRW_draw_pass(psl->edit_mesh_edges_ps[in_front]); + + DRW_view_set_active(pd->view_edit_verts); + DRW_draw_pass(psl->edit_mesh_verts_ps[in_front]); + + DRW_view_set_active(pd->view_default); +} + +void OVERLAY_edit_mesh_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_FramebufferList *fbl = vedata->fbl; + + DRW_draw_pass(psl->edit_mesh_weight_ps); + DRW_draw_pass(psl->edit_mesh_analysis_ps); + + DRW_draw_pass(psl->edit_mesh_depth_ps[NOT_IN_FRONT]); + + if (pd->edit_mesh.do_zbufclip) { + DRW_draw_pass(psl->edit_mesh_depth_ps[IN_FRONT]); + + /* render facefill */ + DRW_view_set_active(pd->view_edit_faces); + DRW_draw_pass(psl->edit_mesh_faces_ps[NOT_IN_FRONT]); + + DRW_view_set_active(pd->view_edit_faces_cage); + DRW_draw_pass(psl->edit_mesh_faces_cage_ps[NOT_IN_FRONT]); + + DRW_view_set_active(pd->view_default); + + GPU_framebuffer_bind(fbl->overlay_in_front_fb); + GPU_framebuffer_clear_depth(fbl->overlay_in_front_fb, 1.0f); + DRW_draw_pass(psl->edit_mesh_normals_ps); + + DRW_view_set_active(pd->view_edit_edges); + DRW_draw_pass(psl->edit_mesh_edges_ps[NOT_IN_FRONT]); + + DRW_view_set_active(pd->view_edit_verts); + DRW_draw_pass(psl->edit_mesh_verts_ps[NOT_IN_FRONT]); + + GPU_framebuffer_bind(fbl->overlay_default_fb); + } + else { + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + + DRW_draw_pass(psl->edit_mesh_normals_ps); + overlay_edit_mesh_draw_components(psl, pd, false); + + if (v3d->shading.type == OB_SOLID && pd->edit_mesh.ghost_ob == 1 && + pd->edit_mesh.edit_ob == 1) { + /* In the case of single ghost object edit (common case for retopology): + * we clear the depth buffer so that only the depth of the retopo mesh + * is occluding the edit cage. */ + GPU_framebuffer_clear_depth(fbl->overlay_default_fb, 1.0f); + } + + DRW_draw_pass(psl->edit_mesh_depth_ps[IN_FRONT]); + overlay_edit_mesh_draw_components(psl, pd, true); + } +} diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.c b/source/blender/draw/engines/overlay/overlay_edit_text.c new file mode 100644 index 00000000000..d8edf34168e --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_edit_text.c @@ -0,0 +1,201 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "BKE_font.h" + +#include "DNA_curve_types.h" + +#include "overlay_private.h" + +void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + DRWShadingGroup *grp; + GPUShader *sh; + DRWState state; + + pd->edit_curve.show_handles = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0; + pd->shdata.edit_curve_normal_length = v3d->overlay.normals_length; + + /* Run Twice for in-front passes. */ + for (int i = 0; i < 2; i++) { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH; + state |= ((i == 0) ? DRW_STATE_DEPTH_LESS_EQUAL : DRW_STATE_DEPTH_ALWAYS); + DRW_PASS_CREATE(psl->edit_text_wire_ps[i], state | pd->clipping_state); + + sh = OVERLAY_shader_uniform_color(); + pd->edit_text_wire_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_text_wire_ps[i]); + DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorWire); + } + { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_LOGIC_INVERT; + DRW_PASS_CREATE(psl->edit_text_overlay_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_uniform_color(); + pd->edit_text_overlay_grp = DRW_shgroup_create(sh, psl->edit_text_overlay_ps); + } +} + +/* Use 2D quad corners to create a matrix that set + * a [-1..1] quad at the right position. */ +static void v2_quad_corners_to_mat4(float corners[4][2], float r_mat[4][4]) +{ + unit_m4(r_mat); + sub_v2_v2v2(r_mat[0], corners[1], corners[0]); + sub_v2_v2v2(r_mat[1], corners[3], corners[0]); + mul_v2_fl(r_mat[0], 0.5f); + mul_v2_fl(r_mat[1], 0.5f); + copy_v2_v2(r_mat[3], corners[0]); + add_v2_v2(r_mat[3], r_mat[0]); + add_v2_v2(r_mat[3], r_mat[1]); +} + +static void edit_text_cache_populate_select(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + const Curve *cu = ob->data; + EditFont *ef = cu->editfont; + float final_mat[4][4], box[4][2]; + struct GPUBatch *geom = DRW_cache_quad_get(); + + for (int i = 0; i < ef->selboxes_len; i++) { + EditFontSelBox *sb = &ef->selboxes[i]; + + float selboxw; + if (i + 1 != ef->selboxes_len) { + if (ef->selboxes[i + 1].y == sb->y) { + selboxw = ef->selboxes[i + 1].x - sb->x; + } + else { + selboxw = sb->w; + } + } + else { + selboxw = sb->w; + } + /* NOTE: v2_quad_corners_to_mat4 don't need the 3rd corner. */ + if (sb->rot == 0.0f) { + copy_v2_fl2(box[0], sb->x, sb->y); + copy_v2_fl2(box[1], sb->x + selboxw, sb->y); + copy_v2_fl2(box[3], sb->x, sb->y + sb->h); + } + else { + float mat[2][2]; + angle_to_mat2(mat, sb->rot); + copy_v2_fl2(box[0], sb->x, sb->y); + mul_v2_v2fl(box[1], mat[0], selboxw); + add_v2_v2(box[1], &sb->x); + mul_v2_v2fl(box[3], mat[1], sb->h); + add_v2_v2(box[3], &sb->x); + } + v2_quad_corners_to_mat4(box, final_mat); + mul_m4_m4m4(final_mat, ob->obmat, final_mat); + + DRW_shgroup_call_obmat(pd->edit_text_overlay_grp, geom, final_mat); + } +} + +static void edit_text_cache_populate_cursor(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + const Curve *cu = ob->data; + EditFont *edit_font = cu->editfont; + float(*cursor)[2] = edit_font->textcurs; + float mat[4][4]; + + v2_quad_corners_to_mat4(cursor, mat); + mul_m4_m4m4(mat, ob->obmat, mat); + + struct GPUBatch *geom = DRW_cache_quad_get(); + DRW_shgroup_call_obmat(pd->edit_text_overlay_grp, geom, mat); +} + +static void edit_text_cache_populate_boxes(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + const Curve *cu = ob->data; + + for (int i = 0; i < cu->totbox; i++) { + TextBox *tb = &cu->tb[i]; + const bool is_active = (i == (cu->actbox - 1)); + float *color = is_active ? G_draw.block.colorActive : G_draw.block.colorWire; + + if ((tb->w != 0.0f) || (tb->h != 0.0f)) { + float vecs[4][3]; + vecs[0][0] = vecs[1][0] = vecs[2][0] = vecs[3][0] = cu->xof + tb->x; + vecs[0][1] = vecs[1][1] = vecs[2][1] = vecs[3][1] = cu->yof + tb->y + cu->fsize_realtime; + vecs[0][2] = vecs[1][2] = vecs[2][2] = vecs[3][2] = 0.001; + + vecs[1][0] += tb->w; + vecs[2][0] += tb->w; + vecs[2][1] -= tb->h; + vecs[3][1] -= tb->h; + + for (int j = 0; j < 4; j++) { + mul_v3_m4v3(vecs[j], ob->obmat, vecs[j]); + } + for (int j = 0; j < 4; j++) { + OVERLAY_extra_line_dashed(cb, vecs[j], vecs[(j + 1) % 4], color); + } + } + } +} + +void OVERLAY_edit_text_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + Curve *cu = ob->data; + struct GPUBatch *geom; + bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; + + bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f; + if ((cu->flag & CU_FAST) || !has_surface) { + geom = DRW_cache_text_edge_wire_get(ob); + if (geom) { + DRW_shgroup_call(pd->edit_text_wire_grp[do_in_front], geom, ob); + } + } + else { + /* object mode draws */ + } + + edit_text_cache_populate_select(vedata, ob); + edit_text_cache_populate_cursor(vedata, ob); + edit_text_cache_populate_boxes(vedata, ob); +} + +void OVERLAY_edit_text_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_view_set_active(NULL); + + DRW_draw_pass(psl->edit_text_wire_ps[0]); + DRW_draw_pass(psl->edit_text_wire_ps[1]); + + DRW_draw_pass(psl->edit_text_overlay_ps); +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c new file mode 100644 index 00000000000..667172e5bb5 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_engine.c @@ -0,0 +1,491 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + * + * Engine for drawing a selection map where the pixels indicate the selection indices. + */ + +#include "DRW_engine.h" +#include "DRW_render.h" + +#include "ED_view3d.h" + +#include "BKE_object.h" + +#include "overlay_engine.h" +#include "overlay_private.h" + +/* -------------------------------------------------------------------- */ +/** \name Engine Callbacks + * \{ */ + +static void OVERLAY_engine_init(void *vedata) +{ + OVERLAY_Data *data = vedata; + OVERLAY_StorageList *stl = data->stl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + const RegionView3D *rv3d = draw_ctx->rv3d; + const View3D *v3d = draw_ctx->v3d; + + if (!stl->pd) { + /* Alloc transient pointers */ + stl->pd = MEM_callocN(sizeof(*stl->pd), __func__); + } + + OVERLAY_PrivateData *pd = stl->pd; + View3DOverlay overlay; + short v3d_flag, v3d_gridflag; + + pd->hide_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) != 0; + pd->ctx_mode = CTX_data_mode_enum_ex( + draw_ctx->object_edit, draw_ctx->obact, draw_ctx->object_mode); + + if (!pd->hide_overlays) { + overlay = v3d->overlay; + v3d_flag = v3d->flag; + v3d_gridflag = v3d->gridflag; + } + else { + memset(&overlay, 0, sizeof(overlay)); + v3d_flag = 0; + v3d_gridflag = 0; + overlay.flag = V3D_OVERLAY_HIDE_TEXT | V3D_OVERLAY_HIDE_MOTION_PATHS | V3D_OVERLAY_HIDE_BONES | + V3D_OVERLAY_HIDE_OBJECT_XTRAS | V3D_OVERLAY_HIDE_OBJECT_ORIGINS; + } + + if (v3d->shading.type == OB_WIRE) { + overlay.flag |= V3D_OVERLAY_WIREFRAMES; + } + + /* Check if anything changed, and if so, reset AA. */ + if (v3d_flag != pd->v3d_flag || pd->v3d_gridflag != v3d_gridflag || + memcmp(&pd->overlay, &overlay, sizeof(overlay))) { + pd->overlay = overlay; + pd->v3d_flag = v3d_flag; + pd->v3d_gridflag = v3d_gridflag; + OVERLAY_antialiasing_reset(vedata); + } + + pd->wireframe_mode = (v3d->shading.type == OB_WIRE); + pd->clipping_state = (rv3d->rflag & RV3D_CLIPPING) ? DRW_STATE_CLIP_PLANES : 0; + pd->xray_enabled = XRAY_ACTIVE(v3d); + pd->xray_enabled_and_not_wire = pd->xray_enabled && v3d->shading.type > OB_WIRE; + pd->clear_in_front = (v3d->shading.type != OB_SOLID); + + OVERLAY_antialiasing_init(vedata); + + switch (stl->pd->ctx_mode) { + case CTX_MODE_EDIT_MESH: + OVERLAY_edit_mesh_init(vedata); + break; + default: + /* Nothing to do. */ + break; + } + OVERLAY_facing_init(vedata); + OVERLAY_grid_init(vedata); + OVERLAY_image_init(vedata); + OVERLAY_outline_init(vedata); + OVERLAY_wireframe_init(vedata); +} + +static void OVERLAY_cache_init(void *vedata) +{ + OVERLAY_Data *data = vedata; + OVERLAY_StorageList *stl = data->stl; + OVERLAY_PrivateData *pd = stl->pd; + + switch (pd->ctx_mode) { + case CTX_MODE_EDIT_MESH: + OVERLAY_edit_mesh_cache_init(vedata); + break; + case CTX_MODE_EDIT_SURFACE: + case CTX_MODE_EDIT_CURVE: + OVERLAY_edit_curve_cache_init(vedata); + break; + case CTX_MODE_EDIT_TEXT: + OVERLAY_edit_text_cache_init(vedata); + break; + case CTX_MODE_EDIT_ARMATURE: + break; + case CTX_MODE_EDIT_METABALL: + break; + case CTX_MODE_EDIT_LATTICE: + OVERLAY_edit_lattice_cache_init(vedata); + break; + case CTX_MODE_PARTICLE: + OVERLAY_edit_particle_cache_init(vedata); + break; + case CTX_MODE_POSE: + case CTX_MODE_PAINT_WEIGHT: + case CTX_MODE_PAINT_VERTEX: + case CTX_MODE_PAINT_TEXTURE: + OVERLAY_paint_cache_init(vedata); + break; + case CTX_MODE_SCULPT: + OVERLAY_sculpt_cache_init(vedata); + break; + case CTX_MODE_OBJECT: + case CTX_MODE_PAINT_GPENCIL: + case CTX_MODE_EDIT_GPENCIL: + case CTX_MODE_SCULPT_GPENCIL: + case CTX_MODE_WEIGHT_GPENCIL: + break; + default: + BLI_assert(!"Draw mode invalid"); + break; + } + OVERLAY_antialiasing_cache_init(vedata); + OVERLAY_armature_cache_init(vedata); + OVERLAY_extra_cache_init(vedata); + OVERLAY_facing_cache_init(vedata); + OVERLAY_grid_cache_init(vedata); + OVERLAY_image_cache_init(vedata); + OVERLAY_metaball_cache_init(vedata); + OVERLAY_motion_path_cache_init(vedata); + OVERLAY_outline_cache_init(vedata); + OVERLAY_particle_cache_init(vedata); + OVERLAY_wireframe_cache_init(vedata); +} + +BLI_INLINE OVERLAY_DupliData *OVERLAY_duplidata_get(Object *ob, void *vedata, bool *do_init) +{ + OVERLAY_DupliData **dupli_data = (OVERLAY_DupliData **)DRW_duplidata_get(vedata); + *do_init = false; + if (!ELEM(ob->type, OB_MESH, OB_SURF, OB_LATTICE, OB_CURVE, OB_FONT)) { + return NULL; + } + + if (dupli_data) { + if (*dupli_data == NULL) { + *dupli_data = MEM_callocN(sizeof(OVERLAY_DupliData), __func__); + *do_init = true; + } + else if ((*dupli_data)->base_flag != ob->base_flag) { + /* Select state might have change, reinit. */ + *do_init = true; + } + return *dupli_data; + } + return NULL; +} + +static void OVERLAY_cache_populate(void *vedata, Object *ob) +{ + OVERLAY_Data *data = vedata; + OVERLAY_PrivateData *pd = data->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + const bool is_select = DRW_state_is_select(); + const bool renderable = DRW_object_is_renderable(ob); + const bool in_pose_mode = ob->type == OB_ARMATURE && OVERLAY_armature_is_pose_mode(ob, draw_ctx); + const bool in_edit_mode = BKE_object_is_in_editmode(ob); + const bool in_particle_edit_mode = ob->mode == OB_MODE_PARTICLE_EDIT; + const bool in_paint_mode = (ob == draw_ctx->obact) && + (draw_ctx->object_mode & OB_MODE_ALL_PAINT); + const bool in_sculpt_mode = (ob == draw_ctx->obact) && (ob->sculpt != NULL); + const bool has_surface = ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL, OB_FONT); + const bool draw_surface = !((ob->dt < OB_WIRE) || (!renderable && (ob->dt != OB_WIRE))); + const bool draw_facing = draw_surface && (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION); + const bool draw_bones = (pd->overlay.flag & V3D_OVERLAY_HIDE_BONES) == 0; + const bool draw_wires = draw_surface && has_surface && + (pd->wireframe_mode || !pd->hide_overlays); + const bool draw_outlines = !in_edit_mode && !in_paint_mode && renderable && + (pd->v3d_flag & V3D_SELECT_OUTLINE) && + ((ob->base_flag & BASE_SELECTED) || + (is_select && ob->type == OB_LIGHTPROBE)); + const bool draw_bone_selection = (ob->type == OB_MESH) && pd->armature.do_pose_fade_geom && + !is_select; + const bool draw_extras = + ((pd->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) == 0) || + /* Show if this is the camera we're looking through since it's useful for selecting. */ + ((draw_ctx->rv3d->persp == RV3D_CAMOB) && ((ID *)draw_ctx->v3d->camera == ob->id.orig_id)); + + const bool draw_motion_paths = (pd->overlay.flag & V3D_OVERLAY_HIDE_MOTION_PATHS) == 0; + + bool do_init; + OVERLAY_DupliData *dupli = OVERLAY_duplidata_get(ob, vedata, &do_init); + + if (draw_facing) { + OVERLAY_facing_cache_populate(vedata, ob); + } + if (draw_wires) { + OVERLAY_wireframe_cache_populate(vedata, ob, dupli, do_init); + } + if (draw_outlines) { + OVERLAY_outline_cache_populate(vedata, ob, dupli, do_init); + } + if (draw_bone_selection) { + OVERLAY_pose_cache_populate(vedata, ob); + } + + if (in_edit_mode) { + switch (ob->type) { + case OB_MESH: + OVERLAY_edit_mesh_cache_populate(vedata, ob); + break; + case OB_ARMATURE: + if (draw_bones) { + OVERLAY_edit_armature_cache_populate(vedata, ob); + } + break; + case OB_CURVE: + OVERLAY_edit_curve_cache_populate(vedata, ob); + break; + case OB_SURF: + OVERLAY_edit_surf_cache_populate(vedata, ob); + break; + case OB_LATTICE: + OVERLAY_edit_lattice_cache_populate(vedata, ob); + break; + case OB_MBALL: + OVERLAY_edit_metaball_cache_populate(vedata, ob); + break; + case OB_FONT: + OVERLAY_edit_text_cache_populate(vedata, ob); + break; + } + } + else if (in_pose_mode && draw_bones) { + OVERLAY_pose_armature_cache_populate(vedata, ob); + } + else if (in_paint_mode) { + switch (draw_ctx->object_mode) { + case OB_MODE_VERTEX_PAINT: + OVERLAY_paint_vertex_cache_populate(vedata, ob); + break; + case OB_MODE_WEIGHT_PAINT: + OVERLAY_paint_weight_cache_populate(vedata, ob); + break; + case OB_MODE_TEXTURE_PAINT: + OVERLAY_paint_texture_cache_populate(vedata, ob); + break; + default: + break; + } + } + else if (in_particle_edit_mode) { + OVERLAY_edit_particle_cache_populate(vedata, ob); + } + + if (in_sculpt_mode) { + OVERLAY_sculpt_cache_populate(vedata, ob); + } + + if (draw_motion_paths) { + OVERLAY_motion_path_cache_populate(vedata, ob); + } + + switch (ob->type) { + case OB_ARMATURE: + if (draw_bones && (is_select || (!in_edit_mode && !in_pose_mode))) { + OVERLAY_armature_cache_populate(vedata, ob); + } + break; + case OB_MBALL: + if (!in_edit_mode) { + OVERLAY_metaball_cache_populate(vedata, ob); + } + break; + case OB_GPENCIL: + OVERLAY_gpencil_cache_populate(vedata, ob); + break; + } + /* Non-Meshes */ + if (draw_extras) { + switch (ob->type) { + case OB_EMPTY: + OVERLAY_empty_cache_populate(vedata, ob); + break; + case OB_LAMP: + OVERLAY_light_cache_populate(vedata, ob); + break; + case OB_CAMERA: + OVERLAY_camera_cache_populate(vedata, ob); + break; + case OB_SPEAKER: + OVERLAY_speaker_cache_populate(vedata, ob); + break; + case OB_LIGHTPROBE: + OVERLAY_lightprobe_cache_populate(vedata, ob); + break; + case OB_LATTICE: + OVERLAY_lattice_cache_populate(vedata, ob); + break; + } + } + + if (!BLI_listbase_is_empty(&ob->particlesystem)) { + OVERLAY_particle_cache_populate(vedata, ob); + } + + /* Relationship, object center, bounbox ... */ + OVERLAY_extra_cache_populate(vedata, ob); + + if (dupli) { + dupli->base_flag = ob->base_flag; + } +} + +static void OVERLAY_cache_finish(void *vedata) +{ + /* TODO(fclem) Only do this when really needed. */ + { + /* HACK we allocate the infront depth here to avoid the overhead when if is not needed. */ + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + DRW_texture_ensure_fullscreen_2d(&dtxl->depth_in_front, GPU_DEPTH24_STENCIL8, 0); + + GPU_framebuffer_ensure_config( + &dfbl->default_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + GPU_framebuffer_ensure_config( + &dfbl->in_front_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + } + + OVERLAY_antialiasing_cache_finish(vedata); + OVERLAY_armature_cache_finish(vedata); + OVERLAY_image_cache_finish(vedata); +} + +static void OVERLAY_draw_scene(void *vedata) +{ + OVERLAY_Data *data = vedata; + OVERLAY_PrivateData *pd = data->stl->pd; + OVERLAY_FramebufferList *fbl = data->fbl; + + OVERLAY_antialiasing_start(vedata); + + DRW_view_set_active(pd->view_default); + + OVERLAY_image_draw(vedata); + OVERLAY_facing_draw(vedata); + OVERLAY_wireframe_draw(vedata); + OVERLAY_armature_draw(vedata); + OVERLAY_particle_draw(vedata); + OVERLAY_metaball_draw(vedata); + OVERLAY_extra_draw(vedata); + + DRW_view_set_active(NULL); + + OVERLAY_grid_draw(vedata); + OVERLAY_outline_draw(vedata); + + DRW_view_set_active(pd->view_default); + + if (DRW_state_is_fbo()) { + GPU_framebuffer_bind(fbl->overlay_in_front_fb); + + /* If we are not in solid shading mode, we clear the depth. */ + if (pd->clear_in_front) { + /* TODO(fclem) This clear should be done in a global place. */ + GPU_framebuffer_clear_depth(fbl->overlay_in_front_fb, 1.0f); + } + } + + OVERLAY_wireframe_in_front_draw(vedata); + OVERLAY_armature_in_front_draw(vedata); + OVERLAY_extra_in_front_draw(vedata); + OVERLAY_metaball_in_front_draw(vedata); + OVERLAY_image_in_front_draw(vedata); + + if (DRW_state_is_fbo()) { + GPU_framebuffer_bind(fbl->overlay_default_fb); + } + + OVERLAY_motion_path_draw(vedata); + OVERLAY_extra_centers_draw(vedata); + + switch (pd->ctx_mode) { + case CTX_MODE_EDIT_MESH: + OVERLAY_edit_mesh_draw(vedata); + break; + case CTX_MODE_EDIT_SURFACE: + case CTX_MODE_EDIT_CURVE: + OVERLAY_edit_curve_draw(vedata); + break; + case CTX_MODE_EDIT_TEXT: + /* Text overlay need final color for color inversion. */ + OVERLAY_antialiasing_end(vedata); + OVERLAY_edit_text_draw(vedata); + return; /* WATCH! dont do AA twice. */ + case CTX_MODE_EDIT_LATTICE: + OVERLAY_edit_lattice_draw(vedata); + break; + case CTX_MODE_POSE: + /* Pain overlay needs final color because of multiply blend mode. */ + OVERLAY_antialiasing_end(vedata); + OVERLAY_paint_draw(vedata); + OVERLAY_pose_draw(vedata); + return; /* WATCH! dont do AA twice. */ + case CTX_MODE_PAINT_WEIGHT: + case CTX_MODE_PAINT_VERTEX: + case CTX_MODE_PAINT_TEXTURE: + /* Pain overlay need final color because of multiply blend mode. */ + OVERLAY_antialiasing_end(vedata); + OVERLAY_paint_draw(vedata); + return; /* WATCH! dont do AA twice. */ + case CTX_MODE_PARTICLE: + OVERLAY_edit_particle_draw(vedata); + break; + case CTX_MODE_SCULPT: + OVERLAY_sculpt_draw(vedata); + break; + default: + break; + } + + OVERLAY_antialiasing_end(vedata); +} + +static void OVERLAY_engine_free(void) +{ + OVERLAY_shader_free(); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Engine Type + * \{ */ + +static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data); + +DrawEngineType draw_engine_overlay_type = { + NULL, + NULL, + N_("Overlay"), + &overlay_data_size, + &OVERLAY_engine_init, + &OVERLAY_engine_free, + &OVERLAY_cache_init, + &OVERLAY_cache_populate, + &OVERLAY_cache_finish, + NULL, + &OVERLAY_draw_scene, + NULL, + NULL, + NULL, +}; + +/** \} */ + +#undef SELECT_ENGINE diff --git a/source/blender/draw/modes/edit_mesh_mode_intern.h b/source/blender/draw/engines/overlay/overlay_engine.h index 706c7b7bd88..795e3805037 100644 --- a/source/blender/draw/modes/edit_mesh_mode_intern.h +++ b/source/blender/draw/engines/overlay/overlay_engine.h @@ -12,24 +12,17 @@ * 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 2019, Blender Foundation. */ /** \file - * \ingroup draw + * \ingroup draw_engine */ -#ifndef __EDIT_MESH_MODE_INTERN_H__ -#define __EDIT_MESH_MODE_INTERN_H__ - -struct ARegion; -struct Object; -struct UnitSettings; -struct View3D; +#ifndef __OVERLAY_ENGINE_H__ +#define __OVERLAY_ENGINE_H__ -/* edit_mesh_mode_text.c */ -void DRW_edit_mesh_mode_text_measure_stats(struct ARegion *ar, - struct View3D *v3d, - struct Object *ob, - const UnitSettings *unit); +extern DrawEngineType draw_engine_overlay_type; -#endif /* __EDIT_MESH_MODE_INTERN_H__ */ +#endif /* __OVERLAY_ENGINE_H__ */ diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c new file mode 100644 index 00000000000..d088142bdef --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_extra.c @@ -0,0 +1,1586 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "UI_resources.h" + +#include "BKE_anim.h" +#include "BKE_camera.h" +#include "BKE_constraint.h" +#include "BKE_curve.h" +#include "BKE_mball.h" +#include "BKE_mesh.h" +#include "BKE_movieclip.h" +#include "BKE_modifier.h" +#include "BKE_object.h" +#include "BKE_tracking.h" + +#include "DNA_camera_types.h" +#include "DNA_constraint_types.h" +#include "DNA_gpencil_types.h" +#include "DNA_lightprobe_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meta_types.h" +#include "DNA_modifier_types.h" +#include "DNA_object_force_types.h" +#include "DNA_rigidbody_types.h" +#include "DNA_smoke_types.h" + +#include "DEG_depsgraph_query.h" + +#include "ED_view3d.h" + +#include "GPU_draw.h" + +#include "overlay_private.h" + +#include "draw_common.h" +#include "draw_manager_text.h" + +void OVERLAY_extra_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + DRW_PASS_CREATE(psl->extra_blend_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA); + DRW_PASS_CREATE(psl->extra_centers_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA); + + for (int i = 0; i < 2; i++) { + /* Non Meshes Pass (Camera, empties, lights ...) */ + struct GPUShader *sh; + struct GPUVertFormat *format; + DRWShadingGroup *grp, *grp_sub; + + OVERLAY_InstanceFormats *formats = OVERLAY_shader_instance_formats_get(); + OVERLAY_ExtraCallBuffers *cb = &pd->extra_call_buffers[i]; + DRWPass **p_extra_ps = &psl->extra_ps[i]; + + DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0; + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(*p_extra_ps, state | pd->clipping_state | infront_state); + + DRWPass *extra_ps = *p_extra_ps; + +#define BUF_INSTANCE DRW_shgroup_call_buffer_instance +#define BUF_POINT(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_POINTS) +#define BUF_LINE(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_LINES) + + /* Sorted by shader to avoid state changes during render. */ + { + format = formats->instance_extra; + sh = OVERLAY_shader_extra(); + + grp = DRW_shgroup_create(sh, extra_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + + grp_sub = DRW_shgroup_create_sub(grp); + cb->camera_distances = BUF_INSTANCE(grp_sub, format, DRW_cache_camera_distances_get()); + cb->camera_frame = BUF_INSTANCE(grp_sub, format, DRW_cache_camera_frame_get()); + cb->camera_tria[0] = BUF_INSTANCE(grp_sub, format, DRW_cache_camera_tria_wire_get()); + cb->camera_tria[1] = BUF_INSTANCE(grp_sub, format, DRW_cache_camera_tria_get()); + cb->empty_axes = BUF_INSTANCE(grp_sub, format, DRW_cache_bone_arrows_get()); + cb->empty_capsule_body = BUF_INSTANCE(grp_sub, format, DRW_cache_empty_capsule_body_get()); + cb->empty_capsule_cap = BUF_INSTANCE(grp_sub, format, DRW_cache_empty_capsule_cap_get()); + cb->empty_circle = BUF_INSTANCE(grp_sub, format, DRW_cache_circle_get()); + cb->empty_cone = BUF_INSTANCE(grp_sub, format, DRW_cache_empty_cone_get()); + cb->empty_cube = BUF_INSTANCE(grp_sub, format, DRW_cache_empty_cube_get()); + cb->empty_cylinder = BUF_INSTANCE(grp_sub, format, DRW_cache_empty_cylinder_get()); + cb->empty_image_frame = BUF_INSTANCE(grp_sub, format, DRW_cache_quad_wires_get()); + cb->empty_plain_axes = BUF_INSTANCE(grp_sub, format, DRW_cache_plain_axes_get()); + cb->empty_single_arrow = BUF_INSTANCE(grp_sub, format, DRW_cache_single_arrow_get()); + cb->empty_sphere = BUF_INSTANCE(grp_sub, format, DRW_cache_empty_sphere_get()); + cb->empty_sphere_solid = BUF_INSTANCE(grp_sub, format, DRW_cache_sphere_get()); + cb->field_cone_limit = BUF_INSTANCE(grp_sub, format, DRW_cache_field_cone_limit_get()); + cb->field_curve = BUF_INSTANCE(grp_sub, format, DRW_cache_field_curve_get()); + cb->field_force = BUF_INSTANCE(grp_sub, format, DRW_cache_field_force_get()); + cb->field_sphere_limit = BUF_INSTANCE(grp_sub, format, DRW_cache_field_sphere_limit_get()); + cb->field_tube_limit = BUF_INSTANCE(grp_sub, format, DRW_cache_field_tube_limit_get()); + cb->field_vortex = BUF_INSTANCE(grp_sub, format, DRW_cache_field_vortex_get()); + cb->field_wind = BUF_INSTANCE(grp_sub, format, DRW_cache_field_wind_get()); + cb->light_area[0] = BUF_INSTANCE(grp_sub, format, DRW_cache_light_area_disk_lines_get()); + cb->light_area[1] = BUF_INSTANCE(grp_sub, format, DRW_cache_light_area_square_lines_get()); + cb->light_point = BUF_INSTANCE(grp_sub, format, DRW_cache_light_point_lines_get()); + cb->light_spot = BUF_INSTANCE(grp_sub, format, DRW_cache_light_spot_lines_get()); + cb->light_sun = BUF_INSTANCE(grp_sub, format, DRW_cache_light_sun_lines_get()); + cb->probe_cube = BUF_INSTANCE(grp_sub, format, DRW_cache_lightprobe_planar_get()); + cb->probe_grid = BUF_INSTANCE(grp_sub, format, DRW_cache_lightprobe_grid_get()); + cb->probe_planar = BUF_INSTANCE(grp_sub, format, DRW_cache_lightprobe_planar_get()); + cb->speaker = BUF_INSTANCE(grp_sub, format, DRW_cache_speaker_get()); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_state_enable(grp_sub, DRW_STATE_DEPTH_ALWAYS); + DRW_shgroup_state_disable(grp_sub, DRW_STATE_DEPTH_LESS_EQUAL); + cb->origin_xform = BUF_INSTANCE(grp_sub, format, DRW_cache_bone_arrows_get()); + } + { + format = formats->instance_extra; + grp = DRW_shgroup_create(sh, psl->extra_blend_ps); /* NOTE: not the same pass! */ + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_state_enable(grp_sub, DRW_STATE_CULL_BACK); + cb->camera_volume = BUF_INSTANCE(grp_sub, format, DRW_cache_camera_volume_get()); + cb->camera_volume_frame = BUF_INSTANCE(grp_sub, format, DRW_cache_camera_volume_wire_get()); + cb->light_spot_cone_back = BUF_INSTANCE(grp_sub, format, DRW_cache_light_spot_volume_get()); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_state_enable(grp_sub, DRW_STATE_CULL_FRONT); + cb->light_spot_cone_front = BUF_INSTANCE(grp_sub, format, DRW_cache_light_spot_volume_get()); + } + { + format = formats->instance_pos; + sh = OVERLAY_shader_extra_groundline(); + + grp = DRW_shgroup_create(sh, extra_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + + cb->groundline = BUF_INSTANCE(grp, format, DRW_cache_groundline_get()); + } + { + sh = OVERLAY_shader_extra_wire(false); + + grp = DRW_shgroup_create(sh, extra_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + + cb->extra_dashed_lines = BUF_LINE(grp, formats->pos_color); + cb->extra_lines = BUF_LINE(grp, formats->wire_extra); + } + { + sh = OVERLAY_shader_extra_wire(true); + + cb->extra_wire = grp = DRW_shgroup_create(sh, extra_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + } + { + sh = OVERLAY_shader_extra_loose_point(); + + cb->extra_loose_points = grp = DRW_shgroup_create(sh, extra_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + } + { + format = formats->pos; + sh = OVERLAY_shader_extra_point(); + + grp = DRW_shgroup_create(sh, psl->extra_centers_ps); /* NOTE: not the same pass! */ + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorActive); + cb->center_active = BUF_POINT(grp_sub, format); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorSelect); + cb->center_selected = BUF_POINT(grp_sub, format); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorDeselect); + cb->center_deselected = BUF_POINT(grp_sub, format); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorLibrarySelect); + cb->center_selected_lib = BUF_POINT(grp_sub, format); + + grp_sub = DRW_shgroup_create_sub(grp); + DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.colorLibrary); + cb->center_deselected_lib = BUF_POINT(grp_sub, format); + } + } +} + +void OVERLAY_extra_line_dashed(OVERLAY_ExtraCallBuffers *cb, + const float start[3], + const float end[3], + const float color[4]) +{ + DRW_buffer_add_entry(cb->extra_dashed_lines, end, color); + DRW_buffer_add_entry(cb->extra_dashed_lines, start, color); +} + +void OVERLAY_extra_line(OVERLAY_ExtraCallBuffers *cb, + const float start[3], + const float end[3], + const int color_id) +{ + DRW_buffer_add_entry(cb->extra_lines, start, &color_id); + DRW_buffer_add_entry(cb->extra_lines, end, &color_id); +} + +OVERLAY_ExtraCallBuffers *OVERLAY_extra_call_buffer_get(OVERLAY_Data *vedata, Object *ob) +{ + bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; + OVERLAY_PrivateData *pd = vedata->stl->pd; + return &pd->extra_call_buffers[do_in_front]; +} + +void OVERLAY_extra_loose_points(OVERLAY_ExtraCallBuffers *cb, + struct GPUBatch *geom, + const float mat[4][4], + const float color[4]) +{ + float draw_mat[4][4]; + pack_v4_in_mat4(draw_mat, mat, color); + DRW_shgroup_call_obmat(cb->extra_loose_points, geom, draw_mat); +} + +void OVERLAY_extra_wire(OVERLAY_ExtraCallBuffers *cb, + struct GPUBatch *geom, + const float mat[4][4], + const float color[4]) +{ + float draw_mat[4][4]; + pack_v4_in_mat4(draw_mat, mat, color); + DRW_shgroup_call_obmat(cb->extra_wire, geom, draw_mat); +} + +/* -------------------------------------------------------------------- */ +/** \name Empties + * \{ */ + +void OVERLAY_empty_shape(OVERLAY_ExtraCallBuffers *cb, + const float mat[4][4], + const float draw_size, + const char draw_type, + const float color[4]) +{ + float instdata[4][4]; + pack_fl_in_mat4(instdata, mat, draw_size); + + switch (draw_type) { + case OB_PLAINAXES: + DRW_buffer_add_entry(cb->empty_plain_axes, color, instdata); + break; + case OB_SINGLE_ARROW: + DRW_buffer_add_entry(cb->empty_single_arrow, color, instdata); + break; + case OB_CUBE: + DRW_buffer_add_entry(cb->empty_cube, color, instdata); + break; + case OB_CIRCLE: + DRW_buffer_add_entry(cb->empty_circle, color, instdata); + break; + case OB_EMPTY_SPHERE: + DRW_buffer_add_entry(cb->empty_sphere, color, instdata); + break; + case OB_EMPTY_CONE: + DRW_buffer_add_entry(cb->empty_cone, color, instdata); + break; + case OB_ARROWS: + DRW_buffer_add_entry(cb->empty_axes, color, instdata); + break; + case OB_EMPTY_IMAGE: + /* This only show the frame. See OVERLAY_image_empty_cache_populate() for the image. */ + DRW_buffer_add_entry(cb->empty_image_frame, color, instdata); + break; + } +} + +void OVERLAY_empty_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + if (((ob->base_flag & BASE_FROM_DUPLI) != 0) && ((ob->transflag & OB_DUPLICOLLECTION) != 0) && + ob->instance_collection) { + return; + } + + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + float *color; + + switch (ob->empty_drawtype) { + case OB_PLAINAXES: + case OB_SINGLE_ARROW: + case OB_CUBE: + case OB_CIRCLE: + case OB_EMPTY_SPHERE: + case OB_EMPTY_CONE: + case OB_ARROWS: + DRW_object_wire_theme_get(ob, view_layer, &color); + OVERLAY_empty_shape(cb, ob->obmat, ob->empty_drawsize, ob->empty_drawtype, color); + break; + case OB_EMPTY_IMAGE: + OVERLAY_image_empty_cache_populate(vedata, ob); + break; + } +} + +static void OVERLAY_bounds( + OVERLAY_ExtraCallBuffers *cb, Object *ob, int theme_id, char boundtype, bool around_origin) +{ + float color[4], center[3], size[3], tmp[4][4], final_mat[4][4]; + BoundBox bb_local; + + if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) { + return; + } + + BoundBox *bb = BKE_object_boundbox_get(ob); + + if (bb == NULL) { + const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f}; + bb = &bb_local; + BKE_boundbox_init_from_minmax(bb, min, max); + } + + UI_GetThemeColor4fv(theme_id, color); + BKE_boundbox_calc_size_aabb(bb, size); + + if (around_origin) { + zero_v3(center); + } + else { + BKE_boundbox_calc_center_aabb(bb, center); + } + + switch (boundtype) { + case OB_BOUND_BOX: + size_to_mat4(tmp, size); + copy_v3_v3(tmp[3], center); + mul_m4_m4m4(tmp, ob->obmat, tmp); + DRW_buffer_add_entry(cb->empty_cube, color, tmp); + break; + case OB_BOUND_SPHERE: + size[0] = max_fff(size[0], size[1], size[2]); + size[1] = size[2] = size[0]; + size_to_mat4(tmp, size); + copy_v3_v3(tmp[3], center); + mul_m4_m4m4(tmp, ob->obmat, tmp); + DRW_buffer_add_entry(cb->empty_sphere, color, tmp); + break; + case OB_BOUND_CYLINDER: + size[0] = max_ff(size[0], size[1]); + size[1] = size[0]; + size_to_mat4(tmp, size); + copy_v3_v3(tmp[3], center); + mul_m4_m4m4(tmp, ob->obmat, tmp); + DRW_buffer_add_entry(cb->empty_cylinder, color, tmp); + break; + case OB_BOUND_CONE: + size[0] = max_ff(size[0], size[1]); + size[1] = size[0]; + size_to_mat4(tmp, size); + copy_v3_v3(tmp[3], center); + /* Cone batch has base at 0 and is pointing towards +Y. */ + swap_v3_v3(tmp[1], tmp[2]); + tmp[3][2] -= size[2]; + mul_m4_m4m4(tmp, ob->obmat, tmp); + DRW_buffer_add_entry(cb->empty_cone, color, tmp); + break; + case OB_BOUND_CAPSULE: + size[0] = max_ff(size[0], size[1]); + size[1] = size[0]; + scale_m4_fl(tmp, size[0]); + copy_v2_v2(tmp[3], center); + tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]); + mul_m4_m4m4(final_mat, ob->obmat, tmp); + DRW_buffer_add_entry(cb->empty_capsule_cap, color, final_mat); + negate_v3(tmp[2]); + tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]); + mul_m4_m4m4(final_mat, ob->obmat, tmp); + DRW_buffer_add_entry(cb->empty_capsule_cap, color, final_mat); + tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f); + mul_m4_m4m4(final_mat, ob->obmat, tmp); + DRW_buffer_add_entry(cb->empty_capsule_body, color, final_mat); + break; + } +} + +static void OVERLAY_collision(OVERLAY_ExtraCallBuffers *cb, Object *ob, int theme_id) +{ + switch (ob->rigidbody_object->shape) { + case RB_SHAPE_BOX: + OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_BOX, true); + break; + case RB_SHAPE_SPHERE: + OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_SPHERE, true); + break; + case RB_SHAPE_CONE: + OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_CONE, true); + break; + case RB_SHAPE_CYLINDER: + OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_CYLINDER, true); + break; + case RB_SHAPE_CAPSULE: + OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_CAPSULE, true); + break; + } +} + +static void OVERLAY_texture_space(OVERLAY_ExtraCallBuffers *cb, Object *ob, int theme_id) +{ + if (ob->data == NULL) { + return; + } + + ID *ob_data = ob->data; + float *texcoloc = NULL; + float *texcosize = NULL; + + switch (GS(ob_data->name)) { + case ID_ME: + BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, &texcosize); + break; + case ID_CU: { + Curve *cu = (Curve *)ob_data; + BKE_curve_texspace_ensure(cu); + texcoloc = cu->loc; + texcosize = cu->size; + break; + } + case ID_MB: { + MetaBall *mb = (MetaBall *)ob_data; + texcoloc = mb->loc; + texcosize = mb->size; + break; + } + default: + BLI_assert(0); + } + + float mat[4][4], color[4]; + size_to_mat4(mat, texcosize); + copy_v3_v3(mat[3], texcoloc); + + mul_m4_m4m4(mat, ob->obmat, mat); + + UI_GetThemeColor4fv(theme_id, color); + + DRW_buffer_add_entry(cb->empty_cube, color, mat); +} + +static void OVERLAY_forcefield(OVERLAY_ExtraCallBuffers *cb, Object *ob, ViewLayer *view_layer) +{ + int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); + float *color = DRW_color_background_blend_get(theme_id); + PartDeflect *pd = ob->pd; + Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL; + + union { + float mat[4][4]; + struct { + float _pad00[3], size_x; + float _pad01[3], size_y; + float _pad02[3], size_z; + float pos[3], _pad03[1]; + }; + } instdata; + + copy_m4_m4(instdata.mat, ob->obmat); + instdata.size_x = instdata.size_y = instdata.size_z = ob->empty_drawsize; + + switch (pd->forcefield) { + case PFIELD_FORCE: + DRW_buffer_add_entry(cb->field_force, color, &instdata); + break; + case PFIELD_WIND: + instdata.size_z = pd->f_strength; + DRW_buffer_add_entry(cb->field_wind, color, &instdata); + break; + case PFIELD_VORTEX: + instdata.size_y = (pd->f_strength < 0.0f) ? -instdata.size_y : instdata.size_y; + DRW_buffer_add_entry(cb->field_vortex, color, &instdata); + break; + case PFIELD_GUIDE: + if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && + ob->runtime.curve_cache->path->data) { + instdata.size_x = instdata.size_y = instdata.size_z = pd->f_strength; + float pos[3], tmp[3]; + where_on_path(ob, 0.0f, pos, tmp, NULL, NULL, NULL); + copy_v3_v3(instdata.pos, ob->obmat[3]); + translate_m4(instdata.mat, pos[0], pos[1], pos[2]); + DRW_buffer_add_entry(cb->field_curve, color, &instdata); + + where_on_path(ob, 1.0f, pos, tmp, NULL, NULL, NULL); + copy_v3_v3(instdata.pos, ob->obmat[3]); + translate_m4(instdata.mat, pos[0], pos[1], pos[2]); + DRW_buffer_add_entry(cb->field_sphere_limit, color, &instdata); + /* Restore */ + copy_v3_v3(instdata.pos, ob->obmat[3]); + } + break; + } + + if (pd->falloff == PFIELD_FALL_TUBE) { + if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) { + instdata.size_z = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f; + instdata.size_x = (pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f; + instdata.size_y = instdata.size_x; + DRW_buffer_add_entry(cb->field_tube_limit, color, &instdata); + } + if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) { + instdata.size_z = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f; + instdata.size_x = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f; + instdata.size_y = instdata.size_x; + DRW_buffer_add_entry(cb->field_tube_limit, color, &instdata); + } + } + else if (pd->falloff == PFIELD_FALL_CONE) { + if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) { + float radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f); + float distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f; + instdata.size_x = distance * sinf(radius); + instdata.size_z = distance * cosf(radius); + instdata.size_y = instdata.size_x; + DRW_buffer_add_entry(cb->field_cone_limit, color, &instdata); + } + if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) { + float radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f); + float distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f; + instdata.size_x = distance * sinf(radius); + instdata.size_z = distance * cosf(radius); + instdata.size_y = instdata.size_x; + DRW_buffer_add_entry(cb->field_cone_limit, color, &instdata); + } + } + else if (pd->falloff == PFIELD_FALL_SPHERE) { + if (pd->flag & PFIELD_USEMAX) { + instdata.size_x = instdata.size_y = instdata.size_z = pd->maxdist; + DRW_buffer_add_entry(cb->field_sphere_limit, color, &instdata); + } + if (pd->flag & PFIELD_USEMIN) { + instdata.size_x = instdata.size_y = instdata.size_z = pd->mindist; + DRW_buffer_add_entry(cb->field_sphere_limit, color, &instdata); + } + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Lights + * \{ */ + +void OVERLAY_light_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + + Light *la = ob->data; + float *color_p; + DRW_object_wire_theme_get(ob, view_layer, &color_p); + /* Remove the alpha. */ + float color[4] = {color_p[0], color_p[1], color_p[2], 1.0f}; + /* Pack render data into object matrix. */ + union { + float mat[4][4]; + struct { + float _pad00[3]; + union { + float area_size_x; + float spot_cosine; + }; + float _pad01[3]; + union { + float area_size_y; + float spot_blend; + }; + float _pad02[3], clip_sta; + float pos[3], clip_end; + }; + } instdata; + + copy_m4_m4(instdata.mat, ob->obmat); + /* FIXME / TODO: clipend has no meaning nowadays. + * In EEVEE, Only clipsta is used shadowmaping. + * Clip end is computed automatically based on light power. */ + instdata.clip_end = la->clipend; + instdata.clip_sta = la->clipsta; + + DRW_buffer_add_entry(cb->groundline, instdata.pos); + + if (la->type == LA_LOCAL) { + instdata.area_size_x = instdata.area_size_y = la->area_size; + DRW_buffer_add_entry(cb->light_point, color, &instdata); + } + else if (la->type == LA_SUN) { + DRW_buffer_add_entry(cb->light_sun, color, &instdata); + } + else if (la->type == LA_SPOT) { + /* For cycles and eevee the spot attenuation is + * y = (1/(1 + x^2) - a)/((1 - a) b) + * We solve the case where spot attenuation y = 1 and y = 0 + * root for y = 1 is (-1 - c) / c + * root for y = 0 is (1 - a) / a + * and use that to position the blend circle. */ + float a = cosf(la->spotsize * 0.5f); + float b = la->spotblend; + float c = a * b - a - b; + /* Optimized version or root1 / root0 */ + instdata.spot_blend = sqrtf((-a - c * a) / (c - c * a)); + instdata.spot_cosine = a; + /* HACK: We pack the area size in alpha color. This is decoded by the shader. */ + color[3] = -max_ff(la->area_size, FLT_MIN); + DRW_buffer_add_entry(cb->light_spot, color, &instdata); + + if ((la->mode & LA_SHOW_CONE) && !DRW_state_is_select()) { + float color_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f}; + float color_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f}; + DRW_buffer_add_entry(cb->light_spot_cone_front, color_inside, &instdata); + DRW_buffer_add_entry(cb->light_spot_cone_back, color_outside, &instdata); + } + } + else if (la->type == LA_AREA) { + bool uniform_scale = !ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE); + int sqr = ELEM(la->area_shape, LA_AREA_SQUARE, LA_AREA_RECT); + instdata.area_size_x = la->area_size; + instdata.area_size_y = uniform_scale ? la->area_size : la->area_sizey; + DRW_buffer_add_entry(cb->light_area[sqr], color, &instdata); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Lightprobe + * \{ */ + +void OVERLAY_lightprobe_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + float *color_p; + DRW_object_wire_theme_get(ob, view_layer, &color_p); + const LightProbe *prb = (LightProbe *)ob->data; + const bool show_clipping = (prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0; + const bool show_parallax = (prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0; + const bool show_influence = (prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0; + + union { + float mat[4][4]; + struct { + float _pad00[4]; + float _pad01[4]; + float _pad02[3], clip_sta; + float pos[3], clip_end; + }; + } instdata; + + copy_m4_m4(instdata.mat, ob->obmat); + + switch (prb->type) { + case LIGHTPROBE_TYPE_CUBE: + instdata.clip_sta = show_clipping ? prb->clipsta : -1.0; + instdata.clip_end = show_clipping ? prb->clipend : -1.0; + DRW_buffer_add_entry(cb->probe_grid, color_p, &instdata); + DRW_buffer_add_entry(cb->groundline, instdata.pos); + + if (show_influence) { + char shape = (prb->attenuation_type == LIGHTPROBE_SHAPE_BOX) ? OB_CUBE : OB_EMPTY_SPHERE; + float f = 1.0f - prb->falloff; + OVERLAY_empty_shape(cb, ob->obmat, prb->distinf, shape, color_p); + OVERLAY_empty_shape(cb, ob->obmat, prb->distinf * f, shape, color_p); + } + + if (show_parallax) { + char shape = (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) ? OB_CUBE : OB_EMPTY_SPHERE; + float dist = ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) ? prb->distpar : + prb->distinf; + OVERLAY_empty_shape(cb, ob->obmat, dist, shape, color_p); + } + break; + case LIGHTPROBE_TYPE_GRID: + instdata.clip_sta = show_clipping ? prb->clipsta : -1.0; + instdata.clip_end = show_clipping ? prb->clipend : -1.0; + DRW_buffer_add_entry(cb->probe_grid, color_p, &instdata); + + if (show_influence) { + float f = 1.0f - prb->falloff; + OVERLAY_empty_shape(cb, ob->obmat, 1.0 + prb->distinf, OB_CUBE, color_p); + OVERLAY_empty_shape(cb, ob->obmat, 1.0 + prb->distinf * f, OB_CUBE, color_p); + } + break; + case LIGHTPROBE_TYPE_PLANAR: + DRW_buffer_add_entry(cb->probe_planar, color_p, &instdata); + + if (show_influence) { + normalize_v3_length(instdata.mat[2], prb->distinf); + DRW_buffer_add_entry(cb->empty_cube, color_p, &instdata); + mul_v3_fl(instdata.mat[2], 1.0f - prb->falloff); + DRW_buffer_add_entry(cb->empty_cube, color_p, &instdata); + } + zero_v3(instdata.mat[2]); + DRW_buffer_add_entry(cb->empty_cube, color_p, &instdata); + + normalize_m4_m4(instdata.mat, ob->obmat); + OVERLAY_empty_shape(cb, instdata.mat, ob->empty_drawsize, OB_SINGLE_ARROW, color_p); + break; + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Speaker + * \{ */ + +void OVERLAY_speaker_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + float *color_p; + DRW_object_wire_theme_get(ob, view_layer, &color_p); + + DRW_buffer_add_entry(cb->speaker, color_p, ob->obmat); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Camera + * \{ */ + +typedef union OVERLAY_CameraInstanceData { + /* Pack render data into object matrix and object color. */ + struct { + float color[4]; + float mat[4][4]; + }; + struct { + float _pad0[2]; + float volume_sta; + union { + float depth; + float focus; + float volume_end; + }; + float _pad00[3]; + union { + float corner_x; + float dist_color_id; + }; + float _pad01[3]; + union { + float corner_y; + }; + float _pad02[3]; + union { + float center_x; + float clip_sta; + float mist_sta; + }; + float pos[3]; + union { + float center_y; + float clip_end; + float mist_end; + }; + }; +} OVERLAY_CameraInstanceData; + +static void camera_view3d_reconstruction(OVERLAY_ExtraCallBuffers *cb, + Scene *scene, + View3D *v3d, + Object *camera_object, + Object *ob, + const float color[4]) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const bool is_select = DRW_state_is_select(); + const Object *orig_camera_object = DEG_get_original_object(camera_object); + + MovieClip *clip = BKE_object_movieclip_get(scene, ob, false); + if (clip == NULL) { + return; + } + + const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) && + ((v3d->shading.type != OB_SOLID) || !XRAY_FLAG_ENABLED(v3d)); + + MovieTracking *tracking = &clip->tracking; + /* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */ + int track_index = 1; + + uchar text_color_selected[4], text_color_unselected[4]; + float bundle_color_unselected[4], bundle_color_solid[4]; + + UI_GetThemeColor4ubv(TH_SELECT, text_color_selected); + UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected); + UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected); + UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid); + + float camera_mat[4][4], normal_mat[4][4]; + BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat); + + normalize_m4_m4(normal_mat, ob->obmat); + + LISTBASE_FOREACH (MovieTrackingObject *, tracking_object, &tracking->objects) { + float tracking_object_mat[4][4]; + + if (tracking_object->flag & TRACKING_OBJECT_CAMERA) { + copy_m4_m4(tracking_object_mat, camera_mat); + } + else { + const int framenr = BKE_movieclip_remap_scene_to_clip_frame( + clip, DEG_get_ctime(draw_ctx->depsgraph)); + float object_mat[4][4]; + BKE_tracking_camera_get_reconstructed_interpolate( + tracking, tracking_object, framenr, object_mat); + + invert_m4(object_mat); + mul_m4_m4m4(tracking_object_mat, normal_mat, object_mat); + } + + ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object); + for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) { + if ((track->flag & TRACK_HAS_BUNDLE) == 0) { + continue; + } + bool is_selected = TRACK_SELECTED(track); + + float bundle_mat[4][4]; + copy_m4_m4(bundle_mat, tracking_object_mat); + translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]); + + const float *bundle_color; + if (track->flag & TRACK_CUSTOMCOLOR) { + bundle_color = track->color; + } + else if (is_solid_bundle) { + bundle_color = bundle_color_solid; + } + else if (is_selected) { + bundle_color = color; + } + else { + bundle_color = bundle_color_unselected; + } + + if (is_select) { + DRW_select_load_id(orig_camera_object->runtime.select_id | (track_index << 16)); + track_index++; + } + + if (is_solid_bundle) { + if (is_selected) { + OVERLAY_empty_shape(cb, bundle_mat, v3d->bundle_size, v3d->bundle_drawtype, color); + } + + const float bundle_color_v4[4] = { + bundle_color[0], + bundle_color[1], + bundle_color[2], + 1.0f, + }; + + bundle_mat[3][3] = v3d->bundle_size; /* See shader. */ + DRW_buffer_add_entry(cb->empty_sphere_solid, bundle_color_v4, bundle_mat); + } + else { + OVERLAY_empty_shape(cb, bundle_mat, v3d->bundle_size, v3d->bundle_drawtype, bundle_color); + } + + if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) { + struct DRWTextStore *dt = DRW_text_cache_ensure(); + + DRW_text_cache_add(dt, + bundle_mat[3], + track->name, + strlen(track->name), + 10, + 0, + DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, + is_selected ? text_color_selected : text_color_unselected); + } + } + + if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) && + !is_select) { + MovieTrackingReconstruction *reconstruction; + reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object); + + if (reconstruction->camnr) { + MovieReconstructedCamera *camera = reconstruction->cameras; + float v0[3], v1[3]; + for (int a = 0; a < reconstruction->camnr; a++, camera++) { + copy_v3_v3(v0, v1); + copy_v3_v3(v1, camera->mat[3]); + mul_m4_v3(camera_mat, v1); + if (a > 0) { + /* This one is suboptimal (gl_lines instead of gl_line_strip) + * but we keep this for simplicity */ + OVERLAY_extra_line(cb, v0, v1, TH_CAMERA_PATH); + } + } + } + } + } +} + +static float camera_offaxis_shiftx_get(Scene *scene, + Object *ob, + const OVERLAY_CameraInstanceData *instdata, + bool right_eye) +{ + Camera *cam = ob->data; + if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) { + const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME}; + const float shiftx = BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[right_eye]); + const float delta_shiftx = shiftx - cam->shiftx; + const float width = instdata->corner_x * 2.0f; + return delta_shiftx * width; + } + else { + return 0.0; + } +} +/** + * Draw the stereo 3d support elements (cameras, plane, volume). + * They are only visible when not looking through the camera: + */ +static void camera_stereoscopy_extra(OVERLAY_ExtraCallBuffers *cb, + Scene *scene, + View3D *v3d, + Object *ob, + const OVERLAY_CameraInstanceData *instdata) +{ + OVERLAY_CameraInstanceData stereodata = *instdata; + Camera *cam = ob->data; + const bool is_select = DRW_state_is_select(); + const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME}; + + const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) != 0; + const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) != 0; + const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME) != 0; + + for (int eye = 0; eye < 2; eye++) { + ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]); + BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], stereodata.mat); + + stereodata.corner_x = instdata->corner_x; + stereodata.corner_y = instdata->corner_y; + stereodata.center_x = instdata->center_x + camera_offaxis_shiftx_get(scene, ob, instdata, eye); + stereodata.center_y = instdata->center_y; + stereodata.depth = instdata->depth; + + if (is_stereo3d_cameras) { + DRW_buffer_add_entry_struct(cb->camera_frame, &stereodata); + + /* Connecting line between cameras. */ + OVERLAY_extra_line_dashed(cb, stereodata.pos, instdata->pos, G_draw.block.colorWire); + } + + if (is_stereo3d_volume && !is_select) { + float r = (eye == 1) ? 2.0f : 1.0f; + + stereodata.volume_sta = -cam->clip_start; + stereodata.volume_end = -cam->clip_end; + /* Encode eye + intensity and alpha (see shader) */ + copy_v2_fl2(stereodata.color, r + 0.15f, 1.0f); + DRW_buffer_add_entry_struct(cb->camera_volume_frame, &stereodata); + + if (v3d->stereo3d_volume_alpha > 0.0f) { + /* Encode eye + intensity and alpha (see shader) */ + copy_v2_fl2(stereodata.color, r + 0.999f, v3d->stereo3d_volume_alpha); + DRW_buffer_add_entry_struct(cb->camera_volume, &stereodata); + } + /* restore */ + copy_v3_v3(stereodata.color, instdata->color); + } + } + + if (is_stereo3d_plane && !is_select) { + if (cam->stereo.convergence_mode == CAM_S3D_TOE) { + /* There is no real convergence plane but we highlight the center + * point where the views are pointing at. */ + // zero_v3(stereodata.mat[0]); /* We reconstruct from Z and Y */ + // zero_v3(stereodata.mat[1]); /* Y doesn't change */ + zero_v3(stereodata.mat[2]); + zero_v3(stereodata.mat[3]); + for (int i = 0; i < 2; i++) { + float mat[4][4]; + /* Need normalized version here. */ + BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[i], mat); + add_v3_v3(stereodata.mat[2], mat[2]); + madd_v3_v3fl(stereodata.mat[3], mat[3], 0.5f); + } + normalize_v3(stereodata.mat[2]); + cross_v3_v3v3(stereodata.mat[0], stereodata.mat[1], stereodata.mat[2]); + } + else if (cam->stereo.convergence_mode == CAM_S3D_PARALLEL) { + /* Show plane at the given distance between the views even if it makes no sense. */ + zero_v3(stereodata.pos); + for (int i = 0; i < 2; i++) { + float mat[4][4]; + BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[i], mat); + madd_v3_v3fl(stereodata.pos, mat[3], 0.5f); + } + } + else if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) { + /* Nothing to do. Everything is already setup. */ + } + stereodata.volume_sta = -cam->stereo.convergence_distance; + stereodata.volume_end = -cam->stereo.convergence_distance; + /* Encode eye + intensity and alpha (see shader) */ + copy_v2_fl2(stereodata.color, 0.1f, 1.0f); + DRW_buffer_add_entry_struct(cb->camera_volume_frame, &stereodata); + + if (v3d->stereo3d_convergence_alpha > 0.0f) { + /* Encode eye + intensity and alpha (see shader) */ + copy_v2_fl2(stereodata.color, 0.0f, v3d->stereo3d_convergence_alpha); + DRW_buffer_add_entry_struct(cb->camera_volume, &stereodata); + } + } +} + +void OVERLAY_camera_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + OVERLAY_CameraInstanceData instdata; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + View3D *v3d = draw_ctx->v3d; + Scene *scene = draw_ctx->scene; + RegionView3D *rv3d = draw_ctx->rv3d; + + Camera *cam = ob->data; + Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera); + const bool is_select = DRW_state_is_select(); + const bool is_active = (ob == camera_object); + const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB)); + + const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0; + const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D); + const bool is_stereo3d_display_extra = is_active && is_multiview && (!look_through) && + ((v3d->stereo3d_flag) != 0); + const bool is_selection_camera_stereo = is_select && look_through && is_multiview && + is_stereo3d_view; + + float vec[4][3], asp[2], shift[2], scale[3], drawsize, center[2], corner[2]; + + float *color_p; + DRW_object_wire_theme_get(ob, view_layer, &color_p); + copy_v4_v4(instdata.color, color_p); + + normalize_m4_m4(instdata.mat, ob->obmat); + + /* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */ + if (is_selection_camera_stereo) { + copy_v3_fl(scale, 1.0f); + } + else { + copy_v3_fl3(scale, len_v3(ob->obmat[0]), len_v3(ob->obmat[1]), len_v3(ob->obmat[2])); + invert_v3(scale); + } + + BKE_camera_view_frame_ex( + scene, cam, cam->drawsize, look_through, scale, asp, shift, &drawsize, vec); + + /* Apply scale to simplify the rest of the drawing. */ + invert_v3(scale); + for (int i = 0; i < 4; i++) { + mul_v3_v3(vec[i], scale); + /* Project to z=-1 plane. Makes positionning / scaling easier. (see shader) */ + mul_v2_fl(vec[i], 1.0f / fabsf(vec[i][2])); + } + + /* Frame coords */ + mid_v2_v2v2(center, vec[0], vec[2]); + sub_v2_v2v2(corner, vec[0], center); + instdata.corner_x = corner[0]; + instdata.corner_y = corner[1]; + instdata.center_x = center[0]; + instdata.center_y = center[1]; + instdata.depth = vec[0][2]; + + if (look_through) { + if (!DRW_state_is_image_render()) { + /* Only draw the frame. */ + if (is_multiview) { + float mat[4][4]; + const bool is_right = v3d->multiview_eye == STEREO_RIGHT_ID; + const char *view_name = is_right ? STEREO_RIGHT_NAME : STEREO_LEFT_NAME; + BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat); + instdata.center_x += camera_offaxis_shiftx_get(scene, ob, &instdata, is_right); + for (int i = 0; i < 4; i++) { + /* Partial copy to avoid overriding packed data. */ + copy_v3_v3(instdata.mat[i], mat[i]); + } + } + instdata.depth = -instdata.depth; /* Hides the back of the camera wires (see shader). */ + DRW_buffer_add_entry_struct(cb->camera_frame, &instdata); + } + } + else { + /* Stereo cameras, volumes, plane drawing. */ + if (is_stereo3d_display_extra) { + camera_stereoscopy_extra(cb, scene, v3d, ob, &instdata); + } + else { + DRW_buffer_add_entry_struct(cb->camera_frame, &instdata); + } + } + + if (!look_through) { + /* Triangle. */ + float tria_size = 0.7f * drawsize / fabsf(instdata.depth); + float tria_margin = 0.1f * drawsize / fabsf(instdata.depth); + instdata.center_x = center[0]; + instdata.center_y = center[1] + instdata.corner_y + tria_margin + tria_size; + instdata.corner_x = instdata.corner_y = -tria_size; + DRW_buffer_add_entry_struct(cb->camera_tria[is_active], &instdata); + } + + if (cam->flag & CAM_SHOWLIMITS) { + /* Scale focus point. */ + mul_v3_fl(instdata.mat[0], cam->drawsize); + mul_v3_fl(instdata.mat[1], cam->drawsize); + + instdata.dist_color_id = (is_active) ? 3 : 2; + instdata.focus = -BKE_camera_object_dof_distance(ob); + instdata.clip_sta = cam->clip_start; + instdata.clip_end = cam->clip_end; + DRW_buffer_add_entry_struct(cb->camera_distances, &instdata); + } + + if (cam->flag & CAM_SHOWMIST) { + World *world = scene->world; + if (world) { + instdata.dist_color_id = (is_active) ? 1 : 0; + instdata.focus = 1.0f; /* Disable */ + instdata.mist_sta = world->miststa; + instdata.mist_end = world->miststa + world->mistdist; + DRW_buffer_add_entry_struct(cb->camera_distances, &instdata); + } + } + + /* Motion Tracking. */ + if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) != 0) { + camera_view3d_reconstruction(cb, scene, v3d, camera_object, ob, color_p); + } + + /* Background images. */ + if (look_through && (cam->flag & CAM_SHOW_BG_IMAGE) && !BLI_listbase_is_empty(&cam->bg_images)) { + OVERLAY_image_camera_cache_populate(vedata, ob); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Relationships & constraints + * \{ */ + +static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb, + Depsgraph *depsgraph, + Scene *scene, + Object *ob) +{ + float *relation_color = G_draw.block.colorWire; + float *constraint_color = G_draw.block.colorGridAxisZ; /* ? */ + + if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) { + float *parent_pos = ob->runtime.parent_display_origin; + OVERLAY_extra_line_dashed(cb, parent_pos, ob->obmat[3], relation_color); + } + + if (ob->rigidbody_constraint) { + Object *rbc_ob1 = ob->rigidbody_constraint->ob1; + Object *rbc_ob2 = ob->rigidbody_constraint->ob2; + if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) { + OVERLAY_extra_line_dashed(cb, rbc_ob1->obmat[3], ob->obmat[3], relation_color); + } + if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) { + OVERLAY_extra_line_dashed(cb, rbc_ob2->obmat[3], ob->obmat[3], relation_color); + } + } + + /* Drawing the constraint lines */ + if (!BLI_listbase_is_empty(&ob->constraints)) { + bConstraint *curcon; + bConstraintOb *cob; + ListBase *list = &ob->constraints; + + cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT); + + for (curcon = list->first; curcon; curcon = curcon->next) { + if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) { + /* special case for object solver and follow track constraints because they don't fill + * constraint targets properly (design limitation -- scene is needed for their target + * but it can't be accessed from get_targets callback) */ + Object *camob = NULL; + + if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) { + bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data; + camob = data->camera ? data->camera : scene->camera; + } + else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) { + bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data; + camob = data->camera ? data->camera : scene->camera; + } + + if (camob) { + OVERLAY_extra_line_dashed(cb, camob->obmat[3], ob->obmat[3], constraint_color); + } + } + else { + const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon); + + if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) { + ListBase targets = {NULL, NULL}; + bConstraintTarget *ct; + + cti->get_constraint_targets(curcon, &targets); + + for (ct = targets.first; ct; ct = ct->next) { + /* calculate target's matrix */ + if (cti->get_target_matrix) { + cti->get_target_matrix(depsgraph, curcon, cob, ct, DEG_get_ctime(depsgraph)); + } + else { + unit_m4(ct->matrix); + } + OVERLAY_extra_line_dashed(cb, ct->matrix[3], ob->obmat[3], constraint_color); + } + + if (cti->flush_constraint_targets) { + cti->flush_constraint_targets(curcon, &targets, 1); + } + } + } + } + BKE_constraints_clear_evalob(cob); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name GPencil. + * \{ */ + +static void OVERLAY_gpencil_color_names(Object *ob) +{ + if (ob->mode != OB_MODE_EDIT_GPENCIL) { + return; + } + + bGPdata *gpd = (bGPdata *)ob->data; + if (gpd == NULL) { + return; + } + + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); + uchar color[4]; + UI_GetThemeColor4ubv(theme_id, color); + struct DRWTextStore *dt = DRW_text_cache_ensure(); + + for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) { + if (gpl->flag & GP_LAYER_HIDE) { + continue; + } + bGPDframe *gpf = gpl->actframe; + if (gpf == NULL) { + continue; + } + for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) { + Material *ma = give_current_material(ob, gps->mat_nr + 1); + if (ma == NULL) { + continue; + } + + MaterialGPencilStyle *gp_style = ma->gp_style; + /* skip stroke if it doesn't have any valid data */ + if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) { + continue; + } + /* check if the color is visible */ + if (gp_style->flag & GP_STYLE_COLOR_HIDE) { + continue; + } + + /* only if selected */ + if (gps->flag & GP_STROKE_SELECT) { + float fpt[3]; + for (int i = 0; i < gps->totpoints; i++) { + bGPDspoint *pt = &gps->points[i]; + if (pt->flag & GP_SPOINT_SELECT) { + mul_v3_m4v3(fpt, ob->obmat, &pt->x); + DRW_text_cache_add(dt, + fpt, + ma->id.name + 2, + strlen(ma->id.name + 2), + 10, + 0, + DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, + color); + break; + } + } + } + } + } +} + +void OVERLAY_gpencil_cache_populate(OVERLAY_Data *UNUSED(vedata), Object *ob) +{ + /* don't show object extras in set's */ + if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) { + if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) { + OVERLAY_gpencil_color_names(ob); + } + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Volumetric / Smoke sim + * \{ */ + +static void OVERLAY_volume_extra(OVERLAY_ExtraCallBuffers *cb, + OVERLAY_Data *data, + Object *ob, + ModifierData *md, + Scene *scene, + float *color) +{ + SmokeModifierData *smd = (SmokeModifierData *)md; + SmokeDomainSettings *sds = smd->domain; + + /* Don't show smoke before simulation starts, this could be made an option in the future. */ + const bool draw_velocity = (sds->draw_velocity && sds->fluid && + CFRA >= sds->point_cache[0]->startframe); + + /* Small cube showing voxel size. */ + { + float min[3]; + madd_v3fl_v3fl_v3fl_v3i(min, sds->p0, sds->cell_size, sds->res_min); + float voxel_cubemat[4][4] = {{0.0f}}; + /* scale small cube to voxel size */ + voxel_cubemat[0][0] = 1.0f / (float)sds->base_res[0]; + voxel_cubemat[1][1] = 1.0f / (float)sds->base_res[1]; + voxel_cubemat[2][2] = 1.0f / (float)sds->base_res[2]; + voxel_cubemat[3][3] = 1.0f; + /* translate small cube to corner */ + copy_v3_v3(voxel_cubemat[3], min); + /* move small cube into the domain (otherwise its centered on vertex of domain object) */ + translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f); + mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat); + + DRW_buffer_add_entry(cb->empty_cube, color, voxel_cubemat); + } + + if (draw_velocity) { + const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE); + int line_count = (use_needle) ? 6 : 1; + int slice_axis = -1; + line_count *= sds->res[0] * sds->res[1] * sds->res[2]; + + if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED && + sds->axis_slice_method == AXIS_SLICE_SINGLE) { + float viewinv[4][4]; + DRW_view_viewmat_get(NULL, viewinv, true); + + const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewinv[2]) : + sds->slice_axis - 1; + slice_axis = axis; + line_count /= sds->res[axis]; + } + + GPU_create_smoke_velocity(smd); + + GPUShader *sh = OVERLAY_shader_volume_velocity(use_needle); + DRWShadingGroup *grp = DRW_shgroup_create(sh, data->psl->extra_ps[0]); + DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x); + DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y); + DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z); + DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale); + DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth); + DRW_shgroup_uniform_vec3_copy(grp, "cellSize", sds->cell_size); + DRW_shgroup_uniform_vec3_copy(grp, "domainOriginOffset", sds->p0); + DRW_shgroup_uniform_ivec3_copy(grp, "adaptiveCellOffset", sds->res_min); + DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis); + DRW_shgroup_call_procedural_lines(grp, ob, line_count); + + BLI_addtail(&data->stl->pd->smoke_domains, BLI_genericNodeN(smd)); + } +} + +static void OVERLAY_volume_free_smoke_textures(OVERLAY_Data *data) +{ + /* Free Smoke Textures after rendering */ + /* XXX This is a waste of processing and GPU bandwidth if nothing + * is updated. But the problem is since Textures are stored in the + * modifier we don't want them to take precious VRAM if the + * modifier is not used for display. We should share them for + * all viewport in a redraw at least. */ + LinkData *link; + while ((link = BLI_pophead(&data->stl->pd->smoke_domains))) { + SmokeModifierData *smd = (SmokeModifierData *)link->data; + GPU_free_smoke_velocity(smd); + MEM_freeN(link); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ + +static void OVERLAY_object_center(OVERLAY_ExtraCallBuffers *cb, + Object *ob, + OVERLAY_PrivateData *pd, + ViewLayer *view_layer) +{ + const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob); + + if (ob == OBACT(view_layer)) { + DRW_buffer_add_entry(cb->center_active, ob->obmat[3]); + } + else if (ob->base_flag & BASE_SELECTED) { + DRWCallBuffer *cbuf = (is_library) ? cb->center_selected_lib : cb->center_selected; + DRW_buffer_add_entry(cbuf, ob->obmat[3]); + } + else if (pd->v3d_flag & V3D_DRAW_CENTERS) { + DRWCallBuffer *cbuf = (is_library) ? cb->center_deselected_lib : cb->center_deselected; + DRW_buffer_add_entry(cbuf, ob->obmat[3]); + } +} + +static void OVERLAY_object_name(Object *ob, int theme_id) +{ + struct DRWTextStore *dt = DRW_text_cache_ensure(); + uchar color[4]; + UI_GetThemeColor4ubv(theme_id, color); + + DRW_text_cache_add(dt, + ob->obmat[3], + ob->id.name + 2, + strlen(ob->id.name + 2), + 10, + 0, + DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, + color); +} + +void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + Scene *scene = draw_ctx->scene; + ModifierData *md = NULL; + + const bool is_select_mode = DRW_state_is_select(); + const bool is_paint_mode = (draw_ctx->object_mode & + (OB_MODE_ALL_PAINT | OB_MODE_ALL_PAINT_GPENCIL)) != 0; + const bool from_dupli = (ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) != 0; + const bool has_bounds = !ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE); + const bool has_texspace = has_bounds && + !ELEM(ob->type, OB_EMPTY, OB_LATTICE, OB_ARMATURE, OB_GPENCIL); + + const bool draw_relations = ((pd->v3d_flag & V3D_HIDE_HELPLINES) == 0) && !is_select_mode; + const bool draw_obcenters = !is_paint_mode && + (pd->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) == 0; + const bool draw_texspace = (ob->dtx & OB_TEXSPACE) && has_texspace; + const bool draw_obname = (ob->dtx & OB_DRAWNAME) && DRW_state_show_text(); + const bool draw_bounds = has_bounds && ((ob->dt == OB_BOUNDBOX) || + ((ob->dtx & OB_DRAWBOUNDOX) && !from_dupli)); + const bool draw_xform = draw_ctx->object_mode == OB_MODE_OBJECT && + (scene->toolsettings->transform_flag & SCE_XFORM_DATA_ORIGIN) && + (ob->base_flag & BASE_SELECTED) && !is_select_mode; + const bool draw_volume = !from_dupli && (md = modifiers_findByType(ob, eModifierType_Smoke)) && + (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && + (((SmokeModifierData *)md)->domain != NULL); + + float *color; + int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color); + + if (ob->pd && ob->pd->forcefield) { + OVERLAY_forcefield(cb, ob, view_layer); + } + + if (draw_bounds) { + OVERLAY_bounds(cb, ob, theme_id, ob->boundtype, false); + } + /* Helpers for when we're transforming origins. */ + if (draw_xform) { + float color_xform[4] = {0.75f, 0.75f, 0.75f, 0.5f}; + DRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat); + } + /* don't show object extras in set's */ + if (!from_dupli) { + if (draw_obcenters) { + OVERLAY_object_center(cb, ob, pd, view_layer); + } + if (draw_relations) { + OVERLAY_relationship_lines(cb, draw_ctx->depsgraph, draw_ctx->scene, ob); + } + if (draw_obname) { + OVERLAY_object_name(ob, theme_id); + } + if (draw_texspace) { + OVERLAY_texture_space(cb, ob, theme_id); + } + if (ob->rigidbody_object != NULL) { + OVERLAY_collision(cb, ob, theme_id); + } + if (ob->dtx & OB_AXIS) { + DRW_buffer_add_entry(cb->empty_axes, color, ob->obmat); + } + if (draw_volume) { + OVERLAY_volume_extra(cb, vedata, ob, md, scene, color); + } + } +} + +void OVERLAY_extra_draw(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->extra_blend_ps); + + if (pd->antialiasing.enabled) { + GPU_framebuffer_bind(fbl->overlay_line_fb); + } + + DRW_draw_pass(psl->extra_ps[0]); + + if (pd->antialiasing.enabled) { + GPU_framebuffer_bind(fbl->overlay_default_fb); + } +} + +void OVERLAY_extra_in_front_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->extra_ps[1]); + + OVERLAY_volume_free_smoke_textures(vedata); +} + +void OVERLAY_extra_centers_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->extra_centers_ps); +} diff --git a/source/blender/draw/engines/overlay/overlay_facing.c b/source/blender/draw/engines/overlay/overlay_facing.c new file mode 100644 index 00000000000..a69d7537637 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_facing.c @@ -0,0 +1,64 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "overlay_private.h" + +void OVERLAY_facing_init(OVERLAY_Data *UNUSED(vedata)) +{ +} + +void OVERLAY_facing_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->facing_ps, state | pd->clipping_state); + + GPUShader *sh = OVERLAY_shader_facing(); + pd->facing_grp = DRW_shgroup_create(sh, psl->facing_ps); +} + +void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + + struct GPUBatch *geom = DRW_cache_object_surface_get(ob); + if (geom) { + DRW_shgroup_call(pd->facing_grp, geom, ob); + } +} + +void OVERLAY_facing_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + /* We need to match underlying geometry pass, at the cost of bypassing TAA. */ + DRW_view_set_active(NULL); + + DRW_draw_pass(psl->facing_ps); + + DRW_view_set_active(pd->view_default); +} diff --git a/source/blender/draw/engines/overlay/overlay_grid.c b/source/blender/draw/engines/overlay/overlay_grid.c new file mode 100644 index 00000000000..7dea6c198d0 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_grid.c @@ -0,0 +1,220 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DNA_camera_types.h" + +#include "DEG_depsgraph_query.h" + +#include "ED_view3d.h" + +#include "overlay_private.h" + +enum { + SHOW_AXIS_X = (1 << 0), + SHOW_AXIS_Y = (1 << 1), + SHOW_AXIS_Z = (1 << 2), + SHOW_GRID = (1 << 3), + PLANE_XY = (1 << 4), + PLANE_XZ = (1 << 5), + PLANE_YZ = (1 << 6), + CLIP_ZPOS = (1 << 7), + CLIP_ZNEG = (1 << 8), + GRID_BACK = (1 << 9), +}; + +void OVERLAY_grid_init(OVERLAY_Data *vedata) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_ShadingData *shd = &pd->shdata; + + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + Scene *scene = draw_ctx->scene; + RegionView3D *rv3d = draw_ctx->rv3d; + + const bool show_axis_x = (pd->v3d_gridflag & V3D_SHOW_X) != 0; + const bool show_axis_y = (pd->v3d_gridflag & V3D_SHOW_Y) != 0; + const bool show_axis_z = (pd->v3d_gridflag & V3D_SHOW_Z) != 0; + const bool show_floor = (pd->v3d_gridflag & V3D_SHOW_FLOOR) != 0; + const bool show_ortho_grid = (pd->v3d_gridflag & V3D_SHOW_ORTHO_GRID) != 0; + + shd->grid_flag = 0; + + if (pd->hide_overlays || !(show_axis_y || show_axis_z || show_floor || show_ortho_grid)) { + return; + } + + float viewinv[4][4], wininv[4][4]; + float viewmat[4][4], winmat[4][4]; + DRW_view_winmat_get(NULL, winmat, false); + DRW_view_winmat_get(NULL, wininv, true); + DRW_view_viewmat_get(NULL, viewmat, false); + DRW_view_viewmat_get(NULL, viewinv, true); + + /* if perps */ + if (winmat[3][3] == 0.0f || rv3d->view == RV3D_VIEW_USER) { + if (show_axis_x) { + shd->grid_flag |= PLANE_XY | SHOW_AXIS_X; + } + if (show_axis_y) { + shd->grid_flag |= PLANE_XY | SHOW_AXIS_Y; + } + if (show_floor) { + shd->grid_flag |= PLANE_XY | SHOW_GRID; + } + } + else { + if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) { + shd->grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; + } + else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { + shd->grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK; + } + else if (show_ortho_grid && ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) { + shd->grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; + } + } + + shd->grid_axes[0] = (float)((shd->grid_flag & (PLANE_XZ | PLANE_XY)) != 0); + shd->grid_axes[1] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XY)) != 0); + shd->grid_axes[2] = (float)((shd->grid_flag & (PLANE_YZ | PLANE_XZ)) != 0); + + /* Z axis if needed */ + if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) { + shd->zpos_flag = SHOW_AXIS_Z; + + float zvec[3], campos[3]; + negate_v3_v3(zvec, viewinv[2]); + copy_v3_v3(campos, viewinv[3]); + + /* z axis : chose the most facing plane */ + if (fabsf(zvec[0]) < fabsf(zvec[1])) { + shd->zpos_flag |= PLANE_XZ; + } + else { + shd->zpos_flag |= PLANE_YZ; + } + + shd->zneg_flag = shd->zpos_flag; + + /* Persp : If camera is below floor plane, we switch clipping + * Ortho : If eye vector is looking up, we switch clipping */ + if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) || + ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) { + shd->zpos_flag |= CLIP_ZPOS; + shd->zneg_flag |= CLIP_ZNEG; + } + else { + shd->zpos_flag |= CLIP_ZNEG; + shd->zneg_flag |= CLIP_ZPOS; + } + + shd->zplane_axes[0] = (float)((shd->zpos_flag & (PLANE_XZ | PLANE_XY)) != 0); + shd->zplane_axes[1] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XY)) != 0); + shd->zplane_axes[2] = (float)((shd->zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0); + } + else { + shd->zneg_flag = shd->zpos_flag = CLIP_ZNEG | CLIP_ZPOS; + } + + float dist; + if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) { + Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera); + dist = ((Camera *)(camera_object->data))->clip_end; + } + else { + dist = v3d->clip_end; + } + + if (winmat[3][3] == 0.0f) { + shd->grid_mesh_size = dist; + } + else { + float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1])); + shd->grid_mesh_size = viewdist * dist; + } + + shd->grid_distance = dist / 2.0f; + shd->grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f; + + ED_view3d_grid_steps(scene, v3d, rv3d, shd->grid_steps); +} + +void OVERLAY_grid_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_ShadingData *shd = &vedata->stl->pd->shdata; + OVERLAY_PassList *psl = vedata->psl; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + psl->grid_ps = NULL; + + if (shd->grid_flag == 0 || !DRW_state_is_fbo()) { + return; + } + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->grid_ps, state); + + GPUShader *sh = OVERLAY_shader_grid(); + struct GPUBatch *geom = DRW_cache_grid_get(); + + /* Create 3 quads to render ordered transparency Z axis */ + DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps); + DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zneg_flag, 1); + DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1); + DRW_shgroup_uniform_float(grp, "gridDistance", &shd->grid_distance, 1); + DRW_shgroup_uniform_float_copy(grp, "lineKernel", shd->grid_line_size); + DRW_shgroup_uniform_float_copy(grp, "meshSize", shd->grid_mesh_size); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_call(grp, geom, NULL); + + grp = DRW_shgroup_create(sh, psl->grid_ps); + DRW_shgroup_uniform_int(grp, "gridFlag", &shd->grid_flag, 1); + DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->grid_axes, 1); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_float(grp, "gridSteps", shd->grid_steps, ARRAY_SIZE(shd->grid_steps)); + DRW_shgroup_call(grp, geom, NULL); + + grp = DRW_shgroup_create(sh, psl->grid_ps); + DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zpos_flag, 1); + DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_call(grp, geom, NULL); +} + +void OVERLAY_grid_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_FramebufferList *fbl = vedata->fbl; + + if (psl->grid_ps) { + GPU_framebuffer_bind(fbl->overlay_color_only_fb); + DRW_draw_pass(psl->grid_ps); + + GPU_framebuffer_bind(fbl->overlay_default_fb); + } +} diff --git a/source/blender/draw/engines/overlay/overlay_image.c b/source/blender/draw/engines/overlay/overlay_image.c new file mode 100644 index 00000000000..1984e3283a9 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_image.c @@ -0,0 +1,470 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "BKE_camera.h" +#include "BKE_image.h" +#include "BKE_movieclip.h" +#include "BKE_object.h" + +#include "DNA_camera_types.h" +#include "DNA_screen_types.h" + +#include "DEG_depsgraph_query.h" + +#include "ED_view3d.h" + +#include "IMB_imbuf_types.h" + +#include "overlay_private.h" + +void OVERLAY_image_init(OVERLAY_Data *vedata) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + OVERLAY_PrivateData *pd = vedata->stl->pd; + + pd->view_reference_images = DRW_view_create_with_zoffset( + pd->view_default, draw_ctx->rv3d, -1.0f); +} + +void OVERLAY_image_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DRWState state; + + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL; + DRW_PASS_CREATE(psl->image_background_under_ps, state); + + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->image_background_over_ps, state); + + state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; + DRW_PASS_CREATE(psl->image_empties_ps, state | pd->clipping_state); + + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->image_empties_back_ps, state | pd->clipping_state); + DRW_PASS_CREATE(psl->image_empties_blend_ps, state | pd->clipping_state); + + state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->image_empties_front_ps, state); + DRW_PASS_CREATE(psl->image_foreground_ps, state); +} + +static void overlay_image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2]) +{ + float ima_x, ima_y; + if (ima) { + ima_x = size[0]; + ima_y = size[1]; + } + else { + /* if no image, make it a 1x1 empty square, honor scale & offset */ + ima_x = ima_y = 1.0f; + } + /* Get the image aspect even if the buffer is invalid */ + float sca_x = 1.0f, sca_y = 1.0f; + if (ima) { + if (ima->aspx > ima->aspy) { + sca_y = ima->aspy / ima->aspx; + } + else if (ima->aspx < ima->aspy) { + sca_x = ima->aspx / ima->aspy; + } + } + + const float scale_x_inv = ima_x * sca_x; + const float scale_y_inv = ima_y * sca_y; + if (scale_x_inv > scale_y_inv) { + r_image_aspect[0] = 1.0f; + r_image_aspect[1] = scale_y_inv / scale_x_inv; + } + else { + r_image_aspect[0] = scale_x_inv / scale_y_inv; + r_image_aspect[1] = 1.0f; + } +} + +static void camera_background_images_stereo_setup(Scene *scene, + View3D *v3d, + Image *ima, + ImageUser *iuser) +{ + if (BKE_image_is_stereo(ima)) { + iuser->flag |= IMA_SHOW_STEREO; + + if ((scene->r.scemode & R_MULTIVIEW) == 0) { + iuser->multiview_eye = STEREO_LEFT_ID; + } + else if (v3d->stereo3d_camera != STEREO_3D_ID) { + /* show only left or right camera */ + iuser->multiview_eye = v3d->stereo3d_camera; + } + + BKE_image_multiview_index(ima, iuser); + } + else { + iuser->flag &= ~IMA_SHOW_STEREO; + } +} + +static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgpic, + const DRWContextState *draw_ctx, + OVERLAY_PrivateData *pd, + float *r_aspect, + bool *r_use_alpha_premult) +{ + Image *image = bgpic->ima; + ImageUser *iuser = &bgpic->iuser; + MovieClip *clip = NULL; + GPUTexture *tex = NULL; + Scene *scene = draw_ctx->scene; + float aspect_x, aspect_y; + int width, height; + int ctime = (int)DEG_get_ctime(draw_ctx->depsgraph); + *r_use_alpha_premult = false; + + switch (bgpic->source) { + case CAM_BGIMG_SOURCE_IMAGE: + if (image == NULL) { + return NULL; + } + *r_use_alpha_premult = (image->alpha_mode == IMA_ALPHA_PREMUL); + + BKE_image_user_frame_calc(image, iuser, ctime); + if (image->source == IMA_SRC_SEQUENCE && !(iuser->flag & IMA_USER_FRAME_IN_RANGE)) { + /* Frame is out of range, dont show. */ + return NULL; + } + else { + camera_background_images_stereo_setup(scene, draw_ctx->v3d, image, iuser); + } + + ImBuf *ibuf = BKE_image_acquire_ibuf(image, iuser, NULL); + if (ibuf == NULL) { + return NULL; + } + + tex = GPU_texture_from_blender(image, iuser, GL_TEXTURE_2D); + if (tex == NULL) { + return NULL; + } + + aspect_x = bgpic->ima->aspx; + aspect_y = bgpic->ima->aspy; + + width = ibuf->x; + height = ibuf->y; + + BKE_image_release_ibuf(image, ibuf, NULL); + break; + + case CAM_BGIMG_SOURCE_MOVIE: + if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) { + if (scene->camera) { + clip = BKE_object_movieclip_get(scene, scene->camera, true); + } + } + else { + clip = bgpic->clip; + } + + if (clip == NULL) { + return NULL; + } + + BKE_movieclip_user_set_frame(&bgpic->cuser, ctime); + tex = GPU_texture_from_movieclip(clip, &bgpic->cuser, GL_TEXTURE_2D); + if (tex == NULL) { + return NULL; + } + + aspect_x = clip->aspx; + aspect_y = clip->aspy; + + BKE_movieclip_get_size(clip, &bgpic->cuser, &width, &height); + + /* Save for freeing. */ + BLI_addtail(&pd->bg_movie_clips, BLI_genericNodeN(clip)); + break; + + default: + /* Unsupported type. */ + return NULL; + } + + *r_aspect = (width * aspect_x) / (height * aspect_y); + return tex; +} + +static void OVERLAY_image_free_movieclips_textures(OVERLAY_Data *data) +{ + /* Free Movie clip textures after rendering */ + LinkData *link; + while ((link = BLI_pophead(&data->stl->pd->bg_movie_clips))) { + MovieClip *clip = (MovieClip *)link->data; + GPU_free_texture_movieclip(clip); + MEM_freeN(link); + } +} + +static void image_camera_background_matrix_get(const Camera *cam, + const CameraBGImage *bgpic, + const DRWContextState *draw_ctx, + const float image_aspect, + float rmat[4][4]) +{ + float rotate[4][4], scale[4][4], translate[4][4]; + + axis_angle_to_mat4_single(rotate, 'Z', -bgpic->rotation); + unit_m4(scale); + unit_m4(translate); + + /* Normalized Object space camera frame corners. */ + float cam_corners[4][3]; + BKE_camera_view_frame(draw_ctx->scene, cam, cam_corners); + float cam_width = fabsf(cam_corners[0][0] - cam_corners[3][0]); + float cam_height = fabsf(cam_corners[0][1] - cam_corners[1][1]); + float cam_aspect = cam_width / cam_height; + + if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) { + /* Crop. */ + if (image_aspect > cam_aspect) { + scale[0][0] *= cam_height * image_aspect; + scale[1][1] *= cam_height; + } + else { + scale[0][0] *= cam_width; + scale[1][1] *= cam_width / image_aspect; + } + } + else if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) { + /* Fit. */ + if (image_aspect > cam_aspect) { + scale[0][0] *= cam_width; + scale[1][1] *= cam_width / image_aspect; + } + else { + scale[0][0] *= cam_height * image_aspect; + scale[1][1] *= cam_height; + } + } + else { + /* Stretch. */ + scale[0][0] *= cam_width; + scale[1][1] *= cam_height; + } + + translate[3][0] = bgpic->offset[0]; + translate[3][1] = bgpic->offset[1]; + translate[3][2] = cam_corners[0][2]; + /* These lines are for keeping 2.80 behavior and could be removed to keep 2.79 behavior. */ + translate[3][0] *= min_ff(1.0f, cam_aspect); + translate[3][1] /= max_ff(1.0f, cam_aspect) * (image_aspect / cam_aspect); + /* quad is -1..1 so divide by 2. */ + scale[0][0] *= 0.5f * bgpic->scale * ((bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) ? -1.0 : 1.0); + scale[1][1] *= 0.5f * bgpic->scale * ((bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) ? -1.0 : 1.0); + /* Camera shift. (middle of cam_corners) */ + translate[3][0] += (cam_corners[0][0] + cam_corners[2][0]) * 0.5f; + translate[3][1] += (cam_corners[0][1] + cam_corners[2][1]) * 0.5f; + + mul_m4_series(rmat, translate, rotate, scale); +} + +void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_PassList *psl = vedata->psl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Camera *cam = ob->data; + + const bool show_frame = BKE_object_empty_image_frame_is_visible_in_view3d(ob, draw_ctx->rv3d); + + if (!show_frame || DRW_state_is_select()) { + return; + } + + float norm_obmat[4][4]; + normalize_m4_m4(norm_obmat, ob->obmat); + + for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) { + if (bgpic->flag & CAM_BGIMG_FLAG_DISABLED) { + continue; + } + + float aspect = 1.0; + bool use_alpha_premult; + float mat[4][4]; + + /* retrieve the image we want to show, continue to next when no image could be found */ + GPUTexture *tex = image_camera_background_texture_get( + bgpic, draw_ctx, pd, &aspect, &use_alpha_premult); + + if (tex) { + image_camera_background_matrix_get(cam, bgpic, draw_ctx, aspect, mat); + + mul_m4_m4m4(mat, norm_obmat, mat); + const bool is_foreground = (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) != 0; + + /* When drawing background we do 2 passes. + * - One alpha over, which works where background is visible. + * - One alpha under, works under partially visible objects. (only in cycles) + * This approach is not ideal and should be revisited. + **/ + for (int i = 0; i < (is_foreground ? 1 : 2); i++) { + DRWPass *pass = is_foreground ? psl->image_foreground_ps : + ((i == 0) ? psl->image_background_under_ps : + psl->image_background_over_ps); + GPUShader *sh = OVERLAY_shader_image(); + DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); + float color[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha}; + DRW_shgroup_uniform_texture(grp, "imgTexture", tex); + DRW_shgroup_uniform_bool_copy(grp, "imgPremultiplied", use_alpha_premult); + DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", true); + DRW_shgroup_uniform_bool_copy(grp, "imgLinear", !DRW_state_do_color_management()); + DRW_shgroup_uniform_bool_copy(grp, "depthSet", true); + DRW_shgroup_uniform_vec4_copy(grp, "color", color); + DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat); + } + } + } +} + +void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PassList *psl = vedata->psl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + const RegionView3D *rv3d = draw_ctx->rv3d; + GPUTexture *tex = NULL; + Image *ima = ob->data; + float mat[4][4]; + + const bool show_frame = BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d); + const bool show_image = show_frame && BKE_object_empty_image_data_is_visible_in_view3d(ob, rv3d); + const bool use_alpha_blend = (ob->empty_image_flag & OB_EMPTY_IMAGE_USE_ALPHA_BLEND) != 0; + const bool use_alpha_premult = ima && (ima->alpha_mode == IMA_ALPHA_PREMUL); + + if (!show_frame) { + return; + } + + { + /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, + * see: T59347 */ + int size[2] = {0}; + if (ima != NULL) { + tex = GPU_texture_from_blender(ima, ob->iuser, GL_TEXTURE_2D); + if (tex) { + size[0] = GPU_texture_orig_width(tex); + size[1] = GPU_texture_orig_height(tex); + } + } + CLAMP_MIN(size[0], 1); + CLAMP_MIN(size[1], 1); + + float image_aspect[2]; + overlay_image_calc_aspect(ob->data, size, image_aspect); + + copy_m4_m4(mat, ob->obmat); + mul_v3_fl(mat[0], image_aspect[0] * 0.5f * ob->empty_drawsize); + mul_v3_fl(mat[1], image_aspect[1] * 0.5f * ob->empty_drawsize); + madd_v3_v3fl(mat[3], mat[0], ob->ima_ofs[0] * 2.0f + 1.0f); + madd_v3_v3fl(mat[3], mat[1], ob->ima_ofs[1] * 2.0f + 1.0f); + } + + /* Use the actual depth if we are doing depth tests to determine the distance to the object */ + char depth_mode = DRW_state_is_depth() ? OB_EMPTY_IMAGE_DEPTH_DEFAULT : ob->empty_image_depth; + DRWPass *pass = NULL; + switch (depth_mode) { + case OB_EMPTY_IMAGE_DEPTH_DEFAULT: + pass = (use_alpha_blend) ? psl->image_empties_blend_ps : psl->image_empties_ps; + break; + case OB_EMPTY_IMAGE_DEPTH_BACK: + pass = psl->image_empties_back_ps; + break; + case OB_EMPTY_IMAGE_DEPTH_FRONT: + pass = psl->image_empties_front_ps; + break; + } + + if (show_frame) { + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + float *color; + DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color); + OVERLAY_empty_shape(cb, mat, 1.0f, OB_EMPTY_IMAGE, color); + } + + if (show_image && tex && ((ob->color[3] > 0.0f) || !use_alpha_blend)) { + GPUShader *sh = OVERLAY_shader_image(); + DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); + DRW_shgroup_uniform_texture(grp, "imgTexture", tex); + DRW_shgroup_uniform_bool_copy(grp, "imgPremultiplied", use_alpha_premult); + DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", use_alpha_blend); + DRW_shgroup_uniform_bool_copy(grp, "imgLinear", false); + DRW_shgroup_uniform_bool_copy(grp, "depthSet", depth_mode != OB_EMPTY_IMAGE_DEPTH_DEFAULT); + DRW_shgroup_uniform_vec4_copy(grp, "color", ob->color); + DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat); + } +} + +void OVERLAY_image_cache_finish(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_pass_sort_shgroup_reverse(psl->image_background_under_ps); + DRW_pass_sort_shgroup_z(psl->image_empties_blend_ps); + DRW_pass_sort_shgroup_z(psl->image_empties_front_ps); + DRW_pass_sort_shgroup_z(psl->image_empties_back_ps); +} + +void OVERLAY_image_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + DRW_view_set_active(pd->view_reference_images); + + DRW_draw_pass(psl->image_background_over_ps); + DRW_draw_pass(psl->image_background_under_ps); + DRW_draw_pass(psl->image_empties_back_ps); + + DRW_draw_pass(psl->image_empties_ps); + DRW_draw_pass(psl->image_empties_blend_ps); + + DRW_view_set_active(pd->view_default); +} + +void OVERLAY_image_in_front_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + DRW_view_set_active(pd->view_reference_images); + + DRW_draw_pass(psl->image_empties_front_ps); + DRW_draw_pass(psl->image_foreground_ps); + + DRW_view_set_active(pd->view_default); + + OVERLAY_image_free_movieclips_textures(vedata); +} diff --git a/source/blender/draw/engines/overlay/overlay_lattice.c b/source/blender/draw/engines/overlay/overlay_lattice.c new file mode 100644 index 00000000000..4e4081ee499 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_lattice.c @@ -0,0 +1,78 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "overlay_private.h" + +void OVERLAY_edit_lattice_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + struct GPUShader *sh; + DRWShadingGroup *grp; + + { + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(psl->edit_lattice_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_edit_lattice_wire(); + pd->edit_lattice_wires_grp = grp = DRW_shgroup_create(sh, psl->edit_lattice_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.weight_ramp); + + sh = OVERLAY_shader_edit_lattice_point(); + pd->edit_lattice_points_grp = grp = DRW_shgroup_create(sh, psl->edit_lattice_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + } +} + +void OVERLAY_edit_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + struct GPUBatch *geom; + + geom = DRW_cache_lattice_wire_get(ob, true); + DRW_shgroup_call(pd->edit_lattice_wires_grp, geom, ob); + + geom = DRW_cache_lattice_vert_overlay_get(ob); + DRW_shgroup_call(pd->edit_lattice_points_grp, geom, ob); +} + +void OVERLAY_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + const DRWContextState *draw_ctx = DRW_context_state_get(); + + float *color; + DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color); + + struct GPUBatch *geom = DRW_cache_lattice_wire_get(ob, false); + OVERLAY_extra_wire(cb, geom, ob->obmat, color); +} + +void OVERLAY_edit_lattice_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->edit_lattice_ps); +} diff --git a/source/blender/draw/engines/overlay/overlay_metaball.c b/source/blender/draw/engines/overlay/overlay_metaball.c new file mode 100644 index 00000000000..a634aed812c --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_metaball.c @@ -0,0 +1,143 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DNA_meta_types.h" + +#include "BKE_object.h" + +#include "DEG_depsgraph_query.h" + +#include "ED_mball.h" + +#include "overlay_private.h" + +void OVERLAY_metaball_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + OVERLAY_InstanceFormats *formats = OVERLAY_shader_instance_formats_get(); + +#define BUF_INSTANCE DRW_shgroup_call_buffer_instance + + for (int i = 0; i < 2; i++) { + DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0; + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(psl->metaball_ps[i], state | pd->clipping_state | infront_state); + + /* Reuse armature shader as it's perfect to outline ellipsoids. */ + struct GPUVertFormat *format = formats->instance_bone; + struct GPUShader *sh = OVERLAY_shader_armature_sphere(true); + DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->metaball_ps[i]); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + pd->mball.handle[i] = BUF_INSTANCE(grp, format, DRW_cache_bone_point_wire_outline_get()); + } +} + +static void metaball_instance_data_set( + BoneInstanceData *data, Object *ob, const float *pos, const float radius, const float color[4]) +{ + /* Bone point radius is 0.05. Compensate for that. */ + mul_v3_v3fl(data->mat[0], ob->obmat[0], radius / 0.05f); + mul_v3_v3fl(data->mat[1], ob->obmat[1], radius / 0.05f); + mul_v3_v3fl(data->mat[2], ob->obmat[2], radius / 0.05f); + mul_v3_m4v3(data->mat[3], ob->obmat, pos); + /* WATCH: Reminder, alpha is wiresize. */ + OVERLAY_bone_instance_data_set_color(data, color); +} + +void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + const bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; + const bool is_select = DRW_state_is_select(); + OVERLAY_PrivateData *pd = vedata->stl->pd; + MetaBall *mb = ob->data; + + const float *color; + const float col_radius[4] = {0.63f, 0.19f, 0.19f, 1.0f}; /* 0x3030A0 */ + const float col_radius_select[4] = {0.94f, 0.63f, 0.63f, 1.0f}; /* 0xA0A0F0 */ + const float col_stiffness[4] = {0.19f, 0.63f, 0.19f, 1.0f}; /* 0x30A030 */ + const float col_stiffness_select[4] = {0.63f, 0.94f, 0.63f, 1.0f}; /* 0xA0F0A0 */ + + int select_id = 0; + if (is_select) { + const Object *orig_object = DEG_get_original_object(ob); + select_id = orig_object->runtime.select_id; + } + + LISTBASE_FOREACH (MetaElem *, ml, mb->editelems) { + const bool is_selected = (ml->flag & SELECT) != 0; + const bool is_scale_radius = (ml->flag & MB_SCALE_RAD) != 0; + float stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2; + BoneInstanceData instdata; + + if (is_select) { + DRW_select_load_id(select_id | MBALLSEL_RADIUS); + } + color = (is_selected && is_scale_radius) ? col_radius_select : col_radius; + metaball_instance_data_set(&instdata, ob, &ml->x, ml->rad, color); + DRW_buffer_add_entry_struct(pd->mball.handle[do_in_front], &instdata); + + if (is_select) { + DRW_select_load_id(select_id | MBALLSEL_STIFF); + } + color = (is_selected && !is_scale_radius) ? col_stiffness_select : col_stiffness; + metaball_instance_data_set(&instdata, ob, &ml->x, stiffness_radius, color); + DRW_buffer_add_entry_struct(pd->mball.handle[do_in_front], &instdata); + + select_id += 0x10000; + } +} + +void OVERLAY_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + const bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; + OVERLAY_PrivateData *pd = vedata->stl->pd; + MetaBall *mb = ob->data; + const DRWContextState *draw_ctx = DRW_context_state_get(); + + float *color; + DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color); + + LISTBASE_FOREACH (MetaElem *, ml, &mb->elems) { + /* Draw radius only. */ + BoneInstanceData instdata; + metaball_instance_data_set(&instdata, ob, &ml->x, ml->rad, color); + DRW_buffer_add_entry_struct(pd->mball.handle[do_in_front], &instdata); + } +} + +void OVERLAY_metaball_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->metaball_ps[0]); +} + +void OVERLAY_metaball_in_front_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->metaball_ps[1]); +} diff --git a/source/blender/draw/engines/overlay/overlay_motion_path.c b/source/blender/draw/engines/overlay/overlay_motion_path.c new file mode 100644 index 00000000000..349f17d3d7d --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_motion_path.c @@ -0,0 +1,231 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "BLI_string.h" + +#include "DNA_armature_types.h" + +#include "DEG_depsgraph_query.h" + +#include "GPU_batch.h" + +#include "UI_resources.h" + +#include "draw_manager_text.h" + +#include "overlay_private.h" + +void OVERLAY_motion_path_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DRWShadingGroup *grp; + GPUShader *sh; + + DRWState state = DRW_STATE_WRITE_COLOR; + DRW_PASS_CREATE(psl->motion_paths_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_motion_path_line(); + pd->motion_path_lines_grp = grp = DRW_shgroup_create(sh, psl->motion_paths_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + + sh = OVERLAY_shader_motion_path_vert(); + pd->motion_path_points_grp = grp = DRW_shgroup_create(sh, psl->motion_paths_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); +} + +/* Just convert the CPU cache to GPU cache. */ +/* T0D0(fclem) This should go into a draw_cache_impl_motionpath. */ +static GPUVertBuf *mpath_vbo_get(bMotionPath *mpath) +{ + if (!mpath->points_vbo) { + GPUVertFormat format = {0}; + /* Match structure of bMotionPathVert. */ + GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); + GPU_vertformat_attr_add(&format, "flag", GPU_COMP_I32, 1, GPU_FETCH_INT); + mpath->points_vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(mpath->points_vbo, mpath->length); + /* meh... a useless memcpy. */ + memcpy(mpath->points_vbo->data, mpath->points, sizeof(bMotionPathVert) * mpath->length); + } + return mpath->points_vbo; +} + +static GPUBatch *mpath_batch_line_get(bMotionPath *mpath) +{ + if (!mpath->batch_line) { + mpath->batch_line = GPU_batch_create(GPU_PRIM_LINE_STRIP, mpath_vbo_get(mpath), NULL); + } + return mpath->batch_line; +} + +static GPUBatch *mpath_batch_points_get(bMotionPath *mpath) +{ + if (!mpath->batch_points) { + mpath->batch_points = GPU_batch_create(GPU_PRIM_POINTS, mpath_vbo_get(mpath), NULL); + } + return mpath->batch_points; +} + +static void motion_path_get_frame_range_to_draw(bAnimVizSettings *avs, + bMotionPath *mpath, + int current_frame, + int *r_start, + int *r_end, + int *r_step) +{ + int start, end; + + if (avs->path_type == MOTIONPATH_TYPE_ACFRA) { + start = current_frame - avs->path_bc; + end = current_frame + avs->path_ac + 1; + } + else { + start = avs->path_sf; + end = avs->path_ef; + } + + if (start > end) { + SWAP(int, start, end); + } + + CLAMP(start, mpath->start_frame, mpath->end_frame); + CLAMP(end, mpath->start_frame, mpath->end_frame); + + *r_start = start; + *r_end = end; + *r_step = max_ii(avs->path_step, 1); +} + +static void motion_path_cache(OVERLAY_Data *vedata, + Object *ob, + bPoseChannel *pchan, + bAnimVizSettings *avs, + bMotionPath *mpath) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + struct DRWTextStore *dt = DRW_text_cache_ensure(); + int txt_flag = DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_ASCII; + int cfra = (int)DEG_get_ctime(draw_ctx->depsgraph); + bool selected = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->base_flag & BASE_SELECTED); + bool show_keyframes = (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) != 0; + bool show_keyframes_no = (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) != 0; + bool show_frame_no = (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) != 0; + bool show_lines = (mpath->flag & MOTIONPATH_FLAG_LINES) != 0; + float no_custom_col[3] = {-1.0f, -1.0f, -1.0f}; + float *color = (mpath->flag & MOTIONPATH_FLAG_CUSTOM) ? mpath->color : no_custom_col; + + int sfra, efra, stepsize; + motion_path_get_frame_range_to_draw(avs, mpath, cfra, &sfra, &efra, &stepsize); + + int len = efra - sfra; + if (len == 0) { + return; + } + int start_index = sfra - mpath->start_frame; + + /* Draw curve-line of path. */ + if (show_lines) { + int motion_path_settings[4] = {cfra, sfra, efra, mpath->start_frame}; + DRWShadingGroup *grp = DRW_shgroup_create_sub(pd->motion_path_lines_grp); + DRW_shgroup_uniform_ivec4_copy(grp, "mpathLineSettings", motion_path_settings); + DRW_shgroup_uniform_int_copy(grp, "lineThickness", mpath->line_thickness); + DRW_shgroup_uniform_bool_copy(grp, "selected", selected); + DRW_shgroup_uniform_vec3_copy(grp, "customColor", color); + /* Only draw the required range. */ + DRW_shgroup_call_range(grp, mpath_batch_line_get(mpath), start_index, len); + } + + /* Draw points. */ + { + int pt_size = max_ii(mpath->line_thickness - 1, 1); + int motion_path_settings[4] = {pt_size, cfra, mpath->start_frame, stepsize}; + DRWShadingGroup *grp = DRW_shgroup_create_sub(pd->motion_path_points_grp); + DRW_shgroup_uniform_ivec4_copy(grp, "mpathPointSettings", motion_path_settings); + DRW_shgroup_uniform_bool_copy(grp, "showKeyFrames", show_keyframes); + DRW_shgroup_uniform_vec3_copy(grp, "customColor", color); + /* Only draw the required range. */ + DRW_shgroup_call_range(grp, mpath_batch_points_get(mpath), start_index, len); + } + + /* Draw frame numbers at each framestep value */ + if (show_frame_no || (show_keyframes_no && show_keyframes)) { + int i; + uchar col[4], col_kf[4]; + UI_GetThemeColor3ubv(TH_TEXT_HI, col); + UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col_kf); + col[3] = col_kf[3] = 255; + + bMotionPathVert *mpv = mpath->points + start_index; + for (i = 0; i < len; i += stepsize, mpv += stepsize) { + int frame = sfra + i; + char numstr[32]; + size_t numstr_len; + bool is_keyframe = (mpv->flag & MOTIONPATH_VERT_KEY) != 0; + + if ((show_keyframes && show_keyframes_no && is_keyframe) || (show_frame_no && (i == 0))) { + numstr_len = BLI_snprintf(numstr, sizeof(numstr), " %d", frame); + DRW_text_cache_add( + dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, (is_keyframe) ? col_kf : col); + } + else if (show_frame_no) { + bMotionPathVert *mpvP = (mpv - stepsize); + bMotionPathVert *mpvN = (mpv + stepsize); + /* Only draw framenum if several consecutive highlighted points don't occur on same point. + */ + if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) { + numstr_len = BLI_snprintf(numstr, sizeof(numstr), " %d", frame); + DRW_text_cache_add(dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, col); + } + } + } + } +} + +void OVERLAY_motion_path_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + + if (ob->type == OB_ARMATURE) { + if (OVERLAY_armature_is_pose_mode(ob, draw_ctx)) { + for (bPoseChannel *pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { + if (pchan->mpath) { + motion_path_cache(vedata, ob, pchan, &ob->pose->avs, pchan->mpath); + } + } + } + } + + if (ob->mpath) { + motion_path_cache(vedata, ob, NULL, &ob->avs, ob->mpath); + } +} + +void OVERLAY_motion_path_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->motion_paths_ps); +} diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c new file mode 100644 index 00000000000..a0c7f575677 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_outline.c @@ -0,0 +1,353 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DNA_lightprobe_types.h" + +#include "UI_resources.h" + +#include "overlay_private.h" + +void OVERLAY_outline_init(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_TextureList *txl = vedata->txl; + + if (DRW_state_is_fbo()) { + /* TODO only alloc if needed. */ + /* XXX TODO GPU_R16UI can overflow, it would cause no harm + * (only bad colored or missing outlines) but we should + * use 32bits only if the scene have that many objects */ + DRW_texture_ensure_fullscreen_2d(&txl->temp_depth_tx, GPU_DEPTH24_STENCIL8, 0); + DRW_texture_ensure_fullscreen_2d(&txl->outlines_id_tx, GPU_R16UI, 0); + GPU_framebuffer_ensure_config( + &fbl->outlines_prepass_fb, + {GPU_ATTACHMENT_TEXTURE(txl->temp_depth_tx), GPU_ATTACHMENT_TEXTURE(txl->outlines_id_tx)}); + + for (int i = 0; i < 2; i++) { + DRW_texture_ensure_fullscreen_2d(&txl->outlines_color_tx[i], GPU_RGBA8, DRW_TEX_FILTER); + GPU_framebuffer_ensure_config( + &fbl->outlines_process_fb[i], + {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->outlines_color_tx[i])}); + } + } +} + +static int shgroup_theme_id_to_outline_id(int theme_id, const int base_flag) +{ + if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { + switch (theme_id) { + case TH_ACTIVE: + case TH_SELECT: + return 2; + case TH_TRANSFORM: + return 0; + default: + return -1; + } + } + + switch (theme_id) { + case TH_ACTIVE: + return 3; + case TH_SELECT: + return 1; + case TH_TRANSFORM: + return 0; + default: + return -1; + } +} + +static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(OVERLAY_PrivateData *pd, + int theme_id, + const int base_flag) +{ + int outline_id = shgroup_theme_id_to_outline_id(theme_id, base_flag); + switch (outline_id) { + case 3: /* TH_ACTIVE */ + return pd->outlines_active_grp; + case 2: /* Duplis */ + return pd->outlines_select_dupli_grp; + case 1: /* TH_SELECT */ + return pd->outlines_select_grp; + case 0: /* TH_TRANSFORM */ + return pd->outlines_transform_grp; + default: + return NULL; + } +} + +static DRWShadingGroup *shgroup_theme_id_to_probe_outline_or_null(OVERLAY_PrivateData *pd, + int theme_id, + const int base_flag) +{ + int outline_id = shgroup_theme_id_to_outline_id(theme_id, base_flag); + switch (outline_id) { + case 3: /* TH_ACTIVE */ + return pd->outlines_probe_active_grp; + case 2: /* Duplis */ + return pd->outlines_probe_select_dupli_grp; + case 1: /* TH_SELECT */ + return pd->outlines_probe_select_grp; + case 0: /* TH_TRANSFORM */ + return pd->outlines_probe_transform_grp; + default: + return NULL; + } +} + +static DRWShadingGroup *outline_shgroup(DRWPass *pass, int outline_id, GPUShader *sh) +{ + DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); + DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id); + return grp; +} + +void OVERLAY_outline_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + DRWShadingGroup *grp = NULL; + + const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH); + const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f); + const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) || + (outline_width > 4.0f); + { + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(psl->outlines_prepass_ps, state | pd->clipping_state); + + GPUShader *sh_grid = OVERLAY_shader_outline_prepass_grid(); + GPUShader *sh_geom = OVERLAY_shader_outline_prepass(pd->xray_enabled_and_not_wire); + GPUShader *sh = OVERLAY_shader_outline_prepass(false); + + pd->outlines_transform_grp = outline_shgroup(psl->outlines_prepass_ps, 0, sh_geom); + pd->outlines_select_grp = outline_shgroup(psl->outlines_prepass_ps, 1, sh_geom); + pd->outlines_select_dupli_grp = outline_shgroup(psl->outlines_prepass_ps, 2, sh_geom); + pd->outlines_active_grp = outline_shgroup(psl->outlines_prepass_ps, 3, sh_geom); + + pd->outlines_probe_transform_grp = outline_shgroup(psl->outlines_prepass_ps, 0, sh); + pd->outlines_probe_select_grp = outline_shgroup(psl->outlines_prepass_ps, 1, sh); + pd->outlines_probe_select_dupli_grp = outline_shgroup(psl->outlines_prepass_ps, 2, sh); + pd->outlines_probe_active_grp = outline_shgroup(psl->outlines_prepass_ps, 3, sh); + + pd->outlines_probe_grid_grp = grp = DRW_shgroup_create(sh_grid, psl->outlines_prepass_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + } + + /* outlines_prepass_ps is still needed for selection of probes. */ + if (!(pd->v3d_flag & V3D_SELECT_OUTLINE)) { + return; + } + + { + DRW_PASS_CREATE(psl->outlines_detect_ps, DRW_STATE_WRITE_COLOR); + DRW_PASS_CREATE(psl->outlines_expand_ps, DRW_STATE_WRITE_COLOR); + DRW_PASS_CREATE(psl->outlines_bleed_ps, DRW_STATE_WRITE_COLOR); + DRW_PASS_CREATE(psl->outlines_resolve_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA); + + GPUShader *sh = OVERLAY_shader_outline_detect(pd->xray_enabled_and_not_wire); + + grp = DRW_shgroup_create(sh, psl->outlines_detect_ps); + /* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */ + DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", (pd->xray_enabled) ? 1.0f : 0.35f); + DRW_shgroup_uniform_texture_ref(grp, "outlineId", &txl->outlines_id_tx); + DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &txl->temp_depth_tx); + DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + + if (do_outline_expand) { + sh = OVERLAY_shader_outline_expand(do_large_expand); + grp = DRW_shgroup_create(sh, psl->outlines_expand_ps); + DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &txl->outlines_color_tx[0]); + DRW_shgroup_uniform_bool_copy(grp, "doExpand", true); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + + sh = OVERLAY_shader_outline_expand(false); + grp = DRW_shgroup_create(sh, psl->outlines_bleed_ps); + DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &txl->outlines_color_tx[1]); + DRW_shgroup_uniform_bool_copy(grp, "doExpand", false); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } + else { + sh = OVERLAY_shader_outline_expand(false); + grp = DRW_shgroup_create(sh, psl->outlines_expand_ps); + DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &txl->outlines_color_tx[0]); + DRW_shgroup_uniform_bool_copy(grp, "doExpand", false); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } + + GPUTexture **outline_tx = &txl->outlines_color_tx[do_outline_expand ? 0 : 1]; + sh = OVERLAY_shader_outline_resolve(); + + grp = DRW_shgroup_create(sh, psl->outlines_resolve_ps); + DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx); + DRW_shgroup_uniform_vec2_copy(grp, "rcpDimensions", DRW_viewport_invert_size_get()); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } +} + +static void outline_lightprobe(OVERLAY_PrivateData *pd, Object *ob, ViewLayer *view_layer) +{ + DRWShadingGroup *grp; + LightProbe *prb = (LightProbe *)ob->data; + int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); + + if (prb->type == LIGHTPROBE_TYPE_GRID) { + float corner[3]; + float increment[3][3]; + /* Update transforms */ + float cell_dim[3], half_cell_dim[3]; + cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x); + cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y); + cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z); + + mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f); + + /* First cell. */ + copy_v3_fl(corner, -1.0f); + add_v3_v3(corner, half_cell_dim); + mul_m4_v3(ob->obmat, corner); + + /* Opposite neighbor cell. */ + copy_v3_fl3(increment[0], cell_dim[0], 0.0f, 0.0f); + copy_v3_fl3(increment[1], 0.0f, cell_dim[1], 0.0f); + copy_v3_fl3(increment[2], 0.0f, 0.0f, cell_dim[2]); + + for (int i = 0; i < 3; i++) { + add_v3_v3(increment[i], half_cell_dim); + add_v3_fl(increment[i], -1.0f); + mul_m4_v3(ob->obmat, increment[i]); + sub_v3_v3(increment[i], corner); + } + + int outline_id = shgroup_theme_id_to_outline_id(theme_id, ob->base_flag); + uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z; + grp = DRW_shgroup_create_sub(pd->outlines_probe_grid_grp); + DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id); + DRW_shgroup_uniform_vec3_copy(grp, "corner", corner); + DRW_shgroup_uniform_vec3_copy(grp, "increment_x", increment[0]); + DRW_shgroup_uniform_vec3_copy(grp, "increment_y", increment[1]); + DRW_shgroup_uniform_vec3_copy(grp, "increment_z", increment[2]); + DRW_shgroup_uniform_ivec3_copy(grp, "grid_resolution", &prb->grid_resolution_x); + DRW_shgroup_call_procedural_points(grp, NULL, cell_count); + } + else if (prb->type == LIGHTPROBE_TYPE_PLANAR && (prb->flag & LIGHTPROBE_FLAG_SHOW_DATA)) { + grp = shgroup_theme_id_to_probe_outline_or_null(pd, theme_id, ob->base_flag); + DRW_shgroup_call_no_cull(grp, DRW_cache_quad_get(), ob); + } +} + +void OVERLAY_outline_cache_populate(OVERLAY_Data *vedata, + Object *ob, + OVERLAY_DupliData *dupli, + bool init_dupli) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + struct GPUBatch *geom; + DRWShadingGroup *shgroup = NULL; + + if (ob->type == OB_LIGHTPROBE) { + outline_lightprobe(pd, ob, draw_ctx->view_layer); + return; + } + + if (dupli && !init_dupli) { + geom = dupli->outline_geom; + shgroup = dupli->outline_shgrp; + } + else { + /* This fixes only the biggest case which is a plane in ortho view. */ + int flat_axis = 0; + bool is_flat_object_viewed_from_side = ((draw_ctx->rv3d->persp == RV3D_ORTHO) && + DRW_object_is_flat(ob, &flat_axis) && + DRW_object_axis_orthogonal_to_view(ob, flat_axis)); + + if (pd->xray_enabled_and_not_wire || is_flat_object_viewed_from_side) { + geom = DRW_cache_object_edge_detection_get(ob, NULL); + } + else { + geom = DRW_cache_object_surface_get(ob); + } + + if (geom) { + int theme_id = DRW_object_wire_theme_get(ob, draw_ctx->view_layer, NULL); + shgroup = shgroup_theme_id_to_outline_or_null(pd, theme_id, ob->base_flag); + } + } + + if (shgroup && geom) { + DRW_shgroup_call(shgroup, geom, ob); + } + + if (init_dupli) { + dupli->outline_shgrp = shgroup; + dupli->outline_geom = geom; + } +} + +void OVERLAY_outline_draw(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_PassList *psl = vedata->psl; + float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + + bool do_outlines = psl->outlines_prepass_ps != NULL && + !DRW_pass_is_empty(psl->outlines_prepass_ps); + + if (DRW_state_is_fbo() && do_outlines) { + DRW_stats_group_start("Outlines"); + + /* Render filled polygon on a separate framebuffer */ + GPU_framebuffer_bind(fbl->outlines_prepass_fb); + GPU_framebuffer_clear_color_depth(fbl->outlines_prepass_fb, clearcol, 1.0f); + DRW_draw_pass(psl->outlines_prepass_ps); + + /* Search outline pixels */ + GPU_framebuffer_bind(fbl->outlines_process_fb[0]); + DRW_draw_pass(psl->outlines_detect_ps); + + /* Expand outline to form a 3px wide line */ + GPU_framebuffer_bind(fbl->outlines_process_fb[1]); + DRW_draw_pass(psl->outlines_expand_ps); + + /* Bleed color so the AA can do it's stuff */ + GPU_framebuffer_bind(fbl->outlines_process_fb[0]); + DRW_draw_pass(psl->outlines_bleed_ps); + + /* restore main framebuffer */ + GPU_framebuffer_bind(fbl->overlay_default_fb); + DRW_draw_pass(psl->outlines_resolve_ps); + + DRW_stats_group_end(); + } + else if (DRW_state_is_select()) { + /* Render probes spheres/planes so we can select them. */ + DRW_draw_pass(psl->outlines_prepass_ps); + } +} diff --git a/source/blender/draw/engines/overlay/overlay_paint.c b/source/blender/draw/engines/overlay/overlay_paint.c new file mode 100644 index 00000000000..4e73770472d --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_paint.c @@ -0,0 +1,211 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DNA_mesh_types.h" + +#include "DEG_depsgraph_query.h" + +#include "overlay_private.h" + +void OVERLAY_paint_cache_init(OVERLAY_Data *vedata) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + struct GPUShader *sh; + DRWShadingGroup *grp; + DRWState state; + + const bool use_alpha_blending = (draw_ctx->v3d->shading.type == OB_WIRE); + const bool draw_contours = (pd->overlay.wpaint_flag & V3D_OVERLAY_WPAINT_CONTOURS) != 0; + float opacity = 0.0f; + + switch (pd->ctx_mode) { + case CTX_MODE_POSE: + case CTX_MODE_PAINT_WEIGHT: { + opacity = pd->overlay.weight_paint_mode_opacity; + if (opacity > 0.0f) { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; + state |= use_alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL; + DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_paint_weight(); + pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "drawContours", draw_contours); + DRW_shgroup_uniform_bool_copy(grp, "useAlphaBlend", use_alpha_blending); + DRW_shgroup_uniform_float_copy(grp, "opacity", opacity); + DRW_shgroup_uniform_texture(grp, "colorramp", G_draw.weight_ramp); + } + break; + } + case CTX_MODE_PAINT_VERTEX: { + opacity = pd->overlay.vertex_paint_mode_opacity; + if (opacity > 0.0f) { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; + state |= use_alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL; + DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_paint_vertcol(); + pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "useAlphaBlend", use_alpha_blending); + DRW_shgroup_uniform_float_copy(grp, "opacity", opacity); + } + break; + } + case CTX_MODE_PAINT_TEXTURE: { + const ImagePaintSettings *imapaint = &draw_ctx->scene->toolsettings->imapaint; + const bool mask_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && + imapaint->stencil != NULL; + + opacity = mask_enabled ? pd->overlay.texture_paint_mode_opacity : 0.0f; + if (opacity > 0.0f) { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state); + + GPUTexture *tex = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D); + + const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL); + const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0; + sh = OVERLAY_shader_paint_texture(); + pd->paint_surf_grp = grp = DRW_shgroup_create(sh, psl->paint_color_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "opacity", opacity); + DRW_shgroup_uniform_bool_copy(grp, "maskPremult", mask_premult); + DRW_shgroup_uniform_vec3_copy(grp, "maskColor", imapaint->stencil_col); + DRW_shgroup_uniform_bool_copy(grp, "maskInvertStencil", mask_inverted); + DRW_shgroup_uniform_texture(grp, "maskImage", tex); + } + break; + } + default: + BLI_assert(0); + break; + } + + if (opacity <= 0.0f) { + psl->paint_color_ps = NULL; + pd->paint_surf_grp = NULL; + } + + { + state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(psl->paint_overlay_ps, state | pd->clipping_state); + sh = OVERLAY_shader_paint_face(); + pd->paint_face_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); + DRW_shgroup_uniform_vec4_copy(grp, "color", (float[4]){1.0f, 1.0f, 1.0f, 0.2f}); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + + sh = OVERLAY_shader_paint_wire(); + pd->paint_wire_selected_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "useSelect", true); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + + pd->paint_wire_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "useSelect", false); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + + sh = OVERLAY_shader_paint_point(); + pd->paint_point_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + } +} + +void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + struct GPUBatch *geom = NULL; + + const Mesh *me_orig = DEG_get_original_object(ob)->data; + const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; + + if (pd->paint_surf_grp) { + geom = DRW_cache_mesh_surface_texpaint_single_get(ob); + DRW_shgroup_call(pd->paint_surf_grp, geom, ob); + } + + if (use_face_sel) { + geom = DRW_cache_mesh_surface_get(ob); + DRW_shgroup_call(pd->paint_face_grp, geom, ob); + } +} + +void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + struct GPUBatch *geom = NULL; + + const Mesh *me = ob->data; + const Mesh *me_orig = DEG_get_original_object(ob)->data; + const bool use_wire = (pd->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0; + const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; + const bool use_vert_sel = (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL) != 0; + + if (pd->paint_surf_grp) { + if (ob->mode == OB_MODE_VERTEX_PAINT) { + if (me->mloopcol == NULL) { + return; + } + geom = DRW_cache_mesh_surface_vertpaint_get(ob); + } + else { + geom = DRW_cache_mesh_surface_weights_get(ob); + } + DRW_shgroup_call(pd->paint_surf_grp, geom, ob); + } + + if (use_face_sel || use_wire) { + geom = DRW_cache_mesh_surface_edges_get(ob); + DRW_shgroup_call(use_face_sel ? pd->paint_wire_selected_grp : pd->paint_wire_grp, geom, ob); + } + + if (use_face_sel) { + geom = DRW_cache_mesh_surface_get(ob); + DRW_shgroup_call(pd->paint_face_grp, geom, ob); + } + + if (use_vert_sel) { + geom = DRW_cache_mesh_all_verts_get(ob); + DRW_shgroup_call(pd->paint_point_grp, geom, ob); + } +} + +void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_paint_vertex_cache_populate(vedata, ob); +} + +void OVERLAY_paint_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + if (psl->paint_color_ps) { + DRW_view_set_active(NULL); + DRW_draw_pass(psl->paint_color_ps); + } + DRW_draw_pass(psl->paint_overlay_ps); +} diff --git a/source/blender/draw/engines/overlay/overlay_particle.c b/source/blender/draw/engines/overlay/overlay_particle.c new file mode 100644 index 00000000000..f7b6fa7919b --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_particle.c @@ -0,0 +1,217 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "DEG_depsgraph_query.h" + +#include "DNA_particle_types.h" + +#include "BKE_pointcache.h" + +#include "ED_particle.h" + +#include "overlay_private.h" + +/* -------------------------------------------------------------------- */ +/** \name Edit Particles + * \{ */ + +void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + ParticleEditSettings *pset = PE_settings(draw_ctx->scene); + GPUShader *sh; + DRWShadingGroup *grp; + + pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT); + pd->edit_particle.select_mode = pset->selectmode; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(psl->edit_particle_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_edit_particle_strand(); + pd->edit_particle_strand_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_bool_copy(grp, "useWeight", pd->edit_particle.use_weight); + DRW_shgroup_uniform_texture(grp, "weightTex", G_draw.weight_ramp); + + sh = OVERLAY_shader_edit_particle_point(); + pd->edit_particle_point_grp = grp = DRW_shgroup_create(sh, psl->edit_particle_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); +} + +void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id); + + /* Usually the edit structure is created by Particle Edit Mode Toggle + * operator, but sometimes it's invoked after tagging hair as outdated + * (for example, when toggling edit mode). That makes it impossible to + * create edit structure for until after next dependency graph evaluation. + * + * Ideally, the edit structure will be created here already via some + * dependency graph callback or so, but currently trying to make it nicer + * only causes bad level calls and breaks design from the past. + */ + Object *ob_orig = DEG_get_original_object(ob); + PTCacheEdit *edit = PE_create_current(draw_ctx->depsgraph, scene_orig, ob_orig); + if (edit == NULL) { + /* Happens when trying to edit particles in EMITTER mode without + * having them cached. + */ + return; + } + /* NOTE: We need to pass evaluated particle system, which we need + * to find first. + */ + ParticleSystem *psys = ob->particlesystem.first; + LISTBASE_FOREACH (ParticleSystem *, psys_orig, &ob_orig->particlesystem) { + if (PE_get_current_from_psys(psys_orig) == edit) { + break; + } + psys = psys->next; + } + if (psys == NULL) { + printf("Error getting evaluated particle system for edit.\n"); + return; + } + + struct GPUBatch *geom; + { + geom = DRW_cache_particles_get_edit_strands(ob, psys, edit, pd->edit_particle.use_weight); + DRW_shgroup_call(pd->edit_particle_strand_grp, geom, NULL); + } + + if (pd->edit_particle.select_mode == SCE_SELECT_POINT) { + geom = DRW_cache_particles_get_edit_inner_points(ob, psys, edit); + DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL); + } + + if (ELEM(pd->edit_particle.select_mode, SCE_SELECT_POINT, SCE_SELECT_END)) { + geom = DRW_cache_particles_get_edit_tip_points(ob, psys, edit); + DRW_shgroup_call(pd->edit_particle_point_grp, geom, NULL); + } +} + +void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->edit_particle_ps); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Particles + * \{ */ + +void OVERLAY_particle_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + ParticleEditSettings *pset = PE_settings(draw_ctx->scene); + GPUShader *sh; + DRWShadingGroup *grp; + + pd->edit_particle.use_weight = (pset->brushtype == PE_BRUSH_WEIGHT); + pd->edit_particle.select_mode = pset->selectmode; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRW_PASS_CREATE(psl->particle_ps, state | pd->clipping_state); + + sh = OVERLAY_shader_particle_dot(); + pd->particle_dots_grp = grp = DRW_shgroup_create(sh, psl->particle_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture_persistent(grp, "weightTex", G_draw.ramp); + + sh = OVERLAY_shader_particle_shape(); + pd->particle_shapes_grp = grp = DRW_shgroup_create(sh, psl->particle_ps); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture_persistent(grp, "weightTex", G_draw.ramp); +} + +void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + + LISTBASE_FOREACH (ParticleSystem *, psys, &ob->particlesystem) { + if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { + continue; + } + + ParticleSettings *part = psys->part; + int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; + + if (part->type == PART_HAIR) { + /* Hairs should have been rendered by the render engine.*/ + continue; + } + + if (!ELEM(draw_as, PART_DRAW_NOT, PART_DRAW_OB, PART_DRAW_GR)) { + struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys); + struct GPUBatch *shape = NULL; + DRWShadingGroup *grp; + + /* TODO(fclem) Here would be a good place for preemptive culling. */ + + /* fclem: Is color even usefull in our modern context? */ + Material *ma = give_current_material(ob, part->omat); + float color[4] = {0.6f, 0.6f, 0.6f, part->draw_size}; + if (ma != NULL) { + copy_v3_v3(color, &ma->r); + } + + switch (draw_as) { + default: + case PART_DRAW_DOT: + grp = DRW_shgroup_create_sub(pd->particle_dots_grp); + DRW_shgroup_uniform_vec4_copy(grp, "color", color); + DRW_shgroup_call(grp, geom, NULL); + break; + case PART_DRAW_AXIS: + case PART_DRAW_CIRC: + case PART_DRAW_CROSS: + grp = DRW_shgroup_create_sub(pd->particle_shapes_grp); + DRW_shgroup_uniform_vec4_copy(grp, "color", color); + shape = DRW_cache_particles_get_prim(draw_as); + DRW_shgroup_call_instances_with_attribs(grp, NULL, shape, geom); + break; + } + } + } +} + +void OVERLAY_particle_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->particle_ps); +} + +/** \} */ diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h new file mode 100644 index 00000000000..6b030b65ac0 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_private.h @@ -0,0 +1,585 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup DNA + */ + +#ifndef __OVERLAY_PRIVATE_H__ +#define __OVERLAY_PRIVATE_H__ + +#ifdef __APPLE__ +# define USE_GEOM_SHADER_WORKAROUND 1 +#else +# define USE_GEOM_SHADER_WORKAROUND 0 +#endif + +typedef struct OVERLAY_FramebufferList { + struct GPUFrameBuffer *overlay_default_fb; + struct GPUFrameBuffer *overlay_line_fb; + struct GPUFrameBuffer *overlay_color_only_fb; + struct GPUFrameBuffer *overlay_in_front_fb; + struct GPUFrameBuffer *outlines_prepass_fb; + struct GPUFrameBuffer *outlines_process_fb[2]; +} OVERLAY_FramebufferList; + +typedef struct OVERLAY_TextureList { + struct GPUTexture *temp_depth_tx; + struct GPUTexture *dummy_depth_tx; + struct GPUTexture *outlines_id_tx; + struct GPUTexture *outlines_color_tx[2]; + struct GPUTexture *overlay_color_tx; + struct GPUTexture *overlay_color_history_tx; + struct GPUTexture *overlay_line_tx; + struct GPUTexture *edit_mesh_occlude_wire_tx; +} OVERLAY_TextureList; + +#define NOT_IN_FRONT 0 +#define IN_FRONT 1 + +typedef struct OVERLAY_PassList { + DRWPass *antialiasing_ps; + DRWPass *armature_ps[2]; + DRWPass *armature_bone_select_ps; + DRWPass *armature_transp_ps; + DRWPass *edit_curve_wire_ps[2]; + DRWPass *edit_curve_handle_ps; + DRWPass *edit_lattice_ps; + DRWPass *edit_mesh_depth_ps[2]; + DRWPass *edit_mesh_verts_ps[2]; + DRWPass *edit_mesh_edges_ps[2]; + DRWPass *edit_mesh_faces_ps[2]; + DRWPass *edit_mesh_faces_cage_ps[2]; + DRWPass *edit_mesh_analysis_ps; + DRWPass *edit_mesh_normals_ps; + DRWPass *edit_mesh_weight_ps; + DRWPass *edit_particle_ps; + DRWPass *edit_text_overlay_ps; + DRWPass *edit_text_wire_ps[2]; + DRWPass *extra_ps[2]; + DRWPass *extra_blend_ps; + DRWPass *extra_centers_ps; + DRWPass *facing_ps; + DRWPass *grid_ps; + DRWPass *image_background_under_ps; + DRWPass *image_background_over_ps; + DRWPass *image_empties_ps; + DRWPass *image_empties_back_ps; + DRWPass *image_empties_blend_ps; + DRWPass *image_empties_front_ps; + DRWPass *image_foreground_ps; + DRWPass *metaball_ps[2]; + DRWPass *motion_paths_ps; + DRWPass *outlines_prepass_ps; + DRWPass *outlines_detect_ps; + DRWPass *outlines_expand_ps; + DRWPass *outlines_bleed_ps; + DRWPass *outlines_resolve_ps; + DRWPass *paint_color_ps; + DRWPass *paint_overlay_ps; + DRWPass *particle_ps; + DRWPass *sculpt_mask_ps; + DRWPass *wireframe_ps; + DRWPass *wireframe_xray_ps; +} OVERLAY_PassList; + +/* Data used by GLSL shader. To be used as UBO. */ +typedef struct OVERLAY_ShadingData { + /** Grid */ + float grid_axes[3], grid_distance; + float zplane_axes[3], grid_mesh_size; + float grid_steps[8]; + float inv_viewport_size[2]; + float grid_line_size; + int grid_flag; + int zpos_flag; + int zneg_flag; + /** Wireframe */ + float wire_step_param; + /** Edit Curve */ + float edit_curve_normal_length; + /** Edit Mesh */ + int data_mask[4]; +} OVERLAY_ShadingData; + +typedef struct OVERLAY_ExtraCallBuffers { + DRWCallBuffer *camera_frame; + DRWCallBuffer *camera_tria[2]; + DRWCallBuffer *camera_distances; + DRWCallBuffer *camera_volume; + DRWCallBuffer *camera_volume_frame; + + DRWCallBuffer *center_active; + DRWCallBuffer *center_selected; + DRWCallBuffer *center_deselected; + DRWCallBuffer *center_selected_lib; + DRWCallBuffer *center_deselected_lib; + + DRWCallBuffer *empty_axes; + DRWCallBuffer *empty_capsule_body; + DRWCallBuffer *empty_capsule_cap; + DRWCallBuffer *empty_circle; + DRWCallBuffer *empty_cone; + DRWCallBuffer *empty_cube; + DRWCallBuffer *empty_cylinder; + DRWCallBuffer *empty_image_frame; + DRWCallBuffer *empty_plain_axes; + DRWCallBuffer *empty_single_arrow; + DRWCallBuffer *empty_sphere; + DRWCallBuffer *empty_sphere_solid; + + DRWCallBuffer *extra_dashed_lines; + DRWCallBuffer *extra_lines; + + DRWCallBuffer *field_curve; + DRWCallBuffer *field_force; + DRWCallBuffer *field_vortex; + DRWCallBuffer *field_wind; + DRWCallBuffer *field_cone_limit; + DRWCallBuffer *field_sphere_limit; + DRWCallBuffer *field_tube_limit; + + DRWCallBuffer *groundline; + + DRWCallBuffer *light_point; + DRWCallBuffer *light_sun; + DRWCallBuffer *light_spot; + DRWCallBuffer *light_spot_cone_back; + DRWCallBuffer *light_spot_cone_front; + DRWCallBuffer *light_area[2]; + + DRWCallBuffer *origin_xform; + + DRWCallBuffer *probe_planar; + DRWCallBuffer *probe_cube; + DRWCallBuffer *probe_grid; + + DRWCallBuffer *speaker; + + DRWShadingGroup *extra_wire; + DRWShadingGroup *extra_loose_points; +} OVERLAY_ExtraCallBuffers; + +typedef struct OVERLAY_ArmatureCallBuffers { + DRWCallBuffer *box_outline; + DRWCallBuffer *box_solid; + + DRWCallBuffer *dof_lines; + DRWCallBuffer *dof_sphere; + + DRWCallBuffer *envelope_distance; + DRWCallBuffer *envelope_outline; + DRWCallBuffer *envelope_solid; + + DRWCallBuffer *octa_outline; + DRWCallBuffer *octa_solid; + + DRWCallBuffer *point_outline; + DRWCallBuffer *point_solid; + + DRWCallBuffer *stick; + + DRWCallBuffer *wire; + + DRWShadingGroup *custom_solid; + DRWShadingGroup *custom_outline; + GHash *custom_shapes_ghash; +} OVERLAY_ArmatureCallBuffers; + +typedef struct OVERLAY_PrivateData { + DRWShadingGroup *armature_bone_select_act_grp; + DRWShadingGroup *armature_bone_select_grp; + DRWShadingGroup *edit_curve_normal_grp[2]; + DRWShadingGroup *edit_curve_wire_grp[2]; + DRWShadingGroup *edit_curve_handle_grp; + DRWShadingGroup *edit_curve_points_grp; + DRWShadingGroup *edit_lattice_points_grp; + DRWShadingGroup *edit_lattice_wires_grp; + DRWShadingGroup *edit_mesh_depth_grp[2]; + DRWShadingGroup *edit_mesh_faces_grp[2]; + DRWShadingGroup *edit_mesh_faces_cage_grp[2]; + DRWShadingGroup *edit_mesh_verts_grp[2]; + DRWShadingGroup *edit_mesh_edges_grp[2]; + DRWShadingGroup *edit_mesh_facedots_grp[2]; + DRWShadingGroup *edit_mesh_skin_roots_grp[2]; + DRWShadingGroup *edit_mesh_normals_grp; + DRWShadingGroup *edit_mesh_analysis_grp; + DRWShadingGroup *edit_mesh_weight_grp; + DRWShadingGroup *edit_particle_strand_grp; + DRWShadingGroup *edit_particle_point_grp; + DRWShadingGroup *edit_text_overlay_grp; + DRWShadingGroup *edit_text_wire_grp[2]; + DRWShadingGroup *facing_grp; + DRWShadingGroup *motion_path_lines_grp; + DRWShadingGroup *motion_path_points_grp; + DRWShadingGroup *outlines_active_grp; + DRWShadingGroup *outlines_select_grp; + DRWShadingGroup *outlines_select_dupli_grp; + DRWShadingGroup *outlines_transform_grp; + DRWShadingGroup *outlines_probe_transform_grp; + DRWShadingGroup *outlines_probe_select_grp; + DRWShadingGroup *outlines_probe_select_dupli_grp; + DRWShadingGroup *outlines_probe_active_grp; + DRWShadingGroup *outlines_probe_grid_grp; + DRWShadingGroup *paint_surf_grp; + DRWShadingGroup *paint_wire_grp; + DRWShadingGroup *paint_wire_selected_grp; + DRWShadingGroup *paint_point_grp; + DRWShadingGroup *paint_face_grp; + DRWShadingGroup *particle_dots_grp; + DRWShadingGroup *particle_shapes_grp; + DRWShadingGroup *sculpt_mask_grp; + DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */ + DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */ + DRWShadingGroup *wires_sculpt_grp[2]; + + DRWView *view_default; + DRWView *view_wires; + DRWView *view_edit_faces; + DRWView *view_edit_faces_cage; + DRWView *view_edit_edges; + DRWView *view_edit_verts; + DRWView *view_reference_images; + + /** TODO get rid of this. */ + ListBase smoke_domains; + ListBase bg_movie_clips; + + /** Two instances for in_front option and without. */ + OVERLAY_ExtraCallBuffers extra_call_buffers[2]; + + OVERLAY_ArmatureCallBuffers armature_call_buffers[2]; + + View3DOverlay overlay; + enum eContextObjectMode ctx_mode; + bool clear_in_front; + bool wireframe_mode; + bool hide_overlays; + bool xray_enabled; + bool xray_enabled_and_not_wire; + short v3d_flag; /* TODO move to View3DOverlay */ + short v3d_gridflag; /* TODO move to View3DOverlay */ + DRWState clipping_state; + OVERLAY_ShadingData shdata; + + struct { + short sample; + short target_sample; + float prev_persmat[4][4]; + bool enabled; + } antialiasing; + struct { + bool show_handles; + } edit_curve; + struct { + int ghost_ob; + int edit_ob; + bool do_zbufclip; + bool do_faces; + bool do_edges; + bool select_vert; + bool select_face; + bool select_edge; + int flag; /** Copy of v3d->overlay.edit_flag. */ + } edit_mesh; + struct { + bool use_weight; + int select_mode; + } edit_particle; + struct { + bool transparent; + bool show_relations; + bool do_pose_fade_geom; + } armature; + struct { + DRWCallBuffer *handle[2]; + } mball; +} OVERLAY_PrivateData; /* Transient data */ + +typedef struct OVERLAY_StorageList { + struct OVERLAY_PrivateData *pd; +} OVERLAY_StorageList; + +typedef struct OVERLAY_Data { + void *engine_type; + OVERLAY_FramebufferList *fbl; + OVERLAY_TextureList *txl; + OVERLAY_PassList *psl; + OVERLAY_StorageList *stl; +} OVERLAY_Data; + +typedef struct OVERLAY_DupliData { + DRWShadingGroup *wire_shgrp; + DRWShadingGroup *outline_shgrp; + DRWShadingGroup *extra_shgrp; + struct GPUBatch *wire_geom; + struct GPUBatch *outline_geom; + struct GPUBatch *extra_geom; + short base_flag; +} OVERLAY_DupliData; + +typedef struct BoneInstanceData { + /* Keep sync with bone instance vertex format (OVERLAY_InstanceFormats) */ + union { + float mat[4][4]; + struct { + float _pad0[3], color_hint_a; + float _pad1[3], color_hint_b; + float _pad2[3], color_a; + float _pad3[3], color_b; + }; + struct { + float _pad00[3], amin_a; + float _pad01[3], amin_b; + float _pad02[3], amax_a; + float _pad03[3], amax_b; + }; + }; +} BoneInstanceData; + +typedef struct OVERLAY_InstanceFormats { + struct GPUVertFormat *instance_pos; + struct GPUVertFormat *instance_extra; + struct GPUVertFormat *instance_bone; + struct GPUVertFormat *instance_bone_outline; + struct GPUVertFormat *instance_bone_envelope; + struct GPUVertFormat *instance_bone_envelope_distance; + struct GPUVertFormat *instance_bone_envelope_outline; + struct GPUVertFormat *instance_bone_stick; + struct GPUVertFormat *pos; + struct GPUVertFormat *pos_color; + struct GPUVertFormat *wire_extra; +} OVERLAY_InstanceFormats; + +/* Pack data into the last row of the 4x4 matrix. It will be decoded by the vertex shader. */ +BLI_INLINE void pack_data_in_mat4( + float rmat[4][4], const float mat[4][4], float a, float b, float c, float d) +{ + copy_m4_m4(rmat, mat); + rmat[0][3] = a; + rmat[1][3] = b; + rmat[2][3] = c; + rmat[3][3] = d; +} + +BLI_INLINE void pack_v4_in_mat4(float rmat[4][4], const float mat[4][4], const float v[4]) +{ + pack_data_in_mat4(rmat, mat, v[0], v[1], v[2], v[3]); +} + +BLI_INLINE void pack_fl_in_mat4(float rmat[4][4], const float mat[4][4], float a) +{ + copy_m4_m4(rmat, mat); + rmat[3][3] = a; +} + +void OVERLAY_antialiasing_reset(OVERLAY_Data *vedata); +void OVERLAY_antialiasing_init(OVERLAY_Data *vedata); +void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata); +void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata); +void OVERLAY_antialiasing_start(OVERLAY_Data *vedata); +void OVERLAY_antialiasing_end(OVERLAY_Data *vedata); + +bool OVERLAY_armature_is_pose_mode(Object *ob, const struct DRWContextState *draw_ctx); +void OVERLAY_armature_cache_init(OVERLAY_Data *vedata); +void OVERLAY_armature_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_edit_armature_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_pose_armature_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_armature_cache_finish(OVERLAY_Data *vedata); +void OVERLAY_armature_draw(OVERLAY_Data *vedata); +void OVERLAY_armature_in_front_draw(OVERLAY_Data *vedata); +void OVERLAY_pose_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_pose_draw(OVERLAY_Data *vedata); + +void OVERLAY_bone_instance_data_set_color_hint(BoneInstanceData *data, const float hint_color[4]); +void OVERLAY_bone_instance_data_set_color(BoneInstanceData *data, const float bone_color[4]); + +void OVERLAY_edit_curve_init(OVERLAY_Data *vedata); +void OVERLAY_edit_curve_cache_init(OVERLAY_Data *vedata); +void OVERLAY_edit_curve_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_edit_surf_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_edit_curve_draw(OVERLAY_Data *vedata); + +void OVERLAY_edit_lattice_cache_init(OVERLAY_Data *vedata); +void OVERLAY_edit_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_lattice_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_edit_lattice_draw(OVERLAY_Data *vedata); + +void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata); +void OVERLAY_edit_text_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_edit_text_draw(OVERLAY_Data *vedata); + +void OVERLAY_edit_mesh_init(OVERLAY_Data *vedata); +void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata); +void OVERLAY_edit_mesh_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_edit_mesh_draw(OVERLAY_Data *vedata); + +void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata); +void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata); + +void OVERLAY_extra_cache_init(OVERLAY_Data *vedata); +void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_extra_draw(OVERLAY_Data *vedata); +void OVERLAY_extra_in_front_draw(OVERLAY_Data *vedata); +void OVERLAY_extra_centers_draw(OVERLAY_Data *vedata); + +void OVERLAY_camera_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_empty_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_gpencil_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_light_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_lightprobe_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_speaker_cache_populate(OVERLAY_Data *vedata, Object *ob); + +OVERLAY_ExtraCallBuffers *OVERLAY_extra_call_buffer_get(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_extra_line_dashed(OVERLAY_ExtraCallBuffers *cb, + const float start[3], + const float end[3], + const float color[4]); +void OVERLAY_extra_line(OVERLAY_ExtraCallBuffers *cb, + const float start[3], + const float end[3], + const int color_id); +void OVERLAY_empty_shape(OVERLAY_ExtraCallBuffers *cb, + const float mat[4][4], + const float draw_size, + const char draw_type, + const float color[4]); +void OVERLAY_extra_loose_points(OVERLAY_ExtraCallBuffers *cb, + struct GPUBatch *geom, + const float mat[4][4], + const float color[4]); +void OVERLAY_extra_wire(OVERLAY_ExtraCallBuffers *cb, + struct GPUBatch *geom, + const float mat[4][4], + const float color[4]); + +void OVERLAY_facing_init(OVERLAY_Data *vedata); +void OVERLAY_facing_cache_init(OVERLAY_Data *vedata); +void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_facing_draw(OVERLAY_Data *vedata); + +void OVERLAY_grid_init(OVERLAY_Data *vedata); +void OVERLAY_grid_cache_init(OVERLAY_Data *vedata); +void OVERLAY_grid_draw(OVERLAY_Data *vedata); + +void OVERLAY_image_init(OVERLAY_Data *vedata); +void OVERLAY_image_cache_init(OVERLAY_Data *vedata); +void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_image_cache_finish(OVERLAY_Data *vedata); +void OVERLAY_image_draw(OVERLAY_Data *vedata); +void OVERLAY_image_in_front_draw(OVERLAY_Data *vedata); + +void OVERLAY_metaball_cache_init(OVERLAY_Data *vedata); +void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_metaball_draw(OVERLAY_Data *vedata); +void OVERLAY_metaball_in_front_draw(OVERLAY_Data *vedata); + +void OVERLAY_motion_path_cache_init(OVERLAY_Data *vedata); +void OVERLAY_motion_path_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_motion_path_draw(OVERLAY_Data *vedata); + +void OVERLAY_outline_init(OVERLAY_Data *vedata); +void OVERLAY_outline_cache_init(OVERLAY_Data *vedata); +void OVERLAY_outline_cache_populate(OVERLAY_Data *vedata, + Object *ob, + OVERLAY_DupliData *dupli, + bool init_dupli); +void OVERLAY_outline_draw(OVERLAY_Data *vedata); + +void OVERLAY_paint_cache_init(OVERLAY_Data *vedata); +void OVERLAY_paint_texture_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_paint_vertex_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_paint_weight_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_paint_draw(OVERLAY_Data *vedata); + +void OVERLAY_particle_cache_init(OVERLAY_Data *vedata); +void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_particle_draw(OVERLAY_Data *vedata); + +void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata); +void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_sculpt_draw(OVERLAY_Data *vedata); + +void OVERLAY_wireframe_init(OVERLAY_Data *vedata); +void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata); +void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata, + Object *ob, + OVERLAY_DupliData *dupli, + bool init_dupli); +void OVERLAY_wireframe_draw(OVERLAY_Data *vedata); +void OVERLAY_wireframe_in_front_draw(OVERLAY_Data *vedata); + +GPUShader *OVERLAY_shader_antialiasing(void); +GPUShader *OVERLAY_shader_armature_degrees_of_freedom(void); +GPUShader *OVERLAY_shader_armature_envelope(bool use_outline); +GPUShader *OVERLAY_shader_armature_shape(bool use_outline); +GPUShader *OVERLAY_shader_armature_sphere(bool use_outline); +GPUShader *OVERLAY_shader_armature_stick(void); +GPUShader *OVERLAY_shader_armature_wire(void); +GPUShader *OVERLAY_shader_depth_only(void); +GPUShader *OVERLAY_shader_edit_curve_handle(void); +GPUShader *OVERLAY_shader_edit_curve_point(void); +GPUShader *OVERLAY_shader_edit_curve_wire(void); +GPUShader *OVERLAY_shader_edit_lattice_point(void); +GPUShader *OVERLAY_shader_edit_lattice_wire(void); +GPUShader *OVERLAY_shader_edit_mesh_analysis(void); +GPUShader *OVERLAY_shader_edit_mesh_edge(bool use_flat_interp); +GPUShader *OVERLAY_shader_edit_mesh_face(void); +GPUShader *OVERLAY_shader_edit_mesh_facedot(void); +GPUShader *OVERLAY_shader_edit_mesh_normal(void); +GPUShader *OVERLAY_shader_edit_mesh_skin_root(void); +GPUShader *OVERLAY_shader_edit_mesh_vert(void); +GPUShader *OVERLAY_shader_edit_particle_strand(void); +GPUShader *OVERLAY_shader_edit_particle_point(void); +GPUShader *OVERLAY_shader_extra(void); +GPUShader *OVERLAY_shader_extra_groundline(void); +GPUShader *OVERLAY_shader_extra_wire(bool use_object); +GPUShader *OVERLAY_shader_extra_loose_point(void); +GPUShader *OVERLAY_shader_extra_point(void); +GPUShader *OVERLAY_shader_facing(void); +GPUShader *OVERLAY_shader_grid(void); +GPUShader *OVERLAY_shader_image(void); +GPUShader *OVERLAY_shader_motion_path_line(void); +GPUShader *OVERLAY_shader_motion_path_vert(void); +GPUShader *OVERLAY_shader_uniform_color(void); +GPUShader *OVERLAY_shader_outline_prepass(bool use_wire); +GPUShader *OVERLAY_shader_outline_prepass_grid(void); +GPUShader *OVERLAY_shader_outline_resolve(void); +GPUShader *OVERLAY_shader_outline_expand(bool high_dpi); +GPUShader *OVERLAY_shader_outline_detect(bool use_wire); +GPUShader *OVERLAY_shader_paint_face(void); +GPUShader *OVERLAY_shader_paint_point(void); +GPUShader *OVERLAY_shader_paint_texture(void); +GPUShader *OVERLAY_shader_paint_vertcol(void); +GPUShader *OVERLAY_shader_paint_weight(void); +GPUShader *OVERLAY_shader_paint_wire(void); +GPUShader *OVERLAY_shader_particle_dot(void); +GPUShader *OVERLAY_shader_particle_shape(void); +GPUShader *OVERLAY_shader_sculpt_mask(void); +GPUShader *OVERLAY_shader_volume_velocity(bool use_needle); +GPUShader *OVERLAY_shader_wireframe(void); +GPUShader *OVERLAY_shader_wireframe_select(void); + +OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void); + +void OVERLAY_shader_free(void); + +#endif /* __OVERLAY_PRIVATE_H__ */
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/overlay_sculpt.c b/source/blender/draw/engines/overlay/overlay_sculpt.c new file mode 100644 index 00000000000..3b7f12ed804 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_sculpt.c @@ -0,0 +1,65 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "overlay_private.h" + +#include "BKE_pbvh.h" +#include "BKE_paint.h" +#include "BKE_subdiv_ccg.h" + +void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DRWShadingGroup *grp; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; + DRW_PASS_CREATE(psl->sculpt_mask_ps, state | pd->clipping_state); + + GPUShader *sh = OVERLAY_shader_sculpt_mask(); + pd->sculpt_mask_grp = grp = DRW_shgroup_create(sh, psl->sculpt_mask_ps); + DRW_shgroup_uniform_float_copy(grp, "maskOpacity", pd->overlay.sculpt_mode_mask_opacity); +} + +void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + PBVH *pbvh = ob->sculpt->pbvh; + + const bool use_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d); + + if (use_pbvh || !ob->sculpt->deform_modifiers_active || ob->sculpt->shapekey_active) { + if (pbvh_has_mask(pbvh)) { + DRW_shgroup_call_sculpt(pd->sculpt_mask_grp, ob, false, true, false); + } + } +} + +void OVERLAY_sculpt_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->sculpt_mask_ps); +} diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c new file mode 100644 index 00000000000..fa495d153e9 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_shader.c @@ -0,0 +1,1337 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "GPU_shader.h" + +#include "UI_resources.h" + +#include "overlay_private.h" + +extern char datatoc_antialiasing_frag_glsl[]; +extern char datatoc_antialiasing_vert_glsl[]; +extern char datatoc_armature_dof_vert_glsl[]; +extern char datatoc_armature_envelope_distance_frag_glsl[]; +extern char datatoc_armature_envelope_outline_vert_glsl[]; +extern char datatoc_armature_envelope_solid_frag_glsl[]; +extern char datatoc_armature_envelope_solid_vert_glsl[]; +extern char datatoc_armature_shape_outline_geom_glsl[]; +extern char datatoc_armature_shape_outline_vert_glsl[]; +extern char datatoc_armature_shape_solid_frag_glsl[]; +extern char datatoc_armature_shape_solid_vert_glsl[]; +extern char datatoc_armature_sphere_outline_vert_glsl[]; +extern char datatoc_armature_sphere_solid_frag_glsl[]; +extern char datatoc_armature_sphere_solid_vert_glsl[]; +extern char datatoc_armature_stick_frag_glsl[]; +extern char datatoc_armature_stick_vert_glsl[]; +extern char datatoc_armature_wire_vert_glsl[]; +extern char datatoc_depth_only_vert_glsl[]; +extern char datatoc_edit_curve_handle_geom_glsl[]; +extern char datatoc_edit_curve_handle_vert_glsl[]; +extern char datatoc_edit_curve_point_vert_glsl[]; +extern char datatoc_edit_curve_wire_vert_glsl[]; +extern char datatoc_edit_lattice_point_vert_glsl[]; +extern char datatoc_edit_lattice_wire_vert_glsl[]; +extern char datatoc_edit_mesh_common_lib_glsl[]; +extern char datatoc_edit_mesh_frag_glsl[]; +extern char datatoc_edit_mesh_geom_glsl[]; +extern char datatoc_edit_mesh_vert_glsl[]; +extern char datatoc_edit_mesh_normal_vert_glsl[]; +extern char datatoc_edit_mesh_skin_root_vert_glsl[]; +extern char datatoc_edit_mesh_analysis_vert_glsl[]; +extern char datatoc_edit_mesh_analysis_frag_glsl[]; +extern char datatoc_edit_particle_strand_vert_glsl[]; +extern char datatoc_edit_particle_point_vert_glsl[]; +extern char datatoc_extra_frag_glsl[]; +extern char datatoc_extra_vert_glsl[]; +extern char datatoc_extra_groundline_vert_glsl[]; +extern char datatoc_extra_loose_point_vert_glsl[]; +extern char datatoc_extra_loose_point_frag_glsl[]; +extern char datatoc_extra_point_vert_glsl[]; +extern char datatoc_extra_wire_frag_glsl[]; +extern char datatoc_extra_wire_vert_glsl[]; +extern char datatoc_facing_frag_glsl[]; +extern char datatoc_facing_vert_glsl[]; +extern char datatoc_grid_frag_glsl[]; +extern char datatoc_grid_vert_glsl[]; +extern char datatoc_image_frag_glsl[]; +extern char datatoc_image_vert_glsl[]; +extern char datatoc_motion_path_line_vert_glsl[]; +extern char datatoc_motion_path_line_geom_glsl[]; +extern char datatoc_motion_path_point_vert_glsl[]; +extern char datatoc_outline_detect_frag_glsl[]; +extern char datatoc_outline_expand_frag_glsl[]; +extern char datatoc_outline_prepass_frag_glsl[]; +extern char datatoc_outline_prepass_geom_glsl[]; +extern char datatoc_outline_prepass_vert_glsl[]; +extern char datatoc_outline_lightprobe_grid_vert_glsl[]; +extern char datatoc_outline_resolve_frag_glsl[]; +extern char datatoc_paint_face_vert_glsl[]; +extern char datatoc_paint_point_vert_glsl[]; +extern char datatoc_paint_texture_frag_glsl[]; +extern char datatoc_paint_texture_vert_glsl[]; +extern char datatoc_paint_vertcol_frag_glsl[]; +extern char datatoc_paint_vertcol_vert_glsl[]; +extern char datatoc_paint_weight_frag_glsl[]; +extern char datatoc_paint_weight_vert_glsl[]; +extern char datatoc_paint_wire_vert_glsl[]; +extern char datatoc_particle_vert_glsl[]; +extern char datatoc_particle_frag_glsl[]; +extern char datatoc_sculpt_mask_vert_glsl[]; +extern char datatoc_volume_velocity_vert_glsl[]; +extern char datatoc_wireframe_vert_glsl[]; +extern char datatoc_wireframe_geom_glsl[]; +extern char datatoc_wireframe_frag_glsl[]; + +extern char datatoc_gpu_shader_depth_only_frag_glsl[]; +extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; +extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; +extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; +extern char datatoc_gpu_shader_flat_color_frag_glsl[]; +extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[]; +extern char datatoc_gpu_shader_common_obinfos_lib_glsl[]; + +extern char datatoc_common_colormanagement_lib_glsl[]; +extern char datatoc_common_fullscreen_vert_glsl[]; +extern char datatoc_common_fxaa_lib_glsl[]; +extern char datatoc_common_smaa_lib_glsl[]; +extern char datatoc_common_globals_lib_glsl[]; +extern char datatoc_common_view_lib_glsl[]; + +typedef struct OVERLAY_Shaders { + GPUShader *antialiasing; + GPUShader *armature_dof; + GPUShader *armature_envelope_outline; + GPUShader *armature_envelope_solid; + GPUShader *armature_shape_outline; + GPUShader *armature_shape_solid; + GPUShader *armature_sphere_outline; + GPUShader *armature_sphere_solid; + GPUShader *armature_stick; + GPUShader *armature_wire; + GPUShader *depth_only; + GPUShader *edit_curve_handle; + GPUShader *edit_curve_point; + GPUShader *edit_curve_wire; + GPUShader *edit_lattice_point; + GPUShader *edit_lattice_wire; + GPUShader *edit_mesh_vert; + GPUShader *edit_mesh_edge; + GPUShader *edit_mesh_edge_flat; + GPUShader *edit_mesh_face; + GPUShader *edit_mesh_facedot; + GPUShader *edit_mesh_skin_root; + GPUShader *edit_mesh_vnormals; + GPUShader *edit_mesh_normals; + GPUShader *edit_mesh_fnormals; + GPUShader *edit_mesh_analysis; + GPUShader *edit_particle_strand; + GPUShader *edit_particle_point; + GPUShader *extra; + GPUShader *extra_groundline; + GPUShader *extra_wire[2]; + GPUShader *extra_point; + GPUShader *extra_loose_point; + GPUShader *facing; + GPUShader *grid; + GPUShader *image; + GPUShader *motion_path_line; + GPUShader *motion_path_vert; + GPUShader *outline_prepass; + GPUShader *outline_prepass_wire; + GPUShader *outline_prepass_lightprobe_grid; + GPUShader *outline_resolve; + GPUShader *outline_fade; + GPUShader *outline_fade_large; + GPUShader *outline_detect; + GPUShader *outline_detect_wire; + GPUShader *paint_face; + GPUShader *paint_point; + GPUShader *paint_texture; + GPUShader *paint_vertcol; + GPUShader *paint_weight; + GPUShader *paint_wire; + GPUShader *particle_dot; + GPUShader *particle_shape; + GPUShader *sculpt_mask; + GPUShader *uniform_color; + GPUShader *volume_velocity_needle_sh; + GPUShader *volume_velocity_sh; + GPUShader *wireframe_select; + GPUShader *wireframe; +} OVERLAY_Shaders; + +static struct { + OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN]; +} e_data = {{{NULL}}}; + +GPUShader *OVERLAY_shader_antialiasing(void) +{ + OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; + if (!sh_data->antialiasing) { + sh_data->antialiasing = GPU_shader_create_from_arrays({ + .vert = (const char *[]){datatoc_common_globals_lib_glsl, + datatoc_antialiasing_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_globals_lib_glsl, + datatoc_antialiasing_frag_glsl, + NULL}, + .defs = (const char *[]){NULL}, + }); + } + return sh_data->antialiasing; +} + +GPUShader *OVERLAY_shader_depth_only(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->depth_only) { + sh_data->depth_only = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_depth_only_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->depth_only; +} + +GPUShader *OVERLAY_shader_edit_mesh_vert(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_mesh_vert) { + sh_data->edit_mesh_vert = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_common_lib_glsl, + datatoc_edit_mesh_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define VERT\n", NULL}, + }); + } + return sh_data->edit_mesh_vert; +} + +GPUShader *OVERLAY_shader_edit_mesh_edge(bool use_flat_interp) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + GPUShader **sh = use_flat_interp ? &sh_data->edit_mesh_edge_flat : &sh_data->edit_mesh_edge; + if (*sh == NULL) { + /* Use geometry shader to draw edge wire-frame. This ensure us + * the same result across platforms and more flexibility. + * But we pay the cost of running a geometry shader. + * In the future we might consider using only the vertex shader + * and loading data manually with buffer textures. */ + const bool use_geom_shader = true; + const bool use_smooth_wires = (U.gpu_flag & USER_GPU_FLAG_NO_EDIT_MODE_SMOOTH_WIRE) == 0; + const char *geom_sh_code[] = {use_geom_shader ? sh_cfg->lib : NULL, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_geom_glsl, + NULL}; + const char *vert_sh_code[] = {sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_common_lib_glsl, + datatoc_edit_mesh_vert_glsl, + NULL}; + const char *frag_sh_code[] = {sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_common_lib_glsl, + datatoc_edit_mesh_frag_glsl, + NULL}; + const char *defs[] = {sh_cfg->def, + use_geom_shader ? "#define USE_GEOM_SHADER\n" : "", + use_smooth_wires ? "#define USE_SMOOTH_WIRE\n" : "", + use_flat_interp ? "#define FLAT\n" : "", + "#define EDGE\n", + NULL}; + + *sh = GPU_shader_create_from_arrays({ + .vert = vert_sh_code, + .frag = frag_sh_code, + .geom = geom_sh_code, + .defs = defs, + }); + } + return *sh; +} + +GPUShader *OVERLAY_shader_armature_sphere(bool use_outline) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + const char extensions[] = "#extension GL_ARB_conservative_depth : enable\n"; + if (use_outline && !sh_data->armature_sphere_outline) { + sh_data->armature_sphere_outline = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_armature_sphere_outline_vert_glsl, + NULL}, + .frag = (const char *[]){extensions, + datatoc_common_view_lib_glsl, + datatoc_gpu_shader_flat_color_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + else if (!sh_data->armature_sphere_solid) { + sh_data->armature_sphere_solid = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_armature_sphere_solid_vert_glsl, + NULL}, + .frag = (const char *[]){extensions, + datatoc_common_view_lib_glsl, + datatoc_armature_sphere_solid_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return use_outline ? sh_data->armature_sphere_outline : sh_data->armature_sphere_solid; +} + +GPUShader *OVERLAY_shader_armature_shape(bool use_outline) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (use_outline && !sh_data->armature_shape_outline) { + sh_data->armature_shape_outline = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_armature_shape_outline_vert_glsl, + NULL}, + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_armature_shape_outline_geom_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + else if (!sh_data->armature_shape_solid) { + sh_data->armature_shape_solid = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_armature_shape_solid_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return use_outline ? sh_data->armature_shape_outline : sh_data->armature_shape_solid; +} + +GPUShader *OVERLAY_shader_armature_envelope(bool use_outline) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (use_outline && !sh_data->armature_envelope_outline) { + sh_data->armature_envelope_outline = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_armature_envelope_outline_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + else if (!sh_data->armature_envelope_solid) { + sh_data->armature_envelope_solid = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_armature_envelope_solid_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_armature_envelope_solid_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return use_outline ? sh_data->armature_envelope_outline : sh_data->armature_envelope_solid; +} + +GPUShader *OVERLAY_shader_armature_stick(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->armature_stick) { + sh_data->armature_stick = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_armature_stick_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_armature_stick_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->armature_stick; +} + +GPUShader *OVERLAY_shader_armature_degrees_of_freedom(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->armature_dof) { + sh_data->armature_dof = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_armature_dof_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->armature_dof; +} + +GPUShader *OVERLAY_shader_armature_wire(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->armature_wire) { + sh_data->armature_wire = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_armature_wire_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->armature_wire; +} + +GPUShader *OVERLAY_shader_edit_curve_handle(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_curve_handle) { + sh_data->edit_curve_handle = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_curve_handle_vert_glsl, + NULL}, + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_curve_handle_geom_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->edit_curve_handle; +} + +GPUShader *OVERLAY_shader_edit_curve_point(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_curve_point) { + sh_data->edit_curve_point = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_curve_point_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->edit_curve_point; +} + +GPUShader *OVERLAY_shader_edit_curve_wire(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_curve_wire) { + sh_data->edit_curve_wire = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_curve_wire_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define IN_PLACE_INSTANCES\n", NULL}, + }); + } + return sh_data->edit_curve_wire; +} + +GPUShader *OVERLAY_shader_edit_lattice_point(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_lattice_point) { + sh_data->edit_lattice_point = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_lattice_point_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->edit_lattice_point; +} + +GPUShader *OVERLAY_shader_edit_lattice_wire(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_lattice_wire) { + sh_data->edit_lattice_wire = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_lattice_wire_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->edit_lattice_wire; +} + +GPUShader *OVERLAY_shader_edit_mesh_face(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_mesh_face) { + sh_data->edit_mesh_face = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_common_lib_glsl, + datatoc_edit_mesh_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define FACE\n", NULL}, + }); + } + return sh_data->edit_mesh_face; +} + +GPUShader *OVERLAY_shader_edit_mesh_facedot(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_mesh_facedot) { + sh_data->edit_mesh_facedot = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_common_lib_glsl, + datatoc_edit_mesh_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define FACEDOT\n", NULL}, + }); + } + return sh_data->edit_mesh_facedot; +} + +GPUShader *OVERLAY_shader_edit_mesh_normal(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_mesh_normals) { + sh_data->edit_mesh_normals = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_normal_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define INSTANCED_ATTRIB\n", NULL}, + }); + } + return sh_data->edit_mesh_normals; +} + +GPUShader *OVERLAY_shader_edit_mesh_analysis(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_mesh_analysis) { + sh_data->edit_mesh_analysis = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_analysis_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_edit_mesh_analysis_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->edit_mesh_analysis; +} + +GPUShader *OVERLAY_shader_edit_mesh_skin_root(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_mesh_skin_root) { + sh_data->edit_mesh_skin_root = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_mesh_skin_root_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define INSTANCED_ATTRIB\n", NULL}, + }); + } + return sh_data->edit_mesh_skin_root; +} + +GPUShader *OVERLAY_shader_edit_particle_strand(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_particle_strand) { + sh_data->edit_particle_strand = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_particle_strand_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->edit_particle_strand; +} + +GPUShader *OVERLAY_shader_edit_particle_point(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->edit_particle_point) { + sh_data->edit_particle_point = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_edit_particle_point_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->edit_particle_point; +} + +GPUShader *OVERLAY_shader_extra(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->extra) { + sh_data->extra = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_extra_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_extra_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->extra; +} + +GPUShader *OVERLAY_shader_extra_groundline(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->extra_groundline) { + sh_data->extra_groundline = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_extra_groundline_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_extra_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->extra_groundline; +} + +GPUShader *OVERLAY_shader_extra_wire(bool use_object) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->extra_wire[use_object]) { + char colorids[1024]; + /* NOTE: define all ids we need here. */ + BLI_snprintf(colorids, + sizeof(colorids), + "#define TH_ACTIVE %d\n" + "#define TH_SELECT %d\n" + "#define TH_TRANSFORM %d\n" + "#define TH_WIRE %d\n" + "#define TH_CAMERA_PATH %d\n", + TH_ACTIVE, + TH_SELECT, + TH_TRANSFORM, + TH_WIRE, + TH_CAMERA_PATH); + sh_data->extra_wire[use_object] = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_extra_wire_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_extra_wire_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, + colorids, + (use_object) ? "#define OBJECT_WIRE \n" : NULL, + NULL}, + }); + } + return sh_data->extra_wire[use_object]; +} + +GPUShader *OVERLAY_shader_extra_loose_point(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->extra_loose_point) { + sh_data->extra_loose_point = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_extra_loose_point_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_globals_lib_glsl, + datatoc_extra_loose_point_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->extra_loose_point; +} + +GPUShader *OVERLAY_shader_extra_point(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->extra_point) { + sh_data->extra_point = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_extra_point_vert_glsl, + NULL}, + .frag = + (const char *[]){datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->extra_point; +} + +GPUShader *OVERLAY_shader_facing(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->facing) { + sh_data->facing = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_facing_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_facing_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->facing; +} + +GPUShader *OVERLAY_shader_grid(void) +{ + OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; + if (!sh_data->grid) { + sh_data->grid = GPU_shader_create_from_arrays({ + .vert = (const char *[]){datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_grid_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_grid_frag_glsl, + NULL}, + }); + } + return sh_data->grid; +} + +GPUShader *OVERLAY_shader_image(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->image) { + sh_data->image = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_image_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl, + datatoc_image_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->image; +} + +GPUShader *OVERLAY_shader_motion_path_line(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->motion_path_line) { + sh_data->motion_path_line = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_motion_path_line_vert_glsl, + NULL}, + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_motion_path_line_geom_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->motion_path_line; +} + +GPUShader *OVERLAY_shader_motion_path_vert(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->motion_path_vert) { + sh_data->motion_path_vert = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_motion_path_point_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->motion_path_vert; +} + +GPUShader *OVERLAY_shader_outline_prepass(bool use_wire) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (use_wire && !sh_data->outline_prepass_wire) { + sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_outline_prepass_vert_glsl, + NULL}, + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_outline_prepass_geom_glsl, + NULL}, + .frag = (const char *[]){datatoc_outline_prepass_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define USE_GEOM\n", NULL}, + }); + } + else if (!sh_data->outline_prepass) { + sh_data->outline_prepass = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_outline_prepass_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_outline_prepass_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return use_wire ? sh_data->outline_prepass_wire : sh_data->outline_prepass; +} + +GPUShader *OVERLAY_shader_outline_prepass_grid(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->outline_prepass_lightprobe_grid) { + sh_data->outline_prepass_lightprobe_grid = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_common_globals_lib_glsl, + datatoc_outline_lightprobe_grid_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_outline_prepass_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->outline_prepass_lightprobe_grid; +} + +GPUShader *OVERLAY_shader_outline_resolve(void) +{ + OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; + if (!sh_data->outline_resolve) { + sh_data->outline_resolve = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl, + NULL, + datatoc_outline_resolve_frag_glsl, + datatoc_common_fxaa_lib_glsl, + "#define FXAA_ALPHA\n" + "#define USE_FXAA\n"); + } + return sh_data->outline_resolve; +} + +GPUShader *OVERLAY_shader_outline_expand(bool high_dpi) +{ + OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; + if (high_dpi && !sh_data->outline_fade_large) { + sh_data->outline_fade_large = DRW_shader_create_fullscreen(datatoc_outline_expand_frag_glsl, + "#define LARGE_OUTLINE\n"); + } + else if (!sh_data->outline_fade) { + sh_data->outline_fade = DRW_shader_create_fullscreen(datatoc_outline_expand_frag_glsl, NULL); + } + return (high_dpi) ? sh_data->outline_fade_large : sh_data->outline_fade; +} + +GPUShader *OVERLAY_shader_outline_detect(bool use_wire) +{ + OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; + if (use_wire && !sh_data->outline_detect_wire) { + sh_data->outline_detect_wire = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl, + NULL, + datatoc_outline_detect_frag_glsl, + datatoc_common_globals_lib_glsl, + "#define WIRE\n"); + } + else if (!sh_data->outline_detect) { + sh_data->outline_detect = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl, + NULL, + datatoc_outline_detect_frag_glsl, + datatoc_common_globals_lib_glsl, + NULL); + } + return (use_wire) ? sh_data->outline_detect_wire : sh_data->outline_detect; +} + +GPUShader *OVERLAY_shader_paint_face(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->paint_face) { + sh_data->paint_face = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_paint_face_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->paint_face; +} + +GPUShader *OVERLAY_shader_paint_point(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->paint_point) { + sh_data->paint_point = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_paint_point_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->paint_point; +} + +GPUShader *OVERLAY_shader_paint_texture(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->paint_texture) { + sh_data->paint_texture = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_paint_texture_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl, + datatoc_paint_texture_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->paint_texture; +} + +GPUShader *OVERLAY_shader_paint_vertcol(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->paint_vertcol) { + sh_data->paint_vertcol = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_paint_vertcol_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_globals_lib_glsl, + datatoc_paint_vertcol_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->paint_vertcol; +} + +GPUShader *OVERLAY_shader_paint_weight(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->paint_weight) { + sh_data->paint_weight = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_paint_weight_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_globals_lib_glsl, + datatoc_paint_weight_frag_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->paint_weight; +} + +GPUShader *OVERLAY_shader_paint_wire(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->paint_wire) { + sh_data->paint_wire = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_paint_wire_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->paint_wire; +} + +GPUShader *OVERLAY_shader_particle_dot(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->particle_dot) { + sh_data->particle_dot = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_particle_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_particle_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define USE_DOTS\n", NULL}, + }); + } + return sh_data->particle_dot; +} + +GPUShader *OVERLAY_shader_particle_shape(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->particle_shape) { + sh_data->particle_shape = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_particle_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define INSTANCED_ATTRIB\n", NULL}, + }); + } + return sh_data->particle_shape; +} + +GPUShader *OVERLAY_shader_sculpt_mask(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->sculpt_mask) { + sh_data->sculpt_mask = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_sculpt_mask_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->sculpt_mask; +} + +struct GPUShader *OVERLAY_shader_uniform_color(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->uniform_color) { + sh_data->uniform_color = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_depth_only_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, NULL}, + }); + } + return sh_data->uniform_color; +} + +struct GPUShader *OVERLAY_shader_volume_velocity(bool use_needle) +{ + OVERLAY_Shaders *sh_data = &e_data.sh_data[0]; + if (use_needle && !sh_data->volume_velocity_needle_sh) { + sh_data->volume_velocity_needle_sh = DRW_shader_create_with_lib( + datatoc_volume_velocity_vert_glsl, + NULL, + datatoc_gpu_shader_flat_color_frag_glsl, + datatoc_common_view_lib_glsl, + "#define USE_NEEDLE\n"); + } + else if (!sh_data->volume_velocity_sh) { + sh_data->volume_velocity_sh = DRW_shader_create_with_lib( + datatoc_volume_velocity_vert_glsl, + NULL, + datatoc_gpu_shader_flat_color_frag_glsl, + datatoc_common_view_lib_glsl, + NULL); + } + return (use_needle) ? sh_data->volume_velocity_needle_sh : sh_data->volume_velocity_sh; +} + +GPUShader *OVERLAY_shader_wireframe_select(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->wireframe_select) { + sh_data->wireframe_select = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_common_globals_lib_glsl, + datatoc_gpu_shader_common_obinfos_lib_glsl, + datatoc_wireframe_vert_glsl, + NULL}, + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_wireframe_geom_glsl, + NULL}, + .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL}, + .defs = (const char *[]){sh_cfg->def, "#define SELECT_EDGES\n", NULL}, + }); + } + return sh_data->wireframe_select; +} + +GPUShader *OVERLAY_shader_wireframe(void) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; + OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + if (!sh_data->wireframe) { + sh_data->wireframe = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg->lib, + datatoc_common_view_lib_glsl, + datatoc_common_globals_lib_glsl, + datatoc_gpu_shader_common_obinfos_lib_glsl, + datatoc_wireframe_vert_glsl, + NULL}, + .frag = (const char *[]){datatoc_common_view_lib_glsl, datatoc_wireframe_frag_glsl, NULL}, + /* Apple drivers does not support wide wires. Use geometry shader as a workaround. */ +#if USE_GEOM_SHADER_WORKAROUND + .geom = (const char *[]){sh_cfg->lib, + datatoc_common_globals_lib_glsl, + datatoc_wireframe_geom_glsl, + NULL}, + .defs = (const char *[]){sh_cfg->def, "#define USE_GEOM\n", NULL}, +#else + .defs = (const char *[]){sh_cfg->def, NULL}, +#endif + }); + } + return sh_data->wireframe; +} + +static OVERLAY_InstanceFormats g_formats = {NULL}; + +OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void) +{ + DRW_shgroup_instance_format(g_formats.pos, + { + {"pos", DRW_ATTR_FLOAT, 3}, + }); + DRW_shgroup_instance_format(g_formats.pos_color, + { + {"pos", DRW_ATTR_FLOAT, 3}, + {"color", DRW_ATTR_FLOAT, 4}, + }); + DRW_shgroup_instance_format(g_formats.instance_pos, + { + {"inst_pos", DRW_ATTR_FLOAT, 3}, + }); + DRW_shgroup_instance_format(g_formats.instance_extra, + { + {"color", DRW_ATTR_FLOAT, 4}, + {"inst_obmat", DRW_ATTR_FLOAT, 16}, + }); + DRW_shgroup_instance_format(g_formats.wire_extra, + { + {"pos", DRW_ATTR_FLOAT, 3}, + {"colorid", DRW_ATTR_INT, 1}, + }); + DRW_shgroup_instance_format(g_formats.instance_bone, + { + {"inst_obmat", DRW_ATTR_FLOAT, 16}, + }); + DRW_shgroup_instance_format(g_formats.instance_bone_stick, + { + {"boneStart", DRW_ATTR_FLOAT, 3}, + {"boneEnd", DRW_ATTR_FLOAT, 3}, + {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO uchar color */ + {"boneColor", DRW_ATTR_FLOAT, 4}, + {"headColor", DRW_ATTR_FLOAT, 4}, + {"tailColor", DRW_ATTR_FLOAT, 4}, + }); + DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, + { + {"headSphere", DRW_ATTR_FLOAT, 4}, + {"tailSphere", DRW_ATTR_FLOAT, 4}, + {"outlineColorSize", DRW_ATTR_FLOAT, 4}, + {"xAxis", DRW_ATTR_FLOAT, 3}, + }); + DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, + { + {"headSphere", DRW_ATTR_FLOAT, 4}, + {"tailSphere", DRW_ATTR_FLOAT, 4}, + {"xAxis", DRW_ATTR_FLOAT, 3}, + }); + DRW_shgroup_instance_format(g_formats.instance_bone_envelope, + { + {"headSphere", DRW_ATTR_FLOAT, 4}, + {"tailSphere", DRW_ATTR_FLOAT, 4}, + {"boneColor", DRW_ATTR_FLOAT, 3}, + {"stateColor", DRW_ATTR_FLOAT, 3}, + {"xAxis", DRW_ATTR_FLOAT, 3}, + }); + + return &g_formats; +} + +void OVERLAY_shader_free(void) +{ + for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { + OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_data_index]; + GPUShader **sh_data_as_array = (GPUShader **)sh_data; + for (int i = 0; i < (sizeof(OVERLAY_Shaders) / sizeof(GPUShader *)); i++) { + DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); + } + } + struct GPUVertFormat **format = (struct GPUVertFormat **)&g_formats; + for (int i = 0; i < sizeof(g_formats) / sizeof(void *); i++, format++) { + MEM_SAFE_FREE(*format); + } +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.c b/source/blender/draw/engines/overlay/overlay_wireframe.c new file mode 100644 index 00000000000..d86f524cb48 --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_wireframe.c @@ -0,0 +1,231 @@ +/* + * 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 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + */ + +#include "DNA_mesh_types.h" +#include "DNA_view3d_types.h" + +#include "BKE_editmesh.h" +#include "BKE_global.h" +#include "BKE_object.h" +#include "BKE_paint.h" + +#include "BLI_hash.h" + +#include "GPU_shader.h" +#include "DRW_render.h" + +#include "ED_view3d.h" + +#include "overlay_private.h" + +void OVERLAY_wireframe_init(OVERLAY_Data *vedata) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + pd->view_wires = DRW_view_create_with_zoffset(pd->view_default, draw_ctx->rv3d, 0.5f); +} + +void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + DRWShadingGroup *grp = NULL; + + View3DShading *shading = &draw_ctx->v3d->shading; + + pd->shdata.wire_step_param = pd->overlay.wireframe_threshold - 254.0f / 255.0f; + + bool is_wire_shmode = (shading->type == OB_WIRE); + bool is_material_shmode = (shading->type > OB_SOLID); + bool is_object_color = is_wire_shmode && (shading->wire_color_type == V3D_SHADING_OBJECT_COLOR); + bool is_random_color = is_wire_shmode && (shading->wire_color_type == V3D_SHADING_RANDOM_COLOR); + + const bool use_select = (DRW_state_is_select() || DRW_state_is_depth()); + GPUShader *wires_sh = use_select ? OVERLAY_shader_wireframe_select() : + OVERLAY_shader_wireframe(); + + for (int xray = 0; xray < 2; xray++) { + /* Only do stencil test if stencil buffer is written by the render engine. */ + DRWState stencil_state = is_material_shmode ? 0 : DRW_STATE_STENCIL_EQUAL; + DRWState state = DRW_STATE_FIRST_VERTEX_CONVENTION | DRW_STATE_WRITE_COLOR | + DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + DRWPass *pass; + uint stencil_mask; + + if (xray == 0) { + DRW_PASS_CREATE(psl->wireframe_ps, state | stencil_state | pd->clipping_state); + pass = psl->wireframe_ps; + stencil_mask = 0xFF; + } + else { + DRW_PASS_CREATE(psl->wireframe_xray_ps, state | pd->clipping_state); + pass = psl->wireframe_xray_ps; + stencil_mask = 0x00; + } + + for (int use_coloring = 0; use_coloring < 2; use_coloring++) { + pd->wires_grp[xray][use_coloring] = grp = DRW_shgroup_create(wires_sh, pass); + DRW_shgroup_uniform_block_persistent(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "wireStepParam", pd->shdata.wire_step_param); + DRW_shgroup_uniform_bool_copy(grp, "useColoring", use_coloring); + DRW_shgroup_uniform_bool_copy(grp, "isTransform", (G.moving & G_TRANSFORM_OBJ) != 0); + DRW_shgroup_uniform_bool_copy(grp, "isObjectColor", is_object_color); + DRW_shgroup_uniform_bool_copy(grp, "isRandomColor", is_random_color); + DRW_shgroup_stencil_mask(grp, stencil_mask); + + pd->wires_all_grp[xray][use_coloring] = grp = DRW_shgroup_create(wires_sh, pass); + DRW_shgroup_uniform_float_copy(grp, "wireStepParam", 1.0f); + DRW_shgroup_stencil_mask(grp, stencil_mask); + } + + pd->wires_sculpt_grp[xray] = grp = DRW_shgroup_create(wires_sh, pass); + DRW_shgroup_uniform_float_copy(grp, "wireStepParam", 10.0f); + DRW_shgroup_uniform_bool_copy(grp, "useColoring", false); + DRW_shgroup_stencil_mask(grp, stencil_mask); + } +} + +void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata, + Object *ob, + OVERLAY_DupliData *dupli, + bool init_dupli) +{ + OVERLAY_Data *data = vedata; + OVERLAY_PrivateData *pd = data->stl->pd; + const DRWContextState *draw_ctx = DRW_context_state_get(); + const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES) != 0; + const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0; + const bool is_mesh = ob->type == OB_MESH; + const bool use_wire = (pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (ob->dtx & OB_DRAWWIRE) || + (ob->dt == OB_WIRE); + + /* Fast path for duplis. */ + if (dupli && !init_dupli) { + if (dupli->wire_shgrp && dupli->wire_geom) { + if (dupli->base_flag == ob->base_flag) { + DRW_shgroup_call(dupli->wire_shgrp, dupli->wire_geom, ob); + return; + } + } + else { + /* Nothing to draw for this dupli. */ + return; + } + } + + const bool is_edit_mode = BKE_object_is_in_editmode(ob); + bool has_edit_mesh_cage = false; + if (is_mesh && is_edit_mode) { + /* TODO: Should be its own function. */ + Mesh *me = (Mesh *)ob->data; + BMEditMesh *embm = me->edit_mesh; + if (embm) { + has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final); + } + } + + /* Don't do that in edit Mesh mode, unless there is a modifier preview. */ + if (use_wire && (!is_mesh || (!is_edit_mode || has_edit_mesh_cage))) { + const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && + !DRW_state_is_image_render(); + const bool use_coloring = (use_wire && !is_edit_mode && !use_sculpt_pbvh && + !has_edit_mesh_cage); + DRWShadingGroup *shgrp = NULL; + struct GPUBatch *geom = DRW_cache_object_face_wireframe_get(ob); + + if (geom || use_sculpt_pbvh) { + if (use_sculpt_pbvh) { + shgrp = pd->wires_sculpt_grp[is_xray]; + } + else if (all_wires) { + shgrp = pd->wires_all_grp[is_xray][use_coloring]; + } + else { + shgrp = pd->wires_grp[is_xray][use_coloring]; + } + + if (use_sculpt_pbvh) { + DRW_shgroup_call_sculpt(shgrp, ob, true, false, false); + } + else { + DRW_shgroup_call(shgrp, geom, ob); + } + } + + if (dupli) { + dupli->wire_shgrp = shgrp; + dupli->wire_geom = geom; + } + } + else if (is_mesh && (!is_edit_mode || has_edit_mesh_cage)) { + OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob); + Mesh *me = ob->data; + float *color; + DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color); + + /* Draw loose geometry. */ + if ((me->totpoly == 0 && me->totedge > 0) || has_edit_mesh_cage) { + struct GPUBatch *geom = DRW_cache_mesh_loose_edges_get(ob); + if (geom) { + OVERLAY_extra_wire(cb, geom, ob->obmat, color); + } + } + else if (me->totedge == 0 && me->totvert > 0) { + struct GPUBatch *geom = DRW_cache_mesh_all_verts_get(ob); + if (geom) { + OVERLAY_extra_loose_points(cb, geom, ob->obmat, color); + } + } + } +} + +void OVERLAY_wireframe_draw(OVERLAY_Data *data) +{ + OVERLAY_FramebufferList *fbl = data->fbl; + OVERLAY_PassList *psl = data->psl; + OVERLAY_PrivateData *pd = data->stl->pd; + + if (pd->antialiasing.enabled) { + GPU_framebuffer_bind(fbl->overlay_line_fb); + } + + DRW_view_set_active(pd->view_wires); + DRW_draw_pass(psl->wireframe_ps); + + DRW_view_set_active(pd->view_default); + + if (pd->antialiasing.enabled) { + GPU_framebuffer_bind(fbl->overlay_default_fb); + } +} + +void OVERLAY_wireframe_in_front_draw(OVERLAY_Data *data) +{ + OVERLAY_PassList *psl = data->psl; + OVERLAY_PrivateData *pd = data->stl->pd; + + DRW_view_set_active(pd->view_wires); + DRW_draw_pass(psl->wireframe_xray_ps); + + DRW_view_set_active(pd->view_default); +} diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl new file mode 100644 index 00000000000..98f69abe89f --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl @@ -0,0 +1,135 @@ + +uniform sampler2D colorTex; +uniform sampler2D depthTex; +uniform sampler2D lineTex; + +in vec2 uvs; + +out vec4 fragColor; + +#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */ + +/** + * We want to know how much a pixel is covered by a line. + * We replace the square pixel with acircle of the same area and try to find the intersection area. + * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment + * The formula for the area uses inverse trig function and is quite complexe. Instead, + * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. + */ +#define DISC_RADIUS (M_1_SQRTPI * 1.05) +#define LINE_SMOOTH_START (0.5 - DISC_RADIUS) +#define LINE_SMOOTH_END (0.5 + DISC_RADIUS) + +/** + * Returns coverage of a line onto a sample that is distance_to_line (in pixels) far from the line. + * line_kernel_size is the inner size of the line with 100% coverage. + */ +float line_coverage(float distance_to_line, float line_kernel_size) +{ + return smoothstep(LINE_SMOOTH_END, LINE_SMOOTH_START, abs(distance_to_line) - line_kernel_size); +} +vec4 line_coverage(vec4 distance_to_line, float line_kernel_size) +{ + return smoothstep(LINE_SMOOTH_END, LINE_SMOOTH_START, abs(distance_to_line) - line_kernel_size); +} + +vec2 decode_line_dir(vec2 dir) +{ + return dir * 2.0 - 1.0; +} + +float decode_line_dist(float dist) +{ + return (dist - 0.1) * 4.0 - 2.0; +} + +float neighbor_dist(vec3 line_dir_and_dist, vec2 ofs) +{ + float dist = decode_line_dist(line_dir_and_dist.z); + vec2 dir = decode_line_dir(line_dir_and_dist.xy); + + bool is_line = line_dir_and_dist.z != 0.0; + bool dir_horiz = abs(dir.x) > abs(dir.y); + bool ofs_horiz = (ofs.x != 0); + + if (!is_line || (ofs_horiz != dir_horiz)) { + dist += 1e10; /* No line. */ + } + else { + dist += dot(ofs, -dir); + } + return dist; +} + +void neighbor_blend( + float line_coverage, float line_depth, vec4 line_color, inout float frag_depth, inout vec4 col) +{ + line_color *= line_coverage; + if (line_coverage > 0.0 && line_depth < frag_depth) { + /* Alpha over. */ + col = col * (1.0 - line_color.a) + line_color; + frag_depth = line_depth; + } + else { + /* Alpha under. */ + col = col + line_color * (1.0 - col.a); + } +} + +void main() +{ + ivec2 center_texel = ivec2(gl_FragCoord.xy); + const float line_kernel = 0.0; + + fragColor = texelFetch(colorTex, center_texel, 0); + + float depth = texelFetch(depthTex, center_texel, 0).r; + + float dist_raw = texelFetch(lineTex, center_texel, 0).b; + float dist = decode_line_dist(dist_raw); + + /* TODO Opti: use textureGather */ + vec4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, ivec2(1, 0)); + vec4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, ivec2(-1, 0)); + vec4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, 1)); + vec4 neightbor_col3 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, -1)); + + vec3 neightbor_line0 = texelFetchOffset(lineTex, center_texel, 0, ivec2(1, 0)).rgb; + vec3 neightbor_line1 = texelFetchOffset(lineTex, center_texel, 0, ivec2(-1, 0)).rgb; + vec3 neightbor_line2 = texelFetchOffset(lineTex, center_texel, 0, ivec2(0, 1)).rgb; + vec3 neightbor_line3 = texelFetchOffset(lineTex, center_texel, 0, ivec2(0, -1)).rgb; + + vec4 depths; + depths.x = texelFetchOffset(depthTex, center_texel, 0, ivec2(1, 0)).r; + depths.y = texelFetchOffset(depthTex, center_texel, 0, ivec2(-1, 0)).r; + depths.z = texelFetchOffset(depthTex, center_texel, 0, ivec2(0, 1)).r; + depths.w = texelFetchOffset(depthTex, center_texel, 0, ivec2(0, -1)).r; + + vec4 line_dists; + line_dists.x = neighbor_dist(neightbor_line0, vec2(1, 0)); + line_dists.y = neighbor_dist(neightbor_line1, vec2(-1, 0)); + line_dists.z = neighbor_dist(neightbor_line2, vec2(0, 1)); + line_dists.w = neighbor_dist(neightbor_line3, vec2(0, -1)); + + vec4 coverage = line_coverage(line_dists, line_kernel); + + if (dist_raw > 0.0) { + fragColor *= line_coverage(dist, line_kernel); + } + + /* We dont order fragments but use alpha over/alpha under based on current minimum frag depth. */ + neighbor_blend(coverage.x, depths.x, neightbor_col0, depth, fragColor); + neighbor_blend(coverage.y, depths.y, neightbor_col1, depth, fragColor); + neighbor_blend(coverage.z, depths.z, neightbor_col2, depth, fragColor); + neighbor_blend(coverage.w, depths.w, neightbor_col3, depth, fragColor); + +#if 1 + /* Fix aliasing issue with really dense meshes and 1 pixel sized lines. */ + if (dist_raw > 0.0 && line_kernel < 0.45) { + vec4 lines = vec4(neightbor_line0.z, neightbor_line1.z, neightbor_line2.z, neightbor_line3.z); + /* Count number of line neighbors. */ + float blend = dot(vec4(0.25), step(0.001, lines)); + fragColor = mix(fragColor, fragColor / fragColor.a, blend); + } +#endif +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_vert.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_vert.glsl new file mode 100644 index 00000000000..4f3c36c7bd7 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/antialiasing_vert.glsl @@ -0,0 +1,11 @@ + +out vec2 uvs; + +void main() +{ + int v = gl_VertexID % 3; + float x = float((v & 1) << 2); + float y = float((v & 2) << 1); + gl_Position = vec4(x - 1.0, y - 1.0, 1.0, 1.0); + uvs = vec2(x, y) * 0.5; +}
\ No newline at end of file diff --git a/source/blender/draw/modes/shaders/armature_dof_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl index 321614835a1..371229f23ab 100644 --- a/source/blender/draw/modes/shaders/armature_dof_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl @@ -1,15 +1,11 @@ -uniform mat4 ViewProjectionMatrix; - /* ---- Instantiated Attrs ---- */ in vec2 pos; /* ---- Per instance Attrs ---- */ /* Assumed to be in world coordinate already. */ -in mat4 InstanceModelMatrix; in vec4 color; -in vec2 amin; -in vec2 amax; +in mat4 inst_obmat; flat out vec4 finalColor; @@ -23,8 +19,15 @@ vec3 sphere_project(float ax, float az) void main() { + mat4 model_mat = inst_obmat; + model_mat[0][3] = model_mat[1][3] = model_mat[2][3] = 0.0; + model_mat[3][3] = 1.0; + + vec2 amin = vec2(inst_obmat[0][3], inst_obmat[1][3]); + vec2 amax = vec2(inst_obmat[2][3], inst_obmat[3][3]); + vec3 final_pos = sphere_project(pos.x * abs((pos.x > 0.0) ? amax.x : amin.x), pos.y * abs((pos.y > 0.0) ? amax.y : amin.y)); - gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(final_pos, 1.0)); + gl_Position = ViewProjectionMatrix * (model_mat * vec4(final_pos, 1.0)); finalColor = color; } diff --git a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_envelope_outline_vert.glsl index c0bde90bf28..e3cc8d582d8 100644 --- a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_envelope_outline_vert.glsl @@ -1,12 +1,4 @@ -uniform mat4 ViewMatrix; -uniform mat4 ViewMatrixInverse; -uniform mat4 ViewProjectionMatrix; -uniform mat4 ProjectionMatrix; - -uniform vec2 viewportSize; -uniform float lineThickness = 2.0; - /* ---- Instantiated Attrs ---- */ in vec2 pos0; in vec2 pos1; @@ -24,7 +16,7 @@ flat out vec4 finalColor; /* project to screen space */ vec2 proj(vec4 pos) { - return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; + return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; } vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2) @@ -159,8 +151,9 @@ void main() vec2 ss2 = proj(p2); vec2 edge_dir = compute_dir(ss0, ss1, ss2); + float line_thickness = 2.0 * sizePixel; bool outer = ((gl_VertexID & 1) == 1); - vec2 t = outlineColorSize.w * (lineThickness / viewportSize); + vec2 t = outlineColorSize.w * line_thickness * sizeViewportInv.xy; t *= pres_fac; t = (outer) ? t : vec2(0.0); diff --git a/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl new file mode 100644 index 00000000000..d0a8e48657e --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl @@ -0,0 +1,25 @@ + +uniform float alpha = 0.6; +uniform bool isDistance; + +flat in vec3 finalStateColor; +flat in vec3 finalBoneColor; +in vec3 normalView; + +out vec4 fragColor; + +void main() +{ + float n = normalize(normalView).z; + if (isDistance) { + n = 1.0 - clamp(-n, 0.0, 1.0); + fragColor = vec4(1.0, 1.0, 1.0, 0.2) * n; + } + else { + /* Smooth lighting factor. */ + const float s = 0.2; /* [0.0-0.5] range */ + float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0); + fragColor.rgb = mix(finalStateColor, finalBoneColor, fac); + fragColor.a = alpha; + } +} diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_vert.glsl index d9567bb84f4..620b3f2527c 100644 --- a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_vert.glsl @@ -1,8 +1,4 @@ -uniform mat4 ViewMatrix; -uniform mat4 ViewMatrixInverse; -uniform mat4 ViewProjectionMatrix; - /* ---- Instantiated Attrs ---- */ in vec3 pos; diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl index dc84b8924d1..bd05c7f3532 100644 --- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl @@ -9,8 +9,6 @@ in vec2 ssNor[]; in vec4 vColSize[]; flat out vec4 finalColor; -uniform vec2 viewportSize; -uniform float lineThickness = 2.0; vec2 compute_dir(vec2 v0, vec2 v1) { @@ -93,7 +91,8 @@ void main(void) return; } - vec2 thick = vColSize[0].w * (lineThickness / viewportSize); + float line_thickness = 2.0 * sizePixel; + vec2 thick = vColSize[0].w * (line_thickness * sizeViewportInv.xy); vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]); vec2 hidden_point; diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl index fb2735c196c..cd9368a997a 100644 --- a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl @@ -1,13 +1,11 @@ -uniform vec2 viewportSize; - /* ---- Instantiated Attrs ---- */ in vec3 pos; in vec3 snor; /* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec4 outlineColorSize; +in vec4 color; +in mat4 inst_obmat; out vec4 pPos; out vec3 vPos; @@ -18,12 +16,15 @@ out vec4 vColSize; /* project to screen space */ vec2 proj(vec4 pos) { - return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; + return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; } void main() { - vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0); + vec4 bone_color, state_color; + mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); + + vec4 worldPosition = model_mat * vec4(pos, 1.0); vec4 viewpos = ViewMatrix * worldPosition; vPos = viewpos.xyz; @@ -31,7 +32,7 @@ void main() /* This is slow and run per vertex, but it's still faster than * doing it per instance on CPU and sending it on via instance attribute. */ - mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix))); + mat3 normal_mat = transpose(inverse(mat3(model_mat))); /* TODO FIX: there is still a problem with this vector * when the bone is scaled or in persp mode. But it's * barelly visible at the outline corners. */ @@ -39,7 +40,7 @@ void main() ssPos = proj(pPos); - vColSize = outlineColorSize; + vColSize = bone_color; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(worldPosition.xyz); diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl index 39963344dd8..39963344dd8 100644 --- a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl index df6a9ce2d76..8284bd43adc 100644 --- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl @@ -4,17 +4,18 @@ in vec3 pos; in vec3 nor; /* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec3 boneColor; -in vec3 stateColor; +in mat4 inst_obmat; out vec4 finalColor; void main() { + vec4 bone_color, state_color; + mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); + /* This is slow and run per vertex, but it's still faster than * doing it per instance on CPU and sending it on via instance attribute. */ - mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix))); + mat3 normal_mat = transpose(inverse(mat3(model_mat))); vec3 normal = normalize(normal_world_to_view(normal_mat * nor)); /* Do lighting at an angle to avoid flat shading on front facing bone. */ @@ -24,10 +25,10 @@ void main() /* Smooth lighting factor. */ const float s = 0.2; /* [0.0-0.5] range */ float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0); - finalColor.rgb = mix(stateColor, boneColor, fac); + finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac); finalColor.a = 1.0; - vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0); + vec4 worldPosition = model_mat * vec4(pos, 1.0); gl_Position = ViewProjectionMatrix * worldPosition; #ifdef USE_WORLD_CLIP_PLANES diff --git a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_outline_vert.glsl index 70a7f495af9..9dd4c444116 100644 --- a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_outline_vert.glsl @@ -1,23 +1,17 @@ -uniform mat4 ViewMatrix; -uniform mat4 ProjectionMatrix; -uniform vec2 viewportSize; -uniform float lineThickness = 2.0; - /* ---- Instantiated Attrs ---- */ in vec2 pos0; in vec2 pos1; /* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec4 outlineColorSize; +in mat4 inst_obmat; flat out vec4 finalColor; /* project to screen space */ vec2 proj(vec4 pos) { - return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; + return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; } vec2 compute_dir(vec2 v0, vec2 v1, vec2 c) @@ -34,7 +28,10 @@ vec2 compute_dir(vec2 v0, vec2 v1, vec2 c) void main() { - mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix; + vec4 bone_color, state_color; + mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); + + mat4 model_view_matrix = ViewMatrix * model_mat; mat4 sphereMatrix = inverse(model_view_matrix); bool is_persp = (ProjectionMatrix[3][3] == 0.0); @@ -91,17 +88,17 @@ void main() bool outer = ((gl_VertexID & 1) == 1); - vec2 t = outlineColorSize.w * (lineThickness / viewportSize); + vec2 t = bone_color.w * (2.0 * sizeViewportInv.xy); t *= (is_persp) ? abs(V.z) : 1.0; t = (outer) ? t : vec2(0.0); gl_Position = p0; gl_Position.xy += t * edge_dir; - finalColor = vec4(outlineColorSize.rgb, 1.0); + finalColor = vec4(bone_color.rgb, 1.0); #ifdef USE_WORLD_CLIP_PLANES - vec4 worldPosition = InstanceModelMatrix * vec4(cam_pos0, 1.0); + vec4 worldPosition = model_mat * vec4(cam_pos0, 1.0); world_clip_planes_calc_clip_distance(worldPosition.xyz); #endif } diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl index 93edbe940fd..94f339c4561 100644 --- a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl @@ -1,8 +1,4 @@ -#extension GL_ARB_conservative_depth : enable - -uniform mat4 ViewMatrixInverse; -uniform mat4 ProjectionMatrix; uniform float alpha = 0.4; flat in vec3 finalStateColor; diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_vert.glsl index 38a721616a0..e6fa29ce851 100644 --- a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_vert.glsl @@ -1,14 +1,10 @@ -uniform mat4 ViewMatrix; -uniform mat4 ProjectionMatrix; - /* ---- Instantiated Attrs ---- */ in vec2 pos; /* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec3 stateColor; -in vec3 boneColor; +in vec4 color; +in mat4 inst_obmat; flat out vec3 finalStateColor; flat out vec3 finalBoneColor; @@ -20,7 +16,10 @@ const float rad = 0.05; void main() { - mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix; + vec4 bone_color, state_color; + mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); + + mat4 model_view_matrix = ViewMatrix * model_mat; sphereMatrix = inverse(model_view_matrix); bool is_persp = (ProjectionMatrix[3][3] == 0.0); @@ -78,11 +77,11 @@ void main() gl_Position = ProjectionMatrix * V; viewPosition = V.xyz; - finalStateColor = stateColor; - finalBoneColor = boneColor; + finalStateColor = state_color.xyz; + finalBoneColor = bone_color.xyz; #ifdef USE_WORLD_CLIP_PLANES - vec4 worldPosition = InstanceModelMatrix * pos_4d; + vec4 worldPosition = model_mat * pos_4d; world_clip_planes_calc_clip_distance(worldPosition.xyz); #endif } diff --git a/source/blender/draw/modes/shaders/armature_stick_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl index ba89619e051..ba89619e051 100644 --- a/source/blender/draw/modes/shaders/armature_stick_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl diff --git a/source/blender/draw/modes/shaders/armature_stick_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_stick_vert.glsl index fd8a12fcd2c..99bdbfea2be 100644 --- a/source/blender/draw/modes/shaders/armature_stick_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_stick_vert.glsl @@ -1,10 +1,4 @@ -uniform mat4 ProjectionMatrix; -uniform mat4 ViewProjectionMatrix; - -uniform mat4 ViewMatrix; -uniform vec2 viewportSize; - /* ---- Instantiated Attrs ---- */ in vec2 pos; /* bone aligned screen space */ in uint flag; @@ -34,12 +28,10 @@ noperspective out float colorFac; flat out vec4 finalWireColor; flat out vec4 finalInnerColor; -uniform float stickSize = 5.0; /* might be dependent on DPI setting in the future. */ - /* project to screen space */ vec2 proj(vec4 pos) { - return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; + return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; } void main() @@ -83,8 +75,9 @@ void main() vpos *= (do_wire) ? 1.0 : 0.5; if (finalInnerColor.a > 0.0) { + float stick_size = sizePixel * 5.0; gl_Position = (is_head) ? p0 : p1; - gl_Position.xy += stickSize * (vpos / viewportSize); + gl_Position.xy += stick_size * (vpos * sizeViewportInv.xy); gl_Position.z += (is_bone) ? 0.0 : 1e-6; /* Avoid Z fighting of head/tails. */ #ifdef USE_WORLD_CLIP_PLANES diff --git a/source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl new file mode 100644 index 00000000000..4e207b96016 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl @@ -0,0 +1,18 @@ + +in vec3 color; +in vec3 pos; + +flat out vec4 finalColor; + +void main() +{ + finalColor.rgb = color; + finalColor.a = 1.0; + + vec3 worldPosition = point_object_to_world(pos); + gl_Position = point_world_to_ndc(worldPosition); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(worldPosition); +#endif +} diff --git a/source/blender/draw/modes/shaders/pose_selection_vert.glsl b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl index 2dd84c0a060..7a3af0f3b61 100644 --- a/source/blender/draw/modes/shaders/pose_selection_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl @@ -3,6 +3,8 @@ in vec3 pos; void main() { + GPU_INTEL_VERTEX_SHADER_WORKAROUND + vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl index d5674e8f570..b6576ba7a21 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl @@ -6,7 +6,6 @@ layout(lines) in; layout(triangle_strip, max_vertices = 10) out; -uniform vec2 viewportSize; uniform bool showCurveHandles; flat in int vertFlag[]; @@ -82,9 +81,9 @@ void main() vec4(inner_color.rgb, 0.0); vec2 v1_2 = (v2.xy / v2.w - v1.xy / v1.w); - vec2 offset = sizeEdge * 4.0 / viewportSize; /* 4.0 is eyeballed */ + vec2 offset = sizeEdge * 4.0 * sizeViewportInv.xy; /* 4.0 is eyeballed */ - if (abs(v1_2.x * viewportSize.x) < abs(v1_2.y * viewportSize.y)) { + if (abs(v1_2.x * sizeViewport.x) < abs(v1_2.y * sizeViewport.y)) { offset.y = 0.0; } else { diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_vert.glsl index 590c2905be6..a2b0d072719 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_vert.glsl @@ -1,4 +1,3 @@ -/* Draw Curve Handles */ in vec3 pos; in int data; diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_curve_point_vert.glsl index 6eec43d99be..aca40bba171 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_curve_point_vert.glsl @@ -1,6 +1,3 @@ -/* Draw Curve Vertices */ - -uniform vec2 viewportSize; in vec3 pos; in int data; diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_curve_wire_vert.glsl index e1d5319ffb9..5dd8e579db3 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_curve_wire_vert.glsl @@ -1,4 +1,3 @@ -/* Draw Curve Normals */ uniform float normalSize; @@ -7,6 +6,8 @@ in vec3 nor; in vec3 tan; in float rad; +flat out vec4 finalColor; + void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND @@ -22,6 +23,8 @@ void main() vec3 world_pos = point_object_to_world(final_pos); gl_Position = point_world_to_ndc(world_pos); + finalColor = colorWireEdit; + #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif diff --git a/source/blender/draw/engines/overlay/shaders/edit_lattice_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_lattice_point_vert.glsl new file mode 100644 index 00000000000..06d34c22ba1 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/edit_lattice_point_vert.glsl @@ -0,0 +1,32 @@ + +in vec3 pos; +in int data; + +out vec4 finalColor; + +void main() +{ + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + if ((data & VERT_SELECTED) != 0) { + finalColor = colorVertexSelect; + } + else if ((data & VERT_ACTIVE) != 0) { + finalColor = colorEditMeshActive; + } + else { + finalColor = colorVertex; + } + + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + + /* Small offset in Z */ + gl_Position.z -= 3e-4; + + gl_PointSize = sizeVertex * 2.0; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} diff --git a/source/blender/draw/engines/overlay/shaders/edit_lattice_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_lattice_wire_vert.glsl new file mode 100644 index 00000000000..efa6ca72feb --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/edit_lattice_wire_vert.glsl @@ -0,0 +1,38 @@ + +uniform sampler1D weightTex; + +in vec3 pos; +in float weight; + +out vec4 finalColor; + +#define no_active_weight 666.0 + +vec3 weight_to_rgb(float t) +{ + if (t == no_active_weight) { + /* No weight. */ + return colorWire.rgb; + } + if (t > 1.0 || t < 0.0) { + /* Error color */ + return vec3(1.0, 0.0, 1.0); + } + else { + return texture(weightTex, t).rgb; + } +} + +void main() +{ + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + finalColor = vec4(weight_to_rgb(weight), 1.0); + + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_analysis_frag.glsl index 8d96c0e418f..8d96c0e418f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_analysis_frag.glsl diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_analysis_vert.glsl index b89a3f407f9..b89a3f407f9 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_analysis_vert.glsl diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_common_lib.glsl index b79bae45f23..b79bae45f23 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_common_lib.glsl diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_facefill_frag.glsl index a8371958ec2..a8371958ec2 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_facefill_frag.glsl diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_facefill_vert.glsl index df37c6fb0bc..df37c6fb0bc 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_facefill_vert.glsl diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_frag.glsl index 7fe3cea8a42..1fe20d1cb1f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_frag.glsl @@ -12,12 +12,20 @@ #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) #define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS) +uniform sampler2D depthTex; +uniform float alpha = 1.0; + flat in vec4 finalColorOuter_f; in vec4 finalColor_f; noperspective in float edgeCoord_f; out vec4 FragColor; +bool test_occlusion() +{ + return gl_FragCoord.z > texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r; +} + void main() { float dist = abs(edgeCoord_f) - max(sizeEdge - 0.5, 0.0); @@ -33,4 +41,6 @@ void main() FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a); /* Line edges shape. */ FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w); + + FragColor.a *= test_occlusion() ? alpha : 1.0; } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_geom.glsl index 047bd1dccc6..92252bbd223 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_geom.glsl @@ -2,9 +2,6 @@ layout(lines) in; layout(triangle_strip, max_vertices = 4) out; -uniform vec2 viewportSize; -uniform vec2 viewportSizeInv; - in vec4 finalColor[2]; in vec4 finalColorOuter[2]; in int selectOveride[2]; @@ -55,7 +52,7 @@ void main() ss_pos[1] = pos1.xy / pos1.w; vec2 line = ss_pos[0] - ss_pos[1]; - line = abs(line) * viewportSize; + line = abs(line) * sizeViewport.xy; finalColorOuter_f = finalColorOuter[0]; float half_size = sizeEdge; @@ -67,7 +64,7 @@ void main() half_size += 0.5; #endif - vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0); + vec3 edge_ofs = vec3(half_size * sizeViewportInv.xy, 0.0); bool horizontal = line.x > line.y; edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz; diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl new file mode 100644 index 00000000000..2a00160836b --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl @@ -0,0 +1,53 @@ + +uniform float normalSize; +uniform sampler2D depthTex; +uniform float alpha = 1.0; + +in vec3 pos; +in vec3 lnor; +in vec3 vnor; +in vec4 norAndFlag; + +flat out vec4 finalColor; + +bool test_occlusion() +{ + vec3 ndc = (gl_Position.xyz / gl_Position.w) * 0.5 + 0.5; + return (ndc.z - 0.00035) > texture(depthTex, ndc.xy).r; +} + +void main() +{ + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + vec3 nor; + /* Select the right normal by cheking if the generic attrib is used. */ + if (!all(equal(lnor, vec3(0)))) { + nor = lnor; + finalColor = colorLNormal; + } + else if (!all(equal(vnor, vec3(0)))) { + nor = vnor; + finalColor = colorVNormal; + } + else { + nor = norAndFlag.xyz; + finalColor = colorNormal; + } + + vec3 n = normalize(normal_object_to_world(nor)); + + vec3 world_pos = point_object_to_world(pos); + + if (gl_VertexID == 0) { + world_pos += n * normalSize; + } + + gl_Position = point_world_to_ndc(world_pos); + + finalColor.a *= (test_occlusion()) ? alpha : 1.0; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_skin_root_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_skin_root_vert.glsl new file mode 100644 index 00000000000..944eb41058e --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_skin_root_vert.glsl @@ -0,0 +1,25 @@ + +/* ---- Instantiated Attrs ---- */ +in vec3 pos; + +/* ---- Per instance Attrs ---- */ +in float size; +in vec3 local_pos; + +flat out vec4 finalColor; + +void main() +{ + mat3 imat = mat3(ModelMatrixInverse); + vec3 right = normalize(imat * screenVecs[0].xyz); + vec3 up = normalize(imat * screenVecs[1].xyz); + vec3 screen_pos = (right * pos.x + up * pos.z) * size; + vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0); + gl_Position = ViewProjectionMatrix * pos_4d; + /* Manual stipple: one segment out of 2 is transparent. */ + finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(pos_4d.xyz); +#endif +} diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl index af0a47f1858..8759ef80888 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl @@ -1,5 +1,6 @@ -uniform float faceAlphaMod; +uniform sampler2D depthTex; +uniform float alpha = 1.0; uniform ivec4 dataMask = ivec4(0xFF); in ivec4 data; @@ -12,11 +13,19 @@ in vec4 norAndFlag; #endif out vec4 finalColor; +#ifdef EDGE out vec4 finalColorOuter; +#endif #ifdef USE_GEOM_SHADER out int selectOveride; #endif +bool test_occlusion() +{ + vec3 ndc = (gl_Position.xyz / gl_Position.w) * 0.5 + 0.5; + return ndc.z > texture(depthTex, ndc.xy).r; +} + void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND @@ -37,6 +46,8 @@ void main() gl_Position.z -= 1e-7; } + bool occluded = test_occlusion(); + #elif defined(EDGE) # ifdef FLAT finalColor = EDIT_MESH_edge_color_inner(m_data.y); @@ -50,18 +61,25 @@ void main() float bweight = float(m_data.w) / 255.0; finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight); + bool occluded = false; /* Done in fragment shader */ + #elif defined(FACE) finalColor = EDIT_MESH_face_color(m_data.x); - finalColor.a *= faceAlphaMod; + bool occluded = true; #elif defined(FACEDOT) finalColor = EDIT_MESH_facedot_color(norAndFlag.w); + /* Bias Facedot Z position in clipspace. */ gl_Position.z -= 0.00035; gl_PointSize = sizeFaceDot; + bool occluded = test_occlusion(); + #endif + finalColor.a *= (occluded) ? alpha : 1.0; + #if !defined(FACE) /* Facing based color blend */ vec3 vpos = point_world_to_view(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/edit_particle_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_particle_point_vert.glsl new file mode 100644 index 00000000000..86d5547225c --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/edit_particle_point_vert.glsl @@ -0,0 +1,19 @@ + +in vec3 pos; +in float color; + +out vec4 finalColor; + +void main() +{ + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + + finalColor = mix(colorWire, colorEdgeSelect, color); + + gl_PointSize = sizeVertex * 2.0; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} diff --git a/source/blender/draw/engines/overlay/shaders/edit_particle_strand_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_particle_strand_vert.glsl new file mode 100644 index 00000000000..1dde94f751c --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/edit_particle_strand_vert.glsl @@ -0,0 +1,42 @@ + +uniform sampler1D weightTex; +uniform bool useWeight; + +in vec3 pos; +in float color; + +out vec4 finalColor; + +#define no_active_weight 666.0 + +vec3 weight_to_rgb(float t) +{ + if (t == no_active_weight) { + /* No weight. */ + return colorWire.rgb; + } + if (t > 1.0 || t < 0.0) { + /* Error color */ + return vec3(1.0, 0.0, 1.0); + } + else { + return texture(weightTex, t).rgb; + } +} + +void main() +{ + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + + if (useWeight) { + finalColor = vec4(weight_to_rgb(color), 1.0); + } + else { + finalColor = mix(colorWire, colorEdgeSelect, color); + } + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} diff --git a/source/blender/draw/engines/overlay/shaders/extra_frag.glsl b/source/blender/draw/engines/overlay/shaders/extra_frag.glsl new file mode 100644 index 00000000000..8a8ae8a9611 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_frag.glsl @@ -0,0 +1,13 @@ + +noperspective in vec2 edgePos; +flat in vec2 edgeStart; +flat in vec4 finalColor; + +layout(location = 0) out vec4 fragColor; +layout(location = 1) out vec4 lineOutput; + +void main() +{ + fragColor = finalColor; + lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos); +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/shaders/extra_groundline_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_groundline_vert.glsl new file mode 100644 index 00000000000..4b08ea587d4 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_groundline_vert.glsl @@ -0,0 +1,30 @@ + +in vec3 pos; + +/* Instance */ +in vec3 inst_pos; + +flat out vec4 finalColor; +flat out vec2 edgeStart; +noperspective out vec2 edgePos; + +void main() +{ + finalColor = colorLight; + + /* Relative to DPI scalling. Have constant screen size. */ + vec3 screen_pos = screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y; + vec3 p = inst_pos; + p.z *= (pos.z == 0.0) ? 0.0 : 1.0; + float screen_size = mul_project_m4_v3_zfac(p) * sizePixel; + vec3 world_pos = p + screen_pos * screen_size; + + gl_Position = point_world_to_ndc(world_pos); + + /* Convert to screen position [0..sizeVp]. */ + edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +}
\ No newline at end of file diff --git a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl b/source/blender/draw/engines/overlay/shaders/extra_loose_point_frag.glsl index 5730cb2d96e..8784b6cd73a 100644 --- a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/extra_loose_point_frag.glsl @@ -1,6 +1,5 @@ -uniform vec4 color; -uniform vec4 innerColor; +in vec4 finalColor; out vec4 fragColor; @@ -10,10 +9,10 @@ void main() float dist = max(centered.x, centered.y); float fac = dist * dist * 4.0; - fragColor = mix(innerColor, color, 0.45 + fac * 0.65); + fragColor = mix(colorEditMeshMiddle, finalColor, 0.45 + fac * 0.65); /* Make the effect more like a fresnel by offsetting * the depth and creating mini-spheres. * Disabled as it has performance impact. */ // gl_FragDepth = gl_FragCoord.z + 1e-6 * fac; -} +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/shaders/extra_loose_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_loose_point_vert.glsl new file mode 100644 index 00000000000..76a2678a50e --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_loose_point_vert.glsl @@ -0,0 +1,20 @@ + +in vec3 pos; + +out vec4 finalColor; + +void main() +{ + /* Extract data packed inside the unused mat4 members. */ + mat4 obmat = ModelMatrix; + finalColor = vec4(obmat[0][3], obmat[1][3], obmat[2][3], obmat[3][3]); + + vec3 world_pos = (ModelMatrix * vec4(pos, 1.0)).xyz; + gl_Position = point_world_to_ndc(world_pos); + + gl_PointSize = sizeVertex * 2.0; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl new file mode 100644 index 00000000000..14c03248981 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_point_vert.glsl @@ -0,0 +1,30 @@ + +uniform vec4 color; + +in vec3 pos; + +out vec4 radii; +out vec4 fillColor; +out vec4 outlineColor; + +void main() +{ + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + + gl_PointSize = sizeObjectCenter; + float radius = 0.5 * sizeObjectCenter; + float outline_width = sizePixel; + radii[0] = radius; + radii[1] = radius - 1.0; + radii[2] = radius - outline_width; + radii[3] = radius - outline_width - 1.0; + radii /= sizeObjectCenter; + + fillColor = color; + outlineColor = colorOutline; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl new file mode 100644 index 00000000000..a72c5adb691 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl @@ -0,0 +1,227 @@ + +in vec3 pos; +in int vclass; + +/* Instance */ +in mat4 inst_obmat; +in vec4 color; + +#define lamp_area_size inst_data.xy +#define lamp_clip_sta inst_data.z +#define lamp_clip_end inst_data.w + +#define lamp_spot_cosine inst_data.x +#define lamp_spot_blend inst_data.y + +#define camera_corner inst_data.xy +#define camera_center inst_data.zw +#define camera_dist inst_color_data +#define camera_dist_sta inst_data.z +#define camera_dist_end inst_data.w +#define camera_distance_color inst_data.x + +#define empty_size inst_data.xyz +#define empty_scale inst_data.w + +#define VCLASS_LIGHT_AREA_SHAPE (1 << 0) +#define VCLASS_LIGHT_SPOT_SHAPE (1 << 1) +#define VCLASS_LIGHT_SPOT_BLEND (1 << 2) +#define VCLASS_LIGHT_SPOT_CONE (1 << 3) +#define VCLASS_LIGHT_DIST (1 << 4) + +#define VCLASS_CAMERA_FRAME (1 << 5) +#define VCLASS_CAMERA_DIST (1 << 6) +#define VCLASS_CAMERA_VOLUME (1 << 7) + +#define VCLASS_SCREENSPACE (1 << 8) +#define VCLASS_SCREENALIGNED (1 << 9) + +#define VCLASS_EMPTY_SCALED (1 << 10) +#define VCLASS_EMPTY_AXES (1 << 11) +#define VCLASS_EMPTY_AXES_NAME (1 << 12) +#define VCLASS_EMPTY_AXES_SHADOW (1 << 13) +#define VCLASS_EMPTY_SIZE (1 << 14) + +flat out vec4 finalColor; +flat out vec2 edgeStart; +noperspective out vec2 edgePos; + +void main() +{ + /* Extract data packed inside the unused mat4 members. */ + vec4 inst_data = vec4(inst_obmat[0][3], inst_obmat[1][3], inst_obmat[2][3], inst_obmat[3][3]); + float inst_color_data = color.a; + mat4 obmat = inst_obmat; + obmat[0][3] = obmat[1][3] = obmat[2][3] = 0.0; + obmat[3][3] = 1.0; + + finalColor = color; + if (color.a < 0.0) { + finalColor.a = 1.0; + } + + float lamp_spot_sine; + vec3 vpos = pos; + vec3 vofs = vec3(0.0); + /* Lights */ + if ((vclass & VCLASS_LIGHT_AREA_SHAPE) != 0) { + /* HACK: use alpha color for spots to pass the area_size. */ + if (inst_color_data < 0.0) { + lamp_area_size.xy = vec2(-inst_color_data); + } + vpos.xy *= lamp_area_size.xy; + } + else if ((vclass & VCLASS_LIGHT_SPOT_SHAPE) != 0) { + lamp_spot_sine = sqrt(1.0 - lamp_spot_cosine * lamp_spot_cosine); + lamp_spot_sine *= ((vclass & VCLASS_LIGHT_SPOT_BLEND) != 0) ? lamp_spot_blend : 1.0; + vpos = vec3(pos.xy * lamp_spot_sine, -lamp_spot_cosine); + } + else if ((vclass & VCLASS_LIGHT_DIST) != 0) { + /* Meh nasty mess. Select one of the 6 axes to display on. (see light_distance_z_get()) */ + int dist_axis = int(pos.z); + float dist = pos.z - floor(pos.z) - 0.5; + float inv = sign(dist); + dist = (abs(dist) > 0.15) ? lamp_clip_end : lamp_clip_sta; + vofs[dist_axis] = inv * dist / length(obmat[dist_axis].xyz); + vpos.z = 0.0; + if (lamp_clip_end < 0.0) { + vpos = vofs = vec3(0.0); + } + } + /* Camera */ + else if ((vclass & VCLASS_CAMERA_FRAME) != 0) { + if ((vclass & VCLASS_CAMERA_VOLUME) != 0) { + vpos.z = mix(color.b, color.a, pos.z); + } + else if (camera_dist > 0.0) { + vpos.z = -abs(camera_dist); + } + else { + vpos.z *= -abs(camera_dist); + } + vpos.xy = (camera_center + camera_corner * vpos.xy) * abs(vpos.z); + } + else if ((vclass & VCLASS_CAMERA_DIST) != 0) { + vofs.xy = vec2(0.0); + vofs.z = -mix(camera_dist_sta, camera_dist_end, pos.z); + vpos.z = 0.0; + /* Distance line endpoints color */ + if (any(notEqual(pos.xy, vec2(0.0)))) { + /* Override color. */ + switch (int(camera_distance_color)) { + case 0: /* Mist */ + finalColor = vec4(0.5, 0.5, 0.5, 1.0); + break; + case 1: /* Mist Active */ + finalColor = vec4(1.0, 1.0, 1.0, 1.0); + break; + case 2: /* Clip */ + finalColor = vec4(0.5, 0.5, 0.25, 1.0); + break; + case 3: /* Clip Active */ + finalColor = vec4(1.0, 1.0, 0.5, 1.0); + break; + } + } + /* Focus cross */ + if (pos.z == 2.0) { + vofs.z = 0.0; + if (camera_dist < 0.0) { + vpos.z = -abs(camera_dist); + } + else { + /* Disabled */ + vpos = vec3(0.0); + } + } + } + /* Empties */ + else if ((vclass & VCLASS_EMPTY_SCALED) != 0) { + /* This is a bit silly but we avoid scalling the object matrix on CPU (saving a mat4 mul) */ + vpos *= empty_scale; + } + else if ((vclass & VCLASS_EMPTY_SIZE) != 0) { + /* This is a bit silly but we avoid scalling the object matrix on CPU (saving a mat4 mul) */ + vpos *= empty_size; + } + else if ((vclass & VCLASS_EMPTY_AXES) != 0) { + float axis = vpos.z; + vofs[int(axis)] = (1.0 + fract(axis)) * empty_scale; + /* Scale uniformly by axis length */ + vpos *= length(obmat[int(axis)].xyz) * empty_scale; + + vec3 axis_color = vec3(0.0); + axis_color[int(axis)] = 1.0; + finalColor.rgb = mix(axis_color + fract(axis), color.rgb, color.a); + finalColor.a = 1.0; + } + + /* Not exclusive with previous flags. */ + if ((vclass & VCLASS_CAMERA_VOLUME) != 0) { + /* Unpack final color. */ + int color_class = int(floor(color.r)); + float color_intensity = fract(color.r); + switch (color_class) { + case 0: /* No eye (convergence plane) */ + finalColor = vec4(1.0, 1.0, 1.0, 1.0); + break; + case 1: /* Left eye */ + finalColor = vec4(0.0, 1.0, 1.0, 1.0); + break; + case 2: /* Right eye */ + finalColor = vec4(1.0, 0.0, 0.0, 1.0); + break; + } + finalColor *= vec4(vec3(color_intensity), color.g); + } + + vec3 world_pos; + if ((vclass & VCLASS_SCREENSPACE) != 0) { + /* Relative to DPI scalling. Have constant screen size. */ + vec3 screen_pos = screenVecs[0].xyz * vpos.x + screenVecs[1].xyz * vpos.y; + vec3 p = (obmat * vec4(vofs, 1.0)).xyz; + float screen_size = mul_project_m4_v3_zfac(p) * sizePixel; + world_pos = p + screen_pos * screen_size; + } + else if ((vclass & VCLASS_SCREENALIGNED) != 0) { + /* World sized, camera facing geometry. */ + vec3 screen_pos = screenVecs[0].xyz * vpos.x + screenVecs[1].xyz * vpos.y; + world_pos = (obmat * vec4(vofs, 1.0)).xyz + screen_pos; + } + else { + world_pos = (obmat * vec4(vofs + vpos, 1.0)).xyz; + } + + if ((vclass & VCLASS_LIGHT_SPOT_CONE) != 0) { + /* Compute point on the cone before and after this one. */ + vec2 perp = vec2(pos.y, -pos.x); + const float incr_angle = 2.0 * 3.1415 / 32.0; + const vec2 slope = vec2(cos(incr_angle), sin(incr_angle)); + vec3 p0 = vec3((pos.xy * slope.x + perp * slope.y) * lamp_spot_sine, -lamp_spot_cosine); + vec3 p1 = vec3((pos.xy * slope.x - perp * slope.y) * lamp_spot_sine, -lamp_spot_cosine); + p0 = (obmat * vec4(p0, 1.0)).xyz; + p1 = (obmat * vec4(p1, 1.0)).xyz; + /* Compute normals of each side. */ + vec3 edge = obmat[3].xyz - world_pos; + vec3 n0 = normalize(cross(edge, p0 - world_pos)); + vec3 n1 = normalize(cross(edge, world_pos - p1)); + bool persp = (ProjectionMatrix[3][3] == 0.0); + vec3 V = (persp) ? normalize(ViewMatrixInverse[3].xyz - world_pos) : ViewMatrixInverse[2].xyz; + /* Discard non-silhouete edges. */ + bool facing0 = dot(n0, V) > 0.0; + bool facing1 = dot(n1, V) > 0.0; + if (facing0 == facing1) { + /* Hide line by making it cover 0 pixels. */ + world_pos = obmat[3].xyz; + } + } + + gl_Position = point_world_to_ndc(world_pos); + + /* Convert to screen position [0..sizeVp]. */ + edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_frag.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_frag.glsl new file mode 100644 index 00000000000..7e469aee18d --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_wire_frag.glsl @@ -0,0 +1,31 @@ + +noperspective in vec2 stipple_coord; +flat in vec2 stipple_start; +flat in vec4 finalColor; + +layout(location = 0) out vec4 fragColor; +layout(location = 1) out vec4 lineOutput; + +void main() +{ + fragColor = finalColor; + + /* Stipple */ + const float dash_width = 6.0; + const float dash_factor = 0.5; + + lineOutput = pack_line_data(gl_FragCoord.xy, stipple_start, stipple_coord); + + float dist = distance(stipple_start, stipple_coord); + + if (fragColor.a == 0.0) { + /* Disable stippling. */ + dist = 0.0; + } + + fragColor.a = 1.0; + + if (fract(dist / dash_width) > dash_factor) { + discard; + } +}
\ No newline at end of file diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl new file mode 100644 index 00000000000..933b9d65a5f --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl @@ -0,0 +1,40 @@ + +in vec3 pos; +in vec4 color; +in int colorid; /* if equal 0 (i.e: Not specified) use color attrib and stippling. */ + +noperspective out vec2 stipple_coord; +flat out vec2 stipple_start; +flat out vec4 finalColor; + +vec2 screen_position(vec4 p) +{ + return ((p.xy / p.w) * 0.5 + 0.5) * sizeViewport.xy; +} + +void main() +{ + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + + stipple_coord = stipple_start = screen_position(gl_Position); + +#ifdef OBJECT_WIRE + /* Extract data packed inside the unused mat4 members. */ + finalColor = vec4(ModelMatrix[0][3], ModelMatrix[1][3], ModelMatrix[2][3], ModelMatrix[3][3]); +#else + + if (colorid == TH_CAMERA_PATH) { + finalColor = colorCameraPath; + finalColor.a = 0.0; /* No Stipple */ + } + else { + finalColor = color; + finalColor.a = 1.0; /* Stipple */ + } +#endif + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +}
\ No newline at end of file diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl b/source/blender/draw/engines/overlay/shaders/facing_frag.glsl index 1ed35b4a421..1ed35b4a421 100644 --- a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/facing_frag.glsl diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl b/source/blender/draw/engines/overlay/shaders/facing_vert.glsl index 2dd84c0a060..2dd84c0a060 100644 --- a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/facing_vert.glsl diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl index 751d839eb79..db845c7f1dd 100644 --- a/source/blender/draw/modes/shaders/object_grid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl @@ -9,7 +9,6 @@ in vec3 local_pos; out vec4 FragColor; uniform vec3 planeAxes; -uniform vec3 screenVecs[2]; uniform float gridDistance; uniform float meshSize; uniform float lineKernel = 0.0; @@ -120,7 +119,7 @@ void main() if ((gridFlag & GRID) != 0) { /* Using `max(dot(dFdxPos, screenVecs[0]), dot(dFdyPos, screenVecs[1]))` * would be more accurate, but not really necessary. */ - float grid_res = dot(dFdxPos, screenVecs[0]); + float grid_res = dot(dFdxPos, screenVecs[0].xyz); /* The gride begins to appear when it comprises 4 pixels */ grid_res *= 4; diff --git a/source/blender/draw/modes/shaders/object_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl index 496bb011c74..496bb011c74 100644 --- a/source/blender/draw/modes/shaders/object_grid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl diff --git a/source/blender/draw/engines/overlay/shaders/image_frag.glsl b/source/blender/draw/engines/overlay/shaders/image_frag.glsl new file mode 100644 index 00000000000..0da7067851d --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/image_frag.glsl @@ -0,0 +1,34 @@ + +uniform sampler2D imgTexture; +uniform bool imgPremultiplied; +uniform bool imgAlphaBlend; +uniform bool imgLinear; +uniform vec4 color; + +in vec2 uvs; + +out vec4 fragColor; + +void main() +{ + vec2 uvs_clamped = clamp(uvs, 0.0, 1.0); + vec4 tex_color; + if (imgLinear) { + tex_color = texture_read_as_linearrgb(imgTexture, imgPremultiplied, uvs_clamped); + } + else { + tex_color = texture_read_as_srgb(imgTexture, imgPremultiplied, uvs_clamped); + } + fragColor = tex_color * color; + + if (!imgAlphaBlend) { + /* Arbitrary discard anything below 5% opacity. + * Note that this could be exposed to the User. */ + if (tex_color.a < 0.05) { + discard; + } + else { + fragColor.a = 1.0; + } + } +} diff --git a/source/blender/draw/engines/overlay/shaders/image_vert.glsl b/source/blender/draw/engines/overlay/shaders/image_vert.glsl new file mode 100644 index 00000000000..621e1d8068b --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/image_vert.glsl @@ -0,0 +1,21 @@ + +uniform bool depthSet; + +in vec3 pos; + +out vec2 uvs; + +void main() +{ + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + + if (depthSet) { + /* Result in a position at 1.0 (far plane). Small epsilon to avoid precision issue. + * This mimics the effect of infinite projection matrix + * (see http://www.terathon.com/gdc07_lengyel.pdf). */ + gl_Position.z = gl_Position.w - 2.4e-7; + } + + uvs = pos.xy * 0.5 + 0.5; +} diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl b/source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl index b81f9f639ca..95e5b08049e 100644 --- a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/motion_path_line_geom.glsl @@ -2,8 +2,6 @@ layout(lines) in; layout(triangle_strip, max_vertices = 4) out; -uniform mat4 ProjectionMatrix; -uniform vec2 viewportSize; uniform int lineThickness = 2; in vec4 finalColor_geom[]; @@ -21,19 +19,26 @@ vec2 compute_dir(vec2 v0, vec2 v1) void main(void) { vec2 t; - vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) / viewportSize; + vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) * sizeViewportInv.xy; bool is_persp = (ProjectionMatrix[3][3] == 0.0); + float line_size = float(lineThickness) * sizePixel; +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance); +#endif finalColor = finalColor_geom[0]; - t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[0].gl_Position.w : 1.0)); + t = edge_dir * (line_size * (is_persp ? gl_in[0].gl_Position.w : 1.0)); gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0); EmitVertex(); gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0); EmitVertex(); +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance); +#endif finalColor = finalColor_geom[1]; - t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[1].gl_Position.w : 1.0)); + t = edge_dir * (line_size * (is_persp ? gl_in[1].gl_Position.w : 1.0)); gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0); EmitVertex(); gl_Position = gl_in[1].gl_Position - vec4(t, 0.0, 0.0); diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl b/source/blender/draw/engines/overlay/shaders/motion_path_line_vert.glsl index b4d8abfe180..6d7f673731e 100644 --- a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/motion_path_line_vert.glsl @@ -1,16 +1,13 @@ -uniform mat4 ViewMatrix; -uniform mat4 ViewProjectionMatrix; -uniform vec2 viewportSize; - -uniform int frameCurrent; -uniform int frameStart; -uniform int frameEnd; -uniform int cacheStart; +uniform ivec4 mpathLineSettings; uniform bool selected; -uniform bool useCustomColor; uniform vec3 customColor; +#define frameCurrent mpathLineSettings.x +#define frameStart mpathLineSettings.y +#define frameEnd mpathLineSettings.z +#define cacheStart mpathLineSettings.w + in vec3 pos; out vec2 ssPos; @@ -19,7 +16,7 @@ out vec4 finalColor_geom; /* project to screen space */ vec2 proj(vec4 pos) { - return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; + return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; } #define SET_INTENSITY(A, B, C, min, max) \ @@ -38,10 +35,10 @@ void main() vec3 blend_base = (abs(frame - frameCurrent) == 1) ? colorCurrentFrame.rgb : colorBackground.rgb; /* "bleed" cframe color to ease color blending */ - + bool use_custom_color = customColor.x >= 0.0; /* TODO: We might want something more consistent with custom color and standard colors. */ if (frame < frameCurrent) { - if (useCustomColor) { + if (use_custom_color) { /* Custom color: previous frames color is darker than current frame */ finalColor_geom.rgb = customColor * 0.25; } @@ -57,7 +54,7 @@ void main() } } else if (frame > frameCurrent) { - if (useCustomColor) { + if (use_custom_color) { /* Custom color: next frames color is equal to user selected color */ finalColor_geom.rgb = customColor; } @@ -74,7 +71,7 @@ void main() } } else { - if (useCustomColor) { + if (use_custom_color) { /* Custom color: current frame color is slightly darker than user selected color */ finalColor_geom.rgb = customColor * 0.5; } @@ -92,4 +89,8 @@ void main() } finalColor_geom.a = 1.0; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(pos); +#endif } diff --git a/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl b/source/blender/draw/engines/overlay/shaders/motion_path_point_vert.glsl index 70267e78d9e..14335eb1b99 100644 --- a/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/motion_path_point_vert.glsl @@ -1,13 +1,12 @@ -uniform mat4 ViewProjectionMatrix; - -uniform int pointSize = 2; -uniform int frameCurrent; -uniform int cacheStart; +uniform ivec4 mpathPointSettings; uniform bool showKeyFrames = true; -uniform bool useCustomColor; uniform vec3 customColor; -uniform int stepSize; + +#define pointSize mpathPointSettings.x +#define frameCurrent mpathPointSettings.y +#define cacheStart mpathPointSettings.z +#define stepSize mpathPointSettings.w in vec3 pos; in int flag; @@ -23,7 +22,8 @@ void main() gl_PointSize = float(pointSize + 2); int frame = gl_VertexID + cacheStart; - finalColor = (useCustomColor) ? vec4(customColor, 1.0) : vec4(1.0); + bool use_custom_color = customColor.x >= 0.0; + finalColor = (use_custom_color) ? vec4(customColor, 1.0) : vec4(1.0); /* Bias to reduce z fighting with the path */ gl_Position.z -= 1e-4; @@ -49,4 +49,10 @@ void main() gl_Position.z -= 1e-4; } } + + gl_PointSize *= sizePixel; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(pos); +#endif } diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl index 7b86d477a39..79c970adfe0 100644 --- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl @@ -8,7 +8,6 @@ uniform sampler2D outlineDepth; uniform sampler2D sceneDepth; uniform float alphaOcclu; -uniform vec2 viewportSize; void main() { diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_expand_frag.glsl index cb9fe0e7c36..cb9fe0e7c36 100644 --- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_expand_frag.glsl diff --git a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/outline_lightprobe_grid_vert.glsl index 144024a7d5d..144024a7d5d 100644 --- a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_lightprobe_grid_vert.glsl diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl index 5d6c4881b5b..5d6c4881b5b 100644 --- a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl index b32913dcd60..b32913dcd60 100644 --- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl index 7740f9a4af2..7740f9a4af2 100644 --- a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl diff --git a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_resolve_frag.glsl index ba5d073a9c2..ba5d073a9c2 100644 --- a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_resolve_frag.glsl diff --git a/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_face_vert.glsl index 4b5191ead07..2b5d586bdd1 100644 --- a/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_face_vert.glsl @@ -4,12 +4,17 @@ in vec4 nor; /* select flag on the 4th component */ void main() { + GPU_INTEL_VERTEX_SHADER_WORKAROUND + vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); + bool is_select = (nor.w > 0.0); + bool is_hidden = (nor.w < 0.0); + /* Don't draw faces that are selected. */ - if (nor.w > 0.0) { - gl_Position = vec4(0.0, 0.0, 0.0, 1.0); + if (is_hidden || is_select) { + gl_Position = vec4(-2.0, -2.0, -2.0, 1.0); } else { #ifdef USE_WORLD_CLIP_PLANES diff --git a/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl new file mode 100644 index 00000000000..9d102bd4295 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl @@ -0,0 +1,32 @@ + +in vec3 pos; +in vec4 nor; /* select flag on the 4th component */ + +out vec4 finalColor; + +void main() +{ + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + bool is_select = (nor.w > 0.0); + bool is_hidden = (nor.w < 0.0); + + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + /* Add offset in Z to avoid zfighting and render selected wires on top. */ + /* TODO scale this bias using znear and zfar range. */ + gl_Position.z -= (is_select ? 2e-4 : 1e-4); + + if (is_hidden) { + gl_Position = vec4(-2.0, -2.0, -2.0, 1.0); + } + + finalColor = (is_select) ? vec4(1.0) : colorWire; + finalColor.a = nor.w; + + gl_PointSize = sizeVertex * 2.0; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} diff --git a/source/blender/draw/engines/overlay/shaders/paint_texture_frag.glsl b/source/blender/draw/engines/overlay/shaders/paint_texture_frag.glsl new file mode 100644 index 00000000000..4d0692039a4 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/paint_texture_frag.glsl @@ -0,0 +1,23 @@ +in vec2 uv_interp; + +out vec4 fragColor; + +uniform float opacity = 1.0; + +uniform sampler2D maskImage; +uniform bool maskImagePremultiplied; +uniform vec3 maskColor; +uniform bool maskInvertStencil; + +void main() +{ + vec4 mask = vec4(texture_read_as_srgb(maskImage, maskImagePremultiplied, uv_interp).rgb, 1.0); + if (maskInvertStencil) { + mask.rgb = 1.0 - mask.rgb; + } + float mask_step = smoothstep(0, 3.0, mask.r + mask.g + mask.b); + mask.rgb *= maskColor; + mask.a = mask_step * opacity; + + fragColor = mask; +} diff --git a/source/blender/draw/modes/shaders/paint_texture_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_texture_vert.glsl index ddfc2b51437..cb29fefb7ef 100644 --- a/source/blender/draw/modes/shaders/paint_texture_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_texture_vert.glsl @@ -2,14 +2,16 @@ in vec3 pos; in vec2 mu; /* masking uv map */ -out vec2 masking_uv_interp; +out vec2 uv_interp; void main() { + GPU_INTEL_VERTEX_SHADER_WORKAROUND + vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); - masking_uv_interp = mu; + uv_interp = mu; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/engines/overlay/shaders/paint_vertcol_frag.glsl index f03e3410ec3..2500ff83abe 100644 --- a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_vertcol_frag.glsl @@ -2,7 +2,9 @@ in vec3 finalColor; out vec4 fragColor; + uniform float opacity = 1.0; +uniform bool useAlphaBlend = false; vec3 linear_to_srgb_attr(vec3 c) { @@ -15,10 +17,12 @@ vec3 linear_to_srgb_attr(vec3 c) void main() { vec3 color = linear_to_srgb_attr(finalColor); -#ifdef DRW_STATE_BLEND_ALPHA - fragColor = vec4(color, opacity); -#else - fragColor.rgb = mix(vec3(1.0), color, opacity); - fragColor.a = 1.0; -#endif + + if (useAlphaBlend) { + fragColor = vec4(color, opacity); + } + else { + /* mix with 1.0 -> is like opacity when using multiply blend mode */ + fragColor = vec4(mix(vec3(1.0), color, opacity), 1.0); + } } diff --git a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_vertcol_vert.glsl index 24033432a48..e060e33deba 100644 --- a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_vertcol_vert.glsl @@ -14,6 +14,8 @@ vec3 srgb_to_linear_attr(vec3 c) void main() { + GPU_INTEL_VERTEX_SHADER_WORKAROUND + vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); diff --git a/source/blender/draw/modes/shaders/paint_weight_frag.glsl b/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl index 76b7719be64..0020d76ed6a 100644 --- a/source/blender/draw/modes/shaders/paint_weight_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl @@ -6,6 +6,7 @@ out vec4 fragColor; uniform float opacity = 1.0; uniform sampler1D colorramp; +uniform bool useAlphaBlend = false; uniform bool drawContours = false; float contours(float value, float steps, float width_px, float max_rel_width, float gradient) @@ -95,11 +96,11 @@ void main() color = mix(weight_color, colorVertexUnreferenced, alert * alert); } -#ifdef DRW_STATE_BLEND_ALPHA - /* alpha blending mix */ - fragColor = vec4(color.rgb, opacity); -#else - /* mix with 1.0 -> is like opacity when using multiply blend mode */ - fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0); -#endif + if (useAlphaBlend) { + fragColor = vec4(color.rgb, opacity); + } + else { + /* mix with 1.0 -> is like opacity when using multiply blend mode */ + fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0); + } } diff --git a/source/blender/draw/modes/shaders/paint_weight_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_weight_vert.glsl index 330cc7d19f4..b3baa8c7b07 100644 --- a/source/blender/draw/modes/shaders/paint_weight_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_weight_vert.glsl @@ -6,6 +6,8 @@ out vec2 weight_interp; /* (weight, alert) */ void main() { + GPU_INTEL_VERTEX_SHADER_WORKAROUND + vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl index 5857ffc9960..d5a42d2d309 100644 --- a/source/blender/draw/modes/shaders/paint_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl @@ -1,4 +1,6 @@ +uniform bool useSelect; + in vec3 pos; in vec4 nor; /* flag stored in w */ @@ -6,13 +8,11 @@ flat out vec4 finalColor; void main() { -#ifdef USE_SELECT - bool is_select = (nor.w > 0.0); - bool is_hidden = (nor.w < 0.0); -#else - bool is_select = false; - bool is_hidden = false; -#endif + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + bool is_select = (nor.w > 0.0) && useSelect; + bool is_hidden = (nor.w < 0.0) && useSelect; + vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); /* Add offset in Z to avoid zfighting and render selected wires on top. */ @@ -23,30 +23,14 @@ void main() gl_Position = vec4(-2.0, -2.0, -2.0, 1.0); } -#ifdef VERTEX_MODE - vec4 colSel = colorEdgeSelect; - colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0); -#else - const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0); -#endif + const vec4 colSel = vec4(1.0); -#ifdef USE_SELECT finalColor = (is_select) ? colSel : colorWire; - finalColor.a = nor.w; -#else -# ifdef VERTEX_MODE - finalColor.xyz = colorWire.xyz; - finalColor.a = 1.0; -# else - /* Weight paint needs a light color to contrasts with dark weights. */ - finalColor = vec4(1, 1, 1, 0.2); -# endif -#endif - /* Needed for Radeon (TM) RX 480 Graphics. */ -#if defined(GPU_ATI) - gl_PointSize = sizeVertex * 2.0; -#endif + /* Weight paint needs a light color to contrasts with dark weights. */ + if (!useSelect) { + finalColor = vec4(1.0, 1.0, 1.0, 0.3); + } #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/particle_frag.glsl b/source/blender/draw/engines/overlay/shaders/particle_frag.glsl new file mode 100644 index 00000000000..36928d0c776 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/particle_frag.glsl @@ -0,0 +1,16 @@ + +in vec4 finalColor; + +out vec4 fragColor; + +void main() +{ + float dist = length(gl_PointCoord - vec2(0.5)); + + if (dist > 0.5) { + discard; + } + /* Nice sphere falloff. */ + float intensity = sqrt(1.0 - dist * 2.0) * 0.5 + 0.5; + fragColor = finalColor * vec4(intensity, intensity, intensity, 1.0); +} diff --git a/source/blender/draw/engines/overlay/shaders/particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/particle_vert.glsl new file mode 100644 index 00000000000..9ff2c42921d --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/particle_vert.glsl @@ -0,0 +1,68 @@ + +uniform sampler1D weightTex; +uniform vec4 color; /* Drawsize packed in alpha */ + +/* ---- Instantiated Attrs ---- */ +in vec3 pos; +in int vclass; + +/* ---- Per instance Attrs ---- */ +in vec3 part_pos; +in vec4 part_rot; +in float part_val; + +#ifdef USE_DOTS +out vec4 finalColor; +#else +flat out vec4 finalColor; +#endif + +#define VCLASS_SCREENALIGNED (1 << 9) + +#define VCLASS_EMPTY_AXES (1 << 11) + +vec3 rotate(vec3 vec, vec4 quat) +{ + /* The quaternion representation here stores the w component in the first index */ + return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec); +} + +void main() +{ + float draw_size = color.a; + + vec3 world_pos = part_pos; + +#ifdef USE_DOTS + gl_Position = point_world_to_ndc(world_pos); + /* World sized points. */ + gl_PointSize = sizePixel * draw_size * ProjectionMatrix[1][1] * sizeViewport.y / gl_Position.w; +#else + + if ((vclass & VCLASS_SCREENALIGNED) != 0) { + /* World sized, camera facing geometry. */ + world_pos += (screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y) * draw_size; + } + else { + world_pos += rotate(pos, part_rot) * draw_size; + } + + gl_Position = point_world_to_ndc(world_pos); +#endif + + /* Coloring */ + if ((vclass & VCLASS_EMPTY_AXES) != 0) { + /* see VBO construction for explanation. */ + finalColor = vec4(clamp(pos * 10000.0, 0.0, 1.0), 1.0); + } + else if (part_val < 0.0) { + finalColor = vec4(color.rgb, 1.0); + } + else { + finalColor = vec4(texture(weightTex, part_val).rgb, 1.0); + } + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} diff --git a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl b/source/blender/draw/engines/overlay/shaders/sculpt_mask_vert.glsl index 7b026836690..18a096da61b 100644 --- a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/sculpt_mask_vert.glsl @@ -12,5 +12,9 @@ void main() gl_Position = point_world_to_ndc(world_pos); float mask = 1.0 - (msk * maskOpacity); - finalColor = vec4(mask, mask, mask, 1.0); + finalColor = vec4(0.0, 0.0, 0.0, mask); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif } diff --git a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl index 64f88bd74fa..64f88bd74fa 100644 --- a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl new file mode 100644 index 00000000000..39d0012574c --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl @@ -0,0 +1,20 @@ + +in vec3 finalColor; +flat in float edgeSharpness; + +flat in vec2 edgeStart; +noperspective in vec2 edgePos; + +layout(location = 0) out vec4 fragColor; +layout(location = 1) out vec4 lineOutput; + +void main() +{ + if (edgeSharpness < 0.0) { + discard; + } + + lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos); + fragColor.rgb = finalColor; + fragColor.a = 1.0; +} diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_geom.glsl index 6ae52d43a48..346c9d83a9e 100644 --- a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/wireframe_geom.glsl @@ -1,26 +1,27 @@ /* This shader is only used for edge selection and OSX workaround for large wires. */ -uniform float wireSize; -uniform vec2 viewportSize; -uniform vec2 viewportSizeInv; - layout(lines) in; layout(triangle_strip, max_vertices = 4) out; -in float facing_g[]; +in vec3 finalColor_g[]; in float edgeSharpness_g[]; #ifndef SELECT_EDGES -out float facing; +out vec3 finalColor; flat out float edgeSharpness; + +flat out vec2 edgeStart; +noperspective out vec2 edgePos; #endif void do_vertex(const int i, float coord, vec2 offset) { #ifndef SELECT_EDGES + /* TODO */ + edgePos = edgeStart = vec2(0); edgeSharpness = edgeSharpness_g[i]; - facing = facing_g[i]; + finalColor = finalColor_g[i]; #endif gl_Position = gl_in[i].gl_Position; /* Multiply offset by 2 because gl_Position range is [-1..1]. */ @@ -38,11 +39,11 @@ void main() ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w; vec2 line = ss_pos[0] - ss_pos[1]; - line = abs(line) * viewportSize; + line = abs(line) * sizeViewport.xy; - float half_size = wireSize; + float half_size = sizePixel * 0.5; - vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0); + vec3 edge_ofs = vec3(half_size * sizeViewportInv.xy, 0.0); bool horizontal = line.x > line.y; edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz; diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl new file mode 100644 index 00000000000..78ce8fd8a8f --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl @@ -0,0 +1,144 @@ + +uniform float wireStepParam; + +in vec3 pos; +in vec3 nor; +in float wd; /* wiredata */ + +float get_edge_sharpness(float wd) +{ + return ((wd == 0.0) ? -1.5 : wd) + wireStepParam; +} + +/* Geometry shader version */ +#if defined(SELECT_EDGES) || defined(USE_GEOM) +out vec3 finalColor_g; +out float edgeSharpness_g; + +#else /* USE_GEOM */ + +flat out vec2 edgeStart; +noperspective out vec2 edgePos; + +out vec3 finalColor; +flat out float edgeSharpness; +# define finalColor_g finalColor +# define edgeSharpness_g edgeSharpness + +#endif /* SELECT_EDGES */ + +uniform bool useColoring; +uniform bool isTransform; +uniform bool isObjectColor; +uniform bool isRandomColor; + +void wire_color_get(out vec3 rim_col, out vec3 wire_col) +{ + int flag = int(abs(ObjectInfo.w)); + bool is_selected = (flag & DRW_BASE_SELECTED) != 0; + bool is_from_dupli = (flag & DRW_BASE_FROM_DUPLI) != 0; + bool is_from_set = (flag & DRW_BASE_FROM_SET) != 0; + bool is_active = (flag & DRW_BASE_ACTIVE) != 0; + + if (is_from_set) { + rim_col = colorDupli.rgb; + wire_col = colorDupli.rgb; + } + else if (is_from_dupli) { + if (is_selected) { + if (isTransform) { + rim_col = colorTransform.rgb; + } + else { + rim_col = colorDupliSelect.rgb; + } + } + else { + rim_col = colorDupli.rgb; + } + wire_col = colorDupli.rgb; + } + else if (is_selected && useColoring) { + if (isTransform) { + rim_col = colorTransform.rgb; + } + else if (is_active) { + rim_col = colorActive.rgb; + } + else { + rim_col = colorSelect.rgb; + } + wire_col = colorWire.rgb; + } + else { + rim_col = colorWire.rgb; + wire_col = colorBackground.rgb; + } +} + +vec3 hsv_to_rgb(vec3 hsv) +{ + vec3 nrgb = abs(hsv.x * 6.0 - vec3(3.0, 2.0, 4.0)) * vec3(1, -1, -1) + vec3(-1, 2, 2); + nrgb = clamp(nrgb, 0.0, 1.0); + return ((nrgb - 1.0) * hsv.y + 1.0) * hsv.z; +} + +void wire_object_color_get(out vec3 rim_col, out vec3 wire_col) +{ + int flag = int(abs(ObjectInfo.w)); + bool is_selected = (flag & DRW_BASE_SELECTED) != 0; + + if (isObjectColor) { + rim_col = wire_col = ObjectColor.rgb * 0.5; + } + else { + float hue = ObjectInfo.z; + vec3 hsv = vec3(hue, 0.75, 0.8); + rim_col = wire_col = hsv_to_rgb(hsv); + } + + if (is_selected && useColoring) { + /* "Normalize" color. */ + wire_col += 1e-4; /* Avoid division by 0. */ + float brightness = max(wire_col.x, max(wire_col.y, wire_col.z)); + wire_col *= 0.5 / brightness; + rim_col += 0.75; + } + else { + rim_col *= 0.5; + wire_col += 0.5; + } +} + +void main() +{ + vec3 wpos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(wpos); + +#if !(defined(SELECT_EDGES) || defined(USE_GEOM)) + /* Convert to screen position [0..sizeVp]. */ + edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; +#endif + + edgeSharpness_g = get_edge_sharpness(wd); + + vec3 rim_col, wire_col; + if (isObjectColor || isRandomColor) { + wire_object_color_get(rim_col, wire_col); + } + else { + wire_color_get(rim_col, wire_col); + } + + vec3 wnor = normalize(normal_object_to_world(nor)); + float facing = dot(wnor, ViewMatrixInverse[2].xyz); + facing = clamp(abs(facing), 0.0, 1.0); + + vec3 final_front_col = mix(rim_col, wire_col, 0.4); + vec3 final_rim_col = mix(rim_col, wire_col, 0.1); + finalColor_g = mix(final_rim_col, final_front_col, facing); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(wpos); +#endif +} diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c index abfa57dd218..f6e54eef4ed 100644 --- a/source/blender/draw/engines/select/select_engine.c +++ b/source/blender/draw/engines/select/select_engine.c @@ -147,8 +147,8 @@ static void select_engine_init(void *vedata) /* Create view with depth offset */ stl->g_data->view_faces = (DRWView *)view_default; - stl->g_data->view_edges = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f); - stl->g_data->view_verts = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.1f); + stl->g_data->view_edges = DRW_view_create_with_zoffset(view_default, draw_ctx->rv3d, 1.0f); + stl->g_data->view_verts = DRW_view_create_with_zoffset(view_default, draw_ctx->rv3d, 1.1f); } } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_fxaa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_fxaa_frag.glsl index 092878e43aa..95ca2c0c297 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_fxaa_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_fxaa_frag.glsl @@ -9,8 +9,6 @@ uniform vec2 invertedViewportSize; void main() { ivec2 texel = ivec2(gl_FragCoord.xy); - float alpha = texelFetch(colorBuffer, texel, 0).a; FragColor = FxaaPixelShader( uvcoordsvar.st, colorBuffer, invertedViewportSize, 1.0, 0.166, 0.0833); - FragColor.a = alpha; } diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index f84bd34545c..e5872dbac50 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -74,7 +74,6 @@ static struct { /* TODO(fclem) move everything below to wpd and custom viewlayer data. */ struct GPUTexture *oit_accum_tx; /* ref only, not alloced */ struct GPUTexture *oit_revealage_tx; /* ref only, not alloced */ - struct GPUTexture *ghost_depth_tx; /* ref only, not alloced */ struct GPUTexture *object_id_tx; /* ref only, not alloced */ struct GPUTexture *color_buffer_tx; /* ref only, not alloced */ struct GPUTexture *cavity_buffer_tx; /* ref only, not alloced */ @@ -582,7 +581,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata) psl->ghost_resolve_pass = DRW_pass_create("Resolve Ghost Depth", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); grp = DRW_shgroup_create(e_data.ghost_resolve_sh, psl->ghost_resolve_pass); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.ghost_depth_tx); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth_in_front); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } @@ -621,23 +620,6 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata) } } -static void workbench_setup_ghost_framebuffer(WORKBENCH_FramebufferList *fbl) -{ - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - - e_data.ghost_depth_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_solid); - - GPU_framebuffer_ensure_config(&fbl->ghost_prepass_fb, - { - GPU_ATTACHMENT_TEXTURE(e_data.ghost_depth_tx), - GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), - GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), - GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), - }); -} - void workbench_deferred_engine_free(void) { for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { @@ -1217,8 +1199,33 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) } } -void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata)) +void workbench_deferred_cache_finish(WORKBENCH_Data *vedata) { + WORKBENCH_PassList *psl = vedata->psl; + WORKBENCH_FramebufferList *fbl = vedata->fbl; + + if (GHOST_ENABLED(psl)) { + /* HACK we allocate the infront depth here to avoid the overhead when if is not needed. */ + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + DRW_texture_ensure_fullscreen_2d(&dtxl->depth_in_front, GPU_DEPTH24_STENCIL8, 0); + + GPU_framebuffer_ensure_config( + &dfbl->default_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + GPU_framebuffer_ensure_config( + &dfbl->in_front_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + + GPU_framebuffer_ensure_config(&fbl->ghost_prepass_fb, + { + GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), + GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), + GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), + GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), + }); + } } void workbench_deferred_draw_background(WORKBENCH_Data *vedata) @@ -1252,6 +1259,7 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PrivateData *wpd = stl->g_data; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); if (workbench_is_taa_enabled(wpd)) { workbench_taa_draw_scene_start(vedata); @@ -1262,12 +1270,17 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) DRW_draw_pass(psl->prepass_pass); DRW_draw_pass(psl->prepass_hair_pass); - if (GHOST_ENABLED(psl)) { - /* meh, late init to not request a depth buffer we won't use. */ - workbench_setup_ghost_framebuffer(fbl); - + if (fbl->ghost_prepass_fb) { GPU_framebuffer_bind(fbl->ghost_prepass_fb); GPU_framebuffer_clear_depth(fbl->ghost_prepass_fb, 1.0f); + } + else if (dtxl->depth_in_front) { + /* TODO(fclem) This clear should be done in a global place. */ + GPU_framebuffer_bind(dfbl->in_front_fb); + GPU_framebuffer_clear_depth(dfbl->in_front_fb, 1.0f); + } + + if (GHOST_ENABLED(psl)) { DRW_draw_pass(psl->ghost_prepass_pass); DRW_draw_pass(psl->ghost_prepass_hair_pass); @@ -1318,6 +1331,7 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) /* In order to not draw on top of ghost objects, we clear the stencil * to 0xFF and the ghost object to 0x00 and only draw overlays on top if * stencil is not 0. */ + /* TODO(fclem) Remove this hack. */ GPU_framebuffer_bind(dfbl->depth_only_fb); GPU_framebuffer_clear_stencil(dfbl->depth_only_fb, 0xFF); @@ -1335,7 +1349,6 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) DRW_draw_pass(psl->background_pass); if (OIT_ENABLED(wpd) && !DRW_pass_is_empty(psl->transparent_accum_pass)) { - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* meh, late init to not request buffers we won't use. */ workbench_init_oit_framebuffer(fbl, dtxl); diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 2c51eb8b7f8..40f4da7e870 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -173,6 +173,7 @@ typedef struct DrawEngineType { /* Buffer and textures used by the viewport by default */ typedef struct DefaultFramebufferList { struct GPUFrameBuffer *default_fb; + struct GPUFrameBuffer *in_front_fb; struct GPUFrameBuffer *color_only_fb; struct GPUFrameBuffer *depth_only_fb; struct GPUFrameBuffer *multisample_fb; @@ -181,6 +182,7 @@ typedef struct DefaultFramebufferList { typedef struct DefaultTextureList { struct GPUTexture *color; struct GPUTexture *depth; + struct GPUTexture *depth_in_front; struct GPUTexture *multisample_color; struct GPUTexture *multisample_depth; } DefaultTextureList; @@ -344,6 +346,8 @@ typedef enum { /** Use dual source blending. WARNING: Only one color buffer allowed. */ DRW_STATE_BLEND_CUSTOM = (1 << 23), + DRW_STATE_IN_FRONT_SELECT = (1 << 25), + DRW_STATE_LOGIC_INVERT = (1 << 26), DRW_STATE_SHADOW_OFFSET = (1 << 27), DRW_STATE_CLIP_PLANES = (1 << 28), DRW_STATE_WIRE_SMOOTH = (1 << 29), @@ -429,11 +433,12 @@ void DRW_shgroup_call_range(DRWShadingGroup *shgroup, void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_ct); void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_ct); void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_ct); - +/* Warning: Only use with Shaders that have IN_PLACE_INSTANCES defined. */ void DRW_shgroup_call_instances(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint count); +/* Warning: Only use with Shaders that have INSTANCED_ATTRIB defined. */ void DRW_shgroup_call_instances_with_attribs(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, @@ -449,6 +454,7 @@ DRWCallBuffer *DRW_shgroup_call_buffer_instance(DRWShadingGroup *shading_group, struct GPUVertFormat *format, struct GPUBatch *geom); +void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data); void DRW_buffer_add_entry_array(DRWCallBuffer *buffer, const void *attr[], uint attr_len); #define DRW_buffer_add_entry(buffer, ...) \ @@ -548,6 +554,7 @@ void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData); void DRW_pass_sort_shgroup_z(DRWPass *pass); +void DRW_pass_sort_shgroup_reverse(DRWPass *pass); bool DRW_pass_is_empty(DRWPass *pass); diff --git a/source/blender/draw/intern/draw_anim_viz.c b/source/blender/draw/intern/draw_anim_viz.c deleted file mode 100644 index 7e0110cbb99..00000000000 --- a/source/blender/draw/intern/draw_anim_viz.c +++ /dev/null @@ -1,336 +0,0 @@ -/* - * 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. - * - * The Original Code is Copyright (C) 2009/2018 by the Blender Foundation. - */ - -/** \file - * \ingroup draw - */ - -#include <stdlib.h> -#include <string.h> -#include <math.h> - -#include "BLI_sys_types.h" - -#include "DNA_armature_types.h" -#include "DNA_scene_types.h" -#include "DNA_view3d_types.h" -#include "DNA_object_types.h" - -#include "BLI_math.h" - -#include "UI_resources.h" - -#include "DEG_depsgraph_query.h" - -#include "DRW_engine.h" -#include "DRW_render.h" - -#include "GPU_shader.h" -#include "GPU_immediate.h" - -#include "draw_common.h" -#include "draw_manager_text.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. - */ - -/* XXX: How to show frame numbers, etc.? Currently only doing the dots and lines */ -typedef struct MPATH_PassList { - struct DRWPass *lines; - struct DRWPass *points; -} MPATH_PassList; - -typedef struct MPATH_StorageList { - struct MPATH_PrivateData *g_data; -} MPATH_StorageList; - -typedef struct MPATH_Data { - void *engine_type; - DRWViewportEmptyList *fbl; - DRWViewportEmptyList *txl; - MPATH_PassList *psl; - MPATH_StorageList *stl; -} MPATH_Data; - -#if 0 -static struct { - GPUShader *mpath_line_sh; - GPUShader *mpath_points_sh; -} e_data = {0}; -#endif - -/* *************************** Path Cache *********************************** */ - -/* Just convert the CPU cache to GPU cache. */ -static GPUVertBuf *mpath_vbo_get(bMotionPath *mpath) -{ - if (!mpath->points_vbo) { - GPUVertFormat format = {0}; - /* Match structure of bMotionPathVert. */ - uint pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - GPU_vertformat_attr_add(&format, "flag", GPU_COMP_I32, 1, GPU_FETCH_INT); - mpath->points_vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(mpath->points_vbo, mpath->length); - - /* meh... a useless memcpy. */ - GPUVertBufRaw raw_data; - GPU_vertbuf_attr_get_raw_data(mpath->points_vbo, pos, &raw_data); - memcpy( - GPU_vertbuf_raw_step(&raw_data), mpath->points, sizeof(bMotionPathVert) * mpath->length); - } - return mpath->points_vbo; -} - -static GPUBatch *mpath_batch_line_get(bMotionPath *mpath) -{ - if (!mpath->batch_line) { - mpath->batch_line = GPU_batch_create(GPU_PRIM_LINE_STRIP, mpath_vbo_get(mpath), NULL); - } - return mpath->batch_line; -} - -static GPUBatch *mpath_batch_points_get(bMotionPath *mpath) -{ - if (!mpath->batch_points) { - mpath->batch_points = GPU_batch_create(GPU_PRIM_POINTS, mpath_vbo_get(mpath), NULL); - } - return mpath->batch_points; -} - -/* *************************** Draw Engine Entrypoints ************************** */ - -static void MPATH_engine_init(void *UNUSED(vedata)) -{ -} - -static void MPATH_engine_free(void) -{ -} - -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ -static void MPATH_cache_init(void *vedata) -{ - MPATH_PassList *psl = ((MPATH_Data *)vedata)->psl; - - { - DRWState state = DRW_STATE_WRITE_COLOR; - psl->lines = DRW_pass_create("Motionpath Line Pass", state); - } - - { - DRWState state = DRW_STATE_WRITE_COLOR; - psl->points = DRW_pass_create("Motionpath Point Pass", state); - } -} - -static void MPATH_get_frame_range_to_draw(bAnimVizSettings *avs, - bMotionPath *mpath, - int current_frame, - int *r_start, - int *r_end, - int *r_step) -{ - int start, end; - - if (avs->path_type == MOTIONPATH_TYPE_ACFRA) { - start = current_frame - avs->path_bc; - end = current_frame + avs->path_ac + 1; - } - else { - start = avs->path_sf; - end = avs->path_ef; - } - - if (start > end) { - SWAP(int, start, end); - } - - CLAMP(start, mpath->start_frame, mpath->end_frame); - CLAMP(end, mpath->start_frame, mpath->end_frame); - - *r_start = start; - *r_end = end; - *r_step = max_ii(avs->path_step, 1); -} - -static void MPATH_cache_motion_path(MPATH_PassList *psl, - Object *ob, - bPoseChannel *pchan, - bAnimVizSettings *avs, - bMotionPath *mpath) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - struct DRWTextStore *dt = DRW_text_cache_ensure(); - int txt_flag = DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_ASCII; - int cfra = (int)DEG_get_ctime(draw_ctx->depsgraph); - bool sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->base_flag & BASE_SELECTED); - bool show_keyframes = (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) != 0; - - int sfra, efra, stepsize; - MPATH_get_frame_range_to_draw(avs, mpath, cfra, &sfra, &efra, &stepsize); - - int len = efra - sfra; - if (len == 0) { - return; - } - int start_index = sfra - mpath->start_frame; - - bool use_custom_col = (mpath->flag & MOTIONPATH_FLAG_CUSTOM) != 0; - - /* draw curve-line of path */ - /* Draw lines only if line drawing option is enabled */ - if (mpath->flag & MOTIONPATH_FLAG_LINES) { - DRWShadingGroup *shgrp = DRW_shgroup_create(mpath_line_shader_get(), psl->lines); - DRW_shgroup_uniform_int_copy(shgrp, "frameCurrent", cfra); - DRW_shgroup_uniform_int_copy(shgrp, "frameStart", sfra); - DRW_shgroup_uniform_int_copy(shgrp, "frameEnd", efra); - DRW_shgroup_uniform_int_copy(shgrp, "cacheStart", mpath->start_frame); - DRW_shgroup_uniform_int_copy(shgrp, "lineThickness", mpath->line_thickness); - DRW_shgroup_uniform_bool_copy(shgrp, "selected", sel); - DRW_shgroup_uniform_bool_copy(shgrp, "useCustomColor", use_custom_col); - DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - if (use_custom_col) { - DRW_shgroup_uniform_vec3(shgrp, "customColor", mpath->color, 1); - } - /* Only draw the required range. */ - DRW_shgroup_call_range(shgrp, mpath_batch_line_get(mpath), start_index, len); - } - - /* Draw points. */ - DRWShadingGroup *shgrp = DRW_shgroup_create(mpath_points_shader_get(), psl->points); - DRW_shgroup_uniform_int_copy(shgrp, "frameCurrent", cfra); - DRW_shgroup_uniform_int_copy(shgrp, "cacheStart", mpath->start_frame); - DRW_shgroup_uniform_int_copy(shgrp, "pointSize", max_ii(mpath->line_thickness - 1, 1)); - DRW_shgroup_uniform_int_copy(shgrp, "stepSize", stepsize); - DRW_shgroup_uniform_bool_copy(shgrp, "showKeyFrames", show_keyframes); - DRW_shgroup_uniform_bool_copy(shgrp, "useCustomColor", use_custom_col); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - if (use_custom_col) { - DRW_shgroup_uniform_vec3(shgrp, "customColor", mpath->color, 1); - } - /* Only draw the required range. */ - DRW_shgroup_call_range(shgrp, mpath_batch_points_get(mpath), start_index, len); - - /* Draw frame numbers at each framestep value */ - bool show_kf_no = (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) != 0; - if ((avs->path_viewflag & (MOTIONPATH_VIEW_FNUMS)) || (show_kf_no && show_keyframes)) { - int i; - uchar col[4], col_kf[4]; - UI_GetThemeColor3ubv(TH_TEXT_HI, col); - UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col_kf); - col[3] = col_kf[3] = 255; - - bMotionPathVert *mpv; - bMotionPathVert *mpv_start = mpath->points + start_index; - for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) { - int frame = sfra + i; - char numstr[32]; - size_t numstr_len; - bool is_keyframe = (mpv->flag & MOTIONPATH_VERT_KEY) != 0; - - if ((show_keyframes && show_kf_no && is_keyframe) || - ((avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) && (i == 0))) { - numstr_len = sprintf(numstr, " %d", frame); - DRW_text_cache_add( - dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, (is_keyframe) ? col_kf : col); - } - else if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) { - bMotionPathVert *mpvP = (mpv - stepsize); - bMotionPathVert *mpvN = (mpv + stepsize); - /* only draw framenum if several consecutive highlighted points don't occur on same point - */ - if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) { - numstr_len = sprintf(numstr, " %d", frame); - DRW_text_cache_add(dt, mpv->co, numstr, numstr_len, 0, 0, txt_flag, col); - } - } - } - } -} - -/* Add geometry to shading groups. Execute for each objects */ -static void MPATH_cache_populate(void *vedata, Object *ob) -{ - MPATH_PassList *psl = ((MPATH_Data *)vedata)->psl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - if (draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_MOTION_PATHS) { - return; - } - - if (ob->type == OB_ARMATURE) { - if (DRW_pose_mode_armature(ob, draw_ctx->obact)) { - for (bPoseChannel *pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { - if (pchan->mpath) { - MPATH_cache_motion_path(psl, ob, pchan, &ob->pose->avs, pchan->mpath); - } - } - } - } - - if (ob->mpath) { - MPATH_cache_motion_path(psl, ob, NULL, &ob->avs, ob->mpath); - } -} - -/* Draw time! Control rendering pipeline from here */ -static void MPATH_draw_scene(void *vedata) -{ - MPATH_PassList *psl = ((MPATH_Data *)vedata)->psl; - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - if (DRW_pass_is_empty(psl->lines) && DRW_pass_is_empty(psl->points)) { - /* Nothing to draw. */ - return; - } - - MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); - - DRW_draw_pass(psl->lines); - DRW_draw_pass(psl->points); - - MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl); -} - -/* *************************** Draw Engine Defines ****************************** */ - -static const DrawEngineDataSize MPATH_data_size = DRW_VIEWPORT_DATA_SIZE(MPATH_Data); - -DrawEngineType draw_engine_motion_path_type = { - NULL, - NULL, - N_("MotionPath"), - &MPATH_data_size, - &MPATH_engine_init, - &MPATH_engine_free, - &MPATH_cache_init, - &MPATH_cache_populate, - NULL, - NULL, - &MPATH_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c deleted file mode 100644 index e16dfb5004b..00000000000 --- a/source/blender/draw/intern/draw_armature.c +++ /dev/null @@ -1,2168 +0,0 @@ -/* - * 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 <stdlib.h> -#include <string.h> -#include <math.h> - -#include "DNA_armature_types.h" -#include "DNA_constraint_types.h" -#include "DNA_scene_types.h" -#include "DNA_view3d_types.h" -#include "DNA_object_types.h" - -#include "DRW_render.h" - -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "BKE_armature.h" - -#include "DEG_depsgraph_query.h" - -#include "ED_armature.h" - -#include "UI_resources.h" - -#include "draw_common.h" -#include "draw_manager_text.h" - -#define BONE_VAR(eBone, pchan, var) ((eBone) ? (eBone->var) : (pchan->var)) -#define BONE_FLAG(eBone, pchan) ((eBone) ? (eBone->flag) : (pchan->bone->flag)) - -#define PT_DEFAULT_RAD 0.05f /* radius of the point batch. */ - -/* For now just match 2.7x where possible. */ -// #define USE_SOLID_COLOR - -/* Reset for drawing each armature object */ -static struct { - /* Current armature object */ - Object *ob; - /* Reset when changing current_armature */ - DRWCallBuffer *bone_octahedral_solid; - DRWCallBuffer *bone_octahedral_outline; - DRWCallBuffer *bone_box_solid; - DRWCallBuffer *bone_box_wire; - DRWCallBuffer *bone_box_outline; - DRWCallBuffer *bone_wire; - DRWCallBuffer *bone_stick; - DRWCallBuffer *bone_dof_sphere; - DRWCallBuffer *bone_dof_lines; - DRWCallBuffer *bone_envelope_solid; - DRWCallBuffer *bone_envelope_distance; - DRWCallBuffer *bone_envelope_wire; - DRWCallBuffer *bone_point_solid; - DRWCallBuffer *bone_point_wire; - DRWCallBuffer *bone_axes; - DRWCallBuffer *lines_relationship; - DRWCallBuffer *lines_ik; - DRWCallBuffer *lines_ik_no_target; - DRWCallBuffer *lines_ik_spline; - - DRWEmptiesBufferList empties; - - DRWArmaturePasses passes; - - bool transparent; -} g_data = {NULL}; - -/** - * Follow `TH_*` naming except for mixed colors. - */ -static struct { - float select_color[4]; - float edge_select_color[4]; - float bone_select_color[4]; /* tint */ - float wire_color[4]; - float wire_edit_color[4]; - float bone_solid_color[4]; - float bone_active_unselect_color[4]; /* mix */ - float bone_pose_color[4]; - float bone_pose_active_color[4]; - float bone_pose_active_unselect_color[4]; /* mix */ - float text_hi_color[4]; - float text_color[4]; - float vertex_select_color[4]; - float vertex_color[4]; - - /* not a theme, this is an override */ - const float *const_color; - float const_wire; -} g_theme; - -/* -------------------------------------------------------------------- */ -/** \name Shader Groups (DRW_shgroup) - * \{ */ - -/* Octahedral */ -static void drw_shgroup_bone_octahedral(const float (*bone_mat)[4], - const float bone_color[4], - const float hint_color[4], - const float outline_color[4], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.bone_octahedral_outline == NULL) { - struct GPUBatch *geom = DRW_cache_bone_octahedral_wire_get(); - g_data.bone_octahedral_outline = buffer_instance_bone_shape_outline( - g_data.passes.bone_outline, geom, sh_cfg); - } - if (g_data.bone_octahedral_solid == NULL && g_data.passes.bone_solid != NULL) { - struct GPUBatch *geom = DRW_cache_bone_octahedral_get(); - g_data.bone_octahedral_solid = buffer_instance_bone_shape_solid( - g_data.passes.bone_solid, geom, g_data.transparent, sh_cfg); - } - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - if (g_data.bone_octahedral_solid != NULL) { - DRW_buffer_add_entry(g_data.bone_octahedral_solid, final_bonemat, bone_color, hint_color); - } - if (outline_color[3] > 0.0f) { - DRW_buffer_add_entry(g_data.bone_octahedral_outline, final_bonemat, outline_color); - } -} - -/* Box / B-Bone */ -static void drw_shgroup_bone_box(const float (*bone_mat)[4], - const float bone_color[4], - const float hint_color[4], - const float outline_color[4], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.bone_box_wire == NULL) { - struct GPUBatch *geom = DRW_cache_bone_box_wire_get(); - g_data.bone_box_outline = buffer_instance_bone_shape_outline( - g_data.passes.bone_outline, geom, sh_cfg); - } - if (g_data.bone_box_solid == NULL && g_data.passes.bone_solid != NULL) { - struct GPUBatch *geom = DRW_cache_bone_box_get(); - g_data.bone_box_solid = buffer_instance_bone_shape_solid( - g_data.passes.bone_solid, geom, g_data.transparent, sh_cfg); - } - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - if (g_data.bone_box_solid != NULL) { - DRW_buffer_add_entry(g_data.bone_box_solid, final_bonemat, bone_color, hint_color); - } - if (outline_color[3] > 0.0f) { - DRW_buffer_add_entry(g_data.bone_box_outline, final_bonemat, outline_color); - } -} - -/* Wire */ -static void drw_shgroup_bone_wire(const float (*bone_mat)[4], - const float color[4], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.bone_wire == NULL) { - g_data.bone_wire = buffer_dynlines_flat_color(g_data.passes.bone_wire, sh_cfg); - } - float head[3], tail[3]; - mul_v3_m4v3(head, g_data.ob->obmat, bone_mat[3]); - DRW_buffer_add_entry(g_data.bone_wire, head, color); - - add_v3_v3v3(tail, bone_mat[3], bone_mat[1]); - mul_m4_v3(g_data.ob->obmat, tail); - DRW_buffer_add_entry(g_data.bone_wire, tail, color); -} - -/* Stick */ -static void drw_shgroup_bone_stick(const float (*bone_mat)[4], - const float col_wire[4], - const float col_bone[4], - const float col_head[4], - const float col_tail[4], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.bone_stick == NULL) { - g_data.bone_stick = buffer_instance_bone_stick(g_data.passes.bone_wire, sh_cfg); - } - float final_bonemat[4][4], tail[4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - add_v3_v3v3(tail, final_bonemat[3], final_bonemat[1]); - DRW_buffer_add_entry( - g_data.bone_stick, final_bonemat[3], tail, col_wire, col_bone, col_head, col_tail); -} - -/* Envelope */ -static void drw_shgroup_bone_envelope_distance(const float (*bone_mat)[4], - const float *radius_head, - const float *radius_tail, - const float *distance, - const eGPUShaderConfig sh_cfg) -{ - if (g_data.passes.bone_envelope != NULL) { - if (g_data.bone_envelope_distance == NULL) { - g_data.bone_envelope_distance = buffer_instance_bone_envelope_distance( - g_data.passes.bone_envelope, sh_cfg); - /* passes.bone_envelope should have the DRW_STATE_CULL_FRONT state enabled. */ - } - float head_sphere[4] = {0.0f, 0.0f, 0.0f, 1.0f}, tail_sphere[4] = {0.0f, 1.0f, 0.0f, 1.0f}; - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - /* We need matrix mul because we need shear applied. */ - /* NOTE: could be done in shader if that becomes a bottleneck. */ - mul_m4_v4(final_bonemat, head_sphere); - mul_m4_v4(final_bonemat, tail_sphere); - head_sphere[3] = *radius_head; - head_sphere[3] += *distance; - tail_sphere[3] = *radius_tail; - tail_sphere[3] += *distance; - DRW_buffer_add_entry( - g_data.bone_envelope_distance, head_sphere, tail_sphere, final_bonemat[0]); - } -} - -static void drw_shgroup_bone_envelope(const float (*bone_mat)[4], - const float bone_color[4], - const float hint_color[4], - const float outline_color[4], - const float *radius_head, - const float *radius_tail, - const eGPUShaderConfig sh_cfg) -{ - if (g_data.bone_point_wire == NULL) { - g_data.bone_point_wire = buffer_instance_bone_sphere_outline(g_data.passes.bone_wire, sh_cfg); - } - if (g_data.bone_point_solid == NULL && g_data.passes.bone_solid != NULL) { - g_data.bone_point_solid = buffer_instance_bone_sphere_solid( - g_data.passes.bone_solid, g_data.transparent, sh_cfg); - } - if (g_data.bone_envelope_wire == NULL) { - g_data.bone_envelope_wire = buffer_instance_bone_envelope_outline(g_data.passes.bone_wire, - sh_cfg); - } - if (g_data.bone_envelope_solid == NULL && g_data.passes.bone_solid != NULL) { - g_data.bone_envelope_solid = buffer_instance_bone_envelope_solid( - g_data.passes.bone_solid, g_data.transparent, sh_cfg); - } - - float head_sphere[4] = {0.0f, 0.0f, 0.0f, 1.0f}, tail_sphere[4] = {0.0f, 1.0f, 0.0f, 1.0f}; - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - mul_m4_v4(final_bonemat, head_sphere); - mul_m4_v4(final_bonemat, tail_sphere); - head_sphere[3] = *radius_head; - tail_sphere[3] = *radius_tail; - - if (head_sphere[3] < 0.0f) { - /* Draw Tail only */ - float tmp[4][4] = {{0.0f}}; - tmp[0][0] = tmp[1][1] = tmp[2][2] = tail_sphere[3] / PT_DEFAULT_RAD; - tmp[3][3] = 1.0f; - copy_v3_v3(tmp[3], tail_sphere); - if (g_data.bone_point_solid != NULL) { - DRW_buffer_add_entry(g_data.bone_point_solid, tmp, bone_color, hint_color); - } - if (outline_color[3] > 0.0f) { - DRW_buffer_add_entry(g_data.bone_point_wire, tmp, outline_color); - } - } - else if (tail_sphere[3] < 0.0f) { - /* Draw Head only */ - float tmp[4][4] = {{0.0f}}; - tmp[0][0] = tmp[1][1] = tmp[2][2] = head_sphere[3] / PT_DEFAULT_RAD; - tmp[3][3] = 1.0f; - copy_v3_v3(tmp[3], head_sphere); - if (g_data.bone_point_solid != NULL) { - DRW_buffer_add_entry(g_data.bone_point_solid, tmp, bone_color, hint_color); - } - if (outline_color[3] > 0.0f) { - DRW_buffer_add_entry(g_data.bone_point_wire, tmp, outline_color); - } - } - else { - /* Draw Body */ - float tmp_sphere[4]; - float len = len_v3v3(tail_sphere, head_sphere); - float fac_head = (len - head_sphere[3]) / len; - float fac_tail = (len - tail_sphere[3]) / len; - - /* Small epsilon to avoid problem with float precision in shader. */ - if (len > (tail_sphere[3] + head_sphere[3]) + 1e-8f) { - - copy_v4_v4(tmp_sphere, head_sphere); - interp_v4_v4v4(head_sphere, tail_sphere, head_sphere, fac_head); - interp_v4_v4v4(tail_sphere, tmp_sphere, tail_sphere, fac_tail); - if (g_data.bone_envelope_solid != NULL) { - DRW_buffer_add_entry(g_data.bone_envelope_solid, - head_sphere, - tail_sphere, - bone_color, - hint_color, - final_bonemat[0]); - } - if (outline_color[3] > 0.0f) { - DRW_buffer_add_entry( - g_data.bone_envelope_wire, head_sphere, tail_sphere, outline_color, final_bonemat[0]); - } - } - else { - float tmp[4][4] = {{0.0f}}; - float fac = max_ff(fac_head, 1.0f - fac_tail); - interp_v4_v4v4(tmp_sphere, tail_sphere, head_sphere, clamp_f(fac, 0.0f, 1.0f)); - tmp[0][0] = tmp[1][1] = tmp[2][2] = tmp_sphere[3] / PT_DEFAULT_RAD; - tmp[3][3] = 1.0f; - copy_v3_v3(tmp[3], tmp_sphere); - if (g_data.bone_point_solid != NULL) { - DRW_buffer_add_entry(g_data.bone_point_solid, tmp, bone_color, hint_color); - } - if (outline_color[3] > 0.0f) { - DRW_buffer_add_entry(g_data.bone_point_wire, tmp, outline_color); - } - } - } -} - -/* Custom (geometry) */ - -extern void drw_batch_cache_validate(Object *custom); -extern void drw_batch_cache_generate_requested(Object *custom); - -static void drw_shgroup_bone_custom_solid(const float (*bone_mat)[4], - const float bone_color[4], - const float hint_color[4], - const float outline_color[4], - const eGPUShaderConfig sh_cfg, - Object *custom) -{ - /* TODO(fclem) arg... less than ideal but we never iter on this object - * to assure batch cache is valid. */ - drw_batch_cache_validate(custom); - - struct GPUBatch *surf = DRW_cache_object_surface_get(custom); - struct GPUBatch *edges = DRW_cache_object_edge_detection_get(custom, NULL); - struct GPUBatch *ledges = DRW_cache_object_loose_edges_get(custom); - float final_bonemat[4][4]; - - if (surf || edges || ledges) { - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - } - - BLI_assert(g_data.passes.custom_shapes != NULL); - - if (surf && g_data.passes.bone_solid != NULL) { - DRWCallBuffer *buf_geom_solid = BLI_ghash_lookup(g_data.passes.custom_shapes, surf); - - if (buf_geom_solid == NULL) { - /* TODO(fclem) needs to be moved elsewhere. */ - drw_batch_cache_generate_requested(custom); - - /* NOTE! g_data.transparent require a separate shading group if the - * object is transparent. This is done by passing a different ghash - * for transparent armature in pose mode. */ - buf_geom_solid = buffer_instance_bone_shape_solid( - g_data.passes.bone_solid, surf, g_data.transparent, sh_cfg); - BLI_ghash_insert(g_data.passes.custom_shapes, surf, buf_geom_solid); - } - DRW_buffer_add_entry(buf_geom_solid, final_bonemat, bone_color, hint_color); - } - - if (edges && outline_color[3] > 0.0f) { - DRWCallBuffer *buf_geom_wire = BLI_ghash_lookup(g_data.passes.custom_shapes, edges); - - if (buf_geom_wire == NULL) { - /* TODO(fclem) needs to be moved elsewhere. */ - drw_batch_cache_generate_requested(custom); - - buf_geom_wire = buffer_instance_bone_shape_outline( - g_data.passes.bone_outline, edges, sh_cfg); - - BLI_ghash_insert(g_data.passes.custom_shapes, edges, buf_geom_wire); - } - DRW_buffer_add_entry(buf_geom_wire, final_bonemat, outline_color); - } - - if (ledges) { - DRWCallBuffer *buf_geom_ledges = BLI_ghash_lookup(g_data.passes.custom_shapes, ledges); - - if (buf_geom_ledges == NULL) { - /* TODO(fclem) needs to be moved elsewhere. */ - drw_batch_cache_generate_requested(custom); - - buf_geom_ledges = buffer_instance_wire(g_data.passes.bone_wire, ledges); - - BLI_ghash_insert(g_data.passes.custom_shapes, ledges, buf_geom_ledges); - } - float final_color[4] = {outline_color[0], outline_color[1], outline_color[2], 1.0f}; - DRW_buffer_add_entry(buf_geom_ledges, final_bonemat, final_color); - } -} - -static void drw_shgroup_bone_custom_wire(const float (*bone_mat)[4], - const float color[4], - Object *custom) -{ - /* TODO(fclem) arg... less than ideal but we never iter on this object - * to assure batch cache is valid. */ - drw_batch_cache_validate(custom); - - struct GPUBatch *geom = DRW_cache_object_all_edges_get(custom); - - if (geom) { - DRWCallBuffer *buf_geom_wire = BLI_ghash_lookup(g_data.passes.custom_shapes, geom); - - if (buf_geom_wire == NULL) { - /* TODO(fclem) needs to be moved elsewhere. */ - drw_batch_cache_generate_requested(custom); - - buf_geom_wire = buffer_instance_wire(g_data.passes.bone_wire, geom); - - BLI_ghash_insert(g_data.passes.custom_shapes, geom, buf_geom_wire); - } - float final_color[4] = {color[0], color[1], color[2], 1.0f}; - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - DRW_buffer_add_entry(buf_geom_wire, final_bonemat, final_color); - } -} - -static void drw_shgroup_bone_custom_empty(const float (*bone_mat)[4], - const float color[4], - const eGPUShaderConfig sh_cfg, - Object *custom) -{ - DRWEmptiesBufferList *buffers = &g_data.empties; - const float *draw_size = &custom->empty_drawsize; - - if (g_data.empties.plain_axes == NULL) { - empties_callbuffers_create(g_data.passes.bone_wire, buffers, sh_cfg); - } - - float final_color[4] = {color[0], color[1], color[2], 1.0f}; - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - - switch (custom->empty_drawtype) { - case OB_PLAINAXES: - DRW_buffer_add_entry(buffers->plain_axes, final_color, draw_size, final_bonemat); - break; - case OB_SINGLE_ARROW: - DRW_buffer_add_entry(buffers->single_arrow, final_color, draw_size, final_bonemat); - DRW_buffer_add_entry(buffers->single_arrow_line, final_color, draw_size, final_bonemat); - break; - case OB_CUBE: - DRW_buffer_add_entry(buffers->cube, final_color, draw_size, final_bonemat); - break; - case OB_CIRCLE: - DRW_buffer_add_entry(buffers->circle, final_color, draw_size, final_bonemat); - break; - case OB_EMPTY_SPHERE: - DRW_buffer_add_entry(buffers->sphere, final_color, draw_size, final_bonemat); - break; - case OB_EMPTY_CONE: - DRW_buffer_add_entry(buffers->cone, final_color, draw_size, final_bonemat); - break; - case OB_ARROWS: - DRW_buffer_add_entry(buffers->empty_axes, final_color, draw_size, final_bonemat); - break; - case OB_EMPTY_IMAGE: - break; - } -} - -/* Head and tail sphere */ -static void drw_shgroup_bone_point(const float (*bone_mat)[4], - const float bone_color[4], - const float hint_color[4], - const float outline_color[4], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.bone_point_wire == NULL) { - g_data.bone_point_wire = buffer_instance_bone_sphere_outline(g_data.passes.bone_wire, sh_cfg); - } - if (g_data.bone_point_solid == NULL && g_data.passes.bone_solid != NULL) { - g_data.bone_point_solid = buffer_instance_bone_sphere_solid( - g_data.passes.bone_solid, g_data.transparent, sh_cfg); - } - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - if (g_data.bone_point_solid != NULL) { - DRW_buffer_add_entry(g_data.bone_point_solid, final_bonemat, bone_color, hint_color); - } - if (outline_color[3] > 0.0f) { - DRW_buffer_add_entry(g_data.bone_point_wire, final_bonemat, outline_color); - } -} - -/* Axes */ -static void drw_shgroup_bone_axes(const float (*bone_mat)[4], - const float color[4], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.bone_axes == NULL) { - g_data.bone_axes = buffer_instance_bone_axes(g_data.passes.bone_axes, sh_cfg); - } - float final_bonemat[4][4]; - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat); - DRW_buffer_add_entry(g_data.bone_axes, final_bonemat, color); -} - -/* Relationship lines */ -static void drw_shgroup_bone_relationship_lines(const float start[3], - const float end[3], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.lines_relationship == NULL) { - g_data.lines_relationship = buffer_dynlines_dashed_uniform_color( - g_data.passes.relationship_lines, g_theme.wire_color, sh_cfg); - } - /* reverse order to have less stipple overlap */ - float v[3]; - mul_v3_m4v3(v, g_data.ob->obmat, end); - DRW_buffer_add_entry(g_data.lines_relationship, v); - mul_v3_m4v3(v, g_data.ob->obmat, start); - DRW_buffer_add_entry(g_data.lines_relationship, v); -} - -static void drw_shgroup_bone_ik_lines(const float start[3], - const float end[3], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.lines_ik == NULL) { - static float fcolor[4] = {0.8f, 0.5f, 0.0f, 1.0f}; /* add theme! */ - g_data.lines_ik = buffer_dynlines_dashed_uniform_color( - g_data.passes.relationship_lines, fcolor, sh_cfg); - } - /* reverse order to have less stipple overlap */ - float v[3]; - mul_v3_m4v3(v, g_data.ob->obmat, end); - DRW_buffer_add_entry(g_data.lines_ik, v); - mul_v3_m4v3(v, g_data.ob->obmat, start); - DRW_buffer_add_entry(g_data.lines_ik, v); -} - -static void drw_shgroup_bone_ik_no_target_lines(const float start[3], - const float end[3], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.lines_ik_no_target == NULL) { - static float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */ - g_data.lines_ik_no_target = buffer_dynlines_dashed_uniform_color( - g_data.passes.relationship_lines, fcolor, sh_cfg); - } - /* reverse order to have less stipple overlap */ - float v[3]; - mul_v3_m4v3(v, g_data.ob->obmat, end); - DRW_buffer_add_entry(g_data.lines_ik_no_target, v); - mul_v3_m4v3(v, g_data.ob->obmat, start); - DRW_buffer_add_entry(g_data.lines_ik_no_target, v); -} - -static void drw_shgroup_bone_ik_spline_lines(const float start[3], - const float end[3], - const eGPUShaderConfig sh_cfg) -{ - if (g_data.lines_ik_spline == NULL) { - static float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */ - g_data.lines_ik_spline = buffer_dynlines_dashed_uniform_color( - g_data.passes.relationship_lines, fcolor, sh_cfg); - } - /* reverse order to have less stipple overlap */ - float v[3]; - mul_v3_m4v3(v, g_data.ob->obmat, end); - DRW_buffer_add_entry(g_data.lines_ik_spline, v); - mul_v3_m4v3(v, g_data.ob->obmat, start); - DRW_buffer_add_entry(g_data.lines_ik_spline, v); -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Drawing Theme Helpers - * - * Note, this section is duplicate of code in 'drawarmature.c'. - * - * \{ */ - -/* global here is reset before drawing each bone */ -static struct { - const ThemeWireColor *bcolor; -} g_color; - -/* values of colCode for set_pchan_color */ -enum { - PCHAN_COLOR_NORMAL = 0, /* normal drawing */ - PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */ - PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */ - - PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */ - PCHAN_COLOR_SPHEREBONE_END, /* for the ends of sphere (envelope) bones */ - PCHAN_COLOR_LINEBONE, /* for the middle of line-bones */ -}; - -/* This function sets the color-set for coloring a certain bone */ -static void set_pchan_colorset(Object *ob, bPoseChannel *pchan) -{ - bPose *pose = (ob) ? ob->pose : NULL; - bArmature *arm = (ob) ? ob->data : NULL; - bActionGroup *grp = NULL; - short color_index = 0; - - /* sanity check */ - if (ELEM(NULL, ob, arm, pose, pchan)) { - g_color.bcolor = NULL; - return; - } - - /* only try to set custom color if enabled for armature */ - if (arm->flag & ARM_COL_CUSTOM) { - /* currently, a bone can only use a custom color set if it's group (if it has one), - * has been set to use one - */ - if (pchan->agrp_index) { - grp = (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1)); - if (grp) { - color_index = grp->customCol; - } - } - } - - /* bcolor is a pointer to the color set to use. If NULL, then the default - * color set (based on the theme colors for 3d-view) is used. - */ - if (color_index > 0) { - bTheme *btheme = UI_GetTheme(); - g_color.bcolor = &btheme->tarm[(color_index - 1)]; - } - else if (color_index == -1) { - /* use the group's own custom color set (grp is always != NULL here) */ - g_color.bcolor = &grp->cs; - } - else { - g_color.bcolor = NULL; - } -} - -/* This function is for brightening/darkening a given color (like UI_GetThemeColorShade3ubv()) */ -static void cp_shade_color3ub(uchar cp[3], const int offset) -{ - int r, g, b; - - r = offset + (int)cp[0]; - CLAMP(r, 0, 255); - g = offset + (int)cp[1]; - CLAMP(g, 0, 255); - b = offset + (int)cp[2]; - CLAMP(b, 0, 255); - - cp[0] = r; - cp[1] = g; - cp[2] = b; -} - -static void cp_shade_color3f(float cp[3], const float offset) -{ - add_v3_fl(cp, offset); - CLAMP(cp[0], 0, 255); - CLAMP(cp[1], 0, 255); - CLAMP(cp[2], 0, 255); -} - -/* This function sets the gl-color for coloring a certain bone (based on bcolor) */ -static bool set_pchan_color(short colCode, - const int boneflag, - const short constflag, - float r_color[4]) -{ - float *fcolor = r_color; - const ThemeWireColor *bcolor = g_color.bcolor; - - switch (colCode) { - case PCHAN_COLOR_NORMAL: { - if (bcolor) { - uchar cp[4] = {255}; - - if (boneflag & BONE_DRAW_ACTIVE) { - copy_v3_v3_uchar(cp, bcolor->active); - if (!(boneflag & BONE_SELECTED)) { - cp_shade_color3ub(cp, -80); - } - } - else if (boneflag & BONE_SELECTED) { - copy_v3_v3_uchar(cp, bcolor->select); - } - else { - /* a bit darker than solid */ - copy_v3_v3_uchar(cp, bcolor->solid); - cp_shade_color3ub(cp, -50); - } - - rgb_uchar_to_float(fcolor, cp); - } - else { - if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) { - UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, fcolor); - } - else if (boneflag & BONE_DRAW_ACTIVE) { - UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, fcolor); - } - else if (boneflag & BONE_SELECTED) { - UI_GetThemeColor4fv(TH_BONE_POSE, fcolor); - } - else { - UI_GetThemeColor4fv(TH_WIRE, fcolor); - } - } - - return true; - } - case PCHAN_COLOR_SOLID: { - UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor); - - if (bcolor) { - float solid_bcolor[3]; - rgb_uchar_to_float(solid_bcolor, (uchar *)bcolor->solid); - interp_v3_v3v3(fcolor, fcolor, solid_bcolor, 1.0f); - } - - return true; - } - case PCHAN_COLOR_CONSTS: { - if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) { - uchar cp[4]; - if (constflag & PCHAN_HAS_TARGET) { - rgba_uchar_args_set(cp, 255, 150, 0, 80); - } - else if (constflag & PCHAN_HAS_IK) { - rgba_uchar_args_set(cp, 255, 255, 0, 80); - } - else if (constflag & PCHAN_HAS_SPLINEIK) { - rgba_uchar_args_set(cp, 200, 255, 0, 80); - } - else if (constflag & PCHAN_HAS_CONST) { - rgba_uchar_args_set(cp, 0, 255, 120, 80); - } - else { - return false; - } - - rgba_uchar_to_float(fcolor, cp); - - return true; - } - return false; - } - case PCHAN_COLOR_SPHEREBONE_BASE: { - if (bcolor) { - uchar cp[4] = {255}; - - if (boneflag & BONE_DRAW_ACTIVE) { - copy_v3_v3_uchar(cp, bcolor->active); - } - else if (boneflag & BONE_SELECTED) { - copy_v3_v3_uchar(cp, bcolor->select); - } - else { - copy_v3_v3_uchar(cp, bcolor->solid); - } - - rgb_uchar_to_float(fcolor, cp); - } - else { - if (boneflag & BONE_DRAW_ACTIVE) { - UI_GetThemeColorShade4fv(TH_BONE_POSE, 40, fcolor); - } - else if (boneflag & BONE_SELECTED) { - UI_GetThemeColor4fv(TH_BONE_POSE, fcolor); - } - else { - UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor); - } - } - - return true; - } - case PCHAN_COLOR_SPHEREBONE_END: { - if (bcolor) { - uchar cp[4] = {255}; - - if (boneflag & BONE_DRAW_ACTIVE) { - copy_v3_v3_uchar(cp, bcolor->active); - cp_shade_color3ub(cp, 10); - } - else if (boneflag & BONE_SELECTED) { - copy_v3_v3_uchar(cp, bcolor->select); - cp_shade_color3ub(cp, -30); - } - else { - copy_v3_v3_uchar(cp, bcolor->solid); - cp_shade_color3ub(cp, -30); - } - - rgb_uchar_to_float(fcolor, cp); - } - else { - if (boneflag & BONE_DRAW_ACTIVE) { - UI_GetThemeColorShade4fv(TH_BONE_POSE, 10, fcolor); - } - else if (boneflag & BONE_SELECTED) { - UI_GetThemeColorShade4fv(TH_BONE_POSE, -30, fcolor); - } - else { - UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor); - } - } - break; - } - case PCHAN_COLOR_LINEBONE: { - /* inner part in background color or constraint */ - if ((constflag) && ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS))) { - uchar cp[4]; - if (constflag & PCHAN_HAS_TARGET) { - rgba_uchar_args_set(cp, 255, 150, 0, 255); - } - else if (constflag & PCHAN_HAS_IK) { - rgba_uchar_args_set(cp, 255, 255, 0, 255); - } - else if (constflag & PCHAN_HAS_SPLINEIK) { - rgba_uchar_args_set(cp, 200, 255, 0, 255); - } - else if (constflag & PCHAN_HAS_CONST) { - rgba_uchar_args_set(cp, 0, 255, 120, 255); - } - else if (constflag) { - UI_GetThemeColor4ubv(TH_BONE_POSE, cp); - } /* PCHAN_HAS_ACTION */ - - rgb_uchar_to_float(fcolor, cp); - } - else { - if (bcolor) { - const uchar *cp = bcolor->solid; - rgb_uchar_to_float(fcolor, (uchar *)cp); - fcolor[3] = 204.f / 255.f; - } - else { - UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor); - } - } - - return true; - } - } - - return false; -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Drawing Color Helpers - * \{ */ - -/** See: 'set_pchan_color'*/ -static void update_color(const Object *ob, const float const_color[4]) -{ - const bArmature *arm = ob->data; - g_theme.const_color = const_color; - g_theme.const_wire = (((ob->base_flag & BASE_SELECTED) || (arm->drawtype == ARM_WIRE)) ? - 1.5f : - ((g_data.transparent) ? 1.0f : 0.0f)); - -#define NO_ALPHA(c) (((c)[3] = 1.0f), (c)) - - UI_GetThemeColor3fv(TH_SELECT, NO_ALPHA(g_theme.select_color)); - UI_GetThemeColorShade3fv(TH_EDGE_SELECT, 60, NO_ALPHA(g_theme.edge_select_color)); - UI_GetThemeColorShade3fv(TH_EDGE_SELECT, -20, NO_ALPHA(g_theme.bone_select_color)); - UI_GetThemeColor3fv(TH_WIRE, NO_ALPHA(g_theme.wire_color)); - UI_GetThemeColor3fv(TH_WIRE_EDIT, NO_ALPHA(g_theme.wire_edit_color)); - UI_GetThemeColor3fv(TH_BONE_SOLID, NO_ALPHA(g_theme.bone_solid_color)); - UI_GetThemeColorBlendShade3fv( - TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, NO_ALPHA(g_theme.bone_active_unselect_color)); - UI_GetThemeColor3fv(TH_BONE_POSE, NO_ALPHA(g_theme.bone_pose_color)); - UI_GetThemeColor3fv(TH_BONE_POSE_ACTIVE, NO_ALPHA(g_theme.bone_pose_active_color)); - UI_GetThemeColorBlendShade3fv( - TH_WIRE, TH_BONE_POSE, 0.15f, 0, NO_ALPHA(g_theme.bone_pose_active_unselect_color)); - UI_GetThemeColor3fv(TH_TEXT_HI, NO_ALPHA(g_theme.text_hi_color)); - UI_GetThemeColor3fv(TH_TEXT, NO_ALPHA(g_theme.text_color)); - UI_GetThemeColor3fv(TH_VERTEX_SELECT, NO_ALPHA(g_theme.vertex_select_color)); - UI_GetThemeColor3fv(TH_VERTEX, NO_ALPHA(g_theme.vertex_color)); - -#undef NO_ALPHA -} - -static const float *get_bone_solid_color(const EditBone *UNUSED(eBone), - const bPoseChannel *pchan, - const bArmature *arm, - const int boneflag, - const short constflag) -{ - if (g_theme.const_color) { - return g_theme.bone_solid_color; - } - - if (arm->flag & ARM_POSEMODE) { - static float disp_color[4]; - copy_v4_v4(disp_color, pchan->draw_data->solid_color); - set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag, disp_color); - return disp_color; - } - - return g_theme.bone_solid_color; -} - -static const float *get_bone_solid_with_consts_color(const EditBone *eBone, - const bPoseChannel *pchan, - const bArmature *arm, - const int boneflag, - const short constflag) -{ - if (g_theme.const_color) { - return g_theme.bone_solid_color; - } - - const float *col = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag); - - static float consts_color[4]; - if (set_pchan_color(PCHAN_COLOR_CONSTS, boneflag, constflag, consts_color)) { - interp_v3_v3v3(consts_color, col, consts_color, 0.5f); - } - else { - copy_v4_v4(consts_color, col); - } - return consts_color; -} - -static float get_bone_wire_thickness(int boneflag) -{ - if (g_theme.const_color) { - return g_theme.const_wire; - } - else if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) { - return 2.0f; - } - else { - return 1.0f; - } -} - -static const float *get_bone_wire_color(const EditBone *eBone, - const bPoseChannel *pchan, - const bArmature *arm, - const int boneflag, - const short constflag) -{ - static float disp_color[4]; - - if (g_theme.const_color) { - copy_v3_v3(disp_color, g_theme.const_color); - } - else if (eBone) { - if (boneflag & BONE_SELECTED) { - if (boneflag & BONE_DRAW_ACTIVE) { - copy_v3_v3(disp_color, g_theme.edge_select_color); - } - else { - copy_v3_v3(disp_color, g_theme.bone_select_color); - } - } - else { - if (boneflag & BONE_DRAW_ACTIVE) { - copy_v3_v3(disp_color, g_theme.bone_active_unselect_color); - } - else { - copy_v3_v3(disp_color, g_theme.wire_edit_color); - } - } - } - else if (arm->flag & ARM_POSEMODE) { - copy_v4_v4(disp_color, pchan->draw_data->wire_color); - set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag, disp_color); - } - else { - copy_v3_v3(disp_color, g_theme.vertex_color); - } - - disp_color[3] = get_bone_wire_thickness(boneflag); - - return disp_color; -} - -#define HINT_MUL 0.5f -#define HINT_SHADE 0.2f - -static void bone_hint_color_shade(float hint_color[4], const float color[4]) -{ - mul_v3_v3fl(hint_color, color, HINT_MUL); - cp_shade_color3f(hint_color, -HINT_SHADE); - hint_color[3] = 1.0f; -} - -static const float *get_bone_hint_color(const EditBone *eBone, - const bPoseChannel *pchan, - const bArmature *arm, - const int boneflag, - const short constflag) -{ - static float hint_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - - if (g_theme.const_color) { - bone_hint_color_shade(hint_color, g_theme.bone_solid_color); - } - else { - const float *wire_color = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - bone_hint_color_shade(hint_color, wire_color); - } - - return hint_color; -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Helper Utils - * \{ */ - -static void pchan_draw_data_init(bPoseChannel *pchan) -{ - if (pchan->draw_data != NULL) { - if (pchan->draw_data->bbone_matrix_len != pchan->bone->segments) { - MEM_SAFE_FREE(pchan->draw_data); - } - } - - if (pchan->draw_data == NULL) { - pchan->draw_data = MEM_mallocN( - sizeof(*pchan->draw_data) + sizeof(Mat4) * pchan->bone->segments, __func__); - pchan->draw_data->bbone_matrix_len = pchan->bone->segments; - } -} - -static void draw_bone_update_disp_matrix_default(EditBone *eBone, bPoseChannel *pchan) -{ - float s[4][4], ebmat[4][4]; - float length; - float(*bone_mat)[4]; - float(*disp_mat)[4]; - float(*disp_tail_mat)[4]; - - /* TODO : This should be moved to depsgraph or armature refresh - * and not be tight to the draw pass creation. - * This would refresh armature without invalidating the draw cache */ - if (pchan) { - length = pchan->bone->length; - bone_mat = pchan->pose_mat; - disp_mat = pchan->disp_mat; - disp_tail_mat = pchan->disp_tail_mat; - } - else { - eBone->length = len_v3v3(eBone->tail, eBone->head); - ED_armature_ebone_to_mat4(eBone, ebmat); - - length = eBone->length; - bone_mat = ebmat; - disp_mat = eBone->disp_mat; - disp_tail_mat = eBone->disp_tail_mat; - } - - scale_m4_fl(s, length); - mul_m4_m4m4(disp_mat, bone_mat, s); - copy_m4_m4(disp_tail_mat, disp_mat); - translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f); -} - -/* compute connected child pointer for B-Bone drawing */ -static void edbo_compute_bbone_child(bArmature *arm) -{ - EditBone *eBone; - - for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { - eBone->bbone_child = NULL; - } - - for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { - if (eBone->parent && (eBone->flag & BONE_CONNECTED)) { - eBone->parent->bbone_child = eBone; - } - } -} - -/* A version of BKE_pchan_bbone_spline_setup() for previewing editmode curve settings. */ -static void ebone_spline_preview(EditBone *ebone, float result_array[MAX_BBONE_SUBDIV][4][4]) -{ - BBoneSplineParameters param; - EditBone *prev, *next; - float imat[4][4], bonemat[4][4]; - float tmp[3]; - - memset(¶m, 0, sizeof(param)); - - param.segments = ebone->segments; - param.length = ebone->length; - - /* Get "next" and "prev" bones - these are used for handle calculations. */ - if (ebone->bbone_prev_type == BBONE_HANDLE_AUTO) { - /* Use connected parent. */ - if (ebone->flag & BONE_CONNECTED) { - prev = ebone->parent; - } - else { - prev = NULL; - } - } - else { - prev = ebone->bbone_prev; - } - - if (ebone->bbone_next_type == BBONE_HANDLE_AUTO) { - /* Use connected child. */ - next = ebone->bbone_child; - } - else { - next = ebone->bbone_next; - } - - /* compute handles from connected bones */ - if (prev || next) { - ED_armature_ebone_to_mat4(ebone, imat); - invert_m4(imat); - - if (prev) { - param.use_prev = true; - - if (ebone->bbone_prev_type == BBONE_HANDLE_RELATIVE) { - zero_v3(param.prev_h); - } - else if (ebone->bbone_prev_type == BBONE_HANDLE_TANGENT) { - sub_v3_v3v3(tmp, prev->tail, prev->head); - sub_v3_v3v3(tmp, ebone->head, tmp); - mul_v3_m4v3(param.prev_h, imat, tmp); - } - else { - param.prev_bbone = (prev->segments > 1); - - mul_v3_m4v3(param.prev_h, imat, prev->head); - } - - if (!param.prev_bbone) { - ED_armature_ebone_to_mat4(prev, bonemat); - mul_m4_m4m4(param.prev_mat, imat, bonemat); - } - } - - if (next) { - param.use_next = true; - - if (ebone->bbone_next_type == BBONE_HANDLE_RELATIVE) { - copy_v3_fl3(param.next_h, 0.0f, param.length, 0.0); - } - else if (ebone->bbone_next_type == BBONE_HANDLE_TANGENT) { - sub_v3_v3v3(tmp, next->tail, next->head); - add_v3_v3v3(tmp, ebone->tail, tmp); - mul_v3_m4v3(param.next_h, imat, tmp); - } - else { - param.next_bbone = (next->segments > 1); - - mul_v3_m4v3(param.next_h, imat, next->tail); - } - - ED_armature_ebone_to_mat4(next, bonemat); - mul_m4_m4m4(param.next_mat, imat, bonemat); - } - } - - param.ease1 = ebone->ease1; - param.ease2 = ebone->ease2; - param.roll1 = ebone->roll1; - param.roll2 = ebone->roll2; - - if (prev && (ebone->flag & BONE_ADD_PARENT_END_ROLL)) { - param.roll1 += prev->roll2; - } - - param.scale_in_x = ebone->scale_in_x; - param.scale_in_y = ebone->scale_in_y; - - param.scale_out_x = ebone->scale_out_x; - param.scale_out_y = ebone->scale_out_y; - - param.curve_in_x = ebone->curve_in_x; - param.curve_in_y = ebone->curve_in_y; - - param.curve_out_x = ebone->curve_out_x; - param.curve_out_y = ebone->curve_out_y; - - ebone->segments = BKE_pchan_bbone_spline_compute(¶m, false, (Mat4 *)result_array); -} - -static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pchan) -{ - float s[4][4], ebmat[4][4]; - float length, xwidth, zwidth; - float(*bone_mat)[4]; - short bbone_segments; - - /* TODO : This should be moved to depsgraph or armature refresh - * and not be tight to the draw pass creation. - * This would refresh armature without invalidating the draw cache */ - if (pchan) { - length = pchan->bone->length; - xwidth = pchan->bone->xwidth; - zwidth = pchan->bone->zwidth; - bone_mat = pchan->pose_mat; - bbone_segments = pchan->bone->segments; - } - else { - eBone->length = len_v3v3(eBone->tail, eBone->head); - ED_armature_ebone_to_mat4(eBone, ebmat); - - length = eBone->length; - xwidth = eBone->xwidth; - zwidth = eBone->zwidth; - bone_mat = ebmat; - bbone_segments = eBone->segments; - } - - size_to_mat4(s, (const float[3]){xwidth, length / bbone_segments, zwidth}); - - /* Compute BBones segment matrices... */ - /* Note that we need this even for one-segment bones, because box drawing need specific weirdo - * matrix for the box, that we cannot use to draw end points & co. */ - if (pchan) { - Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; - if (bbone_segments > 1) { - BKE_pchan_bbone_spline_setup(pchan, false, false, bbones_mat); - - for (int i = bbone_segments; i--; bbones_mat++) { - mul_m4_m4m4(bbones_mat->mat, bbones_mat->mat, s); - mul_m4_m4m4(bbones_mat->mat, bone_mat, bbones_mat->mat); - } - } - else { - mul_m4_m4m4(bbones_mat->mat, bone_mat, s); - } - } - else { - float(*bbones_mat)[4][4] = eBone->disp_bbone_mat; - - if (bbone_segments > 1) { - ebone_spline_preview(eBone, bbones_mat); - - for (int i = bbone_segments; i--; bbones_mat++) { - mul_m4_m4m4(*bbones_mat, *bbones_mat, s); - mul_m4_m4m4(*bbones_mat, bone_mat, *bbones_mat); - } - } - else { - mul_m4_m4m4(*bbones_mat, bone_mat, s); - } - } - - /* Grrr... We need default display matrix to draw end points, axes, etc. :( */ - draw_bone_update_disp_matrix_default(eBone, pchan); -} - -static void draw_bone_update_disp_matrix_custom(bPoseChannel *pchan) -{ - float s[4][4]; - float length; - float(*bone_mat)[4]; - float(*disp_mat)[4]; - float(*disp_tail_mat)[4]; - - /* See TODO above */ - length = PCHAN_CUSTOM_DRAW_SIZE(pchan); - bone_mat = pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat; - disp_mat = pchan->disp_mat; - disp_tail_mat = pchan->disp_tail_mat; - - scale_m4_fl(s, length); - mul_m4_m4m4(disp_mat, bone_mat, s); - copy_m4_m4(disp_tail_mat, disp_mat); - translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f); -} - -static void draw_axes(EditBone *eBone, bPoseChannel *pchan, const eGPUShaderConfig sh_cfg) -{ - float final_col[4]; - const float *col = (g_theme.const_color) ? - g_theme.const_color : - (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? g_theme.text_hi_color : - g_theme.text_color; - copy_v4_v4(final_col, col); - /* Mix with axes color. */ - final_col[3] = (g_theme.const_color) ? 1.0 : - (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.3 : 0.8; - drw_shgroup_bone_axes(BONE_VAR(eBone, pchan, disp_mat), final_col, sh_cfg); -} - -static void draw_points(const EditBone *eBone, - const bPoseChannel *pchan, - const bArmature *arm, - const int boneflag, - const short constflag, - const eGPUShaderConfig sh_cfg, - const int select_id) -{ - float col_solid_root[4], col_solid_tail[4], col_wire_root[4], col_wire_tail[4]; - float col_hint_root[4], col_hint_tail[4]; - - copy_v4_v4(col_solid_root, g_theme.bone_solid_color); - copy_v4_v4(col_solid_tail, g_theme.bone_solid_color); - copy_v4_v4(col_wire_root, (g_theme.const_color) ? g_theme.const_color : g_theme.vertex_color); - copy_v4_v4(col_wire_tail, (g_theme.const_color) ? g_theme.const_color : g_theme.vertex_color); - - const bool is_envelope_draw = (arm->drawtype == ARM_ENVELOPE); - static const float envelope_ignore = -1.0f; - - col_wire_tail[3] = col_wire_root[3] = get_bone_wire_thickness(boneflag); - - /* Edit bone points can be selected */ - if (eBone) { - if (eBone->flag & BONE_ROOTSEL) { - copy_v3_v3(col_wire_root, g_theme.vertex_select_color); - } - if (eBone->flag & BONE_TIPSEL) { - copy_v3_v3(col_wire_tail, g_theme.vertex_select_color); - } - } - else if (arm->flag & ARM_POSEMODE) { - const float *solid_color = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag); - const float *wire_color = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - copy_v4_v4(col_wire_tail, wire_color); - copy_v4_v4(col_wire_root, wire_color); - copy_v4_v4(col_solid_tail, solid_color); - copy_v4_v4(col_solid_root, solid_color); - } - - bone_hint_color_shade(col_hint_root, (g_theme.const_color) ? col_solid_root : col_wire_root); - bone_hint_color_shade(col_hint_tail, (g_theme.const_color) ? col_solid_tail : col_wire_tail); - - /* Draw root point if we are not connected to our parent */ - if (!(eBone ? (eBone->parent && (eBone->flag & BONE_CONNECTED)) : - (pchan->bone->parent && (pchan->bone->flag & BONE_CONNECTED)))) { - if (select_id != -1) { - DRW_select_load_id(select_id | BONESEL_ROOT); - } - - if (eBone) { - if (is_envelope_draw) { - drw_shgroup_bone_envelope(eBone->disp_mat, - col_solid_root, - col_hint_root, - col_wire_root, - &eBone->rad_head, - &envelope_ignore, - sh_cfg); - } - else { - drw_shgroup_bone_point( - eBone->disp_mat, col_solid_root, col_hint_root, col_wire_root, sh_cfg); - } - } - else { - Bone *bone = pchan->bone; - if (is_envelope_draw) { - drw_shgroup_bone_envelope(pchan->disp_mat, - col_solid_root, - col_hint_root, - col_wire_root, - &bone->rad_head, - &envelope_ignore, - sh_cfg); - } - else { - drw_shgroup_bone_point( - pchan->disp_mat, col_solid_root, col_hint_root, col_wire_root, sh_cfg); - } - } - } - - /* Draw tip point */ - if (select_id != -1) { - DRW_select_load_id(select_id | BONESEL_TIP); - } - - if (is_envelope_draw) { - const float *rad_tail = eBone ? &eBone->rad_tail : &pchan->bone->rad_tail; - drw_shgroup_bone_envelope(BONE_VAR(eBone, pchan, disp_mat), - col_solid_tail, - col_hint_tail, - col_wire_tail, - &envelope_ignore, - rad_tail, - sh_cfg); - } - else { - drw_shgroup_bone_point(BONE_VAR(eBone, pchan, disp_tail_mat), - col_solid_tail, - col_hint_tail, - col_wire_tail, - sh_cfg); - } - - if (select_id != -1) { - DRW_select_load_id(-1); - } -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Draw Bones - * \{ */ - -static void draw_bone_custom_shape(EditBone *eBone, - bPoseChannel *pchan, - bArmature *arm, - const int boneflag, - const short constflag, - const eGPUShaderConfig sh_cfg, - const int select_id) -{ - const float *col_solid = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag); - const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag); - const float(*disp_mat)[4] = pchan->disp_mat; - - if (select_id != -1) { - DRW_select_load_id(select_id | BONESEL_BONE); - } - - if (pchan->custom->type == OB_EMPTY) { - Object *ob = pchan->custom; - if (ob->empty_drawtype != OB_EMPTY_IMAGE) { - drw_shgroup_bone_custom_empty(disp_mat, col_wire, sh_cfg, pchan->custom); - } - } - if ((boneflag & BONE_DRAWWIRE) == 0) { - drw_shgroup_bone_custom_solid(disp_mat, col_solid, col_hint, col_wire, sh_cfg, pchan->custom); - } - else { - drw_shgroup_bone_custom_wire(disp_mat, col_wire, pchan->custom); - } - - if (select_id != -1) { - DRW_select_load_id(-1); - } -} - -static void draw_bone_envelope(EditBone *eBone, - bPoseChannel *pchan, - bArmature *arm, - const int boneflag, - const short constflag, - const eGPUShaderConfig sh_cfg, - const int select_id) -{ - const float *col_solid = get_bone_solid_with_consts_color( - eBone, pchan, arm, boneflag, constflag); - const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag); - - float *rad_head, *rad_tail, *distance; - if (eBone) { - rad_tail = &eBone->rad_tail; - distance = &eBone->dist; - rad_head = (eBone->parent && (boneflag & BONE_CONNECTED)) ? &eBone->parent->rad_tail : - &eBone->rad_head; - } - else { - rad_tail = &pchan->bone->rad_tail; - distance = &pchan->bone->dist; - rad_head = (pchan->parent && (boneflag & BONE_CONNECTED)) ? &pchan->parent->bone->rad_tail : - &pchan->bone->rad_head; - } - - if ((select_id == -1) && (boneflag & BONE_NO_DEFORM) == 0 && - ((boneflag & BONE_SELECTED) || (eBone && (boneflag & (BONE_ROOTSEL | BONE_TIPSEL))))) { - drw_shgroup_bone_envelope_distance( - BONE_VAR(eBone, pchan, disp_mat), rad_head, rad_tail, distance, sh_cfg); - } - - if (select_id != -1) { - DRW_select_load_id(select_id | BONESEL_BONE); - } - - drw_shgroup_bone_envelope( - BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire, rad_head, rad_tail, sh_cfg); - - if (select_id != -1) { - DRW_select_load_id(-1); - } - - draw_points(eBone, pchan, arm, boneflag, constflag, sh_cfg, select_id); -} - -static void draw_bone_line(EditBone *eBone, - bPoseChannel *pchan, - bArmature *arm, - const int boneflag, - const short constflag, - const eGPUShaderConfig sh_cfg, - const int select_id) -{ - const float *col_bone = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag); - const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - const float no_display[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - const float *col_head = no_display; - const float *col_tail = col_bone; - - if (g_theme.const_color != NULL) { - col_wire = no_display; /* actually shrink the display. */ - col_bone = col_head = col_tail = g_theme.const_color; - } - else { - if (eBone) { - if (eBone->flag & BONE_TIPSEL) { - col_tail = g_theme.vertex_select_color; - } - if (boneflag & BONE_SELECTED) { - col_bone = g_theme.edge_select_color; - } - col_wire = g_theme.wire_color; - } - - /* Draw root point if we are not connected to our parent. */ - if (!(eBone ? (eBone->parent && (eBone->flag & BONE_CONNECTED)) : - (pchan->bone->parent && (pchan->bone->flag & BONE_CONNECTED)))) { - - if (eBone) { - col_head = (eBone->flag & BONE_ROOTSEL) ? g_theme.vertex_select_color : col_bone; - } - else { - col_head = col_bone; - } - } - } - - if (select_id == -1) { - /* Not in selection mode, draw everything at once. */ - drw_shgroup_bone_stick( - BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail, sh_cfg); - } - else { - /* In selection mode, draw bone, root and tip separately. */ - DRW_select_load_id(select_id | BONESEL_BONE); - drw_shgroup_bone_stick( - BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display, sh_cfg); - - if (col_head[3] > 0.0f) { - DRW_select_load_id(select_id | BONESEL_ROOT); - drw_shgroup_bone_stick( - BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, col_head, no_display, sh_cfg); - } - - DRW_select_load_id(select_id | BONESEL_TIP); - drw_shgroup_bone_stick( - BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, no_display, col_tail, sh_cfg); - - DRW_select_load_id(-1); - } -} - -static void draw_bone_wire(EditBone *eBone, - bPoseChannel *pchan, - bArmature *arm, - const int boneflag, - const short constflag, - const eGPUShaderConfig sh_cfg, - const int select_id) -{ - const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - - if (select_id != -1) { - DRW_select_load_id(select_id | BONESEL_BONE); - } - - if (pchan) { - Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; - BLI_assert(bbones_mat != NULL); - - for (int i = pchan->bone->segments; i--; bbones_mat++) { - drw_shgroup_bone_wire(bbones_mat->mat, col_wire, sh_cfg); - } - } - else if (eBone) { - for (int i = 0; i < eBone->segments; i++) { - drw_shgroup_bone_wire(eBone->disp_bbone_mat[i], col_wire, sh_cfg); - } - } - - if (select_id != -1) { - DRW_select_load_id(-1); - } - - if (eBone) { - draw_points(eBone, pchan, arm, boneflag, constflag, sh_cfg, select_id); - } -} - -static void draw_bone_box(EditBone *eBone, - bPoseChannel *pchan, - bArmature *arm, - const int boneflag, - const short constflag, - const eGPUShaderConfig sh_cfg, - const int select_id) -{ - const float *col_solid = get_bone_solid_with_consts_color( - eBone, pchan, arm, boneflag, constflag); - const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag); - - if (select_id != -1) { - DRW_select_load_id(select_id | BONESEL_BONE); - } - - if (pchan) { - Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix; - BLI_assert(bbones_mat != NULL); - - for (int i = pchan->bone->segments; i--; bbones_mat++) { - drw_shgroup_bone_box(bbones_mat->mat, col_solid, col_hint, col_wire, sh_cfg); - } - } - else if (eBone) { - for (int i = 0; i < eBone->segments; i++) { - drw_shgroup_bone_box(eBone->disp_bbone_mat[i], col_solid, col_hint, col_wire, sh_cfg); - } - } - - if (select_id != -1) { - DRW_select_load_id(-1); - } - - if (eBone) { - draw_points(eBone, pchan, arm, boneflag, constflag, sh_cfg, select_id); - } -} - -static void draw_bone_octahedral(EditBone *eBone, - bPoseChannel *pchan, - bArmature *arm, - const int boneflag, - const short constflag, - const eGPUShaderConfig sh_cfg, - const int select_id) -{ - const float *col_solid = get_bone_solid_with_consts_color( - eBone, pchan, arm, boneflag, constflag); - const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag); - const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag); - - if (select_id != -1) { - DRW_select_load_id(select_id | BONESEL_BONE); - } - - drw_shgroup_bone_octahedral( - BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire, sh_cfg); - - if (select_id != -1) { - DRW_select_load_id(-1); - } - - draw_points(eBone, pchan, arm, boneflag, constflag, sh_cfg, select_id); -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Draw Degrees of Freedom - * \{ */ - -static void draw_bone_dofs(bPoseChannel *pchan) -{ - float final_bonemat[4][4], posetrans[4][4], mat[4][4]; - float amin[2], amax[2], xminmax[2], zminmax[2]; - float col_sphere[4] = {0.25f, 0.25f, 0.25f, 0.25f}; - float col_lines[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - float col_xaxis[4] = {1.0f, 0.0f, 0.0f, 1.0f}; - float col_zaxis[4] = {0.0f, 0.0f, 1.0f, 1.0f}; - - if (g_data.passes.bone_envelope == NULL) { - return; - } - - if (g_data.bone_dof_sphere == NULL) { - g_data.bone_dof_lines = buffer_instance_bone_dof( - g_data.passes.bone_wire, DRW_cache_bone_dof_lines_get(), false); - g_data.bone_dof_sphere = buffer_instance_bone_dof( - g_data.passes.bone_envelope, DRW_cache_bone_dof_sphere_get(), true); - } - - /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */ - xminmax[0] = sinf(pchan->limitmin[0] * 0.5f); - xminmax[1] = sinf(pchan->limitmax[0] * 0.5f); - zminmax[0] = sinf(pchan->limitmin[2] * 0.5f); - zminmax[1] = sinf(pchan->limitmax[2] * 0.5f); - - unit_m4(posetrans); - translate_m4(posetrans, pchan->pose_mat[3][0], pchan->pose_mat[3][1], pchan->pose_mat[3][2]); - /* in parent-bone pose space... */ - if (pchan->parent) { - copy_m4_m4(mat, pchan->parent->pose_mat); - mat[3][0] = mat[3][1] = mat[3][2] = 0.0f; - mul_m4_m4m4(posetrans, posetrans, mat); - } - /* ... but own restspace */ - mul_m4_m4m3(posetrans, posetrans, pchan->bone->bone_mat); - - float scale = pchan->bone->length * pchan->size[1]; - scale_m4_fl(mat, scale); - mat[1][1] = -mat[1][1]; - mul_m4_m4m4(posetrans, posetrans, mat); - - /* into world space. */ - mul_m4_m4m4(final_bonemat, g_data.ob->obmat, posetrans); - - if ((pchan->ikflag & BONE_IK_XLIMIT) && (pchan->ikflag & BONE_IK_ZLIMIT)) { - amin[0] = xminmax[0]; - amax[0] = xminmax[1]; - amin[1] = zminmax[0]; - amax[1] = zminmax[1]; - DRW_buffer_add_entry(g_data.bone_dof_sphere, final_bonemat, col_sphere, amin, amax); - DRW_buffer_add_entry(g_data.bone_dof_lines, final_bonemat, col_lines, amin, amax); - } - if (pchan->ikflag & BONE_IK_XLIMIT) { - amin[0] = xminmax[0]; - amax[0] = xminmax[1]; - amin[1] = amax[1] = 0.0f; - DRW_buffer_add_entry(g_data.bone_dof_lines, final_bonemat, col_xaxis, amin, amax); - } - if (pchan->ikflag & BONE_IK_ZLIMIT) { - amin[1] = zminmax[0]; - amax[1] = zminmax[1]; - amin[0] = amax[0] = 0.0f; - DRW_buffer_add_entry(g_data.bone_dof_lines, final_bonemat, col_zaxis, amin, amax); - } -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Draw Relationships - * \{ */ - -static void pchan_draw_ik_lines(bPoseChannel *pchan, - const bool only_temp, - const int constflag, - const eGPUShaderConfig sh_cfg) -{ - bConstraint *con; - bPoseChannel *parchan; - float *line_start = NULL, *line_end = NULL; - - for (con = pchan->constraints.first; con; con = con->next) { - if (con->enforce == 0.0f) { - continue; - } - - switch (con->type) { - case CONSTRAINT_TYPE_KINEMATIC: { - bKinematicConstraint *data = (bKinematicConstraint *)con->data; - int segcount = 0; - - /* if only_temp, only draw if it is a temporary ik-chain */ - if (only_temp && !(data->flag & CONSTRAINT_IK_TEMP)) { - continue; - } - - /* exclude tip from chain? */ - parchan = ((data->flag & CONSTRAINT_IK_TIP) == 0) ? pchan->parent : pchan; - line_start = parchan->pose_tail; - - /* Find the chain's root */ - while (parchan->parent) { - segcount++; - if (segcount == data->rootbone || segcount > 255) { - break; /* 255 is weak */ - } - parchan = parchan->parent; - } - - if (parchan) { - line_end = parchan->pose_head; - - if (constflag & PCHAN_HAS_TARGET) { - drw_shgroup_bone_ik_lines(line_start, line_end, sh_cfg); - } - else { - drw_shgroup_bone_ik_no_target_lines(line_start, line_end, sh_cfg); - } - } - break; - } - case CONSTRAINT_TYPE_SPLINEIK: { - bSplineIKConstraint *data = (bSplineIKConstraint *)con->data; - int segcount = 0; - - /* don't draw if only_temp, as Spline IK chains cannot be temporary */ - if (only_temp) { - continue; - } - - parchan = pchan; - line_start = parchan->pose_tail; - - /* Find the chain's root */ - while (parchan->parent) { - segcount++; - /* FIXME: revise the breaking conditions */ - if (segcount == data->chainlen || segcount > 255) { - break; /* 255 is weak */ - } - parchan = parchan->parent; - } - /* Only draw line in case our chain is more than one bone long! */ - if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */ - line_end = parchan->pose_head; - drw_shgroup_bone_ik_spline_lines(line_start, line_end, sh_cfg); - } - break; - } - } - } -} - -static void draw_bone_relations(EditBone *ebone, - bPoseChannel *pchan, - bArmature *arm, - const int boneflag, - const short constflag, - const bool do_relations, - const eGPUShaderConfig sh_cfg) -{ - if (g_data.passes.relationship_lines) { - if (ebone && ebone->parent) { - if (do_relations) { - /* Always draw for unconnected bones, regardless of selection, - * since riggers will want to know about the links between bones - */ - if ((boneflag & BONE_CONNECTED) == 0) { - drw_shgroup_bone_relationship_lines(ebone->head, ebone->parent->tail, sh_cfg); - } - } - } - else if (pchan && pchan->parent) { - if (do_relations) { - /* Only draw if bone or its parent is selected - reduces viewport complexity with complex - * rigs */ - if ((boneflag & BONE_SELECTED) || - (pchan->parent->bone && (pchan->parent->bone->flag & BONE_SELECTED))) { - if ((boneflag & BONE_CONNECTED) == 0) { - drw_shgroup_bone_relationship_lines( - pchan->pose_head, pchan->parent->pose_tail, sh_cfg); - } - } - } - - /* Draw a line to IK root bone if bone is selected. */ - if (arm->flag & ARM_POSEMODE) { - if (constflag & (PCHAN_HAS_IK | PCHAN_HAS_SPLINEIK)) { - if (boneflag & BONE_SELECTED) { - pchan_draw_ik_lines(pchan, !do_relations, constflag, sh_cfg); - } - } - } - } - } -} -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Main Draw Loops - * \{ */ - -static void draw_armature_edit(Object *ob) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - EditBone *eBone; - int index; - const bool is_select = DRW_state_is_select(); - - const bool show_text = DRW_state_show_text(); - const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0); - - const Object *ob_orig = DEG_get_original_object(ob); - /* FIXME(campbell): We should be able to use the CoW object, - * however the active bone isn't updated. Long term solution is an 'EditArmature' struct. - * for now we can draw from the original armature. See: T66773. */ - // bArmature *arm = ob->data; - bArmature *arm = ob_orig->data; - - update_color(ob, NULL); - edbo_compute_bbone_child(arm); - - for (eBone = arm->edbo->first, index = ob_orig->runtime.select_id; eBone; - eBone = eBone->next, index += 0x10000) { - if (eBone->layer & arm->layer) { - if ((eBone->flag & BONE_HIDDEN_A) == 0) { - const int select_id = is_select ? index : (uint)-1; - - const short constflag = 0; - - /* catch exception for bone with hidden parent */ - int boneflag = eBone->flag; - if ((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent)) { - boneflag &= ~BONE_CONNECTED; - } - - /* set temporary flag for drawing bone as active, but only if selected */ - if (eBone == arm->act_edbone) { - boneflag |= BONE_DRAW_ACTIVE; - } - - draw_bone_relations( - eBone, NULL, arm, boneflag, constflag, show_relations, draw_ctx->sh_cfg); - - if (arm->drawtype == ARM_ENVELOPE) { - draw_bone_update_disp_matrix_default(eBone, NULL); - draw_bone_envelope(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else if (arm->drawtype == ARM_LINE) { - draw_bone_update_disp_matrix_default(eBone, NULL); - draw_bone_line(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else if (arm->drawtype == ARM_WIRE) { - draw_bone_update_disp_matrix_bbone(eBone, NULL); - draw_bone_wire(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else if (arm->drawtype == ARM_B_BONE) { - draw_bone_update_disp_matrix_bbone(eBone, NULL); - draw_bone_box(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else { - draw_bone_update_disp_matrix_default(eBone, NULL); - draw_bone_octahedral(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - - /* Draw names of bone */ - if (show_text && (arm->flag & ARM_DRAWNAMES)) { - uchar color[4]; - UI_GetThemeColor4ubv((eBone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, color); - - float vec[3]; - mid_v3_v3v3(vec, eBone->head, eBone->tail); - mul_m4_v3(ob->obmat, vec); - - struct DRWTextStore *dt = DRW_text_cache_ensure(); - DRW_text_cache_add(dt, - vec, - eBone->name, - strlen(eBone->name), - 10, - 0, - DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, - color); - } - - /* Draw additional axes */ - if (arm->flag & ARM_DRAWAXES) { - draw_axes(eBone, NULL, draw_ctx->sh_cfg); - } - } - } - } -} - -/* if const_color is NULL do pose mode coloring */ -static void draw_armature_pose(Object *ob, const float const_color[4]) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - const Scene *scene = draw_ctx->scene; - bArmature *arm = ob->data; - bPoseChannel *pchan; - int index = -1; - Bone *bone; - - update_color(ob, const_color); - - /* We can't safely draw non-updated pose, might contain NULL bone pointers... */ - if (ob->pose->flag & POSE_RECALC) { - return; - } - - bool is_pose_select = false; - /* Object can be edited in the scene. */ - if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) { - if ((draw_ctx->object_mode & OB_MODE_POSE) || (ob == draw_ctx->object_pose)) { - arm->flag |= ARM_POSEMODE; - } - is_pose_select = - /* If we're in pose-mode or object-mode with the ability to enter pose mode. */ - ( - /* Draw as if in pose mode (when selection is possible). */ - (arm->flag & ARM_POSEMODE) || - /* When we're in object mode, which may select bones. */ - ((ob->mode & OB_MODE_POSE) && - ( - /* Switch from object mode when object lock is disabled. */ - ((draw_ctx->object_mode == OB_MODE_OBJECT) && - (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) == 0) || - /* Allow selection when in weight-paint mode - * (selection code ensures this wont become active). */ - ((draw_ctx->object_mode == OB_MODE_WEIGHT_PAINT) && - (draw_ctx->object_pose != NULL))))) && - DRW_state_is_select(); - - if (is_pose_select) { - const Object *ob_orig = DEG_get_original_object(ob); - index = ob_orig->runtime.select_id; - } - } - - const bool show_text = DRW_state_show_text(); - const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0); - - /* being set below */ - for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { - bone = pchan->bone; - - /* bone must be visible */ - if ((bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0) { - if (bone->layer & arm->layer) { - const int select_id = is_pose_select ? index : (uint)-1; - - const short constflag = pchan->constflag; - - pchan_draw_data_init(pchan); - - if (const_color) { - /* keep color */ - } - else { - /* set color-set to use */ - set_pchan_colorset(ob, pchan); - } - - int boneflag = bone->flag; - /* catch exception for bone with hidden parent */ - boneflag = bone->flag; - if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG))) { - boneflag &= ~BONE_CONNECTED; - } - - /* set temporary flag for drawing bone as active, but only if selected */ - if (bone == arm->act_bone) { - boneflag |= BONE_DRAW_ACTIVE; - } - - draw_bone_relations( - NULL, pchan, arm, boneflag, constflag, show_relations, draw_ctx->sh_cfg); - - if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) { - draw_bone_update_disp_matrix_custom(pchan); - draw_bone_custom_shape( - NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else if (arm->drawtype == ARM_ENVELOPE) { - draw_bone_update_disp_matrix_default(NULL, pchan); - draw_bone_envelope(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else if (arm->drawtype == ARM_LINE) { - draw_bone_update_disp_matrix_default(NULL, pchan); - draw_bone_line(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else if (arm->drawtype == ARM_WIRE) { - draw_bone_update_disp_matrix_bbone(NULL, pchan); - draw_bone_wire(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else if (arm->drawtype == ARM_B_BONE) { - draw_bone_update_disp_matrix_bbone(NULL, pchan); - draw_bone_box(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - else { - draw_bone_update_disp_matrix_default(NULL, pchan); - draw_bone_octahedral(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id); - } - - if (!is_pose_select && show_relations && (arm->flag & ARM_POSEMODE) && - (bone->flag & BONE_SELECTED) && ((ob->base_flag & BASE_FROM_DUPLI) == 0) && - (pchan->ikflag & (BONE_IK_XLIMIT | BONE_IK_ZLIMIT))) { - draw_bone_dofs(pchan); - } - - /* Draw names of bone */ - if (show_text && (arm->flag & ARM_DRAWNAMES)) { - uchar color[4]; - UI_GetThemeColor4ubv( - (arm->flag & ARM_POSEMODE) && (bone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, - color); - float vec[3]; - mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail); - mul_m4_v3(ob->obmat, vec); - - struct DRWTextStore *dt = DRW_text_cache_ensure(); - DRW_text_cache_add(dt, - vec, - pchan->name, - strlen(pchan->name), - 10, - 0, - DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, - color); - } - - /* Draw additional axes */ - if (arm->flag & ARM_DRAWAXES) { - draw_axes(NULL, pchan, draw_ctx->sh_cfg); - } - } - } - if (is_pose_select) { - index += 0x10000; - } - } - - arm->flag &= ~ARM_POSEMODE; -} - -/** - * This function set the object space to use for all subsequent `DRW_shgroup_bone_*` calls. - */ -static void drw_shgroup_armature(Object *ob, DRWArmaturePasses passes, bool transp) -{ - memset(&g_data, 0x0, sizeof(g_data)); - g_data.ob = ob; - g_data.passes = passes; - g_data.transparent = transp; - memset(&g_color, 0x0, sizeof(g_color)); -} - -void DRW_shgroup_armature_object(Object *ob, - ViewLayer *view_layer, - DRWArmaturePasses passes, - bool transp) -{ - float *color; - DRW_object_wire_theme_get(ob, view_layer, &color); - passes.bone_envelope = NULL; /* Don't do envelope distance in object mode. */ - drw_shgroup_armature(ob, passes, transp); - draw_armature_pose(ob, color); -} - -void DRW_shgroup_armature_pose(Object *ob, DRWArmaturePasses passes, bool transp) -{ - drw_shgroup_armature(ob, passes, transp); - draw_armature_pose(ob, NULL); -} - -void DRW_shgroup_armature_edit(Object *ob, DRWArmaturePasses passes, bool transp) -{ - drw_shgroup_armature(ob, passes, transp); - draw_armature_edit(ob); -} - -/** \} */ diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index b085d402e81..69e71128070 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -44,12 +44,35 @@ #include "draw_cache_impl.h" #include "draw_manager.h" +#define VCLASS_LIGHT_AREA_SHAPE (1 << 0) +#define VCLASS_LIGHT_SPOT_SHAPE (1 << 1) +#define VCLASS_LIGHT_SPOT_BLEND (1 << 2) +#define VCLASS_LIGHT_SPOT_CONE (1 << 3) +#define VCLASS_LIGHT_DIST (1 << 4) + +#define VCLASS_CAMERA_FRAME (1 << 5) +#define VCLASS_CAMERA_DIST (1 << 6) +#define VCLASS_CAMERA_VOLUME (1 << 7) + +#define VCLASS_SCREENSPACE (1 << 8) +#define VCLASS_SCREENALIGNED (1 << 9) + +#define VCLASS_EMPTY_SCALED (1 << 10) +#define VCLASS_EMPTY_AXES (1 << 11) +#define VCLASS_EMPTY_AXES_NAME (1 << 12) +#define VCLASS_EMPTY_AXES_SHADOW (1 << 13) +#define VCLASS_EMPTY_SIZE (1 << 14) + +typedef struct Vert { + float pos[3]; + int class; +} Vert; + /* Batch's only (free'd as an array) */ static struct DRWShapeCache { GPUBatch *drw_procedural_verts; GPUBatch *drw_procedural_lines; GPUBatch *drw_procedural_tris; - GPUBatch *drw_single_vertice; GPUBatch *drw_cursor; GPUBatch *drw_cursor_only_circle; GPUBatch *drw_fullscreen_quad; @@ -57,37 +80,31 @@ static struct DRWShapeCache { GPUBatch *drw_quad_wires; GPUBatch *drw_grid; GPUBatch *drw_sphere; - GPUBatch *drw_screenspace_circle; GPUBatch *drw_plain_axes; GPUBatch *drw_single_arrow; GPUBatch *drw_cube; GPUBatch *drw_circle; - GPUBatch *drw_square; - GPUBatch *drw_line; - GPUBatch *drw_line_endpoints; + GPUBatch *drw_normal_arrow; GPUBatch *drw_empty_cube; GPUBatch *drw_empty_sphere; GPUBatch *drw_empty_cylinder; GPUBatch *drw_empty_capsule_body; GPUBatch *drw_empty_capsule_cap; GPUBatch *drw_empty_cone; - GPUBatch *drw_image_plane; - GPUBatch *drw_image_plane_wire; GPUBatch *drw_field_wind; GPUBatch *drw_field_force; GPUBatch *drw_field_vortex; + GPUBatch *drw_field_curve; GPUBatch *drw_field_tube_limit; GPUBatch *drw_field_cone_limit; - GPUBatch *drw_light; - GPUBatch *drw_light_shadows; - GPUBatch *drw_light_sunrays; - GPUBatch *drw_light_area_square; - GPUBatch *drw_light_area_disk; - GPUBatch *drw_light_hemi; - GPUBatch *drw_light_spot; + GPUBatch *drw_field_sphere_limit; + GPUBatch *drw_ground_line; + GPUBatch *drw_light_point_lines; + GPUBatch *drw_light_sun_lines; + GPUBatch *drw_light_spot_lines; GPUBatch *drw_light_spot_volume; - GPUBatch *drw_light_spot_square; - GPUBatch *drw_light_spot_square_volume; + GPUBatch *drw_light_area_disk_lines; + GPUBatch *drw_light_area_square_lines; GPUBatch *drw_speaker; GPUBatch *drw_lightprobe_cube; GPUBatch *drw_lightprobe_planar; @@ -104,13 +121,15 @@ static struct DRWShapeCache { GPUBatch *drw_bone_arrows; GPUBatch *drw_bone_dof_sphere; GPUBatch *drw_bone_dof_lines; - GPUBatch *drw_camera; GPUBatch *drw_camera_frame; GPUBatch *drw_camera_tria; + GPUBatch *drw_camera_tria_wire; + GPUBatch *drw_camera_distances; + GPUBatch *drw_camera_volume; + GPUBatch *drw_camera_volume_wire; GPUBatch *drw_particle_cross; GPUBatch *drw_particle_circle; GPUBatch *drw_particle_axis; - GPUBatch *drw_gpencil_axes; } SHC = {NULL}; void DRW_shape_cache_free(void) @@ -187,6 +206,14 @@ GPUBatch *drw_cache_procedural_triangles_get(void) /** \name Helper functions * \{ */ +static GPUVertFormat extra_vert_format(void) +{ + GPUVertFormat format = {0}; + GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); + GPU_vertformat_attr_add(&format, "vclass", GPU_COMP_I32, 1, GPU_FETCH_INT); + return format; +} + static void UNUSED_FUNCTION(add_fancy_edge)(GPUVertBuf *vbo, uint pos_id, uint n1_id, @@ -274,21 +301,16 @@ static GPUVertBuf *fill_arrows_vbo(const float scale) } #endif /* UNUSED */ -static GPUVertBuf *sphere_wire_vbo(const float rad) +static GPUVertBuf *sphere_wire_vbo(const float rad, int flag) { #define NSEGMENTS 32 /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 2 * 3); + int v = 0; /* a single ring of vertices */ float p[NSEGMENTS][2]; for (int i = 0; i < NSEGMENTS; i++) { @@ -300,21 +322,20 @@ static GPUVertBuf *sphere_wire_vbo(const float rad) for (int axis = 0; axis < 3; axis++) { for (int i = 0; i < NSEGMENTS; i++) { for (int j = 0; j < 2; j++) { - float cv[2], v[3]; + float cv[2]; cv[0] = p[(i + j) % NSEGMENTS][0]; cv[1] = p[(i + j) % NSEGMENTS][1]; if (axis == 0) { - ARRAY_SET_ITEMS(v, cv[0], cv[1], 0.0f); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], cv[1], 0.0f}, flag}); } else if (axis == 1) { - ARRAY_SET_ITEMS(v, cv[0], 0.0f, cv[1]); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], 0.0f, cv[1]}, flag}); } else { - ARRAY_SET_ITEMS(v, 0.0f, cv[0], cv[1]); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, cv[0], cv[1]}, flag}); } - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 2 + j + (NSEGMENTS * 2 * axis), v); } } } @@ -362,25 +383,16 @@ GPUBatch *DRW_cache_fullscreen_quad_get(void) GPUBatch *DRW_cache_quad_get(void) { if (!SHC.drw_quad) { - float pos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}}; - float uvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}}; - - /* Position Only 2D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos, uvs; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - attr_id.uvs = GPU_vertformat_attr_add(&format, "uvs", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 4); - for (int i = 0; i < 4; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, i, pos[i]); - GPU_vertbuf_attr_set(vbo, attr_id.uvs, i, uvs[i]); + int v = 0; + int flag = VCLASS_EMPTY_SCALED; + float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + for (int a = 0; a < 4; a++) { + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[a][0], p[a][1], 0.0f}, flag}); } SHC.drw_quad = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -392,26 +404,19 @@ GPUBatch *DRW_cache_quad_get(void) GPUBatch *DRW_cache_quad_wires_get(void) { if (!SHC.drw_quad_wires) { - float pos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}}; - - /* Position Only 2D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 8); + GPU_vertbuf_data_alloc(vbo, 5); - for (int i = 0; i < 4; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 2, pos[i % 4]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 2 + 1, pos[(i + 1) % 4]); + int v = 0; + int flag = VCLASS_EMPTY_SCALED; + float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + for (int a = 0; a < 5; a++) { + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[a % 4][0], p[a % 4][1], 0.0f}, flag}); } - SHC.drw_quad_wires = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_quad_wires = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_quad_wires; } @@ -461,10 +466,49 @@ GPUBatch *DRW_cache_grid_get(void) } /* Sphere */ +static void sphere_lat_lon_vert(GPUVertBuf *vbo, int *v_ofs, float lat, float lon) +{ + float x = sinf(lat) * cosf(lon); + float y = cosf(lat); + float z = sinf(lat) * sinf(lon); + GPU_vertbuf_vert_set(vbo, *v_ofs, &(Vert){{x, y, z}, VCLASS_EMPTY_SCALED}); + (*v_ofs)++; +} + GPUBatch *DRW_cache_sphere_get(void) { if (!SHC.drw_sphere) { - SHC.drw_sphere = gpu_batch_sphere(32, 24); + const int lat_res = 32; + const int lon_res = 24; + + GPUVertFormat format = extra_vert_format(); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + int v_len = (lat_res - 1) * lon_res * 6; + GPU_vertbuf_data_alloc(vbo, v_len); + + const float lon_inc = 2 * M_PI / lon_res; + const float lat_inc = M_PI / lat_res; + float lon, lat; + + int v = 0; + lon = 0.0f; + for (int i = 0; i < lon_res; i++, lon += lon_inc) { + lat = 0.0f; + for (int j = 0; j < lat_res; j++, lat += lat_inc) { + if (j != lat_res - 1) { /* Pole */ + sphere_lat_lon_vert(vbo, &v, lat + lat_inc, lon + lon_inc); + sphere_lat_lon_vert(vbo, &v, lat + lat_inc, lon); + sphere_lat_lon_vert(vbo, &v, lat, lon); + } + if (j != 0) { /* Pole */ + sphere_lat_lon_vert(vbo, &v, lat, lon + lon_inc); + sphere_lat_lon_vert(vbo, &v, lat + lat_inc, lon + lon_inc); + sphere_lat_lon_vert(vbo, &v, lat, lon); + } + } + } + + SHC.drw_sphere = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_sphere; } @@ -475,285 +519,213 @@ GPUBatch *DRW_cache_sphere_get(void) /** \name Common * \{ */ -GPUBatch *DRW_cache_cube_get(void) +static void circle_verts( + GPUVertBuf *vbo, int *vert_idx, int segments, float radius, float z, int flag) { - if (!SHC.drw_cube) { - const GLfloat verts[8][3] = { - {-1.0f, -1.0f, -1.0f}, - {-1.0f, -1.0f, 1.0f}, - {-1.0f, 1.0f, -1.0f}, - {-1.0f, 1.0f, 1.0f}, - {1.0f, -1.0f, -1.0f}, - {1.0f, -1.0f, 1.0f}, - {1.0f, 1.0f, -1.0f}, - {1.0f, 1.0f, 1.0f}, - }; - - const uint indices[36] = { - 0, 1, 2, 1, 3, 2, 0, 4, 1, 4, 5, 1, 6, 5, 4, 6, 7, 5, - 2, 7, 6, 2, 3, 7, 3, 1, 7, 1, 5, 7, 0, 2, 4, 2, 6, 4, - }; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); + for (int a = 0; a < segments; a++) { + for (int b = 0; b < 2; b++) { + float angle = (2.0f * M_PI * (a + b)) / segments; + float s = sinf(angle) * radius; + float c = cosf(angle) * radius; + int v = *vert_idx; + *vert_idx = v + 1; + GPU_vertbuf_vert_set(vbo, v, &(Vert){{s, c, z}, flag}); } + } +} - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 36); - - for (int i = 0; i < 36; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, i, verts[indices[i]]); +static void circle_dashed_verts( + GPUVertBuf *vbo, int *vert_idx, int segments, float radius, float z, int flag) +{ + for (int a = 0; a < segments * 2; a += 2) { + for (int b = 0; b < 2; b++) { + float angle = (2.0f * M_PI * (a + b)) / (segments * 2); + float s = sinf(angle) * radius; + float c = cosf(angle) * radius; + int v = *vert_idx; + *vert_idx = v + 1; + GPU_vertbuf_vert_set(vbo, v, &(Vert){{s, c, z}, flag}); } - - SHC.drw_cube = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_cube; } -GPUBatch *DRW_cache_empty_cube_get(void) -{ - if (!SHC.drw_empty_cube) { - const GLfloat verts[8][3] = { - {-1.0f, -1.0f, -1.0f}, - {-1.0f, -1.0f, 1.0f}, - {-1.0f, 1.0f, -1.0f}, - {-1.0f, 1.0f, 1.0f}, - {1.0f, -1.0f, -1.0f}, - {1.0f, -1.0f, 1.0f}, - {1.0f, 1.0f, -1.0f}, - {1.0f, 1.0f, 1.0f}, - }; +/* XXX TODO move that 1 unit cube to more common/generic place? */ +static const float bone_box_verts[8][3] = { + {1.0f, 0.0f, 1.0f}, + {1.0f, 0.0f, -1.0f}, + {-1.0f, 0.0f, -1.0f}, + {-1.0f, 0.0f, 1.0f}, + {1.0f, 1.0f, 1.0f}, + {1.0f, 1.0f, -1.0f}, + {-1.0f, 1.0f, -1.0f}, + {-1.0f, 1.0f, 1.0f}, +}; - const GLubyte indices[24] = { - 0, 1, 1, 3, 3, 2, 2, 0, 0, 4, 4, 5, 5, 7, 7, 6, 6, 4, 1, 5, 3, 7, 2, 6, - }; +static const float bone_box_smooth_normals[8][3] = { + {M_SQRT3, -M_SQRT3, M_SQRT3}, + {M_SQRT3, -M_SQRT3, -M_SQRT3}, + {-M_SQRT3, -M_SQRT3, -M_SQRT3}, + {-M_SQRT3, -M_SQRT3, M_SQRT3}, + {M_SQRT3, M_SQRT3, M_SQRT3}, + {M_SQRT3, M_SQRT3, -M_SQRT3}, + {-M_SQRT3, M_SQRT3, -M_SQRT3}, + {-M_SQRT3, M_SQRT3, M_SQRT3}, +}; - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } +static const uint bone_box_wire[24] = { + 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7, +}; - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 24); +#if 0 /* UNUSED */ +/* aligned with bone_octahedral_wire + * Contains adjacent normal index */ +static const uint bone_box_wire_adjacent_face[24] = { + 0, 2, 0, 4, 1, 6, 1, 8, 3, 10, 5, 10, 7, 11, 9, 11, 3, 8, 2, 5, 4, 7, 6, 9, +}; +#endif - for (int i = 0; i < 24; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, i, verts[indices[i]]); - } +static const uint bone_box_solid_tris[12][3] = { + {0, 2, 1}, /* bottom */ + {0, 3, 2}, - SHC.drw_empty_cube = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_empty_cube; -} + {0, 1, 5}, /* sides */ + {0, 5, 4}, -GPUBatch *DRW_cache_circle_get(void) -{ -#define CIRCLE_RESOL 64 - if (!SHC.drw_circle) { - float v[3] = {0.0f, 0.0f, 0.0f}; + {1, 2, 6}, + {1, 6, 5}, - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + {2, 3, 7}, + {2, 7, 6}, - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL); + {3, 0, 4}, + {3, 4, 7}, - for (int a = 0; a < CIRCLE_RESOL; a++) { - v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[2] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[1] = 0.0f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, a, v); - } + {4, 5, 6}, /* top */ + {4, 6, 7}, +}; - SHC.drw_circle = GPU_batch_create_ex(GPU_PRIM_LINE_LOOP, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_circle; -#undef CIRCLE_RESOL -} +/** + * Store indices of generated verts from bone_box_solid_tris to define adjacency infos. + * See bone_octahedral_solid_tris for more infos. + */ +static const uint bone_box_wire_lines_adjacency[12][4] = { + {4, 2, 0, 11}, + {0, 1, 2, 8}, + {2, 4, 1, 14}, + {1, 0, 4, 20}, /* bottom */ + {0, 8, 11, 14}, + {2, 14, 8, 20}, + {1, 20, 14, 11}, + {4, 11, 20, 8}, /* top */ + {20, 0, 11, 2}, + {11, 2, 8, 1}, + {8, 1, 14, 4}, + {14, 4, 20, 0}, /* sides */ +}; -GPUBatch *DRW_cache_square_get(void) -{ - if (!SHC.drw_square) { - const float p[4][3] = { - {1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, -1.0f}, {-1.0f, 0.0f, -1.0f}, {-1.0f, 0.0f, 1.0f}}; +#if 0 /* UNUSED */ +static const uint bone_box_solid_tris_adjacency[12][6] = { + {0, 5, 1, 14, 2, 8}, + {3, 26, 4, 20, 5, 1}, - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + {6, 2, 7, 16, 8, 11}, + {9, 7, 10, 32, 11, 24}, - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 8); + {12, 0, 13, 22, 14, 17}, + {15, 13, 16, 30, 17, 6}, - for (int i = 0; i < 4; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 2, p[i % 4]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 2 + 1, p[(i + 1) % 4]); - } + {18, 3, 19, 28, 20, 23}, + {21, 19, 22, 33, 23, 12}, - SHC.drw_square = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_square; -} + {24, 4, 25, 10, 26, 29}, + {27, 25, 28, 34, 29, 18}, -GPUBatch *DRW_cache_single_line_get(void) -{ - /* Z axis line */ - if (!SHC.drw_line) { - float v1[3] = {0.0f, 0.0f, 0.0f}; - float v2[3] = {0.0f, 0.0f, 1.0f}; + {30, 9, 31, 15, 32, 35}, + {33, 31, 34, 21, 35, 27}, +}; +#endif - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } +/* aligned with bone_box_solid_tris */ +static const float bone_box_solid_normals[12][3] = { + {0.0f, -1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f}, - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 2); + {1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f}, - GPU_vertbuf_attr_set(vbo, attr_id.pos, 0, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 1, v2); + {0.0f, 0.0f, -1.0f}, + {0.0f, 0.0f, -1.0f}, - SHC.drw_line = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_line; -} + {-1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f}, -GPUBatch *DRW_cache_single_line_endpoints_get(void) -{ - /* Z axis line */ - if (!SHC.drw_line_endpoints) { - float v1[3] = {0.0f, 0.0f, 0.0f}; - float v2[3] = {0.0f, 0.0f, 1.0f}; + {0.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f}, - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + {0.0f, 1.0f, 0.0f}, + {0.0f, 1.0f, 0.0f}, +}; + +GPUBatch *DRW_cache_cube_get(void) +{ + if (!SHC.drw_cube) { + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 2); + GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bone_box_solid_tris) * 3); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 0, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 1, v2); + int v = 0; + for (int i = 0; i < ARRAY_SIZE(bone_box_solid_tris); i++) { + for (int a = 0; a < 3; a++) { + float x = bone_box_verts[bone_box_solid_tris[i][a]][0]; + float y = bone_box_verts[bone_box_solid_tris[i][a]][1] * 2.0f - 1.0f; + float z = bone_box_verts[bone_box_solid_tris[i][a]][2]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, z}, VCLASS_EMPTY_SCALED}); + } + } - SHC.drw_line_endpoints = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_cube = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_line_endpoints; + return SHC.drw_cube; } -GPUBatch *DRW_cache_screenspace_circle_get(void) +GPUBatch *DRW_cache_circle_get(void) { -#define CIRCLE_RESOL 32 - if (!SHC.drw_screenspace_circle) { - float v[3] = {0.0f, 0.0f, 0.0f}; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } +#define CIRCLE_RESOL 64 + if (!SHC.drw_circle) { + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL + 1); - for (int a = 0; a <= CIRCLE_RESOL; a++) { - v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a, v); + int v = 0; + for (int a = 0; a < CIRCLE_RESOL + 1; a++) { + float x = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); + float z = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); + float y = 0.0f; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, z}, VCLASS_EMPTY_SCALED}); } - SHC.drw_screenspace_circle = GPU_batch_create_ex( - GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_circle = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_screenspace_circle; + return SHC.drw_circle; #undef CIRCLE_RESOL } -/* Grease Pencil object */ -GPUBatch *DRW_cache_gpencil_axes_get(void) -{ - if (!SHC.drw_gpencil_axes) { - int axis; - float v1[3] = {0.0f, 0.0f, 0.0f}; - float v2[3] = {0.0f, 0.0f, 0.0f}; - - /* cube data */ - const GLfloat verts[8][3] = { - {-0.25f, -0.25f, -0.25f}, - {-0.25f, -0.25f, 0.25f}, - {-0.25f, 0.25f, -0.25f}, - {-0.25f, 0.25f, 0.25f}, - {0.25f, -0.25f, -0.25f}, - {0.25f, -0.25f, 0.25f}, - {0.25f, 0.25f, -0.25f}, - {0.25f, 0.25f, 0.25f}, - }; - - const GLubyte indices[24] = { - 0, 1, 1, 3, 3, 2, 2, 0, 0, 4, 4, 5, 5, 7, 7, 6, 6, 4, 1, 5, 3, 7, 2, 6, - }; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static uint pos_id; - if (format.attr_len == 0) { - pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } +GPUBatch *DRW_cache_normal_arrow_get(void) +{ + if (!SHC.drw_normal_arrow) { + GPUVertFormat format = {0}; + GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, 2); - /* alloc 30 elements for cube and 3 axis */ - GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(indices) + 6); - - /* draw axis */ - for (axis = 0; axis < 3; axis++) { - v1[axis] = 1.0f; - v2[axis] = -1.0f; - - GPU_vertbuf_attr_set(vbo, pos_id, axis * 2, v1); - GPU_vertbuf_attr_set(vbo, pos_id, axis * 2 + 1, v2); - - /* reset v1 & v2 to zero for next axis */ - v1[axis] = v2[axis] = 0.0f; - } - - /* draw cube */ - for (int i = 0; i < 24; i++) { - GPU_vertbuf_attr_set(vbo, pos_id, i + 6, verts[indices[i]]); - } + /* TODO real arrow. For now, it's a line positioned in the vertex shader. */ - SHC.drw_gpencil_axes = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_normal_arrow = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_gpencil_axes; + return SHC.drw_normal_arrow; } /* -------------------------------------------------------------------- */ @@ -887,78 +859,79 @@ GPUBatch **DRW_cache_object_surface_material_get(struct Object *ob, GPUBatch *DRW_cache_plain_axes_get(void) { if (!SHC.drw_plain_axes) { - int axis; - float v1[3] = {0.0f, 0.0f, 0.0f}; - float v2[3] = {0.0f, 0.0f, 0.0f}; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 6); - for (axis = 0; axis < 3; axis++) { - v1[axis] = 1.0f; - v2[axis] = -1.0f; - - GPU_vertbuf_attr_set(vbo, attr_id.pos, axis * 2, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, axis * 2 + 1, v2); - - /* reset v1 & v2 to zero for next axis */ - v1[axis] = v2[axis] = 0.0f; - } + int v = 0; + int flag = VCLASS_EMPTY_SCALED; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, -1.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 1.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{-1.0f, 0.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{1.0f, 0.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, -1.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 1.0f}, flag}); SHC.drw_plain_axes = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_plain_axes; } -GPUBatch *DRW_cache_single_arrow_get(void) +GPUBatch *DRW_cache_empty_cube_get(void) { - if (!SHC.drw_single_arrow) { - float v1[3] = {0.0f, 0.0f, 1.0f}, v2[3], v3[3]; + if (!SHC.drw_empty_cube) { + GPUVertFormat format = extra_vert_format(); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bone_box_wire)); - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); + int v = 0; + for (int i = 0; i < ARRAY_SIZE(bone_box_wire); i++) { + float x = bone_box_verts[bone_box_wire[i]][0]; + float y = bone_box_verts[bone_box_wire[i]][1] * 2.0 - 1.0f; + float z = bone_box_verts[bone_box_wire[i]][2]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, z}, VCLASS_EMPTY_SCALED}); } - /* Square Pyramid */ - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 12); + SHC.drw_empty_cube = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + } + return SHC.drw_empty_cube; +} - v2[0] = 0.035f; - v2[1] = 0.035f; - v3[0] = -0.035f; - v3[1] = 0.035f; - v2[2] = v3[2] = 0.75f; +GPUBatch *DRW_cache_single_arrow_get(void) +{ + if (!SHC.drw_single_arrow) { + GPUVertFormat format = extra_vert_format(); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, 4 * 2 * 2 + 2); + int v = 0; + int flag = VCLASS_EMPTY_SCALED; + float p[3][3] = {{0}}; + p[0][2] = 1.0f; + p[1][0] = 0.035f; + p[1][1] = 0.035f; + p[2][0] = -0.035f; + p[2][1] = 0.035f; + p[1][2] = p[2][2] = 0.75f; for (int sides = 0; sides < 4; sides++) { if (sides % 2 == 1) { - v2[0] = -v2[0]; - v3[1] = -v3[1]; + p[1][0] = -p[1][0]; + p[2][1] = -p[2][1]; } else { - v2[1] = -v2[1]; - v3[0] = -v3[0]; + p[1][1] = -p[1][1]; + p[2][0] = -p[2][0]; + } + for (int i = 0, a = 1; i < 2; i++, a++) { + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[i][0], p[i][1], p[i][2]}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[a][0], p[a][1], p[a][2]}, flag}); } - - GPU_vertbuf_attr_set(vbo, attr_id.pos, sides * 3 + 0, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, sides * 3 + 1, v2); - GPU_vertbuf_attr_set(vbo, attr_id.pos, sides * 3 + 2, v3); } + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 0.0}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 0.75f}, flag}); - SHC.drw_single_arrow = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_single_arrow = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_single_arrow; } @@ -966,7 +939,7 @@ GPUBatch *DRW_cache_single_arrow_get(void) GPUBatch *DRW_cache_empty_sphere_get(void) { if (!SHC.drw_empty_sphere) { - GPUVertBuf *vbo = sphere_wire_vbo(1.0f); + GPUVertBuf *vbo = sphere_wire_vbo(1.0f, VCLASS_EMPTY_SCALED); SHC.drw_empty_sphere = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_empty_sphere; @@ -976,6 +949,12 @@ GPUBatch *DRW_cache_empty_cone_get(void) { #define NSEGMENTS 8 if (!SHC.drw_empty_cone) { + GPUVertFormat format = extra_vert_format(); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 4); + + int v = 0; + int flag = VCLASS_EMPTY_SCALED; /* a single ring of vertices */ float p[NSEGMENTS][2]; for (int i = 0; i < NSEGMENTS; i++) { @@ -983,37 +962,20 @@ GPUBatch *DRW_cache_empty_cone_get(void) p[i][0] = cosf(angle); p[i][1] = sinf(angle); } - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } - - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 4); - for (int i = 0; i < NSEGMENTS; i++) { - float cv[2], v[3]; + float cv[2]; cv[0] = p[(i) % NSEGMENTS][0]; cv[1] = p[(i) % NSEGMENTS][1]; /* cone sides */ - ARRAY_SET_ITEMS(v, cv[0], 0.0f, cv[1]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4, v); - ARRAY_SET_ITEMS(v, 0.0f, 2.0f, 0.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 1, v); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], 0.0f, cv[1]}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 2.0f, 0.0f}, flag}); /* end ring */ - ARRAY_SET_ITEMS(v, cv[0], 0.0f, cv[1]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 2, v); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], 0.0f, cv[1]}, flag}); cv[0] = p[(i + 1) % NSEGMENTS][0]; cv[1] = p[(i + 1) % NSEGMENTS][1]; - ARRAY_SET_ITEMS(v, cv[0], 0.0f, cv[1]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 3, v); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], 0.0f, cv[1]}, flag}); } SHC.drw_empty_cone = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -1026,50 +988,35 @@ GPUBatch *DRW_cache_empty_cylinder_get(void) { #define NSEGMENTS 12 if (!SHC.drw_empty_cylinder) { + GPUVertFormat format = extra_vert_format(); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 6); + /* a single ring of vertices */ + int v = 0; + int flag = VCLASS_EMPTY_SCALED; float p[NSEGMENTS][2]; for (int i = 0; i < NSEGMENTS; i++) { float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); p[i][0] = cosf(angle); p[i][1] = sinf(angle); } - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } - - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 6); - for (int i = 0; i < NSEGMENTS; i++) { - float cv[2], pv[2], v[3]; + float cv[2], pv[2]; cv[0] = p[(i) % NSEGMENTS][0]; cv[1] = p[(i) % NSEGMENTS][1]; pv[0] = p[(i + 1) % NSEGMENTS][0]; pv[1] = p[(i + 1) % NSEGMENTS][1]; /* cylinder sides */ - copy_v3_fl3(v, cv[0], cv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 6, v); - copy_v3_fl3(v, cv[0], cv[1], 1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 6 + 1, v); - + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], cv[1], -1.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], cv[1], 1.0f}, flag}); /* top ring */ - copy_v3_fl3(v, cv[0], cv[1], 1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 6 + 2, v); - copy_v3_fl3(v, pv[0], pv[1], 1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 6 + 3, v); - + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], cv[1], 1.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{pv[0], pv[1], 1.0f}, flag}); /* bottom ring */ - copy_v3_fl3(v, cv[0], cv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 6 + 4, v); - copy_v3_fl3(v, pv[0], pv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 6 + 5, v); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{cv[0], cv[1], -1.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{pv[0], pv[1], -1.0f}, flag}); } SHC.drw_empty_cylinder = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -1167,84 +1114,22 @@ GPUBatch *DRW_cache_empty_capsule_cap_get(void) #undef NSEGMENTS } -GPUBatch *DRW_cache_image_plane_get(void) -{ - if (!SHC.drw_image_plane) { - const float quad[4][2] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}}; - static GPUVertFormat format = {0}; - static struct { - uint pos, texCoords; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - attr_id.texCoords = GPU_vertformat_attr_add( - &format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - } - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 4); - for (uint j = 0; j < 4; j++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, j, quad[j]); - GPU_vertbuf_attr_set(vbo, attr_id.texCoords, j, quad[j]); - } - SHC.drw_image_plane = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_image_plane; -} - -GPUBatch *DRW_cache_image_plane_wire_get(void) -{ - if (!SHC.drw_image_plane_wire) { - const float quad[4][2] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}}; - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - } - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 4); - for (uint j = 0; j < 4; j++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, j, quad[j]); - } - SHC.drw_image_plane_wire = GPU_batch_create_ex( - GPU_PRIM_LINE_LOOP, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_image_plane_wire; -} - /* Force Field */ GPUBatch *DRW_cache_field_wind_get(void) { #define CIRCLE_RESOL 32 if (!SHC.drw_field_wind) { - float v[3] = {0.0f, 0.0f, 0.0f}; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (CIRCLE_RESOL * 4); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 4); + GPU_vertbuf_data_alloc(vbo, v_len); + int v = 0; + int flag = VCLASS_EMPTY_SIZE; for (int i = 0; i < 4; i++) { float z = 0.05f * (float)i; - for (int a = 0; a < CIRCLE_RESOL; a++) { - v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2, v); - - v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2 + 1, v); - } + circle_verts(vbo, &v, CIRCLE_RESOL, 1.0f, z, flag); } SHC.drw_field_wind = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -1257,33 +1142,17 @@ GPUBatch *DRW_cache_field_force_get(void) { #define CIRCLE_RESOL 32 if (!SHC.drw_field_force) { - float v[3] = {0.0f, 0.0f, 0.0f}; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (CIRCLE_RESOL * 3); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 3); + GPU_vertbuf_data_alloc(vbo, v_len); + int v = 0; + int flag = VCLASS_EMPTY_SIZE | VCLASS_SCREENALIGNED; for (int i = 0; i < 3; i++) { - float radius = 1.0f + 0.5f * (float)i; - for (int a = 0; a < CIRCLE_RESOL; a++) { - v[0] = radius * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[1] = radius * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[2] = 0.0f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2, v); - - v[0] = radius * sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[1] = radius * cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[2] = 0.0f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2 + 1, v); - } + float radius = 1.0f + 0.5f * i; + circle_verts(vbo, &v, CIRCLE_RESOL, radius, 0.0f, flag); } SHC.drw_field_force = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -1296,33 +1165,23 @@ GPUBatch *DRW_cache_field_vortex_get(void) { #define SPIRAL_RESOL 32 if (!SHC.drw_field_vortex) { - float v[3] = {0.0f, 0.0f, 0.0f}; - uint v_idx = 0; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = SPIRAL_RESOL * 2 + 1; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, SPIRAL_RESOL * 2 + 1); + GPU_vertbuf_data_alloc(vbo, v_len); + int v = 0; + int flag = VCLASS_EMPTY_SIZE; for (int a = SPIRAL_RESOL; a > -1; a--) { - v[0] = sinf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL); - v[1] = cosf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL); - - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); + float r = a / (float)SPIRAL_RESOL; + float angle = (2.0f * M_PI * a) / SPIRAL_RESOL; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{sinf(angle) * r, cosf(angle) * r, 0.0f}, flag}); } - for (int a = 1; a <= SPIRAL_RESOL; a++) { - v[0] = -sinf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL); - v[1] = -cosf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL); - - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); + float r = a / (float)SPIRAL_RESOL; + float angle = (2.0f * M_PI * a) / SPIRAL_RESOL; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{sinf(angle) * -r, cosf(angle) * -r, 0.0f}, flag}); } SHC.drw_field_vortex = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -1331,48 +1190,50 @@ GPUBatch *DRW_cache_field_vortex_get(void) #undef SPIRAL_RESOL } +/* Screenaligned circle. */ +GPUBatch *DRW_cache_field_curve_get(void) +{ +#define CIRCLE_RESOL 32 + if (!SHC.drw_field_curve) { + GPUVertFormat format = extra_vert_format(); + + int v_len = 2 * (CIRCLE_RESOL); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, v_len); + + int v = 0; + int flag = VCLASS_EMPTY_SIZE | VCLASS_SCREENALIGNED; + circle_verts(vbo, &v, CIRCLE_RESOL, 1.0f, 0.0f, flag); + + SHC.drw_field_curve = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + } + return SHC.drw_field_curve; +#undef CIRCLE_RESOL +} + GPUBatch *DRW_cache_field_tube_limit_get(void) { #define CIRCLE_RESOL 32 if (!SHC.drw_field_tube_limit) { - float v[3] = {0.0f, 0.0f, 0.0f}; - uint v_idx = 0; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (CIRCLE_RESOL * 2 + 4); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 2 + 8); + GPU_vertbuf_data_alloc(vbo, v_len); + int v = 0; + int flag = VCLASS_EMPTY_SIZE; /* Caps */ for (int i = 0; i < 2; i++) { float z = (float)i * 2.0f - 1.0f; - for (int a = 0; a < CIRCLE_RESOL; a++) { - v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); - - v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); - } + circle_verts(vbo, &v, CIRCLE_RESOL, 1.0f, z, flag); } /* Side Edges */ for (int a = 0; a < 4; a++) { for (int i = 0; i < 2; i++) { float z = (float)i * 2.0f - 1.0f; - v[0] = sinf((2.0f * M_PI * a) / 4.0f); - v[1] = cosf((2.0f * M_PI * a) / 4.0f); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); + float angle = (2.0f * M_PI * a) / 4.0f; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{sinf(angle), cosf(angle), z}, flag}); } } @@ -1386,44 +1247,25 @@ GPUBatch *DRW_cache_field_cone_limit_get(void) { #define CIRCLE_RESOL 32 if (!SHC.drw_field_cone_limit) { - float v[3] = {0.0f, 0.0f, 0.0f}; - uint v_idx = 0; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (CIRCLE_RESOL * 2 + 4); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 2 + 8); + GPU_vertbuf_data_alloc(vbo, v_len); + int v = 0; + int flag = VCLASS_EMPTY_SIZE; /* Caps */ for (int i = 0; i < 2; i++) { float z = (float)i * 2.0f - 1.0f; - for (int a = 0; a < CIRCLE_RESOL; a++) { - v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); - - v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); - } + circle_verts(vbo, &v, CIRCLE_RESOL, 1.0f, z, flag); } /* Side Edges */ for (int a = 0; a < 4; a++) { for (int i = 0; i < 2; i++) { float z = (float)i * 2.0f - 1.0f; - v[0] = z * sinf((2.0f * M_PI * a) / 4.0f); - v[1] = z * cosf((2.0f * M_PI * a) / 4.0f); - v[2] = z; - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); + float angle = (2.0f * M_PI * a) / 4.0f; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{sinf(angle) * z, cosf(angle) * z, z}, flag}); } } @@ -1433,444 +1275,285 @@ GPUBatch *DRW_cache_field_cone_limit_get(void) #undef CIRCLE_RESOL } -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Lights - * \{ */ - -GPUBatch *DRW_cache_light_get(void) +/* Screenaligned dashed circle */ +GPUBatch *DRW_cache_field_sphere_limit_get(void) { -#define NSEGMENTS 8 - if (!SHC.drw_light) { - float v[2]; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - } +#define CIRCLE_RESOL 32 + if (!SHC.drw_field_sphere_limit) { + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * CIRCLE_RESOL; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 2); - - for (int a = 0; a < NSEGMENTS * 2; a += 2) { - v[0] = sinf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2)); - v[1] = cosf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2)); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a, v); + GPU_vertbuf_data_alloc(vbo, v_len); - v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2)); - v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2)); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a + 1, v); - } + int v = 0; + int flag = VCLASS_EMPTY_SIZE | VCLASS_SCREENALIGNED; + circle_dashed_verts(vbo, &v, CIRCLE_RESOL, 1.0f, 0.0f, flag); - SHC.drw_light = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_field_sphere_limit = GPU_batch_create_ex( + GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_light; -#undef NSEGMENTS + return SHC.drw_field_sphere_limit; +#undef CIRCLE_RESOL } -GPUBatch *DRW_cache_light_shadows_get(void) -{ -#define NSEGMENTS 10 - if (!SHC.drw_light_shadows) { - float v[2]; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - } - - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 2); - - for (int a = 0; a < NSEGMENTS * 2; a += 2) { - v[0] = sinf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2)); - v[1] = cosf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2)); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a, v); +/** \} */ - v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2)); - v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2)); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a + 1, v); - } +/* -------------------------------------------------------------------- */ +/** \name Lights + * \{ */ - SHC.drw_light_shadows = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_light_shadows; -#undef NSEGMENTS -} +#define DIAMOND_NSEGMENTS 4 +#define INNER_NSEGMENTS 8 +#define OUTER_NSEGMENTS 10 +#define CIRCLE_NSEGMENTS 32 -GPUBatch *DRW_cache_light_sunrays_get(void) +static float light_distance_z_get(char axis, const bool start) { - if (!SHC.drw_light_sunrays) { - float v[2], v1[2], v2[2]; - - /* Position Only 2D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - } - - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 32); - - for (int a = 0; a < 8; a++) { - v[0] = sinf((2.0f * M_PI * a) / 8.0f); - v[1] = cosf((2.0f * M_PI * a) / 8.0f); - - mul_v2_v2fl(v1, v, 1.6f); - mul_v2_v2fl(v2, v, 1.9f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a * 4, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a * 4 + 1, v2); - - mul_v2_v2fl(v1, v, 2.2f); - mul_v2_v2fl(v2, v, 2.5f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a * 4 + 2, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, a * 4 + 3, v2); - } - - SHC.drw_light_sunrays = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + switch (axis) { + case 'x': /* - X */ + return start ? 0.4f : 0.3f; + case 'X': /* + X */ + return start ? 0.6f : 0.7f; + case 'y': /* - Y */ + return start ? 1.4f : 1.3f; + case 'Y': /* + Y */ + return start ? 1.6f : 1.7f; + case 'z': /* - Z */ + return start ? 2.4f : 2.3f; + case 'Z': /* + Z */ + return start ? 2.6f : 2.7f; } - return SHC.drw_light_sunrays; + return 0.0; } -GPUBatch *DRW_cache_light_area_square_get(void) +GPUBatch *DRW_cache_groundline_get(void) { - if (!SHC.drw_light_area_square) { - float v1[3] = {0.0f, 0.0f, 0.0f}; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + if (!SHC.drw_ground_line) { + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (1 + DIAMOND_NSEGMENTS); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 8); + GPU_vertbuf_data_alloc(vbo, v_len); - v1[0] = v1[1] = 0.5f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, 0, v1); - v1[0] = -0.5f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, 1, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 2, v1); - v1[1] = -0.5f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, 3, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 4, v1); - v1[0] = 0.5f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, 5, v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 6, v1); - v1[1] = 0.5f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, 7, v1); + int v = 0; + /* Ground Point */ + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.35f, 0.0f, 0); + /* Ground Line */ + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, 1.0}, 0}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, 0.0}, 0}); - SHC.drw_light_area_square = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_ground_line = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_light_area_square; + return SHC.drw_ground_line; } -GPUBatch *DRW_cache_light_area_disk_get(void) +GPUBatch *DRW_cache_light_point_lines_get(void) { -#define NSEGMENTS 32 - if (!SHC.drw_light_area_disk) { - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + if (!SHC.drw_light_point_lines) { + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (DIAMOND_NSEGMENTS + INNER_NSEGMENTS + OUTER_NSEGMENTS + CIRCLE_NSEGMENTS); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 2 * NSEGMENTS); + GPU_vertbuf_data_alloc(vbo, v_len); - float v[3] = {0.0f, 0.5f, 0.0f}; - GPU_vertbuf_attr_set(vbo, attr_id.pos, 0, v); - for (int a = 1; a < NSEGMENTS; a++) { - v[0] = 0.5f * sinf(2.0f * (float)M_PI * a / NSEGMENTS); - v[1] = 0.5f * cosf(2.0f * (float)M_PI * a / NSEGMENTS); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 2 * a - 1, v); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 2 * a, v); - } - copy_v3_fl3(v, 0.0f, 0.5f, 0.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, (2 * NSEGMENTS) - 1, v); + const float r = 9.0f; + int v = 0; + /* Light Icon */ + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, r * 0.3f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, INNER_NSEGMENTS, r * 1.0f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, OUTER_NSEGMENTS, r * 1.33f, 0.0f, VCLASS_SCREENSPACE); + /* Light area */ + int flag = VCLASS_SCREENALIGNED | VCLASS_LIGHT_AREA_SHAPE; + circle_verts(vbo, &v, CIRCLE_NSEGMENTS, 1.0f, 0.0f, flag); - SHC.drw_light_area_disk = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_light_point_lines = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_light_area_disk; -#undef NSEGMENTS + return SHC.drw_light_point_lines; } -GPUBatch *DRW_cache_light_hemi_get(void) +GPUBatch *DRW_cache_light_sun_lines_get(void) { -#define CIRCLE_RESOL 32 - if (!SHC.drw_light_hemi) { - float v[3]; - int vidx = 0; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + if (!SHC.drw_light_sun_lines) { + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (DIAMOND_NSEGMENTS + INNER_NSEGMENTS + OUTER_NSEGMENTS + 8 * 2 + 1); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 2 - 6 * 2 * 2); - - /* XZ plane */ - for (int a = 3; a < CIRCLE_RESOL / 2 - 3; a++) { - v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL) - M_PI / 2); - v[2] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL) - M_PI / 2) - 1.0f; - v[1] = 0.0f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); - - v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL) - M_PI / 2); - v[2] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL) - M_PI / 2) - 1.0f; - v[1] = 0.0f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); - } - - /* XY plane */ - for (int a = 3; a < CIRCLE_RESOL / 2 - 3; a++) { - v[2] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)) - 1.0f; - v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[0] = 0.0f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); - - v[2] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)) - 1.0f; - v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[0] = 0.0f; - GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); - } - - /* YZ plane full circle */ - /* lease v[2] as it is */ - const float rad = cosf((2.0f * M_PI * 3) / ((float)CIRCLE_RESOL)); - for (int a = 0; a < CIRCLE_RESOL; a++) { - v[1] = rad * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[0] = rad * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); + GPU_vertbuf_data_alloc(vbo, v_len); - v[1] = rad * sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - v[0] = rad * cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)); - GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); + const float r = 9.0f; + int v = 0; + /* Light Icon */ + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, r * 0.3f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, INNER_NSEGMENTS, r * 1.0f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, OUTER_NSEGMENTS, r * 1.33f, 0.0f, VCLASS_SCREENSPACE); + /* Sun Rays */ + for (int a = 0; a < 8; a++) { + float angle = (2.0f * M_PI * a) / 8.0f; + float s = sinf(angle) * r; + float c = cosf(angle) * r; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{s * 1.6f, c * 1.6f, 0.0f}, VCLASS_SCREENSPACE}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{s * 1.9f, c * 1.9f, 0.0f}, VCLASS_SCREENSPACE}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{s * 2.2f, c * 2.2f, 0.0f}, VCLASS_SCREENSPACE}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{s * 2.5f, c * 2.5f, 0.0f}, VCLASS_SCREENSPACE}); } + /* Direction Line */ + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, 0.0}, 0}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, -20.0}, 0}); /* Good default. */ - SHC.drw_light_hemi = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_light_sun_lines = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_light_hemi; -#undef CIRCLE_RESOL + return SHC.drw_light_sun_lines; } -GPUBatch *DRW_cache_light_spot_get(void) +GPUBatch *DRW_cache_light_spot_lines_get(void) { -#define NSEGMENTS 32 - if (!SHC.drw_light_spot) { - /* a single ring of vertices */ - float p[NSEGMENTS][2]; - float n[NSEGMENTS][3]; - float neg[NSEGMENTS][3]; - float half_angle = 2 * M_PI / ((float)NSEGMENTS * 2); - for (int i = 0; i < NSEGMENTS; i++) { - float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); - p[i][0] = cosf(angle); - p[i][1] = sinf(angle); - - n[i][0] = cosf(angle - half_angle); - n[i][1] = sinf(angle - half_angle); - n[i][2] = cosf(M_PI / 16.0f); /* slope of the cone */ - normalize_v3(n[i]); /* necessary ? */ - negate_v3_v3(neg[i], n[i]); - } - - static GPUVertFormat format = {0}; - static struct { - uint pos, n1, n2; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - attr_id.n1 = GPU_vertformat_attr_add(&format, "N1", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - attr_id.n2 = GPU_vertformat_attr_add(&format, "N2", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + if (!SHC.drw_light_spot_lines) { + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * (DIAMOND_NSEGMENTS * 3 + INNER_NSEGMENTS + OUTER_NSEGMENTS + + CIRCLE_NSEGMENTS * 4 + 1); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 4); - - for (int i = 0; i < NSEGMENTS; i++) { - float cv[2], v[3]; - cv[0] = p[i % NSEGMENTS][0]; - cv[1] = p[i % NSEGMENTS][1]; + GPU_vertbuf_data_alloc(vbo, v_len); - /* cone sides */ - ARRAY_SET_ITEMS(v, cv[0], cv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4, v); - ARRAY_SET_ITEMS(v, 0.0f, 0.0f, 0.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 1, v); - - GPU_vertbuf_attr_set(vbo, attr_id.n1, i * 4, n[(i) % NSEGMENTS]); - GPU_vertbuf_attr_set(vbo, attr_id.n1, i * 4 + 1, n[(i) % NSEGMENTS]); - GPU_vertbuf_attr_set(vbo, attr_id.n2, i * 4, n[(i + 1) % NSEGMENTS]); - GPU_vertbuf_attr_set(vbo, attr_id.n2, i * 4 + 1, n[(i + 1) % NSEGMENTS]); - - /* end ring */ - ARRAY_SET_ITEMS(v, cv[0], cv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 2, v); - cv[0] = p[(i + 1) % NSEGMENTS][0]; - cv[1] = p[(i + 1) % NSEGMENTS][1]; - ARRAY_SET_ITEMS(v, cv[0], cv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 3, v); - - GPU_vertbuf_attr_set(vbo, attr_id.n1, i * 4 + 2, n[(i) % NSEGMENTS]); - GPU_vertbuf_attr_set(vbo, attr_id.n1, i * 4 + 3, n[(i) % NSEGMENTS]); - GPU_vertbuf_attr_set(vbo, attr_id.n2, i * 4 + 2, neg[(i) % NSEGMENTS]); - GPU_vertbuf_attr_set(vbo, attr_id.n2, i * 4 + 3, neg[(i) % NSEGMENTS]); - } - - SHC.drw_light_spot = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); - } - return SHC.drw_light_spot; -#undef NSEGMENTS + const float r = 9.0f; + int v = 0; + /* Light Icon */ + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, r * 0.3f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, INNER_NSEGMENTS, r * 1.0f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, OUTER_NSEGMENTS, r * 1.33f, 0.0f, VCLASS_SCREENSPACE); + /* Light area */ + int flag = VCLASS_SCREENALIGNED | VCLASS_LIGHT_AREA_SHAPE; + circle_verts(vbo, &v, CIRCLE_NSEGMENTS, 1.0f, 0.0f, flag); + /* Cone cap */ + flag = VCLASS_LIGHT_SPOT_SHAPE; + circle_verts(vbo, &v, CIRCLE_NSEGMENTS, 1.0f, 0.0f, flag); + flag = VCLASS_LIGHT_SPOT_SHAPE | VCLASS_LIGHT_SPOT_BLEND; + circle_verts(vbo, &v, CIRCLE_NSEGMENTS, 1.0f, 0.0f, flag); + /* Cone silhouette */ + flag = VCLASS_LIGHT_SPOT_SHAPE | VCLASS_LIGHT_SPOT_CONE; + for (int a = 0; a < CIRCLE_NSEGMENTS; a++) { + float angle = (2.0f * M_PI * a) / CIRCLE_NSEGMENTS; + float s = sinf(angle); + float c = cosf(angle); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 0.0f}, 0}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{s, c, -1.0f}, flag}); + } + /* Direction Line */ + float zsta = light_distance_z_get('z', true); + float zend = light_distance_z_get('z', false); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, zsta}, VCLASS_LIGHT_DIST}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, zend}, VCLASS_LIGHT_DIST}); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zsta, VCLASS_LIGHT_DIST | VCLASS_SCREENSPACE); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zend, VCLASS_LIGHT_DIST | VCLASS_SCREENSPACE); + + SHC.drw_light_spot_lines = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + } + return SHC.drw_light_spot_lines; } GPUBatch *DRW_cache_light_spot_volume_get(void) { -#define NSEGMENTS 32 if (!SHC.drw_light_spot_volume) { - /* a single ring of vertices */ - float p[NSEGMENTS][2]; - for (int i = 0; i < NSEGMENTS; i++) { - float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); - p[i][0] = cosf(angle); - p[i][1] = sinf(angle); - } - - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = CIRCLE_NSEGMENTS + 1 + 1; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 3); - - uint v_idx = 0; - for (int i = 0; i < NSEGMENTS; i++) { - float cv[2], v[3]; - - ARRAY_SET_ITEMS(v, 0.0f, 0.0f, 0.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); + GPU_vertbuf_data_alloc(vbo, v_len); - cv[0] = p[i % NSEGMENTS][0]; - cv[1] = p[i % NSEGMENTS][1]; - ARRAY_SET_ITEMS(v, cv[0], cv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); - - cv[0] = p[(i + 1) % NSEGMENTS][0]; - cv[1] = p[(i + 1) % NSEGMENTS][1]; - ARRAY_SET_ITEMS(v, cv[0], cv[1], -1.0f); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v); + int v = 0; + /* Cone apex */ + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 0.0f}, 0}); + /* Cone silhouette */ + int flag = VCLASS_LIGHT_SPOT_SHAPE; + for (int a = 0; a < CIRCLE_NSEGMENTS + 1; a++) { + float angle = (2.0f * M_PI * a) / CIRCLE_NSEGMENTS; + float s = sinf(-angle); + float c = cosf(-angle); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{s, c, -1.0f}, flag}); } - SHC.drw_light_spot_volume = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_light_spot_volume = GPU_batch_create_ex( + GPU_PRIM_TRI_FAN, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_light_spot_volume; -#undef NSEGMENTS } -GPUBatch *DRW_cache_light_spot_square_get(void) +GPUBatch *DRW_cache_light_area_disk_lines_get(void) { - if (!SHC.drw_light_spot_square) { - const float p[5][3] = { - {0.0f, 0.0f, 0.0f}, - {1.0f, 1.0f, -1.0f}, - {1.0f, -1.0f, -1.0f}, - {-1.0f, -1.0f, -1.0f}, - {-1.0f, 1.0f, -1.0f}, - }; - - uint v_idx = 0; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + if (!SHC.drw_light_area_disk_lines) { + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * + (DIAMOND_NSEGMENTS * 3 + INNER_NSEGMENTS + OUTER_NSEGMENTS + CIRCLE_NSEGMENTS + 1); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 16); - - /* piramid sides */ - for (int i = 1; i <= 4; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[0]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[i]); + GPU_vertbuf_data_alloc(vbo, v_len); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[(i % 4) + 1]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[((i + 1) % 4) + 1]); - } - - SHC.drw_light_spot_square = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + const float r = 9.0f; + int v = 0; + /* Light Icon */ + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, r * 0.3f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, INNER_NSEGMENTS, r * 1.0f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, OUTER_NSEGMENTS, r * 1.33f, 0.0f, VCLASS_SCREENSPACE); + /* Light area */ + circle_verts(vbo, &v, CIRCLE_NSEGMENTS, 0.5f, 0.0f, VCLASS_LIGHT_AREA_SHAPE); + /* Direction Line */ + float zsta = light_distance_z_get('z', true); + float zend = light_distance_z_get('z', false); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, zsta}, VCLASS_LIGHT_DIST}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, zend}, VCLASS_LIGHT_DIST}); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zsta, VCLASS_LIGHT_DIST | VCLASS_SCREENSPACE); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zend, VCLASS_LIGHT_DIST | VCLASS_SCREENSPACE); + + SHC.drw_light_area_disk_lines = GPU_batch_create_ex( + GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_light_spot_square; + return SHC.drw_light_area_disk_lines; } -GPUBatch *DRW_cache_light_spot_square_volume_get(void) +GPUBatch *DRW_cache_light_area_square_lines_get(void) { - if (!SHC.drw_light_spot_square_volume) { - const float p[5][3] = { - {0.0f, 0.0f, 0.0f}, - {1.0f, 1.0f, -1.0f}, - {1.0f, -1.0f, -1.0f}, - {-1.0f, -1.0f, -1.0f}, - {-1.0f, 1.0f, -1.0f}, - }; - - uint v_idx = 0; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + if (!SHC.drw_light_area_square_lines) { + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 12); + int v_len = 2 * (DIAMOND_NSEGMENTS * 3 + INNER_NSEGMENTS + OUTER_NSEGMENTS + 4 + 1); + GPU_vertbuf_data_alloc(vbo, v_len); - /* piramid sides */ - for (int i = 1; i <= 4; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[0]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[((i + 1) % 4) + 1]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[(i % 4) + 1]); + const float r = 9.0f; + int v = 0; + /* Light Icon */ + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, r * 0.3f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, INNER_NSEGMENTS, r * 1.0f, 0.0f, VCLASS_SCREENSPACE); + circle_dashed_verts(vbo, &v, OUTER_NSEGMENTS, r * 1.33f, 0.0f, VCLASS_SCREENSPACE); + /* Light area */ + int flag = VCLASS_LIGHT_AREA_SHAPE; + for (int a = 0; a < 4; a++) { + for (int b = 0; b < 2; b++) { + float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + float x = p[(a + b) % 4][0]; + float y = p[(a + b) % 4][1]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x * 0.5f, y * 0.5f, 0.0f}, flag}); + } } + /* Direction Line */ + float zsta = light_distance_z_get('z', true); + float zend = light_distance_z_get('z', false); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, zsta}, VCLASS_LIGHT_DIST}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, zend}, VCLASS_LIGHT_DIST}); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zsta, VCLASS_LIGHT_DIST | VCLASS_SCREENSPACE); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zend, VCLASS_LIGHT_DIST | VCLASS_SCREENSPACE); - SHC.drw_light_spot_square_volume = GPU_batch_create_ex( - GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_light_area_square_lines = GPU_batch_create_ex( + GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_light_spot_square_volume; + return SHC.drw_light_area_square_lines; } +#undef CIRCLE_NSEGMENTS +#undef OUTER_NSEGMENTS +#undef INNER_NSEGMENTS + /** \} */ /* -------------------------------------------------------------------- */ @@ -1992,56 +1675,59 @@ GPUBatch *DRW_cache_lightprobe_cube_get(void) GPUBatch *DRW_cache_lightprobe_grid_get(void) { if (!SHC.drw_lightprobe_grid) { - int v_idx = 0; - const float sin_pi_3 = 0.86602540378f; - const float cos_pi_3 = 0.5f; - const float v[7][3] = { - {0.0f, 1.0f, 0.0f}, - {sin_pi_3, cos_pi_3, 0.0f}, - {sin_pi_3, -cos_pi_3, 0.0f}, - {0.0f, -1.0f, 0.0f}, - {-sin_pi_3, -cos_pi_3, 0.0f}, - {-sin_pi_3, cos_pi_3, 0.0f}, - {0.0f, 0.0f, 0.0f}, - }; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = (6 * 2 + 3 + (1 + 2 * DIAMOND_NSEGMENTS) * 6) * 2; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, (6 * 2 + 3) * 2); + GPU_vertbuf_data_alloc(vbo, v_len); + const float r = 14.0f; + int v = 0; + int flag = VCLASS_SCREENSPACE; + /* Icon */ + const float sin_pi_3 = 0.86602540378f; + const float cos_pi_3 = 0.5f; + const float p[7][2] = { + {0.0f, 1.0f}, + {sin_pi_3, cos_pi_3}, + {sin_pi_3, -cos_pi_3}, + {0.0f, -1.0f}, + {-sin_pi_3, -cos_pi_3}, + {-sin_pi_3, cos_pi_3}, + {0.0f, 0.0f}, + }; for (int i = 0; i < 6; i++) { - float tmp_v1[3], tmp_v2[3], tmp_tr[3]; - copy_v3_v3(tmp_v1, v[i]); - copy_v3_v3(tmp_v2, v[(i + 1) % 6]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v2); - + float t1[2], t2[2], tr[2]; + copy_v2_v2(t1, p[i]); + copy_v2_v2(t2, p[(i + 1) % 6]); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{t1[0] * r, t1[1] * r, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{t2[0] * r, t2[1] * r, 0.0f}, flag}); /* Internal wires. */ for (int j = 1; j < 2; j++) { - mul_v3_v3fl(tmp_tr, v[(i / 2) * 2 + 1], -0.5f * j); - add_v3_v3v3(tmp_v1, v[i], tmp_tr); - add_v3_v3v3(tmp_v2, v[(i + 1) % 6], tmp_tr); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v1); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v2); + mul_v2_v2fl(tr, p[(i / 2) * 2 + 1], -0.5f * j); + add_v2_v2v2(t1, p[i], tr); + add_v2_v2v2(t2, p[(i + 1) % 6], tr); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{t1[0] * r, t1[1] * r, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{t2[0] * r, t2[1] * r, 0.0f}, flag}); } } - - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[1]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]); - - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[5]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]); - - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[3]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[1][0] * r, p[1][1] * r, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[6][0] * r, p[6][1] * r, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[5][0] * r, p[5][1] * r, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[6][0] * r, p[6][1] * r, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[3][0] * r, p[3][1] * r, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[6][0] * r, p[6][1] * r, 0.0f}, flag}); + /* Direction Lines */ + flag = VCLASS_LIGHT_DIST | VCLASS_SCREENSPACE; + for (int i = 0; i < 6; i++) { + char axes[] = "zZyYxX"; + float zsta = light_distance_z_get(axes[i], true); + float zend = light_distance_z_get(axes[i], false); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, zsta}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, zend}, flag}); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zsta, flag); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.2f, zend, flag); + } SHC.drw_lightprobe_grid = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } @@ -2051,30 +1737,28 @@ GPUBatch *DRW_cache_lightprobe_grid_get(void) GPUBatch *DRW_cache_lightprobe_planar_get(void) { if (!SHC.drw_lightprobe_planar) { - int v_idx = 0; - const float sin_pi_3 = 0.86602540378f; - const float v[4][3] = { - {0.0f, 0.5f, 0.0f}, - {sin_pi_3, 0.0f, 0.0f}, - {0.0f, -0.5f, 0.0f}, - {-sin_pi_3, 0.0f, 0.0f}, - }; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); + int v_len = 2 * 4; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 4 * 2); + GPU_vertbuf_data_alloc(vbo, v_len); + const float r = 20.0f; + int v = 0; + /* Icon */ + const float sin_pi_3 = 0.86602540378f; + const float p[4][2] = { + {0.0f, 0.5f}, + {sin_pi_3, 0.0f}, + {0.0f, -0.5f}, + {-sin_pi_3, 0.0f}, + }; for (int i = 0; i < 4; i++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[i]); - GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[(i + 1) % 4]); + for (int a = 0; a < 2; a++) { + float x = p[(i + a) % 4][0] * r; + float y = p[(i + a) % 4][1] * r; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, 0.0}, VCLASS_SCREENSPACE}); + } } SHC.drw_lightprobe_planar = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -2251,123 +1935,6 @@ GPUBatch *DRW_cache_bone_octahedral_wire_get(void) return SHC.drw_bone_octahedral_wire; } -/* XXX TODO move that 1 unit cube to more common/generic place? */ -static const float bone_box_verts[8][3] = { - {1.0f, 0.0f, 1.0f}, - {1.0f, 0.0f, -1.0f}, - {-1.0f, 0.0f, -1.0f}, - {-1.0f, 0.0f, 1.0f}, - {1.0f, 1.0f, 1.0f}, - {1.0f, 1.0f, -1.0f}, - {-1.0f, 1.0f, -1.0f}, - {-1.0f, 1.0f, 1.0f}, -}; - -static const float bone_box_smooth_normals[8][3] = { - {M_SQRT3, -M_SQRT3, M_SQRT3}, - {M_SQRT3, -M_SQRT3, -M_SQRT3}, - {-M_SQRT3, -M_SQRT3, -M_SQRT3}, - {-M_SQRT3, -M_SQRT3, M_SQRT3}, - {M_SQRT3, M_SQRT3, M_SQRT3}, - {M_SQRT3, M_SQRT3, -M_SQRT3}, - {-M_SQRT3, M_SQRT3, -M_SQRT3}, - {-M_SQRT3, M_SQRT3, M_SQRT3}, -}; - -#if 0 /* UNUSED */ -static const uint bone_box_wire[24] = { - 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7, -}; - -/* aligned with bone_octahedral_wire - * Contains adjacent normal index */ -static const uint bone_box_wire_adjacent_face[24] = { - 0, 2, 0, 4, 1, 6, 1, 8, 3, 10, 5, 10, 7, 11, 9, 11, 3, 8, 2, 5, 4, 7, 6, 9, -}; -#endif - -static const uint bone_box_solid_tris[12][3] = { - {0, 2, 1}, /* bottom */ - {0, 3, 2}, - - {0, 1, 5}, /* sides */ - {0, 5, 4}, - - {1, 2, 6}, - {1, 6, 5}, - - {2, 3, 7}, - {2, 7, 6}, - - {3, 0, 4}, - {3, 4, 7}, - - {4, 5, 6}, /* top */ - {4, 6, 7}, -}; - -/** - * Store indices of generated verts from bone_box_solid_tris to define adjacency infos. - * See bone_octahedral_solid_tris for more infos. - */ -static const uint bone_box_wire_lines_adjacency[12][4] = { - {4, 2, 0, 11}, - {0, 1, 2, 8}, - {2, 4, 1, 14}, - {1, 0, 4, 20}, /* bottom */ - {0, 8, 11, 14}, - {2, 14, 8, 20}, - {1, 20, 14, 11}, - {4, 11, 20, 8}, /* top */ - {20, 0, 11, 2}, - {11, 2, 8, 1}, - {8, 1, 14, 4}, - {14, 4, 20, 0}, /* sides */ -}; - -#if 0 /* UNUSED */ -static const uint bone_box_solid_tris_adjacency[12][6] = { - {0, 5, 1, 14, 2, 8}, - {3, 26, 4, 20, 5, 1}, - - {6, 2, 7, 16, 8, 11}, - {9, 7, 10, 32, 11, 24}, - - {12, 0, 13, 22, 14, 17}, - {15, 13, 16, 30, 17, 6}, - - {18, 3, 19, 28, 20, 23}, - {21, 19, 22, 33, 23, 12}, - - {24, 4, 25, 10, 26, 29}, - {27, 25, 28, 34, 29, 18}, - - {30, 9, 31, 15, 32, 35}, - {33, 31, 34, 21, 35, 27}, -}; -#endif - -/* aligned with bone_box_solid_tris */ -static const float bone_box_solid_normals[12][3] = { - {0.0f, -1.0f, 0.0f}, - {0.0f, -1.0f, 0.0f}, - - {1.0f, 0.0f, 0.0f}, - {1.0f, 0.0f, 0.0f}, - - {0.0f, 0.0f, -1.0f}, - {0.0f, 0.0f, -1.0f}, - - {-1.0f, 0.0f, 0.0f}, - {-1.0f, 0.0f, 0.0f}, - - {0.0f, 0.0f, 1.0f}, - {0.0f, 0.0f, 1.0f}, - - {0.0f, 1.0f, 0.0f}, - {0.0f, 1.0f, 0.0f}, -}; - GPUBatch *DRW_cache_bone_box_get(void) { if (!SHC.drw_bone_box) { @@ -2749,21 +2316,6 @@ GPUBatch *DRW_cache_bone_stick_get(void) return SHC.drw_bone_stick; } -static void set_bone_axis_vert(GPUVertBuf *vbo, - uint axis, - uint pos, - uint col, - uint *v, - const float *a, - const float *p, - const float *c) -{ - GPU_vertbuf_attr_set(vbo, axis, *v, a); - GPU_vertbuf_attr_set(vbo, pos, *v, p); - GPU_vertbuf_attr_set(vbo, col, *v, c); - *v += 1; -} - #define S_X 0.0215f #define S_Y 0.025f static float x_axis_name[4][2] = { @@ -2836,103 +2388,38 @@ static float axis_marker[8][2] = { #undef S_X #undef S_Y -#define S_X 0.0007f -#define S_Y 0.0007f -#define O_X 0.001f -#define O_Y -0.001f -static float axis_name_shadow[8][2] = { - {-S_X + O_X, S_Y + O_Y}, - {S_X + O_X, S_Y + O_Y}, - {S_X + O_X, S_Y + O_Y}, - {S_X + O_X, -S_Y + O_Y}, - {S_X + O_X, -S_Y + O_Y}, - {-S_X + O_X, -S_Y + O_Y}, - {-S_X + O_X, -S_Y + O_Y}, - {-S_X + O_X, S_Y + O_Y}, -}; -// #define SHADOW_RES (sizeof(axis_name_shadow) / (sizeof(float) * 2)) -#define SHADOW_RES 0 -#undef O_X -#undef O_Y -#undef S_X -#undef S_Y - GPUBatch *DRW_cache_bone_arrows_get(void) { if (!SHC.drw_bone_arrows) { - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint axis, pos, col; - } attr_id; - if (format.attr_len == 0) { - attr_id.axis = GPU_vertformat_attr_add(&format, "axis", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); - attr_id.pos = GPU_vertformat_attr_add( - &format, "screenPos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - attr_id.col = GPU_vertformat_attr_add( - &format, "colorAxis", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } - - /* Line */ + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, - (2 + MARKER_LEN * MARKER_FILL_LAYER) * 3 + - (X_LEN + Y_LEN + Z_LEN) * (1 + SHADOW_RES)); - - uint v = 0; + int v_len = (2 + MARKER_LEN * MARKER_FILL_LAYER) * 3 + (X_LEN + Y_LEN + Z_LEN); + GPU_vertbuf_data_alloc(vbo, v_len); + int v = 0; for (int axis = 0; axis < 3; axis++) { - float pos[2] = {0.0f, 0.0f}; - float c[3] = {0.0f, 0.0f, 0.0f}; - float a = 0.0f; + int flag = VCLASS_EMPTY_AXES | VCLASS_SCREENALIGNED; + /* Vertex layout is XY screen position and axis in Z. + * Fractional part of Z is a positive offset at axis unit position.*/ + float p[3] = {0.0f, 0.0f, axis}; /* center to axis line */ - set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c); - c[axis] = 0.5f; - a = axis + 0.25f; - set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c); - + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 0.0f}, 0}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[0], p[1], p[2]}, flag}); /* Axis end marker */ for (int j = 1; j < MARKER_FILL_LAYER + 1; j++) { for (int i = 0; i < MARKER_LEN; i++) { - float tmp[2]; - mul_v2_v2fl(tmp, axis_marker[i], j / (float)MARKER_FILL_LAYER); - set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, tmp, c); + mul_v2_v2fl(p, axis_marker[i], 4.0f * j / (float)MARKER_FILL_LAYER); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[0], p[1], p[2]}, flag}); } } - - a = axis + 0.31f; /* Axis name */ - int axis_v_len; - float(*axis_verts)[2]; - if (axis == 0) { - axis_verts = x_axis_name; - axis_v_len = X_LEN; - } - else if (axis == 1) { - axis_verts = y_axis_name; - axis_v_len = Y_LEN; - } - else { - axis_verts = z_axis_name; - axis_v_len = Z_LEN; - } - - /* Axis name shadows */ - copy_v3_fl(c, 0.0f); - c[axis] = 0.3f; - for (int j = 0; j < SHADOW_RES; j++) { - for (int i = 0; i < axis_v_len; i++) { - float tmp[2]; - add_v2_v2v2(tmp, axis_verts[i], axis_name_shadow[j]); - set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, tmp, c); - } - } - - /* Axis name */ - copy_v3_fl(c, 0.1f); - c[axis] = 1.0f; - for (int i = 0; i < axis_v_len; i++) { - set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, axis_verts[i], c); + flag = VCLASS_EMPTY_AXES | VCLASS_EMPTY_AXES_NAME | VCLASS_SCREENALIGNED; + int axis_v_len[] = {X_LEN, Y_LEN, Z_LEN}; + float(*axis_v)[2] = (axis == 0) ? x_axis_name : ((axis == 1) ? y_axis_name : z_axis_name); + p[2] = axis + 0.25f; + for (int i = 0; i < axis_v_len[axis]; i++) { + mul_v2_v2fl(p, axis_v[i], 4.0f); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[0], p[1], p[2]}, flag}); } } @@ -3060,185 +2547,155 @@ GPUBatch *DRW_cache_bone_dof_lines_get(void) /** \name Camera * \{ */ -/** - * We could make these more generic functions. - * although filling 1d lines is not common. - * - * \note Use x coordinate to identify the vertex the vertex shader take care to place it - * appropriately. - */ +GPUBatch *DRW_cache_camera_frame_get(void) +{ + if (!SHC.drw_camera_frame) { + GPUVertFormat format = extra_vert_format(); -static const float camera_coords_frame_bounds[5] = { - 0.0f, /* center point */ - 1.0f, /* + X + Y */ - 2.0f, /* + X - Y */ - 3.0f, /* - X - Y */ - 4.0f, /* - X + Y */ -}; + const int v_len = 2 * (4 + 4); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, v_len); -static const float camera_coords_frame_tri[3] = { - 5.0f, /* tria + X */ - 6.0f, /* tria - X */ - 7.0f, /* tria + Y */ -}; + int v = 0; + float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + /* Frame */ + for (int a = 0; a < 4; a++) { + for (int b = 0; b < 2; b++) { + float x = p[(a + b) % 4][0]; + float y = p[(a + b) % 4][1]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, 1.0f}, VCLASS_CAMERA_FRAME}); + } + } + /* Wires to origin. */ + for (int a = 0; a < 4; a++) { + float x = p[a][0]; + float y = p[a][1]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, 1.0f}, VCLASS_CAMERA_FRAME}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, 0.0f}, VCLASS_CAMERA_FRAME}); + } -/** Draw a loop of lines. */ -static void camera_fill_lines_loop_fl_v1(GPUVertBufRaw *pos_step, - const float *coords, - const uint coords_len) -{ - for (uint i = 0, i_prev = coords_len - 1; i < coords_len; i_prev = i++) { - *((float *)GPU_vertbuf_raw_step(pos_step)) = coords[i_prev]; - *((float *)GPU_vertbuf_raw_step(pos_step)) = coords[i]; + SHC.drw_camera_frame = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } + return SHC.drw_camera_frame; } -/** Fan lines out from the first vertex. */ -static void camera_fill_lines_fan_fl_v1(GPUVertBufRaw *pos_step, - const float *coords, - const uint coords_len) +GPUBatch *DRW_cache_camera_volume_get(void) { - for (uint i = 1; i < coords_len; i++) { - *((float *)GPU_vertbuf_raw_step(pos_step)) = coords[0]; - *((float *)GPU_vertbuf_raw_step(pos_step)) = coords[i]; - } -} + if (!SHC.drw_camera_volume) { + GPUVertFormat format = extra_vert_format(); -/** Simply fill the array. */ -static void camera_fill_array_fl_v1(GPUVertBufRaw *pos_step, - const float *coords, - const uint coords_len) -{ - for (uint i = 0; i < coords_len; i++) { - *((float *)GPU_vertbuf_raw_step(pos_step)) = coords[i]; + const int v_len = ARRAY_SIZE(bone_box_solid_tris) * 3; + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, v_len); + + int v = 0; + int flag = VCLASS_CAMERA_FRAME | VCLASS_CAMERA_VOLUME; + for (int i = 0; i < ARRAY_SIZE(bone_box_solid_tris); i++) { + for (int a = 0; a < 3; a++) { + float x = bone_box_verts[bone_box_solid_tris[i][a]][2]; + float y = bone_box_verts[bone_box_solid_tris[i][a]][0]; + float z = bone_box_verts[bone_box_solid_tris[i][a]][1]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, z}, flag}); + } + } + + SHC.drw_camera_volume = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); } + return SHC.drw_camera_volume; } -GPUBatch *DRW_cache_camera_get(void) +GPUBatch *DRW_cache_camera_volume_wire_get(void) { - if (!SHC.drw_camera) { - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); - } + if (!SHC.drw_camera_volume_wire) { + GPUVertFormat format = extra_vert_format(); - /* Vertices */ + const int v_len = ARRAY_SIZE(bone_box_wire); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - const int vbo_len_capacity = 22; - GPU_vertbuf_data_alloc(vbo, vbo_len_capacity); - GPUVertBufRaw pos_step; - GPU_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step); - - /* camera cone (from center to frame) */ - camera_fill_lines_fan_fl_v1( - &pos_step, camera_coords_frame_bounds, ARRAY_SIZE(camera_coords_frame_bounds)); - - /* camera frame (skip center) */ - camera_fill_lines_loop_fl_v1( - &pos_step, &camera_coords_frame_bounds[1], ARRAY_SIZE(camera_coords_frame_bounds) - 1); - - /* camera triangle (above the frame) */ - camera_fill_lines_loop_fl_v1( - &pos_step, camera_coords_frame_tri, ARRAY_SIZE(camera_coords_frame_tri)); + GPU_vertbuf_data_alloc(vbo, v_len); - BLI_assert(vbo_len_capacity == GPU_vertbuf_raw_used(&pos_step)); + int v = 0; + int flag = VCLASS_CAMERA_FRAME | VCLASS_CAMERA_VOLUME; + for (int i = 0; i < ARRAY_SIZE(bone_box_wire); i++) { + float x = bone_box_verts[bone_box_wire[i]][2]; + float y = bone_box_verts[bone_box_wire[i]][0]; + float z = bone_box_verts[bone_box_wire[i]][1]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, z}, flag}); + } - SHC.drw_camera = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_camera_volume_wire = GPU_batch_create_ex( + GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_camera; + return SHC.drw_camera_volume_wire; } -GPUBatch *DRW_cache_camera_frame_get(void) +GPUBatch *DRW_cache_camera_tria_wire_get(void) { - if (!SHC.drw_camera_frame) { + if (!SHC.drw_camera_tria_wire) { + GPUVertFormat format = extra_vert_format(); - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); - } - - /* Vertices */ + const int v_len = 2 * 3; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - const int vbo_len_capacity = 8; - GPU_vertbuf_data_alloc(vbo, vbo_len_capacity); - GPUVertBufRaw pos_step; - GPU_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step); + GPU_vertbuf_data_alloc(vbo, v_len); - /* camera frame (skip center) */ - camera_fill_lines_loop_fl_v1( - &pos_step, &camera_coords_frame_bounds[1], ARRAY_SIZE(camera_coords_frame_bounds) - 1); - - BLI_assert(vbo_len_capacity == GPU_vertbuf_raw_used(&pos_step)); + int v = 0; + float p[3][2] = {{-1.0f, 1.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}}; + for (int a = 0; a < 3; a++) { + for (int b = 0; b < 2; b++) { + float x = p[(a + b) % 3][0]; + float y = p[(a + b) % 3][1]; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, 1.0f}, VCLASS_CAMERA_FRAME}); + } + } - SHC.drw_camera_frame = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_camera_tria_wire = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_camera_frame; + return SHC.drw_camera_tria_wire; } GPUBatch *DRW_cache_camera_tria_get(void) { if (!SHC.drw_camera_tria) { - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); - } + GPUVertFormat format = extra_vert_format(); - /* Vertices */ + const int v_len = 3; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - const int vbo_len_capacity = 3; - GPU_vertbuf_data_alloc(vbo, vbo_len_capacity); - GPUVertBufRaw pos_step; - GPU_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step); - - /* camera triangle (above the frame) */ - camera_fill_array_fl_v1( - &pos_step, camera_coords_frame_tri, ARRAY_SIZE(camera_coords_frame_tri)); + GPU_vertbuf_data_alloc(vbo, v_len); - BLI_assert(vbo_len_capacity == GPU_vertbuf_raw_used(&pos_step)); + int v = 0; + /* Use camera frame position */ + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{-1.0f, 1.0f, 1.0f}, VCLASS_CAMERA_FRAME}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{1.0f, 1.0f, 1.0f}, VCLASS_CAMERA_FRAME}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 1.0f}, VCLASS_CAMERA_FRAME}); SHC.drw_camera_tria = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_camera_tria; } -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Object Mode Helpers - * \{ */ - -/* Object Center */ -GPUBatch *DRW_cache_single_vert_get(void) +GPUBatch *DRW_cache_camera_distances_get(void) { - if (!SHC.drw_single_vertice) { - float v1[3] = {0.0f, 0.0f, 0.0f}; - - /* Position Only 3D format */ - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } + if (!SHC.drw_camera_distances) { + GPUVertFormat format = extra_vert_format(); + const int v_len = 2 * (1 + DIAMOND_NSEGMENTS * 2 + 2); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, 1); + GPU_vertbuf_data_alloc(vbo, v_len); - GPU_vertbuf_attr_set(vbo, attr_id.pos, 0, v1); + int v = 0; + /* Direction Line */ + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, 0.0}, VCLASS_CAMERA_DIST}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 0.0, 1.0}, VCLASS_CAMERA_DIST}); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.5f, 0.0f, VCLASS_CAMERA_DIST | VCLASS_SCREENSPACE); + circle_verts(vbo, &v, DIAMOND_NSEGMENTS, 1.5f, 1.0f, VCLASS_CAMERA_DIST | VCLASS_SCREENSPACE); + /* Focus cross */ + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{1.0, 0.0, 2.0}, VCLASS_CAMERA_DIST}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{-1.0, 0.0, 2.0}, VCLASS_CAMERA_DIST}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, 1.0, 2.0}, VCLASS_CAMERA_DIST}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0, -1.0, 2.0}, VCLASS_CAMERA_DIST}); - SHC.drw_single_vertice = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO); + SHC.drw_camera_distances = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } - return SHC.drw_single_vertice; + return SHC.drw_camera_distances; } /** \} */ @@ -3498,10 +2955,14 @@ GPUBatch **DRW_cache_mball_surface_shaded_get(Object *ob, GPUBatch *DRW_cache_text_edge_wire_get(Object *ob) { BLI_assert(ob->type == OB_FONT); - struct Curve *cu = ob->data; struct Mesh *mesh_eval = ob->runtime.mesh_eval; - if (mesh_eval != NULL) { + const bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || + cu->ext2 != 0.0f; + if (!has_surface) { + return NULL; + } + else if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_loose_edges(mesh_eval); } else { @@ -3767,46 +3228,18 @@ GPUBatch *DRW_cache_particles_get_prim(int type) switch (type) { case PART_DRAW_CROSS: if (!SHC.drw_particle_cross) { - static GPUVertFormat format = {0}; - static uint pos_id, axis_id; - - if (format.attr_len == 0) { - pos_id = GPU_vertformat_attr_add(&format, "inst_pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - axis_id = GPU_vertformat_attr_add(&format, "axis", GPU_COMP_I32, 1, GPU_FETCH_INT); - } - + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 6); - /* X axis */ - float co[3] = {-1.0f, 0.0f, 0.0f}; - int axis = -1; - GPU_vertbuf_attr_set(vbo, pos_id, 0, co); - GPU_vertbuf_attr_set(vbo, axis_id, 0, &axis); - - co[0] = 1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 1, co); - GPU_vertbuf_attr_set(vbo, axis_id, 1, &axis); - - /* Y axis */ - co[0] = 0.0f; - co[1] = -1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 2, co); - GPU_vertbuf_attr_set(vbo, axis_id, 2, &axis); - - co[1] = 1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 3, co); - GPU_vertbuf_attr_set(vbo, axis_id, 3, &axis); - - /* Z axis */ - co[1] = 0.0f; - co[2] = -1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 4, co); - GPU_vertbuf_attr_set(vbo, axis_id, 4, &axis); - - co[2] = 1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 5, co); - GPU_vertbuf_attr_set(vbo, axis_id, 5, &axis); + int v = 0; + int flag = 0; + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, -1.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 1.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{-1.0f, 0.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{1.0f, 0.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, -1.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 1.0f}, flag}); SHC.drw_particle_cross = GPU_batch_create_ex( GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); @@ -3815,46 +3248,19 @@ GPUBatch *DRW_cache_particles_get_prim(int type) return SHC.drw_particle_cross; case PART_DRAW_AXIS: if (!SHC.drw_particle_axis) { - static GPUVertFormat format = {0}; - static uint pos_id, axis_id; - - if (format.attr_len == 0) { - pos_id = GPU_vertformat_attr_add(&format, "inst_pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - axis_id = GPU_vertformat_attr_add(&format, "axis", GPU_COMP_I32, 1, GPU_FETCH_INT); - } - + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 6); - /* X axis */ - float co[3] = {0.0f, 0.0f, 0.0f}; - int axis = 0; - GPU_vertbuf_attr_set(vbo, pos_id, 0, co); - GPU_vertbuf_attr_set(vbo, axis_id, 0, &axis); - - co[0] = 1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 1, co); - GPU_vertbuf_attr_set(vbo, axis_id, 1, &axis); - - /* Y axis */ - co[0] = 0.0f; - axis = 1; - GPU_vertbuf_attr_set(vbo, pos_id, 2, co); - GPU_vertbuf_attr_set(vbo, axis_id, 2, &axis); - - co[1] = 1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 3, co); - GPU_vertbuf_attr_set(vbo, axis_id, 3, &axis); - - /* Z axis */ - co[1] = 0.0f; - axis = 2; - GPU_vertbuf_attr_set(vbo, pos_id, 4, co); - GPU_vertbuf_attr_set(vbo, axis_id, 4, &axis); - - co[2] = 1.0f; - GPU_vertbuf_attr_set(vbo, pos_id, 5, co); - GPU_vertbuf_attr_set(vbo, axis_id, 5, &axis); + int v = 0; + int flag = VCLASS_EMPTY_AXES; + /* Set minimum to 0.001f so we can easilly normalize to get the color. */ + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0001f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 2.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0001f, 0.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{2.0f, 0.0f, 0.0f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 0.0001f}, flag}); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 2.0f}, flag}); SHC.drw_particle_axis = GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } @@ -3863,30 +3269,21 @@ GPUBatch *DRW_cache_particles_get_prim(int type) case PART_DRAW_CIRC: #define CIRCLE_RESOL 32 if (!SHC.drw_particle_circle) { - float v[3] = {0.0f, 0.0f, 0.0f}; - int axis = -1; - - static GPUVertFormat format = {0}; - static uint pos_id, axis_id; - - if (format.attr_len == 0) { - pos_id = GPU_vertformat_attr_add(&format, "inst_pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - axis_id = GPU_vertformat_attr_add(&format, "axis", GPU_COMP_I32, 1, GPU_FETCH_INT); - } - + GPUVertFormat format = extra_vert_format(); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL); - - for (int a = 0; a < CIRCLE_RESOL; a++) { - v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)); - v[2] = 0.0f; - GPU_vertbuf_attr_set(vbo, pos_id, a, v); - GPU_vertbuf_attr_set(vbo, axis_id, a, &axis); + GPU_vertbuf_data_alloc(vbo, CIRCLE_RESOL + 1); + + int v = 0; + int flag = VCLASS_SCREENALIGNED; + for (int a = 0; a <= CIRCLE_RESOL; a++) { + float angle = (2.0f * M_PI * a) / CIRCLE_RESOL; + float x = sinf(angle); + float y = cosf(angle); + GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, 0.0f}, flag}); } SHC.drw_particle_circle = GPU_batch_create_ex( - GPU_PRIM_LINE_LOOP, vbo, NULL, GPU_BATCH_OWNS_VBO); + GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); } return SHC.drw_particle_circle; diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h index 273e97c6e49..11564464546 100644 --- a/source/blender/draw/intern/draw_cache.h +++ b/source/blender/draw/intern/draw_cache.h @@ -37,16 +37,15 @@ void DRW_shape_cache_reset(void); struct GPUBatch *DRW_cache_cursor_get(bool crosshair_lines); /* Common Shapes */ +struct GPUBatch *DRW_cache_groundline_get(void); struct GPUBatch *DRW_cache_grid_get(void); struct GPUBatch *DRW_cache_fullscreen_quad_get(void); struct GPUBatch *DRW_cache_quad_get(void); struct GPUBatch *DRW_cache_quad_wires_get(void); struct GPUBatch *DRW_cache_cube_get(void); struct GPUBatch *DRW_cache_sphere_get(void); -struct GPUBatch *DRW_cache_single_vert_get(void); -struct GPUBatch *DRW_cache_single_line_get(void); -struct GPUBatch *DRW_cache_single_line_endpoints_get(void); struct GPUBatch *DRW_cache_screenspace_circle_get(void); +struct GPUBatch *DRW_cache_normal_arrow_get(void); /* Common Object */ struct GPUBatch *DRW_cache_object_all_edges_get(struct Object *ob); @@ -66,41 +65,36 @@ struct GPUBatch *DRW_cache_plain_axes_get(void); struct GPUBatch *DRW_cache_single_arrow_get(void); struct GPUBatch *DRW_cache_empty_cube_get(void); struct GPUBatch *DRW_cache_circle_get(void); -struct GPUBatch *DRW_cache_square_get(void); struct GPUBatch *DRW_cache_empty_sphere_get(void); struct GPUBatch *DRW_cache_empty_cylinder_get(void); struct GPUBatch *DRW_cache_empty_cone_get(void); struct GPUBatch *DRW_cache_empty_capsule_cap_get(void); struct GPUBatch *DRW_cache_empty_capsule_body_get(void); -struct GPUBatch *DRW_cache_image_plane_get(void); -struct GPUBatch *DRW_cache_image_plane_wire_get(void); /* Force Field */ struct GPUBatch *DRW_cache_field_wind_get(void); struct GPUBatch *DRW_cache_field_force_get(void); struct GPUBatch *DRW_cache_field_vortex_get(void); +struct GPUBatch *DRW_cache_field_curve_get(void); struct GPUBatch *DRW_cache_field_tube_limit_get(void); struct GPUBatch *DRW_cache_field_cone_limit_get(void); - -/* Grease Pencil */ -struct GPUBatch *DRW_cache_gpencil_axes_get(void); +struct GPUBatch *DRW_cache_field_sphere_limit_get(void); /* Lights */ -struct GPUBatch *DRW_cache_light_get(void); -struct GPUBatch *DRW_cache_light_shadows_get(void); -struct GPUBatch *DRW_cache_light_sunrays_get(void); -struct GPUBatch *DRW_cache_light_area_square_get(void); -struct GPUBatch *DRW_cache_light_area_disk_get(void); -struct GPUBatch *DRW_cache_light_hemi_get(void); -struct GPUBatch *DRW_cache_light_spot_get(void); +struct GPUBatch *DRW_cache_light_point_lines_get(void); +struct GPUBatch *DRW_cache_light_sun_lines_get(void); +struct GPUBatch *DRW_cache_light_spot_lines_get(void); +struct GPUBatch *DRW_cache_light_area_disk_lines_get(void); +struct GPUBatch *DRW_cache_light_area_square_lines_get(void); struct GPUBatch *DRW_cache_light_spot_volume_get(void); -struct GPUBatch *DRW_cache_light_spot_square_get(void); -struct GPUBatch *DRW_cache_light_spot_square_volume_get(void); /* Camera */ -struct GPUBatch *DRW_cache_camera_get(void); struct GPUBatch *DRW_cache_camera_frame_get(void); +struct GPUBatch *DRW_cache_camera_volume_get(void); +struct GPUBatch *DRW_cache_camera_volume_wire_get(void); +struct GPUBatch *DRW_cache_camera_tria_wire_get(void); struct GPUBatch *DRW_cache_camera_tria_get(void); +struct GPUBatch *DRW_cache_camera_distances_get(void); /* Speaker */ struct GPUBatch *DRW_cache_speaker_get(void); diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c index 7bc5c0ca91e..2c6eb7e0b1d 100644 --- a/source/blender/draw/intern/draw_cache_extract_mesh.c +++ b/source/blender/draw/intern/draw_cache_extract_mesh.c @@ -647,6 +647,7 @@ static void extract_lines_finish(const MeshRenderData *mr, void *ibo, void *elb) GPUIndexBuf *sub_ibo = GPU_indexbuf_create_subrange(ibo, start, len); /* WARNING: We modify the GPUBatch here! */ GPU_batch_elembuf_set(mr->cache->batch.loose_edges, sub_ibo, true); + mr->cache->no_loose_wire = (len == 0); } } diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c index 01cd2b52ae3..8e5e22a4bcd 100644 --- a/source/blender/draw/intern/draw_cache_impl_lattice.c +++ b/source/blender/draw/intern/draw_cache_impl_lattice.c @@ -212,62 +212,6 @@ static const BPoint *lattice_render_data_vert_bpoint(const LatticeRenderData *rd return &rdata->bp[vert_idx]; } -/* TODO, move into shader? */ -static void rgb_from_weight(float r_rgb[3], const float weight) -{ - const float blend = ((weight / 2.0f) + 0.5f); - - if (weight <= 0.25f) { /* blue->cyan */ - r_rgb[0] = 0.0f; - r_rgb[1] = blend * weight * 4.0f; - r_rgb[2] = blend; - } - else if (weight <= 0.50f) { /* cyan->green */ - r_rgb[0] = 0.0f; - r_rgb[1] = blend; - r_rgb[2] = blend * (1.0f - ((weight - 0.25f) * 4.0f)); - } - else if (weight <= 0.75f) { /* green->yellow */ - r_rgb[0] = blend * ((weight - 0.50f) * 4.0f); - r_rgb[1] = blend; - r_rgb[2] = 0.0f; - } - else if (weight <= 1.0f) { /* yellow->red */ - r_rgb[0] = blend; - r_rgb[1] = blend * (1.0f - ((weight - 0.75f) * 4.0f)); - r_rgb[2] = 0.0f; - } - else { - /* exceptional value, unclamped or nan, - * avoid uninitialized memory use */ - r_rgb[0] = 1.0f; - r_rgb[1] = 0.0f; - r_rgb[2] = 1.0f; - } -} - -static void lattice_render_data_weight_col_get(const LatticeRenderData *rdata, - const int vert_idx, - const int actdef, - float r_col[4]) -{ - if (actdef > -1) { - float weight = defvert_find_weight(rdata->dvert + vert_idx, actdef); - - if (U.flag & USER_CUSTOM_RANGE) { - BKE_colorband_evaluate(&U.coba_weight, weight, r_col); - } - else { - rgb_from_weight(r_col, weight); - } - - r_col[3] = 1.0f; - } - else { - zero_v4(r_col); - } -} - /* ---------------------------------------------------------------------- */ /* Lattice GPUBatch Cache */ @@ -402,18 +346,14 @@ static GPUVertBuf *lattice_batch_cache_get_pos(LatticeRenderData *rdata, BLI_assert(rdata->types & LR_DATATYPE_VERT); if (cache->pos == NULL) { - static GPUVertFormat format = {0}; - static struct { + GPUVertFormat format = {0}; + struct { uint pos, col; } attr_id; - GPU_vertformat_clear(&format); - - /* initialize vertex format */ attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - if (use_weight) { - attr_id.col = GPU_vertformat_attr_add(&format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + attr_id.col = GPU_vertformat_attr_add(&format, "weight", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); } const int vert_len = lattice_render_data_verts_len_get(rdata); @@ -425,11 +365,10 @@ static GPUVertBuf *lattice_batch_cache_get_pos(LatticeRenderData *rdata, GPU_vertbuf_attr_set(cache->pos, attr_id.pos, i, bp->vec); if (use_weight) { - float w_col[4]; - lattice_render_data_weight_col_get(rdata, i, actdef, w_col); - w_col[3] = 1.0f; - - GPU_vertbuf_attr_set(cache->pos, attr_id.col, i, w_col); + const float no_active_weight = 666.0f; + float weight = (actdef > -1) ? defvert_find_weight(rdata->dvert + i, actdef) : + no_active_weight; + GPU_vertbuf_attr_set(cache->pos, attr_id.col, i, &weight); } } } diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index ca185fa7d7d..dd6749638a7 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -1326,17 +1326,8 @@ void DRW_mesh_batch_cache_create_requested( DRW_vbo_request(cache->batch.edit_fdots, &mbufcache->vbo.fdots_pos); DRW_vbo_request(cache->batch.edit_fdots, &mbufcache->vbo.fdots_nor); } - if (DRW_batch_requested(cache->batch.edit_skin_roots, GPU_PRIM_LINES)) { + if (DRW_batch_requested(cache->batch.edit_skin_roots, GPU_PRIM_POINTS)) { DRW_vbo_request(cache->batch.edit_skin_roots, &mbufcache->vbo.skin_roots); - /* HACK(fclem): This is to workaround the deferred batch init - * that prevent drawing using DRW_shgroup_call_instances_with_attribs. - * So we instead create the whole instancing batch here. - * Note that we use GPU_PRIM_LINES instead of expected GPU_PRIM_LINE_STRIP - * in order to mimic the old stipple pattern. */ - cache->batch.edit_skin_roots->inst = cache->batch.edit_skin_roots->verts[0]; - cache->batch.edit_skin_roots->verts[0] = NULL; - GPUBatch *circle = DRW_cache_screenspace_circle_get(); - GPU_batch_vertbuf_add(cache->batch.edit_skin_roots, circle->verts[0]); } /* Selection */ diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c index 3c586e6daec..0a9984762b0 100644 --- a/source/blender/draw/intern/draw_cache_impl_particles.c +++ b/source/blender/draw/intern/draw_cache_impl_particles.c @@ -1339,9 +1339,9 @@ static void particle_batch_cache_ensure_pos(Object *object, if (format.attr_len == 0) { /* initialize vertex format */ - pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - rot_id = GPU_vertformat_attr_add(&format, "rot", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - val_id = GPU_vertformat_attr_add(&format, "val", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); + pos_id = GPU_vertformat_attr_add(&format, "part_pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); + val_id = GPU_vertformat_attr_add(&format, "part_val", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); + rot_id = GPU_vertformat_attr_add(&format, "part_rot", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); } point_cache->pos = GPU_vertbuf_create_with_format(&format); diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index c04425ded3f..52adbcf0f78 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -64,6 +64,7 @@ void DRW_globals_update(void) UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight); UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker); UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera); + UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath); UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty); UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex); UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect); @@ -145,6 +146,8 @@ void DRW_globals_update(void) UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline); UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha); + gb->sizePixel = U.pixelsize; + gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize; gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize; gb->sizeLightCircle = U.pixelsize * 9.0f; gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f; @@ -156,6 +159,17 @@ void DRW_globals_update(void) gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */ gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2))); + const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get(); + for (int i = 0; i < 2; i++) { + copy_v3_v3(gb->screenVecs[i], screen_vecs[i]); + } + + gb->pixelFac = *DRW_viewport_pixelsize_get(); + + copy_v2_v2(gb->sizeViewport, DRW_viewport_size_get()); + copy_v2_v2(gb->sizeViewportInv, gb->sizeViewport); + invert_v2(gb->sizeViewportInv); + /* Color management. */ if (!DRW_state_do_color_management()) { float *color = gb->UBO_FIRST_COLOR; @@ -213,912 +227,18 @@ void DRW_globals_update(void) /* ********************************* SHGROUP ************************************* */ -extern char datatoc_animviz_mpath_lines_vert_glsl[]; -extern char datatoc_animviz_mpath_lines_geom_glsl[]; -extern char datatoc_animviz_mpath_points_vert_glsl[]; - -extern char datatoc_volume_velocity_vert_glsl[]; - -extern char datatoc_armature_axes_vert_glsl[]; -extern char datatoc_armature_sphere_solid_vert_glsl[]; -extern char datatoc_armature_sphere_solid_frag_glsl[]; -extern char datatoc_armature_sphere_outline_vert_glsl[]; -extern char datatoc_armature_envelope_solid_vert_glsl[]; -extern char datatoc_armature_envelope_solid_frag_glsl[]; -extern char datatoc_armature_envelope_outline_vert_glsl[]; -extern char datatoc_armature_envelope_distance_frag_glsl[]; -extern char datatoc_armature_shape_solid_vert_glsl[]; -extern char datatoc_armature_shape_solid_frag_glsl[]; -extern char datatoc_armature_shape_outline_vert_glsl[]; -extern char datatoc_armature_shape_outline_geom_glsl[]; -extern char datatoc_armature_stick_vert_glsl[]; -extern char datatoc_armature_stick_frag_glsl[]; -extern char datatoc_armature_dof_vert_glsl[]; - -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; - -extern char datatoc_gpu_shader_flat_color_frag_glsl[]; -extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; -extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; - -extern char datatoc_object_mball_handles_vert_glsl[]; -extern char datatoc_object_empty_axes_vert_glsl[]; -extern char datatoc_object_color_axes_vert_glsl[]; - -typedef struct COMMON_Shaders { - struct GPUShader *shape_outline; - struct GPUShader *shape_solid; - struct GPUShader *bone_axes; - struct GPUShader *bone_envelope; - struct GPUShader *bone_envelope_distance; - struct GPUShader *bone_envelope_outline; - struct GPUShader *bone_sphere; - struct GPUShader *bone_sphere_outline; - struct GPUShader *bone_stick; - struct GPUShader *bone_dofs; - - struct GPUShader *mpath_line_sh; - struct GPUShader *mpath_points_sh; - - struct GPUShader *volume_velocity_needle_sh; - struct GPUShader *volume_velocity_sh; - struct GPUShader *empty_axes_sh; - struct GPUShader *color_axes_sh; - - struct GPUShader *mball_handles; -} COMMON_Shaders; - -static COMMON_Shaders g_shaders[GPU_SHADER_CFG_LEN] = {{NULL}}; - -static struct { - struct GPUVertFormat *instance_screenspace; - struct GPUVertFormat *instance_color; - struct GPUVertFormat *instance_screen_aligned; - struct GPUVertFormat *instance_scaled; - struct GPUVertFormat *instance_sized; - struct GPUVertFormat *instance_outline; - struct GPUVertFormat *instance_camera; - struct GPUVertFormat *instance_distance_lines; - struct GPUVertFormat *instance_spot; - struct GPUVertFormat *instance_bone; - struct GPUVertFormat *instance_bone_dof; - struct GPUVertFormat *instance_bone_stick; - struct GPUVertFormat *instance_bone_outline; - struct GPUVertFormat *instance_bone_envelope; - struct GPUVertFormat *instance_bone_envelope_distance; - struct GPUVertFormat *instance_bone_envelope_outline; - struct GPUVertFormat *instance_mball_handles; - struct GPUVertFormat *pos_color; - struct GPUVertFormat *pos; -} g_formats = {NULL}; - void DRW_globals_free(void) { - struct GPUVertFormat **format = &g_formats.instance_screenspace; - for (int i = 0; i < sizeof(g_formats) / sizeof(void *); i++, format++) { - MEM_SAFE_FREE(*format); - } - - for (int j = 0; j < GPU_SHADER_CFG_LEN; j++) { - struct GPUShader **shader = &g_shaders[j].shape_outline; - for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); i++, shader++) { - DRW_SHADER_FREE_SAFE(*shader); - } - } -} - -struct DRWCallBuffer *buffer_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig sh_cfg) -{ - GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_FLAT_COLOR, sh_cfg); - - DRW_shgroup_instance_format(g_formats.pos_color, - { - {"pos", DRW_ATTR_FLOAT, 3}, - {"color", DRW_ATTR_FLOAT, 4}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer(grp, g_formats.pos_color, GPU_PRIM_LINES); -} - -struct DRWCallBuffer *buffer_dynlines_dashed_uniform_color(DRWPass *pass, - const float color[4], - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, sh_cfg); - - static float dash_width = 6.0f; - static float dash_factor = 0.5f; - - DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}}); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_vec4(grp, "color", color, 1); - DRW_shgroup_uniform_vec2(grp, "viewport_size", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1); - DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1); - DRW_shgroup_uniform_int_copy(grp, "colors_len", 0); /* "simple" mode */ - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_LINES); -} - -struct DRWCallBuffer *buffer_dynpoints_uniform_color(DRWShadingGroup *grp) -{ - DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}}); - - return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_POINTS); -} - -struct DRWCallBuffer *buffer_groundlines_uniform_color(DRWPass *pass, - const float color[4], - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDLINE, sh_cfg); - - DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}}); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_vec4(grp, "color", color, 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_POINTS); -} - -struct DRWCallBuffer *buffer_groundpoints_uniform_color(DRWPass *pass, - const float color[4], - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDPOINT, sh_cfg); - - DRW_shgroup_instance_format(g_formats.pos, {{"pos", DRW_ATTR_FLOAT, 3}}); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_vec4(grp, "color", color, 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer(grp, g_formats.pos, GPU_PRIM_POINTS); -} - -struct DRWCallBuffer *buffer_instance_screenspace(DRWPass *pass, - struct GPUBatch *geom, - const float *size, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, sh_cfg); - - DRW_shgroup_instance_format(g_formats.instance_screenspace, - { - {"world_pos", DRW_ATTR_FLOAT, 3}, - {"color", DRW_ATTR_FLOAT, 3}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - 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[0]", DRW_viewport_screenvecs_get(), 2); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_screenspace, geom); -} - -struct DRWCallBuffer *buffer_instance_solid(DRWPass *pass, struct GPUBatch *geom) -{ - static float light[3] = {0.0f, 0.0f, 1.0f}; - GPUShader *sh = GPU_shader_get_builtin_shader( - GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR); - - DRW_shgroup_instance_format(g_formats.instance_color, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"color", DRW_ATTR_FLOAT, 4}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_vec3(grp, "light", light, 1); - - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_color, geom); -} - -struct DRWCallBuffer *buffer_instance_wire(DRWPass *pass, struct GPUBatch *geom) -{ - GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR); - - DRW_shgroup_instance_format(g_formats.instance_color, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"color", DRW_ATTR_FLOAT, 4}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_color, geom); -} - -struct DRWCallBuffer *buffer_instance_screen_aligned(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, - sh_cfg); - - DRW_shgroup_instance_format(g_formats.instance_screen_aligned, - { - {"color", DRW_ATTR_FLOAT, 3}, - {"size", DRW_ATTR_FLOAT, 1}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_screen_aligned, geom); -} - -struct DRWCallBuffer *buffer_instance_scaled(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, sh_cfg); - - DRW_shgroup_instance_format(g_formats.instance_scaled, - { - {"color", DRW_ATTR_FLOAT, 3}, - {"size", DRW_ATTR_FLOAT, 3}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_scaled, geom); -} - -struct DRWCallBuffer *buffer_instance(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg); - - DRW_shgroup_instance_format(g_formats.instance_sized, - { - {"color", DRW_ATTR_FLOAT, 4}, - {"size", DRW_ATTR_FLOAT, 1}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass); - DRW_shgroup_state_disable(grp, DRW_STATE_BLEND_ALPHA); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_sized, geom); -} - -struct DRWCallBuffer *buffer_instance_alpha(DRWShadingGroup *grp, struct GPUBatch *geom) -{ - DRW_shgroup_instance_format(g_formats.instance_sized, - { - {"color", DRW_ATTR_FLOAT, 4}, - {"size", DRW_ATTR_FLOAT, 1}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_sized, geom); -} - -struct DRWCallBuffer *buffer_instance_empty_axes(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->empty_axes_sh == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->empty_axes_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_empty_axes_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_sized, - { - {"color", DRW_ATTR_FLOAT, 3}, - {"size", DRW_ATTR_FLOAT, 1}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->empty_axes_sh, pass); - DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_sized, geom); -} - -struct DRWCallBuffer *buffer_instance_color_axes(DRWPass *pass, - struct GPUBatch *geom, - DRWShadingGroup **r_grp, - eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->color_axes_sh == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->color_axes_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_color_axes_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_sized, - { - {"color", DRW_ATTR_FLOAT, 3}, - {"size", DRW_ATTR_FLOAT, 1}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->color_axes_sh, pass); - DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - *r_grp = grp; - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_sized, geom); -} - -struct DRWCallBuffer *buffer_instance_outline(DRWPass *pass, - struct GPUBatch *geom, - const int *baseid, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE, sh_cfg); - - DRW_shgroup_instance_format(g_formats.instance_outline, - { - {"callId", DRW_ATTR_INT, 1}, - {"size", DRW_ATTR_FLOAT, 1}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass); - DRW_shgroup_uniform_int(grp, "baseId", baseid, 1); - - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_outline, geom); -} - -struct DRWCallBuffer *buffer_camera_instance(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_CAMERA, sh_cfg); - - DRW_shgroup_instance_format(g_formats.instance_camera, - { - {"color", DRW_ATTR_FLOAT, 3}, - {"corners", DRW_ATTR_FLOAT, 8}, - {"depth", DRW_ATTR_FLOAT, 1}, - {"tria", DRW_ATTR_FLOAT, 4}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_camera, geom); -} - -struct DRWCallBuffer *buffer_distance_lines_instance(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_DISTANCE_LINES, - sh_cfg); - static float point_size = 4.0f; - - DRW_shgroup_instance_format(g_formats.instance_distance_lines, - { - {"color", DRW_ATTR_FLOAT, 3}, - {"start", DRW_ATTR_FLOAT, 1}, - {"end", DRW_ATTR_FLOAT, 1}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass); - DRW_shgroup_uniform_float(grp, "size", &point_size, 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_distance_lines, geom); -} - -struct DRWCallBuffer *buffer_spot_instance(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, sh_cfg); - static const int True = true; - static const int False = false; - - DRW_shgroup_instance_format(g_formats.instance_spot, - { - {"color", DRW_ATTR_FLOAT, 3}, - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_inst, pass); - DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1); - DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1); - DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_spot, geom); -} - -struct DRWCallBuffer *buffer_instance_bone_axes(DRWPass *pass, eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->bone_axes == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->bone_axes = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_axes_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_color, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"color", DRW_ATTR_FLOAT, 4}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_axes, pass); - DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_color, DRW_cache_bone_arrows_get()); -} - -struct DRWCallBuffer *buffer_instance_bone_envelope_outline(DRWPass *pass, eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->bone_envelope_outline == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->bone_envelope_outline = GPU_shader_create_from_arrays({ - .vert = - (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_outline_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, - { - {"headSphere", DRW_ATTR_FLOAT, 4}, - {"tailSphere", DRW_ATTR_FLOAT, 4}, - {"outlineColorSize", DRW_ATTR_FLOAT, 4}, - {"xAxis", DRW_ATTR_FLOAT, 3}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_envelope_outline, pass); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_bone_envelope_outline, DRW_cache_bone_envelope_outline_get()); -} - -struct DRWCallBuffer *buffer_instance_bone_envelope_distance(DRWPass *pass, - eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->bone_envelope_distance == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->bone_envelope_distance = GPU_shader_create_from_arrays({ - .vert = - (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_armature_envelope_distance_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, - { - {"headSphere", DRW_ATTR_FLOAT, 4}, - {"tailSphere", DRW_ATTR_FLOAT, 4}, - {"xAxis", DRW_ATTR_FLOAT, 3}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_envelope_distance, pass); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_bone_envelope_distance, DRW_cache_bone_envelope_solid_get()); -} - -struct DRWCallBuffer *buffer_instance_bone_envelope_solid(DRWPass *pass, - bool transp, - eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->bone_envelope == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->bone_envelope = GPU_shader_create_from_arrays({ - .vert = - (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_armature_envelope_solid_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_bone_envelope, - { - {"headSphere", DRW_ATTR_FLOAT, 4}, - {"tailSphere", DRW_ATTR_FLOAT, 4}, - {"boneColor", DRW_ATTR_FLOAT, 3}, - {"stateColor", DRW_ATTR_FLOAT, 3}, - {"xAxis", DRW_ATTR_FLOAT, 3}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_envelope, pass); - /* We can have a lot of overdraw if we don't do this. Also envelope are not subject to - * inverted matrix. */ - DRW_shgroup_state_enable(grp, DRW_STATE_CULL_BACK); - DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_bone_envelope, DRW_cache_bone_envelope_solid_get()); -} - -struct DRWCallBuffer *buffer_instance_mball_handles(DRWPass *pass, eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->mball_handles == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->mball_handles = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_mball_handles_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_mball_handles, - { - {"ScaleTranslationMatrix", DRW_ATTR_FLOAT, 12}, - {"radius", DRW_ATTR_FLOAT, 1}, - {"color", DRW_ATTR_FLOAT, 3}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->mball_handles, pass); - DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_mball_handles, DRW_cache_screenspace_circle_get()); -} - -/* Only works with batches with adjacency infos. */ -struct DRWCallBuffer *buffer_instance_bone_shape_outline(DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->shape_outline == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->shape_outline = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_armature_shape_outline_vert_glsl, - NULL}, - .geom = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_armature_shape_outline_geom_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_bone_outline, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"outlineColorSize", DRW_ATTR_FLOAT, 4}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->shape_outline, pass); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_bone_outline, geom); -} - -struct DRWCallBuffer *buffer_instance_bone_shape_solid(DRWPass *pass, - struct GPUBatch *geom, - bool transp, - eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->shape_solid == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->shape_solid = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_armature_shape_solid_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_bone, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"boneColor", DRW_ATTR_FLOAT, 3}, - {"stateColor", DRW_ATTR_FLOAT, 3}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->shape_solid, pass); - DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_bone, geom); -} - -struct DRWCallBuffer *buffer_instance_bone_sphere_solid(DRWPass *pass, - bool transp, - eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->bone_sphere == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->bone_sphere = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_sphere_solid_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_armature_sphere_solid_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_bone, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"boneColor", DRW_ATTR_FLOAT, 3}, - {"stateColor", DRW_ATTR_FLOAT, 3}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_sphere, pass); - /* More transparent than the shape to be less distractive. */ - DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.4f : 1.0f); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_bone, DRW_cache_bone_point_get()); -} - -struct DRWCallBuffer *buffer_instance_bone_sphere_outline(DRWPass *pass, eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->bone_sphere_outline == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->bone_sphere_outline = GPU_shader_create_from_arrays({ - .vert = - (const char *[]){sh_cfg_data->lib, datatoc_armature_sphere_outline_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format(g_formats.instance_bone_outline, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"outlineColorSize", DRW_ATTR_FLOAT, 4}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_sphere_outline, pass); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_bone_outline, DRW_cache_bone_point_wire_outline_get()); -} - -struct DRWCallBuffer *buffer_instance_bone_stick(DRWPass *pass, eGPUShaderConfig sh_cfg) -{ - COMMON_Shaders *sh_data = &g_shaders[sh_cfg]; - if (sh_data->bone_stick == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - sh_data->bone_stick = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_stick_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_armature_stick_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - DRW_shgroup_instance_format( - g_formats.instance_bone_stick, - { - {"boneStart", DRW_ATTR_FLOAT, 3}, - {"boneEnd", DRW_ATTR_FLOAT, 3}, - {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port these to uchar color */ - {"boneColor", DRW_ATTR_FLOAT, 4}, - {"headColor", DRW_ATTR_FLOAT, 4}, - {"tailColor", DRW_ATTR_FLOAT, 4}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_stick, pass); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_float_copy(grp, "stickSize", 5.0f * U.pixelsize); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return DRW_shgroup_call_buffer_instance( - grp, g_formats.instance_bone_stick, DRW_cache_bone_stick_get()); -} - -struct DRWCallBuffer *buffer_instance_bone_dof(struct DRWPass *pass, - struct GPUBatch *geom, - bool blend) -{ - COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; - if (sh_data->bone_dofs == NULL) { - sh_data->bone_dofs = DRW_shader_create( - datatoc_armature_dof_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); - } - - DRW_shgroup_instance_format(g_formats.instance_bone_dof, - { - {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, - {"color", DRW_ATTR_FLOAT, 4}, - {"amin", DRW_ATTR_FLOAT, 2}, - {"amax", DRW_ATTR_FLOAT, 2}, - }); - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->bone_dofs, pass); - if (blend) { - DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); - DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT); - } - return DRW_shgroup_call_buffer_instance(grp, g_formats.instance_bone_dof, geom); -} - -void empties_callbuffers_create(struct DRWPass *pass, - DRWEmptiesBufferList *buffers, - eGPUShaderConfig sh_cfg) -{ - struct GPUBatch *geom; - - geom = DRW_cache_plain_axes_get(); - buffers->plain_axes = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_empty_cube_get(); - buffers->cube = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_circle_get(); - buffers->circle = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_empty_sphere_get(); - buffers->sphere = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_sphere_get(); - buffers->sphere_solid = buffer_instance_solid(pass, geom); - - geom = DRW_cache_empty_cylinder_get(); - buffers->cylinder = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_empty_capsule_cap_get(); - buffers->capsule_cap = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_empty_capsule_body_get(); - buffers->capsule_body = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_empty_cone_get(); - buffers->cone = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_single_arrow_get(); - buffers->single_arrow = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_single_line_get(); - buffers->single_arrow_line = buffer_instance(pass, geom, sh_cfg); - - geom = DRW_cache_bone_arrows_get(); - buffers->empty_axes = buffer_instance_empty_axes(pass, geom, sh_cfg); -} - -struct GPUShader *mpath_line_shader_get(void) -{ - COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; - if (sh_data->mpath_line_sh == NULL) { - sh_data->mpath_line_sh = DRW_shader_create_with_lib( - datatoc_animviz_mpath_lines_vert_glsl, - datatoc_animviz_mpath_lines_geom_glsl, - datatoc_gpu_shader_3D_smooth_color_frag_glsl, - datatoc_common_globals_lib_glsl, - NULL); - } - return sh_data->mpath_line_sh; -} - -struct GPUShader *mpath_points_shader_get(void) -{ - COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; - if (sh_data->mpath_points_sh == NULL) { - sh_data->mpath_points_sh = DRW_shader_create_with_lib( - datatoc_animviz_mpath_points_vert_glsl, - NULL, - datatoc_gpu_shader_point_varying_color_frag_glsl, - datatoc_common_globals_lib_glsl, - NULL); - } - return sh_data->mpath_points_sh; -} - -struct GPUShader *volume_velocity_shader_get(bool use_needle) -{ - COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT]; - if (use_needle) { - if (sh_data->volume_velocity_needle_sh == NULL) { - sh_data->volume_velocity_needle_sh = DRW_shader_create_with_lib( - datatoc_volume_velocity_vert_glsl, - NULL, - datatoc_gpu_shader_flat_color_frag_glsl, - datatoc_common_view_lib_glsl, - "#define USE_NEEDLE\n"); - } - return sh_data->volume_velocity_needle_sh; - } - else { - if (sh_data->volume_velocity_sh == NULL) { - sh_data->volume_velocity_sh = DRW_shader_create_with_lib( - datatoc_volume_velocity_vert_glsl, - NULL, - datatoc_gpu_shader_flat_color_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - } - return sh_data->volume_velocity_sh; - } } -DRWView *DRW_view_create_with_zoffset(const RegionView3D *rv3d, float offset) +DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view, + const RegionView3D *rv3d, + float offset) { /* Create view with depth offset */ - const DRWView *default_view = DRW_view_default_get(); float viewmat[4][4], winmat[4][4]; - DRW_view_viewmat_get(default_view, viewmat, false); - DRW_view_winmat_get(default_view, winmat, false); + DRW_view_viewmat_get(parent_view, viewmat, false); + DRW_view_winmat_get(parent_view, winmat, false); float viewdist = rv3d->dist; @@ -1129,7 +249,7 @@ DRWView *DRW_view_create_with_zoffset(const RegionView3D *rv3d, float offset) winmat[3][2] -= bglPolygonOffsetCalc((float *)winmat, viewdist, offset); - return DRW_view_create_sub(default_view, viewmat, winmat); + return DRW_view_create_sub(parent_view, viewmat, winmat); } /* ******************************************** COLOR UTILS ************************************ */ diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index 01c0946247a..bffb3ad5a1d 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -53,6 +53,7 @@ typedef struct GlobalsUboStorage { float colorLight[4]; float colorSpeaker[4]; float colorCamera[4]; + float colorCameraPath[4]; float colorEmpty[4]; float colorVertex[4]; float colorVertexSelect[4]; @@ -109,12 +110,15 @@ typedef struct GlobalsUboStorage { float colorGridAxisZ[4]; /* NOTE! Put all color before UBO_LAST_COLOR */ + float screenVecs[2][4]; /* padded as vec4 */ + float sizeViewport[2], sizeViewportInv[2]; /* packed as vec4 in glsl */ /* Pack individual float at the end of the buffer to avoid alignment errors */ - float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow; + float sizePixel, pixelFac; + float sizeObjectCenter, sizeLightCenter, sizeLightCircle, sizeLightCircleShadow; float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot; - float pad_globalsBlock; + float pad_globalsBlock[2]; } GlobalsUboStorage; /* Keep in sync with globalsBlock in shaders */ BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16) @@ -122,105 +126,9 @@ BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16) void DRW_globals_update(void); void DRW_globals_free(void); -typedef struct DRWEmptiesBufferList { - struct DRWCallBuffer *plain_axes; - struct DRWCallBuffer *cube; - struct DRWCallBuffer *circle; - struct DRWCallBuffer *sphere; - struct DRWCallBuffer *sphere_solid; - struct DRWCallBuffer *cylinder; - struct DRWCallBuffer *capsule_cap; - struct DRWCallBuffer *capsule_body; - struct DRWCallBuffer *cone; - struct DRWCallBuffer *single_arrow; - struct DRWCallBuffer *single_arrow_line; - struct DRWCallBuffer *empty_axes; -} DRWEmptiesBufferList; - -/* TODO(fclem) ideally, most of the DRWCallBuffer functions shouldn't create a shgroup. */ -struct DRWCallBuffer *buffer_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_dynlines_dashed_uniform_color(struct DRWPass *pass, - const float color[4], - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_dynpoints_uniform_color(struct DRWShadingGroup *grp); -struct DRWCallBuffer *buffer_groundlines_uniform_color(struct DRWPass *pass, - const float color[4], - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_groundpoints_uniform_color(struct DRWPass *pass, - const float color[4], - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_screenspace(struct DRWPass *pass, - struct GPUBatch *geom, - const float *size, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_solid(struct DRWPass *pass, struct GPUBatch *geom); -struct DRWCallBuffer *buffer_instance_wire(struct DRWPass *pass, struct GPUBatch *geom); -struct DRWCallBuffer *buffer_instance_screen_aligned(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_empty_axes(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_color_axes(struct DRWPass *pass, - struct GPUBatch *geom, - struct DRWShadingGroup **r_grp, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_scaled(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_alpha(struct DRWShadingGroup *grp, struct GPUBatch *geom); -struct DRWCallBuffer *buffer_instance_outline(struct DRWPass *pass, - struct GPUBatch *geom, - const int *baseid, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_camera_instance(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_distance_lines_instance(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_spot_instance(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_axes(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_envelope_distance(struct DRWPass *pass, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_envelope_outline(struct DRWPass *pass, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_envelope_solid(struct DRWPass *pass, - bool transp, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_shape_outline(struct DRWPass *pass, - struct GPUBatch *geom, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_shape_solid(struct DRWPass *pass, - struct GPUBatch *geom, - bool transp, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_sphere_outline(struct DRWPass *pass, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_sphere_solid(struct DRWPass *pass, - bool transp, - eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig sh_cfg); -struct DRWCallBuffer *buffer_instance_bone_dof(struct DRWPass *pass, - struct GPUBatch *geom, - bool blend); - -void empties_callbuffers_create(struct DRWPass *pass, - struct DRWEmptiesBufferList *buffers, - eGPUShaderConfig sh_cfg); - -struct GPUShader *mpath_line_shader_get(void); -struct GPUShader *mpath_points_shader_get(void); - -struct GPUShader *volume_velocity_shader_get(bool use_needle); - -struct DRWView *DRW_view_create_with_zoffset(const RegionView3D *rv3d, float offset); +struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view, + const RegionView3D *rv3d, + float offset); 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); @@ -228,24 +136,6 @@ float *DRW_color_background_blend_get(int theme_id); bool DRW_object_is_flat(Object *ob, int *r_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; - struct GHash *custom_shapes; -} 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. @@ -266,9 +156,6 @@ 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 diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 81b10e095c3..5712fd0ccde 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -134,15 +134,20 @@ GPUVertBuf *DRW_temp_buffer_request(DRWInstanceDataList *idatalist, /* NOTE: Does not return a valid drawable batch until DRW_instance_buffer_finish has run. */ GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist, GPUVertBuf *buf, + GPUBatch *instancer, GPUBatch *geom) { /* Do not call this with a batch that is already an instancing batch. */ - BLI_assert(geom->inst == NULL); + BLI_assert(geom->inst[0] == NULL); + /* Only call with one of them. */ + BLI_assert((instancer != NULL) != (buf != NULL)); GPUBatch *batch = BLI_memblock_alloc(idatalist->pool_instancing); - bool is_compatible = (batch->gl_prim_type == geom->gl_prim_type) && (batch->inst == buf) && - (buf->vbo_id != 0) && (batch->phase == GPU_BATCH_READY_TO_DRAW) && - (batch->elem == geom->elem); + bool instancer_compat = buf ? ((batch->inst[0] == buf) && (buf->vbo_id != 0)) : + ((batch->inst[0] == instancer->inst[0]) && + (batch->inst[1] == instancer->inst[1])); + bool is_compatible = (batch->gl_prim_type == geom->gl_prim_type) && instancer_compat && + (batch->phase == GPU_BATCH_READY_TO_DRAW) && (batch->elem == geom->elem); for (int i = 0; i < GPU_BATCH_VBO_MAX_LEN && is_compatible; i++) { if (batch->verts[i] != geom->verts[i]) { is_compatible = false; @@ -152,7 +157,8 @@ GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist, if (!is_compatible) { GPU_batch_clear(batch); /* Save args and init later */ - batch->inst = buf; + batch->inst[0] = buf; + batch->inst[1] = (void *)instancer; /* HACK to save the pointer without other alloc. */ batch->phase = GPU_BATCH_READY_TO_BUILD; batch->verts[0] = (void *)geom; /* HACK to save the pointer without other alloc. */ @@ -205,10 +211,19 @@ void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist) BLI_memblock_iternew(idatalist->pool_instancing, &iter); while ((batch = BLI_memblock_iterstep(&iter))) { if (batch->phase == GPU_BATCH_READY_TO_BUILD) { - GPUVertBuf *inst = batch->inst; - GPUBatch *geom = (void *)batch->verts[0]; /* HACK see DRW_temp_batch_instance_request. */ + GPUVertBuf *inst_buf = batch->inst[0]; + /* HACK see DRW_temp_batch_instance_request. */ + GPUBatch *inst_batch = (void *)batch->inst[1]; + GPUBatch *geom = (void *)batch->verts[0]; GPU_batch_copy(batch, geom); - GPU_batch_instbuf_set(batch, inst, false); + if (inst_batch != NULL) { + for (int i = 0; i < GPU_BATCH_INST_VBO_MAX_LEN && inst_batch->verts[i]; i++) { + GPU_batch_instbuf_add_ex(batch, inst_batch->verts[i], false); + } + } + else { + GPU_batch_instbuf_add_ex(batch, inst_buf, false); + } } } /* Resize pools and free unused. */ diff --git a/source/blender/draw/intern/draw_instance_data.h b/source/blender/draw/intern/draw_instance_data.h index 524c4cd96d8..f891d380ee3 100644 --- a/source/blender/draw/intern/draw_instance_data.h +++ b/source/blender/draw/intern/draw_instance_data.h @@ -43,6 +43,7 @@ GPUVertBuf *DRW_temp_buffer_request(DRWInstanceDataList *idatalist, int *vert_len); GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist, GPUVertBuf *buf, + GPUBatch *instancer, GPUBatch *geom); GPUBatch *DRW_temp_batch_request(DRWInstanceDataList *idatalist, GPUVertBuf *buf, diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index e3464ae7320..4bfae75848b 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -84,13 +84,13 @@ /* only for callbacks */ #include "draw_cache_impl.h" -#include "draw_mode_engines.h" #include "engines/eevee/eevee_engine.h" #include "engines/basic/basic_engine.h" #include "engines/workbench/workbench_engine.h" #include "engines/external/external_engine.h" #include "engines/gpencil/gpencil_engine.h" #include "engines/select/select_engine.h" +#include "engines/overlay/overlay_engine.h" #include "GPU_context.h" @@ -603,7 +603,7 @@ static void draw_unit_state_create(void) infos->ob_index = 0; infos->ob_random = 0.0f; - infos->ob_neg_scale = 1.0f; + infos->ob_flag = 1.0f; copy_v3_fl(infos->ob_color, 1.0f); /* TODO(fclem) get rid of this. */ @@ -1336,80 +1336,7 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, } } -static void drw_engines_enable_from_object_mode(void) -{ - use_drw_engine(&draw_engine_object_type); - /* TODO(fclem) remove this, it does not belong to it's own engine. */ - use_drw_engine(&draw_engine_motion_path_type); -} - -static void drw_engines_enable_from_paint_mode(int mode) -{ - switch (mode) { - case CTX_MODE_SCULPT: - use_drw_engine(&draw_engine_sculpt_type); - break; - case CTX_MODE_PAINT_WEIGHT: - case CTX_MODE_PAINT_VERTEX: - use_drw_engine(&draw_engine_paint_vertex_type); - break; - case CTX_MODE_PAINT_TEXTURE: - use_drw_engine(&draw_engine_paint_texture_type); - break; - default: - break; - } -} - -static void drw_engines_enable_from_mode(int mode) -{ - switch (mode) { - case CTX_MODE_EDIT_MESH: - use_drw_engine(&draw_engine_edit_mesh_type); - break; - case CTX_MODE_EDIT_SURFACE: - case CTX_MODE_EDIT_CURVE: - use_drw_engine(&draw_engine_edit_curve_type); - break; - case CTX_MODE_EDIT_TEXT: - use_drw_engine(&draw_engine_edit_text_type); - break; - case CTX_MODE_EDIT_ARMATURE: - use_drw_engine(&draw_engine_edit_armature_type); - break; - case CTX_MODE_EDIT_METABALL: - use_drw_engine(&draw_engine_edit_metaball_type); - break; - case CTX_MODE_EDIT_LATTICE: - use_drw_engine(&draw_engine_edit_lattice_type); - break; - case CTX_MODE_PARTICLE: - use_drw_engine(&draw_engine_particle_type); - break; - case CTX_MODE_POSE: - case CTX_MODE_PAINT_WEIGHT: - /* The pose engine clears the depth of the default framebuffer - * to draw an object with `OB_DRAWXRAY`. - * (different of workbench that has its own framebuffer). - * So make sure you call its `draw_scene` after all the other engines. */ - use_drw_engine(&draw_engine_pose_type); - break; - case CTX_MODE_SCULPT: - case CTX_MODE_PAINT_VERTEX: - case CTX_MODE_PAINT_TEXTURE: - case CTX_MODE_OBJECT: - case CTX_MODE_PAINT_GPENCIL: - case CTX_MODE_EDIT_GPENCIL: - case CTX_MODE_SCULPT_GPENCIL: - case CTX_MODE_WEIGHT_GPENCIL: - break; - default: - BLI_assert(!"Draw mode invalid"); - break; - } -} - -static void drw_engines_enable_from_overlays(int UNUSED(overlay_flag)) +static void drw_engines_enable_overlays(void) { use_drw_engine(&draw_engine_overlay_type); } @@ -1421,36 +1348,19 @@ static void drw_engines_enable_basic(void) use_drw_engine(DRW_engine_viewport_basic_type.draw_engine); } -static void drw_engines_enable(ViewLayer *view_layer, +static void drw_engines_enable(ViewLayer *UNUSED(view_layer), RenderEngineType *engine_type, bool gpencil_engine_needed) { - Object *obact = OBACT(view_layer); - const enum eContextObjectMode mode = CTX_data_mode_enum_ex( - DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode); View3D *v3d = DST.draw_ctx.v3d; const int drawtype = v3d->shading.type; const bool use_xray = XRAY_ENABLED(v3d); drw_engines_enable_from_engine(engine_type, drawtype, use_xray); - /* grease pencil */ if (gpencil_engine_needed) { use_drw_engine(&draw_engine_gpencil_type); } - - if (DRW_state_draw_support()) { - /* Draw paint modes first so that they are drawn below the wireframes. */ - drw_engines_enable_from_paint_mode(mode); - drw_engines_enable_from_overlays(v3d->overlay.flag); - drw_engines_enable_from_object_mode(); - drw_engines_enable_from_mode(mode); - } - else { - /* Force enable overlays engine for wireframe mode */ - if (v3d->shading.type == OB_WIRE) { - drw_engines_enable_from_overlays(v3d->overlay.flag); - } - } + drw_engines_enable_overlays(); } static void drw_engines_disable(void) @@ -2243,7 +2153,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, bool use_obedit = false; /* obedit_ctx_mode is used for selecting the right draw engines */ - eContextObjectMode obedit_ctx_mode; + // eContextObjectMode obedit_ctx_mode; /* object_mode is used for filtering objects in the depsgraph */ eObjectMode object_mode; int object_type = 0; @@ -2252,11 +2162,11 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, object_mode = obedit->mode; if (obedit->type == OB_MBALL) { use_obedit = true; - obedit_ctx_mode = CTX_MODE_EDIT_METABALL; + // obedit_ctx_mode = CTX_MODE_EDIT_METABALL; } else if (obedit->type == OB_ARMATURE) { use_obedit = true; - obedit_ctx_mode = CTX_MODE_EDIT_ARMATURE; + // obedit_ctx_mode = CTX_MODE_EDIT_ARMATURE; } } if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) { @@ -2278,7 +2188,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, use_obedit = true; object_type = obpose->type; object_mode = obpose->mode; - obedit_ctx_mode = CTX_MODE_POSE; + // obedit_ctx_mode = CTX_MODE_POSE; } } } @@ -2292,23 +2202,21 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, /* Get list of enabled engines */ if (use_obedit) { - drw_engines_enable_from_paint_mode(obedit_ctx_mode); - drw_engines_enable_from_mode(obedit_ctx_mode); + drw_engines_enable_overlays(); } else if (!draw_surface) { /* grease pencil selection */ use_drw_engine(&draw_engine_gpencil_type); - drw_engines_enable_from_overlays(v3d->overlay.flag); - drw_engines_enable_from_object_mode(); + drw_engines_enable_overlays(); } else { + /* Draw surface for occlusion. */ drw_engines_enable_basic(); /* grease pencil selection */ use_drw_engine(&draw_engine_gpencil_type); - drw_engines_enable_from_overlays(v3d->overlay.flag); - drw_engines_enable_from_object_mode(); + drw_engines_enable_overlays(); } drw_engines_data_validate(); @@ -2562,7 +2470,7 @@ void DRW_draw_depth_loop(struct Depsgraph *depsgraph, { drw_engines_enable_basic(); if (DRW_state_draw_support()) { - drw_engines_enable_from_object_mode(); + drw_engines_enable_overlays(); } } @@ -2867,21 +2775,9 @@ void DRW_engines_register(void) DRW_engine_register(&draw_engine_workbench_solid); DRW_engine_register(&draw_engine_workbench_transparent); - DRW_engine_register(&draw_engine_object_type); - DRW_engine_register(&draw_engine_edit_armature_type); - DRW_engine_register(&draw_engine_edit_curve_type); - DRW_engine_register(&draw_engine_edit_lattice_type); - DRW_engine_register(&draw_engine_edit_mesh_type); - DRW_engine_register(&draw_engine_edit_metaball_type); - DRW_engine_register(&draw_engine_edit_text_type); - DRW_engine_register(&draw_engine_motion_path_type); - DRW_engine_register(&draw_engine_overlay_type); - DRW_engine_register(&draw_engine_paint_texture_type); - DRW_engine_register(&draw_engine_paint_vertex_type); - DRW_engine_register(&draw_engine_particle_type); - DRW_engine_register(&draw_engine_pose_type); - DRW_engine_register(&draw_engine_sculpt_type); DRW_engine_register(&draw_engine_gpencil_type); + + DRW_engine_register(&draw_engine_overlay_type); DRW_engine_register(&draw_engine_select_type); /* setup callbacks */ diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index ce8155dc85f..f040afc794c 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -170,7 +170,7 @@ typedef struct DRWObjectInfos { float ob_index; float pad; /* UNUSED*/ float ob_random; - float ob_neg_scale; + float ob_flag; /* sign is negative scaling, */ } DRWObjectInfos; BLI_STATIC_ASSERT_ALIGN(DRWObjectMatrix, 16) @@ -208,6 +208,7 @@ typedef struct DRWCommandDrawInstance { GPUBatch *batch; DRWResourceHandle handle; uint inst_count; + uint use_attribs; /* bool */ } DRWCommandDrawInstance; typedef struct DRWCommandDrawProcedural { diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 330f72eda18..4b3be3ab924 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -506,8 +506,14 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob) * put it in ob->runtime and make depsgraph ensure it is up to date. */ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0); ob_infos->ob_random = random * (1.0f / (float)0xFFFFFFFF); + /* Object State. */ + ob_infos->ob_flag = 1.0f; /* Required to have a correct sign */ + ob_infos->ob_flag += (ob->base_flag & BASE_SELECTED) ? (1 << 1) : 0; + ob_infos->ob_flag += (ob->base_flag & BASE_FROM_DUPLI) ? (1 << 2) : 0; + ob_infos->ob_flag += (ob->base_flag & BASE_FROM_SET) ? (1 << 3) : 0; + ob_infos->ob_flag += (ob == DST.draw_ctx.obact) ? (1 << 4) : 0; /* Negative scalling. */ - ob_infos->ob_neg_scale = (ob->transflag & OB_NEG_SCALE) ? -1.0f : 1.0f; + ob_infos->ob_flag *= (ob->transflag & OB_NEG_SCALE) ? -1.0f : 1.0f; /* Object Color. */ copy_v4_v4(ob_infos->ob_color, ob->color); } @@ -643,12 +649,14 @@ static void drw_command_draw_range(DRWShadingGroup *shgroup, static void drw_command_draw_instance(DRWShadingGroup *shgroup, GPUBatch *batch, DRWResourceHandle handle, - uint count) + uint count, + bool use_attrib) { DRWCommandDrawInstance *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_INSTANCE); cmd->batch = batch; cmd->handle = handle; cmd->inst_count = count; + cmd->use_attribs = use_attrib; } static void drw_command_draw_procedural(DRWShadingGroup *shgroup, @@ -788,7 +796,7 @@ void DRW_shgroup_call_instances(DRWShadingGroup *shgroup, drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); - drw_command_draw_instance(shgroup, geom, handle, count); + drw_command_draw_instance(shgroup, geom, handle, count, false); } void DRW_shgroup_call_instances_with_attribs(DRWShadingGroup *shgroup, @@ -797,14 +805,13 @@ void DRW_shgroup_call_instances_with_attribs(DRWShadingGroup *shgroup, struct GPUBatch *inst_attributes) { BLI_assert(geom != NULL); - BLI_assert(inst_attributes->verts[0] != NULL); + BLI_assert(inst_attributes != NULL); if (G.f & G_FLAG_PICKSEL) { drw_command_set_select_id(shgroup, NULL, DST.select_id); } DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); - GPUVertBuf *buf_inst = inst_attributes->verts[0]; - GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, buf_inst, geom); - drw_command_draw(shgroup, batch, handle); + GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, NULL, inst_attributes, geom); + drw_command_draw_instance(shgroup, batch, handle, 0, true); } #define SCULPT_DEBUG_BUFFERS (G.debug_value == 889) @@ -1027,12 +1034,33 @@ DRWCallBuffer *DRW_shgroup_call_buffer_instance(DRWShadingGroup *shgroup, } DRWResourceHandle handle = drw_resource_handle(shgroup, NULL, NULL); - GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, callbuf->buf, geom); + GPUBatch *batch = DRW_temp_batch_instance_request(DST.idatalist, callbuf->buf, NULL, geom); drw_command_draw(shgroup, batch, handle); return callbuf; } +void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data) +{ + GPUVertBuf *buf = callbuf->buf; + const bool resize = (callbuf->count == buf->vertex_alloc); + + if (UNLIKELY(resize)) { + GPU_vertbuf_data_resize(buf, callbuf->count + DRW_BUFFER_VERTS_CHUNK); + } + + GPU_vertbuf_vert_set(buf, callbuf->count, data); + + if (G.f & G_FLAG_PICKSEL) { + if (UNLIKELY(resize)) { + GPU_vertbuf_data_resize(callbuf->buf_select, callbuf->count + DRW_BUFFER_VERTS_CHUNK); + } + GPU_vertbuf_attr_set(callbuf->buf_select, 0, callbuf->count, &DST.select_id); + } + + callbuf->count++; +} + void DRW_buffer_add_entry_array(DRWCallBuffer *callbuf, const void *attr[], uint attr_len) { GPUVertBuf *buf = callbuf->buf; @@ -1595,13 +1623,17 @@ DRWView *DRW_view_create_sub(const DRWView *parent_view, const float viewmat[4][4], const float winmat[4][4]) { - BLI_assert(parent_view && parent_view->parent == NULL); + /* Search original parent. */ + const DRWView *ori_view = parent_view; + while (ori_view->parent != NULL) { + ori_view = ori_view->parent; + } DRWView *view = BLI_memblock_alloc(DST.vmempool->views); /* Perform copy. */ - *view = *parent_view; - view->parent = (DRWView *)parent_view; + *view = *ori_view; + view->parent = (DRWView *)ori_view; DRW_view_update_sub(view, viewmat, winmat); @@ -1929,4 +1961,14 @@ void DRW_pass_sort_shgroup_z(DRWPass *pass) pass->shgroups.last = last; } +/** + * Reverse Shading group submission order. + */ +void DRW_pass_sort_shgroup_reverse(DRWPass *pass) +{ + pass->shgroups.last = pass->shgroups.first; + /* WARNING: Assume that DRWShadingGroup->next is the first member. */ + BLI_linklist_reverse((LinkNode **)&pass->shgroups.first); +} + /** \} */ diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index fa7c44c1b1f..02667ad9d4a 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -321,6 +321,38 @@ void drw_state_set(DRWState state) } } + /* In Front objects selection */ + { + int test; + if ((test = CHANGED_TO(DRW_STATE_IN_FRONT_SELECT))) { + if (test == 1) { + /* XXX `GPU_depth_range` is not a perfect solution + * since very distant geometries can still be occluded. + * Also the depth test precision of these geometries is impaired. + * However, it solves the selection for the vast majority of cases. */ + GPU_depth_range(0.0f, 0.01f); + } + else { + GPU_depth_range(0.0f, 1.0f); + } + } + } + + /* Logic Ops */ + { + int test; + if ((test = CHANGED_TO(DRW_STATE_LOGIC_INVERT))) { + if (test == 1) { + glLogicOp(GL_INVERT); + glEnable(GL_COLOR_LOGIC_OP); + } + else { + glLogicOp(GL_COPY); + glDisable(GL_COLOR_LOGIC_OP); + } + } + } + /* Clip Planes */ { int test; @@ -990,10 +1022,10 @@ BLI_INLINE void draw_select_buffer(DRWShadingGroup *shgroup, GPUBatch *batch, const DRWResourceHandle *handle) { - const bool is_instancing = (batch->inst != NULL); + const bool is_instancing = (batch->inst[0] != NULL); int start = 0; int count = 1; - int tot = is_instancing ? batch->inst->vertex_len : batch->verts[0]->vertex_len; + int tot = is_instancing ? batch->inst[0]->vertex_len : batch->verts[0]->vertex_len; /* Hack : get "vbo" data without actually drawing. */ int *select_id = (void *)state->select_buf->data; @@ -1091,7 +1123,8 @@ static void draw_call_single_do(DRWShadingGroup *shgroup, DRWResourceHandle handle, int vert_first, int vert_count, - int inst_count) + int inst_count, + bool do_base_instance) { draw_call_batching_flush(shgroup, state); @@ -1118,7 +1151,7 @@ static void draw_call_single_do(DRWShadingGroup *shgroup, batch, vert_first, vert_count, - DRW_handle_id_get(&handle), + do_base_instance ? DRW_handle_id_get(&handle) : 0, inst_count, state->baseinst_loc); } @@ -1292,7 +1325,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) case DRW_CMD_DRAW: if (!USE_BATCHING || state.obmats_loc == -1 || (G.f & G_FLAG_PICKSEL) || cmd->draw.batch->inst) { - draw_call_single_do(shgroup, &state, cmd->draw.batch, cmd->draw.handle, 0, 0, 0); + draw_call_single_do(shgroup, &state, cmd->draw.batch, cmd->draw.handle, 0, 0, 0, true); } else { draw_call_batching_do(shgroup, &state, &cmd->draw); @@ -1305,7 +1338,8 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) cmd->procedural.handle, 0, cmd->procedural.vert_count, - 1); + 1, + true); break; case DRW_CMD_DRAW_INSTANCE: draw_call_single_do(shgroup, @@ -1314,7 +1348,8 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) cmd->instance.handle, 0, 0, - cmd->instance.inst_count); + cmd->instance.inst_count, + cmd->instance.use_attribs == 0); break; case DRW_CMD_DRAW_RANGE: draw_call_single_do(shgroup, @@ -1323,7 +1358,8 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) (DRWResourceHandle)0, cmd->range.vert_first, cmd->range.vert_count, - 1); + 1, + true); break; } } diff --git a/source/blender/draw/intern/draw_manager_text.c b/source/blender/draw/intern/draw_manager_text.c index 6e06998f1cc..b6dab0b2077 100644 --- a/source/blender/draw/intern/draw_manager_text.c +++ b/source/blender/draw/intern/draw_manager_text.c @@ -24,6 +24,17 @@ #include "BLI_memiter.h" #include "BLI_math.h" +#include "BLI_string.h" + +#include "BKE_editmesh.h" +#include "BKE_global.h" +#include "BKE_unit.h" + +#include "DNA_mesh_types.h" +#include "DNA_object_types.h" +#include "DNA_scene_types.h" +#include "DNA_screen_types.h" +#include "DNA_view3d_types.h" #include "GPU_matrix.h" @@ -31,6 +42,7 @@ #include "ED_view3d.h" #include "UI_interface.h" +#include "UI_resources.h" #include "WM_api.h" #include "BLF_api.h" @@ -178,3 +190,340 @@ void DRW_text_cache_draw(DRWTextStore *dt, ARegion *ar) } } } + +/* Copied from drawobject.c */ +void DRW_text_edit_mesh_measure_stats(ARegion *ar, + View3D *v3d, + Object *ob, + const UnitSettings *unit) +{ + /* Do not use ascii when using non-default unit system, some unit chars are utf8 (micro, square, + * etc.). See bug #36090. + */ + struct DRWTextStore *dt = DRW_text_cache_ensure(); + const short txt_flag = DRW_TEXT_CACHE_GLOBALSPACE | (unit->system ? 0 : DRW_TEXT_CACHE_ASCII); + Mesh *me = ob->data; + BMEditMesh *em = me->edit_mesh; + float v1[3], v2[3], v3[3], vmid[3], fvec[3]; + char numstr[32]; /* Stores the measurement display text here */ + size_t numstr_len; + const char *conv_float; /* Use a float conversion matching the grid size */ + uchar col[4] = {0, 0, 0, 255}; /* color of the text to draw */ + float area; /* area of the face */ + float grid = unit->system ? unit->scale_length : v3d->grid; + const bool do_global = (v3d->flag & V3D_GLOBAL_STATS) != 0; + const bool do_moving = (G.moving & G_TRANSFORM_EDIT) != 0; + /* when 2 edge-info options are enabled, space apart */ + const bool do_edge_textpair = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_LEN) && + (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_ANG); + const short edge_texpair_sep = (short)(5.0f * U.dpi_fac); + float clip_planes[4][4]; + /* allow for displaying shape keys and deform mods */ + BMIter iter; + + /* make the precision of the display value proportionate to the gridsize */ + + if (grid <= 0.01f) { + conv_float = "%.6g"; + } + else if (grid <= 0.1f) { + conv_float = "%.5g"; + } + else if (grid <= 1.0f) { + conv_float = "%.4g"; + } + else if (grid <= 10.0f) { + conv_float = "%.3g"; + } + else { + conv_float = "%.2g"; + } + + if (v3d->overlay.edit_flag & + (V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES)) { + BoundBox bb; + const rcti rect = {0, ar->winx, 0, ar->winy}; + + ED_view3d_clipping_calc(&bb, clip_planes, ar, em->ob, &rect); + } + + if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_LEN) { + BMEdge *eed; + + UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col); + + BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) { + /* draw selected edges, or edges next to selected verts while dragging */ + if (BM_elem_flag_test(eed, BM_ELEM_SELECT) || + (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) || + BM_elem_flag_test(eed->v2, BM_ELEM_SELECT)))) { + float v1_clip[3], v2_clip[3]; + + copy_v3_v3(v1, eed->v1->co); + copy_v3_v3(v2, eed->v2->co); + + if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) { + + mid_v3_v3v3(vmid, v1_clip, v2_clip); + mul_m4_v3(ob->obmat, vmid); + + if (do_global) { + mul_mat3_m4_v3(ob->obmat, v1); + mul_mat3_m4_v3(ob->obmat, v2); + } + + if (unit->system) { + numstr_len = bUnit_AsString2(numstr, + sizeof(numstr), + len_v3v3(v1, v2) * unit->scale_length, + 3, + B_UNIT_LENGTH, + unit, + false); + } + else { + numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, len_v3v3(v1, v2)); + } + + DRW_text_cache_add(dt, + vmid, + numstr, + numstr_len, + 0, + (do_edge_textpair) ? edge_texpair_sep : 0, + txt_flag, + col); + } + } + } + } + + if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_ANG) { + const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS); + BMEdge *eed; + + UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGEANG, col); + + BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) { + BMLoop *l_a, *l_b; + if (BM_edge_loop_pair(eed, &l_a, &l_b)) { + /* Draw selected edges, or edges next to selected verts while dragging. */ + if (BM_elem_flag_test(eed, BM_ELEM_SELECT) || + (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) || + BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) || + /* Special case, this is useful to show when verts connected + * to this edge via a face are being transformed. */ + BM_elem_flag_test(l_a->next->next->v, BM_ELEM_SELECT) || + BM_elem_flag_test(l_a->prev->v, BM_ELEM_SELECT) || + BM_elem_flag_test(l_b->next->next->v, BM_ELEM_SELECT) || + BM_elem_flag_test(l_b->prev->v, BM_ELEM_SELECT)))) { + float v1_clip[3], v2_clip[3]; + + copy_v3_v3(v1, eed->v1->co); + copy_v3_v3(v2, eed->v2->co); + + if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) { + float no_a[3], no_b[3]; + float angle; + + mid_v3_v3v3(vmid, v1_clip, v2_clip); + mul_m4_v3(ob->obmat, vmid); + + copy_v3_v3(no_a, l_a->f->no); + copy_v3_v3(no_b, l_b->f->no); + + if (do_global) { + mul_mat3_m4_v3(ob->imat, no_a); + mul_mat3_m4_v3(ob->imat, no_b); + normalize_v3(no_a); + normalize_v3(no_b); + } + + angle = angle_normalized_v3v3(no_a, no_b); + + numstr_len = BLI_snprintf_rlen(numstr, + sizeof(numstr), + "%.3f%s", + (is_rad) ? angle : RAD2DEGF(angle), + (is_rad) ? "r" : "°"); + + DRW_text_cache_add(dt, + vmid, + numstr, + numstr_len, + 0, + (do_edge_textpair) ? -edge_texpair_sep : 0, + txt_flag, + col); + } + } + } + } + } + + if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_AREA) { + /* would be nice to use BM_face_calc_area, but that is for 2d faces + * so instead add up tessellation triangle areas */ + + UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col); + + int i, n, numtri; + BMFace *f = NULL; + BM_ITER_MESH_INDEX (f, &iter, em->bm, BM_FACES_OF_MESH, i) { + if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { + n = 0; + numtri = f->len - 2; + area = 0; + zero_v3(vmid); + BMLoop *(*l)[3] = &em->looptris[poly_to_tri_count(i, BM_elem_index_get(f->l_first))]; + for (int j = 0; j < numtri; j++) { + copy_v3_v3(v1, l[j][0]->v->co); + copy_v3_v3(v2, l[j][1]->v->co); + copy_v3_v3(v3, l[j][2]->v->co); + + add_v3_v3(vmid, v1); + add_v3_v3(vmid, v2); + add_v3_v3(vmid, v3); + n += 3; + + if (do_global) { + mul_mat3_m4_v3(ob->obmat, v1); + mul_mat3_m4_v3(ob->obmat, v2); + mul_mat3_m4_v3(ob->obmat, v3); + } + + area += area_tri_v3(v1, v2, v3); + } + + mul_v3_fl(vmid, 1.0f / (float)n); + mul_m4_v3(ob->obmat, vmid); + + if (unit->system) { + numstr_len = bUnit_AsString2(numstr, + sizeof(numstr), + (double)(area * unit->scale_length * unit->scale_length), + 3, + B_UNIT_AREA, + unit, + false); + } + else { + numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, area); + } + + DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, 0, txt_flag, col); + } + } + } + + if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_ANG) { + BMFace *efa; + const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS); + + UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col); + + BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) { + const bool is_face_sel = BM_elem_flag_test_bool(efa, BM_ELEM_SELECT); + + if (is_face_sel || do_moving) { + BMIter liter; + BMLoop *loop; + bool is_first = true; + + BM_ITER_ELEM (loop, &liter, efa, BM_LOOPS_OF_FACE) { + if (is_face_sel || (do_moving && (BM_elem_flag_test(loop->v, BM_ELEM_SELECT) || + BM_elem_flag_test(loop->prev->v, BM_ELEM_SELECT) || + BM_elem_flag_test(loop->next->v, BM_ELEM_SELECT)))) { + float v2_local[3]; + + /* lazy init center calc */ + if (is_first) { + BM_face_calc_center_bounds(efa, vmid); + is_first = false; + } + copy_v3_v3(v1, loop->prev->v->co); + copy_v3_v3(v2, loop->v->co); + copy_v3_v3(v3, loop->next->v->co); + + copy_v3_v3(v2_local, v2); + + if (do_global) { + mul_mat3_m4_v3(ob->obmat, v1); + mul_mat3_m4_v3(ob->obmat, v2); + mul_mat3_m4_v3(ob->obmat, v3); + } + + float angle = angle_v3v3v3(v1, v2, v3); + + numstr_len = BLI_snprintf_rlen(numstr, + sizeof(numstr), + "%.3f%s", + (is_rad) ? angle : RAD2DEGF(angle), + (is_rad) ? "r" : "°"); + interp_v3_v3v3(fvec, vmid, v2_local, 0.8f); + mul_m4_v3(ob->obmat, fvec); + DRW_text_cache_add(dt, fvec, numstr, numstr_len, 0, 0, txt_flag, col); + } + } + } + } + } + + /* This option is for mesh ops and addons debugging; only available in UI if Blender starts with + * --debug */ + if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_INDICES) { + int i; + + /* For now, reuse an appropriate theme color */ + UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col); + + if (em->selectmode & SCE_SELECT_VERTEX) { + BMVert *v; + + BM_ITER_MESH_INDEX (v, &iter, em->bm, BM_VERTS_OF_MESH, i) { + if (BM_elem_flag_test(v, BM_ELEM_SELECT)) { + float vec[3]; + mul_v3_m4v3(vec, ob->obmat, v->co); + + numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i); + DRW_text_cache_add(dt, vec, numstr, numstr_len, 0, 0, txt_flag, col); + } + } + } + + if (em->selectmode & SCE_SELECT_EDGE) { + BMEdge *e; + + BM_ITER_MESH_INDEX (e, &iter, em->bm, BM_EDGES_OF_MESH, i) { + if (BM_elem_flag_test(e, BM_ELEM_SELECT)) { + float v1_clip[3], v2_clip[3]; + + copy_v3_v3(v1, e->v1->co); + copy_v3_v3(v2, e->v2->co); + + if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) { + mid_v3_v3v3(vmid, v1_clip, v2_clip); + mul_m4_v3(ob->obmat, vmid); + + numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i); + DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, 0, txt_flag, col); + } + } + } + } + + if (em->selectmode & SCE_SELECT_FACE) { + BMFace *f; + + BM_ITER_MESH_INDEX (f, &iter, em->bm, BM_FACES_OF_MESH, i) { + if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { + BM_face_calc_center_median(f, v1); + mul_m4_v3(ob->obmat, v1); + + numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i); + DRW_text_cache_add(dt, v1, numstr, numstr_len, 0, 0, txt_flag, col); + } + } + } + } +}
\ No newline at end of file diff --git a/source/blender/draw/intern/draw_manager_text.h b/source/blender/draw/intern/draw_manager_text.h index 9f5dd1d4beb..5e9692ff490 100644 --- a/source/blender/draw/intern/draw_manager_text.h +++ b/source/blender/draw/intern/draw_manager_text.h @@ -24,6 +24,10 @@ #define __DRAW_MANAGER_TEXT_H__ struct DRWTextStore; +struct ARegion; +struct View3D; +struct Object; +struct UnitSettings; struct DRWTextStore *DRW_text_cache_create(void); void DRW_text_cache_destroy(struct DRWTextStore *dt); @@ -39,6 +43,11 @@ void DRW_text_cache_add(struct DRWTextStore *dt, void DRW_text_cache_draw(struct DRWTextStore *dt, struct ARegion *ar); +void DRW_text_edit_mesh_measure_stats(struct ARegion *ar, + struct View3D *v3d, + struct Object *ob, + const struct UnitSettings *unit); + enum { DRW_TEXT_CACHE_ASCII = (1 << 0), DRW_TEXT_CACHE_GLOBALSPACE = (1 << 1), diff --git a/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl b/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl index 45f711296f3..45f711296f3 100644 --- a/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl +++ b/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl index 8a7fb97d98c..8a7fb97d98c 100644 --- a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl +++ b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl index 9928f350fd0..9eaba00988d 100644 --- a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl +++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl @@ -879,6 +879,6 @@ vec4 FxaaPixelShader( if (horzSpan) { posM.y += pixelOffsetSubpix * lengthSign; } - return vec4(FxaaTexTop(tex, posM).xyz, lumaM); + return FxaaTexTop(tex, posM); } /*==========================================================================*/ diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/intern/shaders/common_globals_lib.glsl index d147b193ccf..151932a3b47 100644 --- a/source/blender/draw/modes/shaders/common_globals_lib.glsl +++ b/source/blender/draw/intern/shaders/common_globals_lib.glsl @@ -1,3 +1,4 @@ +#define COMMON_GLOBALS_LIB /* keep in sync with GlobalsUboStorage */ layout(std140) uniform globalsBlock @@ -14,6 +15,7 @@ layout(std140) uniform globalsBlock vec4 colorLight; vec4 colorSpeaker; vec4 colorCamera; + vec4 colorCameraPath; vec4 colorEmpty; vec4 colorVertex; vec4 colorVertexSelect; @@ -68,6 +70,12 @@ layout(std140) uniform globalsBlock vec4 colorGridAxisY; vec4 colorGridAxisZ; + vec4 screenVecs[2]; + vec4 sizeViewport; /* Inverted size in zw. */ + + float sizePixel; /* This one is for dpi scalling */ + float pixelFac; /* To use with mul_project_m4_v3_zfac() */ + float sizeObjectCenter; float sizeLightCenter; float sizeLightCircle; float sizeLightCircleShadow; @@ -79,6 +87,8 @@ layout(std140) uniform globalsBlock float pad_globalsBlock; }; +#define sizeViewportInv (sizeViewport.zw) + /* data[0] (1st byte flags) */ #define FACE_ACTIVE (1 << 0) #define FACE_SELECTED (1 << 1) diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl index cbcdc947bc7..cbcdc947bc7 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl diff --git a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl index 3f5e3f8226f..3f5e3f8226f 100644 --- a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl +++ b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl diff --git a/source/blender/draw/intern/shaders/common_smaa_lib.glsl b/source/blender/draw/intern/shaders/common_smaa_lib.glsl new file mode 100644 index 00000000000..09b573d4bb5 --- /dev/null +++ b/source/blender/draw/intern/shaders/common_smaa_lib.glsl @@ -0,0 +1,1436 @@ +/** + * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) + * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) + * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) + * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) + * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is furnished to + * do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. As clarification, there + * is no requirement that the copyright notice and permission be included in + * binary distributions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +/** + * _______ ___ ___ ___ ___ + * / || \/ | / \ / \ + * | (---- | \ / | / ^ \ / ^ \ + * \ \ | |\/| | / /_\ \ / /_\ \ + * ----) | | | | | / _____ \ / _____ \ + * |_______/ |__| |__| /__/ \__\ /__/ \__\ + * + * E N H A N C E D + * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G + * + * http://www.iryoku.com/smaa/ + * + * Hi, welcome aboard! + * + * Here you'll find instructions to get the shader up and running as fast as + * possible. + * + * IMPORTANTE NOTICE: when updating, remember to update both this file and the + * precomputed textures! They may change from version to version. + * + * The shader has three passes, chained together as follows: + * + * |input|------------------� + * v | + * [ SMAA*EdgeDetection ] | + * v | + * |edgesTex| | + * v | + * [ SMAABlendingWeightCalculation ] | + * v | + * |blendTex| | + * v | + * [ SMAANeighborhoodBlending ] <------� + * v + * |output| + * + * Note that each [pass] has its own vertex and pixel shader. Remember to use + * oversized triangles instead of quads to avoid overshading along the + * diagonal. + * + * You've three edge detection methods to choose from: luma, color or depth. + * They represent different quality/performance and anti-aliasing/sharpness + * tradeoffs, so our recommendation is for you to choose the one that best + * suits your particular scenario: + * + * - Depth edge detection is usually the fastest but it may miss some edges. + * + * - Luma edge detection is usually more expensive than depth edge detection, + * but catches visible edges that depth edge detection can miss. + * + * - Color edge detection is usually the most expensive one but catches + * chroma-only edges. + * + * For quickstarters: just use luma edge detection. + * + * The general advice is to not rush the integration process and ensure each + * step is done correctly (don't try to integrate SMAA T2x with predicated edge + * detection from the start!). Ok then, let's go! + * + * 1. The first step is to create two RGBA temporal render targets for holding + * |edgesTex| and |blendTex|. + * + * In DX10 or DX11, you can use a RG render target for the edges texture. + * In the case of NVIDIA GPUs, using RG render targets seems to actually be + * slower. + * + * On the Xbox 360, you can use the same render target for resolving both + * |edgesTex| and |blendTex|, as they aren't needed simultaneously. + * + * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared + * each frame. Do not forget to clear the alpha channel! + * + * 3. The next step is loading the two supporting precalculated textures, + * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as + * C++ headers, and also as regular DDS files. They'll be needed for the + * 'SMAABlendingWeightCalculation' pass. + * + * If you use the C++ headers, be sure to load them in the format specified + * inside of them. + * + * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4 + * respectively, if you have that option in your content processor pipeline. + * When compressing then, you get a non-perceptible quality decrease, and a + * marginal performance increase. + * + * 4. All samplers must be set to linear filtering and clamp. + * + * After you get the technique working, remember that 64-bit inputs have + * half-rate linear filtering on GCN. + * + * If SMAA is applied to 64-bit color buffers, switching to point filtering + * when accesing them will increase the performance. Search for + * 'SMAASamplePoint' to see which textures may benefit from point + * filtering, and where (which is basically the color input in the edge + * detection and resolve passes). + * + * 5. All texture reads and buffer writes must be non-sRGB, with the exception + * of the input read and the output write in + * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in + * this last pass are not possible, the technique will work anyway, but + * will perform antialiasing in gamma space. + * + * IMPORTANT: for best results the input read for the color/luma edge + * detection should *NOT* be sRGB. + * + * 6. Before including SMAA.h you'll have to setup the render target metrics, + * the target and any optional configuration defines. Optionally you can + * use a preset. + * + * You have the following targets available: + * SMAA_HLSL_3 + * SMAA_HLSL_4 + * SMAA_HLSL_4_1 + * SMAA_GLSL_3 * + * SMAA_GLSL_4 * + * + * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below). + * + * And four presets: + * SMAA_PRESET_LOW (%60 of the quality) + * SMAA_PRESET_MEDIUM (%80 of the quality) + * SMAA_PRESET_HIGH (%95 of the quality) + * SMAA_PRESET_ULTRA (%99 of the quality) + * + * For example: + * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) + * #define SMAA_HLSL_4 + * #define SMAA_PRESET_HIGH + * #include "SMAA.h" + * + * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a + * uniform variable. The code is designed to minimize the impact of not + * using a constant value, but it is still better to hardcode it. + * + * Depending on how you encoded 'areaTex' and 'searchTex', you may have to + * add (and customize) the following defines before including SMAA.h: + * #define SMAA_AREATEX_SELECT(sample) sample.rg + * #define SMAA_SEARCHTEX_SELECT(sample) sample.r + * + * If your engine is already using porting macros, you can define + * SMAA_CUSTOM_SL, and define the porting functions by yourself. + * + * 7. Then, you'll have to setup the passes as indicated in the scheme above. + * You can take a look into SMAA.fx, to see how we did it for our demo. + * Checkout the function wrappers, you may want to copy-paste them! + * + * 8. It's recommended to validate the produced |edgesTex| and |blendTex|. + * You can use a screenshot from your engine to compare the |edgesTex| + * and |blendTex| produced inside of the engine with the results obtained + * with the reference demo. + * + * 9. After you get the last pass to work, it's time to optimize. You'll have + * to initialize a stencil buffer in the first pass (discard is already in + * the code), then mask execution by using it the second pass. The last + * pass should be executed in all pixels. + * + * + * After this point you can choose to enable predicated thresholding, + * temporal supersampling and motion blur integration: + * + * a) If you want to use predicated thresholding, take a look into + * SMAA_PREDICATION; you'll need to pass an extra texture in the edge + * detection pass. + * + * b) If you want to enable temporal supersampling (SMAA T2x): + * + * 1. The first step is to render using subpixel jitters. I won't go into + * detail, but it's as simple as moving each vertex position in the + * vertex shader, you can check how we do it in our DX10 demo. + * + * 2. Then, you must setup the temporal resolve. You may want to take a look + * into SMAAResolve for resolving 2x modes. After you get it working, you'll + * probably see ghosting everywhere. But fear not, you can enable the + * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro. + * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded. + * + * 3. The next step is to apply SMAA to each subpixel jittered frame, just as + * done for 1x. + * + * 4. At this point you should already have something usable, but for best + * results the proper area textures must be set depending on current jitter. + * For this, the parameter 'subsampleIndices' of + * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x + * mode: + * + * @SUBSAMPLE_INDICES + * + * | S# | Camera Jitter | subsampleIndices | + * +----+------------------+---------------------+ + * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) | + * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) | + * + * These jitter positions assume a bottom-to-top y axis. S# stands for the + * sample number. + * + * More information about temporal supersampling here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * c) If you want to enable spatial multisampling (SMAA S2x): + * + * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be + * created with: + * - DX10: see below (*) + * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or + * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN + * + * This allows to ensure that the subsample order matches the table in + * @SUBSAMPLE_INDICES. + * + * (*) In the case of DX10, we refer the reader to: + * - SMAA::detectMSAAOrder and + * - SMAA::msaaReorder + * + * These functions allow to match the standard multisample patterns by + * detecting the subsample order for a specific GPU, and reordering + * them appropriately. + * + * 2. A shader must be run to output each subsample into a separate buffer + * (DX10 is required). You can use SMAASeparate for this purpose, or just do + * it in an existing pass (for example, in the tone mapping pass, which has + * the advantage of feeding tone mapped subsamples to SMAA, which will yield + * better results). + * + * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing + * the results in the final buffer. The second run should alpha blend with + * the existing final buffer using a blending factor of 0.5. + * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point + * b). + * + * d) If you want to enable temporal supersampling on top of SMAA S2x + * (which actually is SMAA 4x): + * + * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is + * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices' + * must be set as follows: + * + * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices | + * +----+----+--------------------+-------------------+----------------------+ + * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) | + * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) | + * +----+----+--------------------+-------------------+----------------------+ + * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) | + * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) | + * + * These jitter positions assume a bottom-to-top y axis. F# stands for the + * frame number. S# stands for the sample number. + * + * 2. After calculating SMAA S2x for current frame (with the new subsample + * indices), previous frame must be reprojected as in SMAA T2x mode (see + * point b). + * + * e) If motion blur is used, you may want to do the edge detection pass + * together with motion blur. This has two advantages: + * + * 1. Pixels under heavy motion can be omitted from the edge detection process. + * For these pixels we can just store "no edge", as motion blur will take + * care of them. + * 2. The center pixel tap is reused. + * + * Note that in this case depth testing should be used instead of stenciling, + * as we have to write all the pixels in the motion blur pass. + * + * That's it! + */ + +//----------------------------------------------------------------------------- +// SMAA Presets + +/** + * Note that if you use one of these presets, the following configuration + * macros will be ignored if set in the "Configurable Defines" section. + */ + +#if defined(SMAA_PRESET_LOW) +# define SMAA_THRESHOLD 0.15 +# define SMAA_MAX_SEARCH_STEPS 4 +# define SMAA_DISABLE_DIAG_DETECTION +# define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_MEDIUM) +# define SMAA_THRESHOLD 0.1 +# define SMAA_MAX_SEARCH_STEPS 8 +# define SMAA_DISABLE_DIAG_DETECTION +# define SMAA_DISABLE_CORNER_DETECTION +#elif defined(SMAA_PRESET_HIGH) +# define SMAA_THRESHOLD 0.1 +# define SMAA_MAX_SEARCH_STEPS 16 +# define SMAA_MAX_SEARCH_STEPS_DIAG 8 +# define SMAA_CORNER_ROUNDING 25 +#elif defined(SMAA_PRESET_ULTRA) +# define SMAA_THRESHOLD 0.05 +# define SMAA_MAX_SEARCH_STEPS 32 +# define SMAA_MAX_SEARCH_STEPS_DIAG 16 +# define SMAA_CORNER_ROUNDING 25 +#endif + +//----------------------------------------------------------------------------- +// Configurable Defines + +/** + * SMAA_THRESHOLD specifies the threshold or sensitivity to edges. + * Lowering this value you will be able to detect more edges at the expense of + * performance. + * + * Range: [0, 0.5] + * 0.1 is a reasonable value, and allows to catch most visible edges. + * 0.05 is a rather overkill value, that allows to catch 'em all. + * + * If temporal supersampling is used, 0.2 could be a reasonable value, as low + * contrast edges are properly filtered by just 2x. + */ +#ifndef SMAA_THRESHOLD +# define SMAA_THRESHOLD 0.1 +#endif + +/** + * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection. + * + * Range: depends on the depth range of the scene. + */ +#ifndef SMAA_DEPTH_THRESHOLD +# define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) +#endif + +/** + * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the + * horizontal/vertical pattern searches, at each side of the pixel. + * + * In number of pixels, it's actually the double. So the maximum line length + * perfectly handled by, for example 16, is 64 (by perfectly, we meant that + * longer lines won't look as good, but still antialiased). + * + * Range: [0, 112] + */ +#ifndef SMAA_MAX_SEARCH_STEPS +# define SMAA_MAX_SEARCH_STEPS 16 +#endif + +/** + * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the + * diagonal pattern searches, at each side of the pixel. In this case we jump + * one pixel at time, instead of two. + * + * Range: [0, 20] + * + * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 + * steps), but it can have a significant impact on older machines. + * + * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing. + */ +#ifndef SMAA_MAX_SEARCH_STEPS_DIAG +# define SMAA_MAX_SEARCH_STEPS_DIAG 8 +#endif + +/** + * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded. + * + * Range: [0, 100] + * + * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing. + */ +#ifndef SMAA_CORNER_ROUNDING +# define SMAA_CORNER_ROUNDING 25 +#endif + +/** + * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times + * bigger contrast than current edge, current edge will be discarded. + * + * This allows to eliminate spurious crossing edges, and is based on the fact + * that, if there is too much contrast in a direction, that will hide + * perceptually contrast in the other neighbors. + */ +#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR +# define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 +#endif + +/** + * Predicated thresholding allows to better preserve texture details and to + * improve performance, by decreasing the number of detected edges using an + * additional buffer like the light accumulation buffer, object ids or even the + * depth buffer (the depth buffer usage may be limited to indoor or short range + * scenes). + * + * It locally decreases the luma or color threshold if an edge is found in an + * additional buffer (so the global threshold can be higher). + * + * This method was developed by Playstation EDGE MLAA team, and used in + * Killzone 3, by using the light accumulation buffer. More information here: + * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx + */ +#ifndef SMAA_PREDICATION +# define SMAA_PREDICATION 0 +#endif + +/** + * Threshold to be used in the additional predication buffer. + * + * Range: depends on the input, so you'll have to find the magic number that + * works for you. + */ +#ifndef SMAA_PREDICATION_THRESHOLD +# define SMAA_PREDICATION_THRESHOLD 0.01 +#endif + +/** + * How much to scale the global threshold used for luma or color edge + * detection when using predication. + * + * Range: [1, 5] + */ +#ifndef SMAA_PREDICATION_SCALE +# define SMAA_PREDICATION_SCALE 2.0 +#endif + +/** + * How much to locally decrease the threshold. + * + * Range: [0, 1] + */ +#ifndef SMAA_PREDICATION_STRENGTH +# define SMAA_PREDICATION_STRENGTH 0.4 +#endif + +/** + * Temporal reprojection allows to remove ghosting artifacts when using + * temporal supersampling. We use the CryEngine 3 method which also introduces + * velocity weighting. This feature is of extreme importance for totally + * removing ghosting. More information here: + * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf + * + * Note that you'll need to setup a velocity buffer for enabling reprojection. + * For static geometry, saving the previous depth buffer is a viable + * alternative. + */ +#ifndef SMAA_REPROJECTION +# define SMAA_REPROJECTION 0 +#endif + +/** + * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to + * remove ghosting trails behind the moving object, which are not removed by + * just using reprojection. Using low values will exhibit ghosting, while using + * high values will disable temporal supersampling under motion. + * + * Behind the scenes, velocity weighting removes temporal supersampling when + * the velocity of the subsamples differs (meaning they are different objects). + * + * Range: [0, 80] + */ +#ifndef SMAA_REPROJECTION_WEIGHT_SCALE +# define SMAA_REPROJECTION_WEIGHT_SCALE 30.0 +#endif + +/** + * On some compilers, discard cannot be used in vertex shaders. Thus, they need + * to be compiled separately. + */ +#ifndef SMAA_INCLUDE_VS +# define SMAA_INCLUDE_VS 1 +#endif +#ifndef SMAA_INCLUDE_PS +# define SMAA_INCLUDE_PS 1 +#endif + +//----------------------------------------------------------------------------- +// Texture Access Defines + +#ifndef SMAA_AREATEX_SELECT +# if defined(SMAA_HLSL_3) +# define SMAA_AREATEX_SELECT(sample) sample.ra +# else +# define SMAA_AREATEX_SELECT(sample) sample.rg +# endif +#endif + +#ifndef SMAA_SEARCHTEX_SELECT +# define SMAA_SEARCHTEX_SELECT(sample) sample.r +#endif + +#ifndef SMAA_DECODE_VELOCITY +# define SMAA_DECODE_VELOCITY(sample) sample.rg +#endif + +//----------------------------------------------------------------------------- +// Non-Configurable Defines + +#define SMAA_AREATEX_MAX_DISTANCE 16 +#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 +#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0)) +#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) +#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0) +#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0) +#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0) + +//----------------------------------------------------------------------------- +// Porting Functions + +#if defined(SMAA_HLSL_3) +# define SMAATexture2D(tex) sampler2D tex +# define SMAATexturePass2D(tex) tex +# define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +# define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) +# define SMAASampleLevelZeroOffset(tex, coord, offset) \ + tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0)) +# define SMAASample(tex, coord) tex2D(tex, coord) +# define SMAASamplePoint(tex, coord) tex2D(tex, coord) +# define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy) +# define SMAA_FLATTEN [flatten] +# define SMAA_BRANCH [branch] +#endif +#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1) +SamplerState LinearSampler +{ + Filter = MIN_MAG_LINEAR_MIP_POINT; + AddressU = Clamp; + AddressV = Clamp; +}; +SamplerState PointSampler +{ + Filter = MIN_MAG_MIP_POINT; + AddressU = Clamp; + AddressV = Clamp; +}; +# define SMAATexture2D(tex) Texture2D tex +# define SMAATexturePass2D(tex) tex +# define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0) +# define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0) +# define SMAASampleLevelZeroOffset(tex, coord, offset) \ + tex.SampleLevel(LinearSampler, coord, 0, offset) +# define SMAASample(tex, coord) tex.Sample(LinearSampler, coord) +# define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord) +# define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset) +# define SMAA_FLATTEN [flatten] +# define SMAA_BRANCH [branch] +# define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex +# define SMAALoad(tex, pos, sample) tex.Load(pos, sample) +# if defined(SMAA_HLSL_4_1) +# define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0) +# endif +#endif +#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) +# define SMAATexture2D(tex) sampler2D tex +# define SMAATexturePass2D(tex) tex +# define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) +# define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0) +# define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset) +# define SMAASample(tex, coord) texture(tex, coord) +# define SMAASamplePoint(tex, coord) texture(tex, coord) +# define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset) +# define SMAA_FLATTEN +# define SMAA_BRANCH +# define lerp(a, b, t) mix(a, b, t) +# define saturate(a) clamp(a, 0.0, 1.0) +# if defined(SMAA_GLSL_4) +# define mad(a, b, c) fma(a, b, c) +# define SMAAGather(tex, coord) textureGather(tex, coord) +# else +# define mad(a, b, c) (a * b + c) +# endif +# define float2 vec2 +# define float3 vec3 +# define float4 vec4 +# define int2 ivec2 +# define int3 ivec3 +# define int4 ivec4 +# define bool2 bvec2 +# define bool3 bvec3 +# define bool4 bvec4 +#endif + +#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && \ + !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL) +# error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL +#endif + +//----------------------------------------------------------------------------- +// Misc functions + +/** + * Gathers current pixel, and the top-left neighbors. + */ +float3 SMAAGatherNeighbours(float2 texcoord, float4 offset[3], SMAATexture2D(tex)) +{ +#ifdef SMAAGather + return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; +#else + float P = SMAASamplePoint(tex, texcoord).r; + float Pleft = SMAASamplePoint(tex, offset[0].xy).r; + float Ptop = SMAASamplePoint(tex, offset[0].zw).r; + return float3(P, Pleft, Ptop); +#endif +} + +/** + * Adjusts the threshold by means of predication. + */ +float2 SMAACalculatePredicatedThreshold(float2 texcoord, + float4 offset[3], + SMAATexture2D(predicationTex)) +{ + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex)); + float2 delta = abs(neighbours.xx - neighbours.yz); + float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); + return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); +} + +/** + * Conditional move: + */ +void SMAAMovc(bool2 cond, inout float2 variable, float2 value) +{ + SMAA_FLATTEN if (cond.x) variable.x = value.x; + SMAA_FLATTEN if (cond.y) variable.y = value.y; +} + +void SMAAMovc(bool4 cond, inout float4 variable, float4 value) +{ + SMAAMovc(cond.xy, variable.xy, value.xy); + SMAAMovc(cond.zw, variable.zw, value.zw); +} + +#if SMAA_INCLUDE_VS +//----------------------------------------------------------------------------- +// Vertex Shaders + +/** + * Edge Detection Vertex Shader + */ +void SMAAEdgeDetectionVS(float2 texcoord, out float4 offset[3]) +{ + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), texcoord.xyxy); + offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy); +} + +/** + * Blend Weight Calculation Vertex Shader + */ +void SMAABlendingWeightCalculationVS(float2 texcoord, out float2 pixcoord, out float4 offset[3]) +{ + pixcoord = texcoord * SMAA_RT_METRICS.zw; + + // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): + offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy); + offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy); + + // And these for the searches, they indicate the ends of the loops: + offset[2] = mad(SMAA_RT_METRICS.xxyy, + float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS), + float4(offset[0].xz, offset[1].yw)); +} + +/** + * Neighborhood Blending Vertex Shader + */ +void SMAANeighborhoodBlendingVS(float2 texcoord, out float4 offset) +{ + offset = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), texcoord.xyxy); +} +#endif // SMAA_INCLUDE_VS + +#if SMAA_INCLUDE_PS +//----------------------------------------------------------------------------- +// Edge Detection Pixel Shaders (First Pass) + +/** + * Luma Edge Detection + * + * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAALumaEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) +# if SMAA_PREDICATION + , + SMAATexture2D(predicationTex) +# endif +) +{ +// Calculate the threshold: +# if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold( + texcoord, offset, SMAATexturePass2D(predicationTex)); +# else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); +# endif + + // Calculate lumas: + float4 weights = float4(0.2126 * 0.5, 0.7152 * 0.5, 0.0722 * 0.5, 0.5); + float L = dot(SMAASamplePoint(colorTex, texcoord).rgba, weights); + + float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgba, weights); + float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgba, weights); + + // We do the usual threshold: + float4 delta; + delta.xy = abs(L - float2(Lleft, Ltop)); + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgba, weights); + float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgba, weights); + delta.zw = abs(L - float2(Lright, Lbottom)); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgba, weights); + float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgba, weights); + delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop)); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: +# if !defined(SHADER_API_OPENGL) + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); +# endif + + return edges; +} + +/** + * Color Edge Detection + * + * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and + * thus 'colorTex' should be a non-sRGB texture. + */ +float2 SMAAColorEdgeDetectionPS(float2 texcoord, + float4 offset[3], + SMAATexture2D(colorTex) +# if SMAA_PREDICATION + , + SMAATexture2D(predicationTex) +# endif +) +{ +// Calculate the threshold: +# if SMAA_PREDICATION + float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex); +# else + float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); +# endif + + // Calculate color deltas: + float4 delta; + float3 C = SMAASamplePoint(colorTex, texcoord).rgb; + + float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb; + float3 t = abs(C - Cleft); + delta.x = max(max(t.r, t.g), t.b); + + float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb; + t = abs(C - Ctop); + delta.y = max(max(t.r, t.g), t.b); + + // We do the usual threshold: + float2 edges = step(threshold, delta.xy); + + // Then discard if there is no edge: + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + // Calculate right and bottom deltas: + float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb; + t = abs(C - Cright); + delta.z = max(max(t.r, t.g), t.b); + + float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb; + t = abs(C - Cbottom); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the maximum delta in the direct neighborhood: + float2 maxDelta = max(delta.xy, delta.zw); + + // Calculate left-left and top-top deltas: + float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb; + t = abs(C - Cleftleft); + delta.z = max(max(t.r, t.g), t.b); + + float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb; + t = abs(C - Ctoptop); + delta.w = max(max(t.r, t.g), t.b); + + // Calculate the final maximum delta: + maxDelta = max(maxDelta.xy, delta.zw); + float finalDelta = max(maxDelta.x, maxDelta.y); + + // Local contrast adaptation: +# if !defined(SHADER_API_OPENGL) + edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); +# endif + + return edges; +} + +/** + * Depth Edge Detection + */ +float2 SMAADepthEdgeDetectionPS(float2 texcoord, float4 offset[3], SMAATexture2D(depthTex)) +{ + float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex)); + float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z)); + float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); + + if (dot(edges, float2(1.0, 1.0)) == 0.0) + discard; + + return edges; +} + +//----------------------------------------------------------------------------- +// Diagonal Search Functions + +# if !defined(SMAA_DISABLE_DIAG_DETECTION) + +/** + * Allows to decode two binary values from a bilinear-filtered access. + */ +float2 SMAADecodeDiagBilinearAccess(float2 e) +{ + // Bilinear access for fetching 'e' have a 0.25 offset, and we are + // interested in the R and G edges: + // + // +---G---+-------+ + // | x o R x | + // +-------+-------+ + // + // Then, if one of these edge is enabled: + // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0 + // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0 + // + // This function will unpack the values (mad + mul + round): + // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1 + e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75); + return round(e); +} + +float4 SMAADecodeDiagBilinearAccess(float4 e) +{ + e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75); + return round(e); +} + +/** + * These functions allows to perform diagonal pattern searches. + */ +float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) +{ + float4 coord = float4(texcoord, -1.0, 1.0); + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) +{ + float4 coord = float4(texcoord, -1.0, 1.0); + coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization + float3 t = float3(SMAA_RT_METRICS.xy, 1.0); + while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9) { + coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); + + // @SearchDiag2Optimization + // Fetch both edges at once using bilinear filtering: + e = SMAASampleLevelZero(edgesTex, coord.xy).rg; + e = SMAADecodeDiagBilinearAccess(e); + + // Non-optimized version: + // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g; + // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r; + + coord.w = dot(e, float2(0.5, 0.5)); + } + return coord.zw; +} + +/** + * Similar to SMAAArea, this calculates the area corresponding to a certain + * diagonal distance and crossing edges 'e'. + */ +float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) +{ + float2 texcoord = mad( + float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Diagonal areas are on the second half of the texture: + texcoord.x += 0.5; + + // Move to proper place, according to the subpixel offset: + texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +/** + * This searches for diagonal patterns and returns the corresponding weights. + */ +float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), + SMAATexture2D(areaTex), + float2 texcoord, + float2 e, + float4 subsampleIndices) +{ + float2 weights = float2(0.0, 0.0); + + // Search for the line ends: + float4 d; + float2 end; + if (e.r > 0.0) { + d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end); + d.x += float(end.y > 0.9); + } + else + d.xz = float2(0.0, 0.0); + d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad( + float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2(1, 0)).rg; + c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw); + + // Non-optimized version: + // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + // float4 c; + // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r; + // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g; + // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r; + + // Merge crossing edges at each side into a single value: + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z); + } + + // Search for the line ends: + d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end); + if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) { + d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end); + d.y += float(end.y > 0.9); + } + else + d.yw = float2(0.0, 0.0); + + SMAA_BRANCH + if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 + // Fetch the crossing edges: + float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); + float4 c; + c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; + c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(0, -1)).r; + c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2(1, 0)).gr; + float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); + + // Remove the crossing edge if we didn't found the end of the line: + SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); + + // Fetch the areas for this line: + weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr; + } + + return weights; +} +# endif + +//----------------------------------------------------------------------------- +// Horizontal/Vertical Search Functions + +/** + * This allows to determine how much length should we add in the last step + * of the searches. It takes the bilinearly interpolated edge (see + * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and + * crossing edges are active. + */ +float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) +{ + // The texture is flipped vertically, with left and right cases taking half + // of the space horizontally: + float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0); + float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0); + + // Scale and bias to access texel centers: + scale += float2(-1.0, 1.0); + bias += float2(0.5, -0.5); + + // Convert from pixel coordinates to texcoords: + // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped) + scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; + + // Lookup the search texture: + return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias))); +} + +/** + * Horizontal/vertical search functions for the 2nd pass. + */ +float SMAASearchXLeft(SMAATexture2D(edgesTex), + SMAATexture2D(searchTex), + float2 texcoord, + float end) +{ + /** + * @PSEUDO_GATHER4 + * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to + * sample between edge, thus fetching four edges in a row. + * Sampling with different offsets in each direction allows to disambiguate + * which edges are active from the four fetched ones. + */ + float2 e = float2(0.0, 1.0); + while (texcoord.x > end && e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + + float offset = mad( + -(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25); + return mad(SMAA_RT_METRICS.x, offset, texcoord.x); + + // Non-optimized version: + // We correct the previous (-0.25, -0.125) offset we applied: + // texcoord.x += 0.25 * SMAA_RT_METRICS.x; + + // The searches are bias by 1, so adjust the coords accordingly: + // texcoord.x += SMAA_RT_METRICS.x; + + // Disambiguate the length added by the last step: + // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step + // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * + // SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0); return mad(SMAA_RT_METRICS.x, offset, + // texcoord.x); +} + +float SMAASearchXRight(SMAATexture2D(edgesTex), + SMAATexture2D(searchTex), + float2 texcoord, + float end) +{ + float2 e = float2(0.0, 1.0); + while (texcoord.x < end && e.g > 0.8281 && // Is there some edge not activated? + e.r == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad( + -(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.x, offset, texcoord.x); +} + +float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) +{ + float2 e = float2(1.0, 0.0); + while (texcoord.y > end && e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad( + -(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25); + return mad(SMAA_RT_METRICS.y, offset, texcoord.y); +} + +float SMAASearchYDown(SMAATexture2D(edgesTex), + SMAATexture2D(searchTex), + float2 texcoord, + float end) +{ + float2 e = float2(1.0, 0.0); + while (texcoord.y < end && e.r > 0.8281 && // Is there some edge not activated? + e.g == 0.0) { // Or is there a crossing edge that breaks the line? + e = SMAASampleLevelZero(edgesTex, texcoord).rg; + texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); + } + float offset = mad( + -(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25); + return mad(-SMAA_RT_METRICS.y, offset, texcoord.y); +} + +/** + * Ok, we have the distance and both crossing edges. So, what are the areas + * at each side of current edge? + */ +float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) +{ + // Rounding prevents precision errors of bilinear filtering: + float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), + round(4.0 * float2(e1, e2)), + dist); + + // We do a scale and bias for mapping to texel space: + texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); + + // Move to proper place, according to the subpixel offset: + texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y); + + // Do it! + return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); +} + +//----------------------------------------------------------------------------- +// Corner Detection Functions + +void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), + inout float2 weights, + float4 texcoord, + float2 d) +{ +# if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line. + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r; + + weights *= saturate(factor); +# endif +} + +void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), + inout float2 weights, + float4 texcoord, + float2 d) +{ +# if !defined(SMAA_DISABLE_CORNER_DETECTION) + float2 leftRight = step(d.xy, d.yx); + float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; + + rounding /= leftRight.x + leftRight.y; + + float2 factor = float2(1.0, 1.0); + factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(1, 0)).g; + factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).g; + factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; + factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g; + + weights *= saturate(factor); +# endif +} + +//----------------------------------------------------------------------------- +// Blending Weight Calculation Pixel Shader (Second Pass) + +float4 SMAABlendingWeightCalculationPS(float2 texcoord, + float2 pixcoord, + float4 offset[3], + SMAATexture2D(edgesTex), + SMAATexture2D(areaTex), + SMAATexture2D(searchTex), + float4 subsampleIndices) +{ // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES. + float4 weights = float4(0.0, 0.0, 0.0, 0.0); + + float2 e = SMAASample(edgesTex, texcoord).rg; + + SMAA_BRANCH + if (e.g > 0.0) { // Edge at north +# if !defined(SMAA_DISABLE_DIAG_DETECTION) + // Diagonals have both north and west edges, so searching for them in + // one of the boundaries is enough. + weights.rg = SMAACalculateDiagWeights( + SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices); + + // We give priority to diagonals, so if we find a diagonal we skip + // horizontal/vertical processing. + SMAA_BRANCH + if (weights.r == -weights.g) { // weights.r + weights.g == 0.0 +# endif + + float2 d; + + // Find the distance to the left: + float3 coords; + coords.x = SMAASearchXLeft( + SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x); + coords.y = + offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET) + d.x = coords.x; + + // Now fetch the left crossing edges, two at a time using bilinear + // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to + // discern what value each edge has: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r; + + // Find the distance to the right: + coords.z = SMAASearchXRight( + SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y); + d.y = coords.z; + + // We want the distances to be in pixel units (doing this here allow to + // better interleave arithmetic and memory accesses): + d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the right crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r; + + // Ok, we know how this pattern looks like, now it is time for getting + // the actual area: + weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y); + + // Fix corners: + coords.y = texcoord.y; + SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d); + +# if !defined(SMAA_DISABLE_DIAG_DETECTION) + } + else + e.r = 0.0; // Skip vertical processing. +# endif + } + + SMAA_BRANCH + if (e.r > 0.0) { // Edge at west + float2 d; + + // Find the distance to the top: + float3 coords; + coords.y = SMAASearchYUp( + SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z); + coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x; + d.x = coords.y; + + // Fetch the top crossing edges: + float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g; + + // Find the distance to the bottom: + coords.z = SMAASearchYDown( + SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w); + d.y = coords.z; + + // We want the distances to be in pixel units: + d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy))); + + // SMAAArea below needs a sqrt, as the areas texture is compressed + // quadratically: + float2 sqrt_d = sqrt(d); + + // Fetch the bottom crossing edges: + float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g; + + // Get the area for this direction: + weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x); + + // Fix corners: + coords.x = texcoord.x; + SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d); + } + + return weights; +} + +//----------------------------------------------------------------------------- +// Neighborhood Blending Pixel Shader (Third Pass) + +float4 SMAANeighborhoodBlendingPS(float2 texcoord, + float4 offset, + SMAATexture2D(colorTex), + SMAATexture2D(blendTex) +# if SMAA_REPROJECTION + , + SMAATexture2D(velocityTex) +# endif +) +{ + // Fetch the blending weights for current pixel: + float4 a; + a.x = SMAASample(blendTex, offset.xy).a; // Right + a.y = SMAASample(blendTex, offset.zw).g; // Top + a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left + + // Is there any blending weight with a value greater than 0.0? + SMAA_BRANCH + if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) { + float4 color = SMAASampleLevelZero(colorTex, texcoord); + +# if SMAA_REPROJECTION + float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); +# endif + + return color; + } + else { + bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) + + // Calculate the blending offsets: + float4 blendingOffset = float4(0.0, a.y, 0.0, a.w); + float2 blendingWeight = a.yw; + SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0)); + SMAAMovc(bool2(h, h), blendingWeight, a.xz); + blendingWeight /= dot(blendingWeight, float2(1.0, 1.0)); + + // Calculate the texture coordinates: + float4 blendingCoord = mad( + blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy); + + // We exploit bilinear filtering to mix current pixel with the chosen + // neighbor: + float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy); + color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw); + +# if SMAA_REPROJECTION + // Antialias velocity for proper reprojection in a later stage: + float2 velocity = blendingWeight.x * + SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy)); + velocity += blendingWeight.y * + SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw)); + + // Pack velocity into the alpha channel: + color.a = sqrt(5.0 * length(velocity)); +# endif + + return color; + } +} + +//----------------------------------------------------------------------------- +// Temporal Resolve Pixel Shader (Optional Pass) + +float4 SMAAResolvePS(float2 texcoord, + SMAATexture2D(currentColorTex), + SMAATexture2D(previousColorTex) +# if SMAA_REPROJECTION + , + SMAATexture2D(velocityTex) +# endif +) +{ +# if SMAA_REPROJECTION + // Velocity is assumed to be calculated for motion blur, so we need to + // inverse it for reprojection: + float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg); + + // Fetch current pixel: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + + // Reproject current coordinates and fetch previous pixel: + float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity); + + // Attenuate the previous pixel if the velocity is different: + float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0; + float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE); + + // Blend the pixels according to the calculated weight: + return lerp(current, previous, weight); +# else + // Just blend the pixels: + float4 current = SMAASamplePoint(currentColorTex, texcoord); + float4 previous = SMAASamplePoint(previousColorTex, texcoord); + return lerp(current, previous, 0.5); +# endif +} + +//----------------------------------------------------------------------------- +// Separate Multisamples Pixel Shader (Optional Pass) + +# ifdef SMAALoad +void SMAASeparatePS(float4 position, + float2 texcoord, + out float4 target0, + out float4 target1, + SMAATexture2DMS2(colorTexMS)) +{ + int2 pos = int2(position.xy); + target0 = SMAALoad(colorTexMS, pos, 0); + target1 = SMAALoad(colorTexMS, pos, 1); +} +# endif + +//----------------------------------------------------------------------------- +#endif // SMAA_INCLUDE_PS diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index 76089d1ae41..1a28a307163 100644 --- a/source/blender/draw/modes/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -24,6 +24,50 @@ layout(std140) uniform viewBlock _world_clip_planes_calc_clip_distance(p, clipPlanes) #endif +#ifdef COMMON_GLOBALS_LIB +float mul_project_m4_v3_zfac(in vec3 co) +{ + return pixelFac * ((ViewProjectionMatrix[0][3] * co.x) + (ViewProjectionMatrix[1][3] * co.y) + + (ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3]); +} +#endif + +/* Not the right place but need to be common to all overlay's. + * TODO Split to an overlay lib. */ +mat4 extract_matrix_packed_data(mat4 mat, out vec4 dataA, out vec4 dataB) +{ + const float div = 1.0 / 255.0; + int a = int(mat[0][3]); + int b = int(mat[1][3]); + int c = int(mat[2][3]); + int d = int(mat[3][3]); + dataA = vec4(a & 0xFF, a >> 8, b & 0xFF, b >> 8) * div; + dataB = vec4(c & 0xFF, c >> 8, d & 0xFF, d >> 8) * div; + mat[0][3] = mat[1][3] = mat[2][3] = 0.0; + mat[3][3] = 1.0; + return mat; +} + +/* Same here, Not the right place but need to be common to all overlay's. + * TODO Split to an overlay lib. */ +/* edge_start and edge_pos needs to be in the range [0..sizeViewport]. */ +vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos) +{ + vec2 edge = edge_start - edge_pos; + float len = length(edge); + if (len > 0.0) { + edge /= len; + vec2 perp = vec2(-edge.y, edge.x); + float dist = dot(perp, frag_co - edge_start); + /* Add 0.1 to diffenrentiate with cleared pixels. */ + return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 0.0); + } + else { + /* Default line if the origin is perfectly aligned with a pixel. */ + return vec4(1.0, 0.0, 0.5 + 0.1, 0.0); + } +} + uniform int resourceChunk; #ifdef GPU_VERTEX_SHADER @@ -33,7 +77,7 @@ uniform int resourceChunk; uniform int baseInstance; # endif -# ifdef IN_PLACE_INSTANCES +# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTRIB) /* When drawing instances of an object at the same position. */ # define instanceId 0 # elif defined(GPU_DEPRECATED_AMD_DRIVER) @@ -71,7 +115,8 @@ flat in int resourceIDFrag; # define resource_id resourceIDFrag #endif -#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) +#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && \ + !defined(INSTANCED_ATTRIB) struct ObjectMatrices { mat4 drw_modelMatrix; mat4 drw_modelMatrixInverse; @@ -135,3 +180,8 @@ uniform mat4 ModelMatrixInverse; #else # define GPU_INTEL_VERTEX_SHADER_WORKAROUND #endif + +#define DRW_BASE_SELECTED (1 << 1) +#define DRW_BASE_FROM_DUPLI (1 << 2) +#define DRW_BASE_FROM_SET (1 << 3) +#define DRW_BASE_ACTIVE (1 << 4) diff --git a/source/blender/draw/intern/smaa_textures.h b/source/blender/draw/intern/smaa_textures.h new file mode 100644 index 00000000000..0e1d1cb3489 --- /dev/null +++ b/source/blender/draw/intern/smaa_textures.h @@ -0,0 +1,15076 @@ +/** + * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) + * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) + * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) + * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) + * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is furnished to + * do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. As clarification, there + * is no requirement that the copyright notice and permission be included in + * binary distributions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#ifndef __SMAA_TEXTURES_H__ +#define __SMAA_TEXTURES_H__ + +#define AREATEX_WIDTH 160 +#define AREATEX_HEIGHT 560 +#define AREATEX_PITCH (AREATEX_WIDTH * 2) +#define AREATEX_SIZE (AREATEX_HEIGHT * AREATEX_PITCH) + +/** + * Stored in R8G8 format. Load it in the following format: + * - DX10: DXGI_FORMAT_R8G8_UNORM + */ +static const unsigned char areaTexBytes[] = { + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + +#define SEARCHTEX_WIDTH 64 +#define SEARCHTEX_HEIGHT 16 +#define SEARCHTEX_PITCH SEARCHTEX_WIDTH +#define SEARCHTEX_SIZE (SEARCHTEX_HEIGHT * SEARCHTEX_PITCH) + +/** + * Stored in R8 format. Load it in the following format: + * - DX10: DXGI_FORMAT_R8_UNORM + */ +static const unsigned char searchTexBytes[] = { + 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, + 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0xfe, 0x7f, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, + 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, + 0x7f, 0xfe, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, +}; + +#endif /* __SMAA_TEXTURES_H__ */
\ No newline at end of file diff --git a/source/blender/draw/modes/draw_mode_engines.h b/source/blender/draw/modes/draw_mode_engines.h deleted file mode 100644 index 0d3d5cf7c59..00000000000 --- a/source/blender/draw/modes/draw_mode_engines.h +++ /dev/null @@ -1,42 +0,0 @@ -/* - * 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_MODE_ENGINES_H__ -#define __DRAW_MODE_ENGINES_H__ - -extern DrawEngineType draw_engine_object_type; -extern DrawEngineType draw_engine_edit_armature_type; -extern DrawEngineType draw_engine_edit_curve_type; -extern DrawEngineType draw_engine_edit_lattice_type; -extern DrawEngineType draw_engine_edit_mesh_type; -extern DrawEngineType draw_engine_edit_metaball_type; -extern DrawEngineType draw_engine_edit_text_type; -extern DrawEngineType draw_engine_motion_path_type; -extern DrawEngineType draw_engine_paint_texture_type; -extern DrawEngineType draw_engine_paint_vertex_type; -extern DrawEngineType draw_engine_particle_type; -extern DrawEngineType draw_engine_pose_type; -extern DrawEngineType draw_engine_sculpt_type; -extern DrawEngineType draw_engine_overlay_type; -extern DrawEngineType draw_engine_gpencil_type; - -#endif /* __DRAW_MODE_ENGINES_H__ */ diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c deleted file mode 100644 index 20195b7d9f9..00000000000 --- a/source/blender/draw/modes/edit_armature_mode.c +++ /dev/null @@ -1,203 +0,0 @@ -/* - * 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 "ED_view3d.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); - - 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_ALPHA); - - /* 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_ALPHA; - psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state); - - /* distance outline around envelope bones */ - state = DRW_STATE_BLEND_ADD | 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_ALPHA; - psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state); - } - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND_ALPHA; - 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; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0; - bool transp = (stl->g_data->transparent_bones || (ob->dt <= OB_WIRE)) || - XRAY_FLAG_ENABLED(draw_ctx->v3d); - - 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], - .custom_shapes = NULL, /* Not needed in edit mode. */ - }; - 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(); - - if (DRW_state_is_select()) { - DRW_draw_pass(psl->bone_outline[0]); - DRW_draw_pass(psl->bone_solid[0]); - DRW_draw_pass(psl->bone_wire[0]); - DRW_draw_pass(psl->bone_outline[1]); - DRW_draw_pass(psl->bone_solid[1]); - DRW_draw_pass(psl->bone_wire[1]); - return; - } - - 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, -}; diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c deleted file mode 100644 index afaaba0712f..00000000000 --- a/source/blender/draw/modes/edit_curve_mode.c +++ /dev/null @@ -1,375 +0,0 @@ -/* - * 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_curve_types.h" -#include "DNA_view3d_types.h" - -#include "BKE_object.h" - -/* If builtin shaders are needed */ -#include "GPU_shader.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -/* If needed, contains all global/Theme colors - * Add needed theme colors / values to DRW_globals_update() and update UBO - * Not needed for constant color. */ - -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_edit_curve_overlay_loosevert_vert_glsl[]; -extern char datatoc_edit_curve_overlay_normals_vert_glsl[]; -extern char datatoc_edit_curve_overlay_handle_vert_glsl[]; -extern char datatoc_edit_curve_overlay_handle_geom_glsl[]; - -extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; -extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; - -/* *********** LISTS *********** */ -/* All lists are per viewport specific datas. - * They are all free when viewport changes engines - * or is free itself. Use EDIT_CURVE_engine_init() to - * initialize most of them and EDIT_CURVE_cache_init() - * for EDIT_CURVE_PassList */ - -typedef struct EDIT_CURVE_PassList { - struct DRWPass *wire_pass; - struct DRWPass *wire_pass_xray; - struct DRWPass *overlay_edge_pass; - struct DRWPass *overlay_vert_pass; -} EDIT_CURVE_PassList; - -typedef struct EDIT_CURVE_StorageList { - struct CustomStruct *block; - struct EDIT_CURVE_PrivateData *g_data; -} EDIT_CURVE_StorageList; - -typedef struct EDIT_CURVE_Data { - void *engine_type; /* Required */ - DRWViewportEmptyList *fbl; - DRWViewportEmptyList *txl; - EDIT_CURVE_PassList *psl; - EDIT_CURVE_StorageList *stl; -} EDIT_CURVE_Data; - -/* *********** STATIC *********** */ - -typedef struct EDIT_CURVE_Shaders { - GPUShader *wire_sh; - GPUShader *wire_normals_sh; - GPUShader *overlay_edge_sh; /* handles and nurbs control cage */ - GPUShader *overlay_vert_sh; -} EDIT_CURVE_Shaders; - -static struct { - EDIT_CURVE_Shaders sh_data[GPU_SHADER_CFG_LEN]; -} e_data = {{{NULL}}}; /* Engine data */ - -typedef struct EDIT_CURVE_PrivateData { - /* resulting curve as 'wire' for curves (and optionally normals) */ - DRWShadingGroup *wire_shgrp; - DRWShadingGroup *wire_shgrp_xray; - DRWShadingGroup *wire_normals_shgrp; - DRWShadingGroup *wire_normals_shgrp_xray; - - DRWShadingGroup *overlay_edge_shgrp; - DRWShadingGroup *overlay_vert_shgrp; - - int show_handles; -} EDIT_CURVE_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -/* Init Textures, Framebuffers, Storage and Shaders. - * It is called for every frames. - * (Optional) */ -static void EDIT_CURVE_engine_init(void *UNUSED(vedata)) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - EDIT_CURVE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; - - if (!sh_data->wire_sh) { - sh_data->wire_sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR, - draw_ctx->sh_cfg); - } - - if (!sh_data->wire_normals_sh) { - sh_data->wire_normals_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_edit_curve_overlay_normals_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define IN_PLACE_INSTANCES\n", NULL}, - }); - } - - if (!sh_data->overlay_edge_sh) { - sh_data->overlay_edge_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_edit_curve_overlay_handle_vert_glsl, - NULL}, - .geom = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_edit_curve_overlay_handle_geom_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - if (!sh_data->overlay_vert_sh) { - sh_data->overlay_vert_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_edit_curve_overlay_loosevert_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } -} - -static void EDIT_CURVE_wire_shgrp_create(EDIT_CURVE_Shaders *sh_data, - const View3D *v3d, - const RegionView3D *rv3d, - DRWPass *pass, - DRWShadingGroup **wire_shgrp, - DRWShadingGroup **wire_normals_shgrp) -{ - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->wire_sh, pass); - DRW_shgroup_uniform_vec4(grp, "color", G_draw.block.colorWireEdit, 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - *wire_shgrp = grp; - - grp = DRW_shgroup_create(sh_data->wire_normals_sh, pass); - DRW_shgroup_uniform_vec4(grp, "color", G_draw.block.colorWireEdit, 1); - DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - *wire_normals_shgrp = grp; -} - -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ -static void EDIT_CURVE_cache_init(void *vedata) -{ - EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl; - EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - const RegionView3D *rv3d = draw_ctx->rv3d; - EDIT_CURVE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); - } - - stl->g_data->show_handles = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0; - - { - DRWShadingGroup *grp; - - /* Center-Line (wire) */ - psl->wire_pass = DRW_pass_create( - "Curve Wire", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); - EDIT_CURVE_wire_shgrp_create(sh_data, - v3d, - rv3d, - psl->wire_pass, - &stl->g_data->wire_shgrp, - &stl->g_data->wire_normals_shgrp); - - psl->wire_pass_xray = DRW_pass_create( - "Curve Wire Xray", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); - EDIT_CURVE_wire_shgrp_create(sh_data, - v3d, - rv3d, - psl->wire_pass_xray, - &stl->g_data->wire_shgrp_xray, - &stl->g_data->wire_normals_shgrp_xray); - - psl->overlay_edge_pass = DRW_pass_create("Curve Handle Overlay", - DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA); - - grp = DRW_shgroup_create(sh_data->overlay_edge_sh, psl->overlay_edge_pass); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_bool(grp, "showCurveHandles", &stl->g_data->show_handles, 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - stl->g_data->overlay_edge_shgrp = grp; - - psl->overlay_vert_pass = DRW_pass_create("Curve Vert Overlay", DRW_STATE_WRITE_COLOR); - - grp = DRW_shgroup_create(sh_data->overlay_vert_sh, psl->overlay_vert_pass); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - stl->g_data->overlay_vert_shgrp = grp; - } -} - -/* Add geometry to shadingGroups. Execute for each objects */ -static void EDIT_CURVE_cache_populate(void *vedata, Object *ob) -{ - EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - - if (ob->type == OB_CURVE) { - if (BKE_object_is_in_editmode(ob)) { - Curve *cu = ob->data; - /* Get geometry cache */ - struct GPUBatch *geom; - - DRWShadingGroup *wire_shgrp, *wire_normals_shgrp; - - if (ob->dtx & OB_DRAWXRAY) { - wire_shgrp = stl->g_data->wire_shgrp_xray; - wire_normals_shgrp = stl->g_data->wire_normals_shgrp_xray; - } - else { - wire_shgrp = stl->g_data->wire_shgrp; - wire_normals_shgrp = stl->g_data->wire_normals_shgrp; - } - - geom = DRW_cache_curve_edge_wire_get(ob); - if (geom) { - DRW_shgroup_call_no_cull(wire_shgrp, geom, ob); - } - - if ((cu->flag & CU_3D) && (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_NORMALS) != 0) { - geom = DRW_cache_curve_edge_normal_get(ob); - DRW_shgroup_call_instances(wire_normals_shgrp, ob, geom, 2); - } - - geom = DRW_cache_curve_edge_overlay_get(ob); - if (geom) { - DRW_shgroup_call_no_cull(stl->g_data->overlay_edge_shgrp, geom, ob); - } - - geom = DRW_cache_curve_vert_overlay_get(ob, stl->g_data->show_handles); - if (geom) { - DRW_shgroup_call_no_cull(stl->g_data->overlay_vert_shgrp, geom, ob); - } - } - } - - if (ob->type == OB_SURF) { - if (BKE_object_is_in_editmode(ob)) { - struct GPUBatch *geom = DRW_cache_curve_edge_overlay_get(ob); - if (geom) { - DRW_shgroup_call_no_cull(stl->g_data->overlay_edge_shgrp, geom, ob); - } - - geom = DRW_cache_curve_vert_overlay_get(ob, false); - if (geom) { - DRW_shgroup_call_no_cull(stl->g_data->overlay_vert_shgrp, geom, ob); - } - } - } -} - -/* Draw time ! Control rendering pipeline from here */ -static void EDIT_CURVE_draw_scene(void *vedata) -{ - EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl; - - /* Default framebuffer and texture */ - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - if (!DRW_pass_is_empty(psl->wire_pass)) { - MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); - - DRW_draw_pass(psl->wire_pass); - - MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl); - } - - /* Unfortunately this pass cannot be AA'd without - * MULTISAMPLE_SYNC_DISABLE_NO_DEPTH. While it's - * quite unlikely to happen to multi-edit curves - * with a mix of xray enabled/disabled we still - * support this case. */ - if (!DRW_pass_is_empty(psl->wire_pass_xray)) { - MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); - - DRW_draw_pass(psl->wire_pass_xray); - - MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl); - } - - /* These passes don't write to depth and are AA'ed using other tricks. */ - DRW_draw_pass(psl->overlay_edge_pass); - DRW_draw_pass(psl->overlay_vert_pass); -} - -/* Cleanup when destroying the engine. - * This is not per viewport ! only when quitting blender. - * Mostly used for freeing shaders */ -static void EDIT_CURVE_engine_free(void) -{ - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - EDIT_CURVE_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - /* Don't free builtins. */ - sh_data->wire_sh = NULL; - GPUShader **sh_data_as_array = (GPUShader **)sh_data; - for (int i = 0; i < (sizeof(EDIT_CURVE_Shaders) / sizeof(GPUShader *)); i++) { - DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); - } - } -} - -static const DrawEngineDataSize EDIT_CURVE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_CURVE_Data); - -DrawEngineType draw_engine_edit_curve_type = { - NULL, - NULL, - N_("EditCurveMode"), - &EDIT_CURVE_data_size, - &EDIT_CURVE_engine_init, - &EDIT_CURVE_engine_free, - &EDIT_CURVE_cache_init, - &EDIT_CURVE_cache_populate, - NULL, - NULL, /* draw_background but not needed by mode engines */ - &EDIT_CURVE_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c deleted file mode 100644 index 0fb8f555819..00000000000 --- a/source/blender/draw/modes/edit_lattice_mode.c +++ /dev/null @@ -1,297 +0,0 @@ -/* - * 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 "BKE_object.h" - -/* If builtin shaders are needed */ -#include "GPU_shader.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; - -extern char datatoc_edit_lattice_overlay_loosevert_vert_glsl[]; -extern char datatoc_edit_lattice_overlay_frag_glsl[]; - -/* *********** LISTS *********** */ -/* All lists are per viewport specific datas. - * They are all free when viewport changes engines - * or is free itself. Use EDIT_LATTICE_engine_init() to - * initialize most of them and EDIT_LATTICE_cache_init() - * for EDIT_LATTICE_PassList */ - -typedef struct EDIT_LATTICE_PassList { - /* Declare all passes here and init them in - * EDIT_LATTICE_cache_init(). - * Only contains (DRWPass *) */ - struct DRWPass *wire_pass; - struct DRWPass *vert_pass; -} EDIT_LATTICE_PassList; - -typedef struct EDIT_LATTICE_FramebufferList { - /* Contains all framebuffer objects needed by this engine. - * Only contains (GPUFrameBuffer *) */ - struct GPUFrameBuffer *fb; -} EDIT_LATTICE_FramebufferList; - -typedef struct EDIT_LATTICE_TextureList { - /* Contains all framebuffer textures / utility textures - * needed by this engine. Only viewport specific textures - * (not per object). Only contains (GPUTexture *) */ - struct GPUTexture *texture; -} EDIT_LATTICE_TextureList; - -typedef struct EDIT_LATTICE_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 EDIT_LATTICE_PrivateData *g_data; -} EDIT_LATTICE_StorageList; - -typedef struct EDIT_LATTICE_Data { - /* Struct returned by DRW_viewport_engine_data_ensure. - * If you don't use one of these, just make it a (void *) */ - // void *fbl; - void *engine_type; /* Required */ - EDIT_LATTICE_FramebufferList *fbl; - EDIT_LATTICE_TextureList *txl; - EDIT_LATTICE_PassList *psl; - EDIT_LATTICE_StorageList *stl; -} EDIT_LATTICE_Data; - -typedef struct EDIT_LATTICE_Shaders { - GPUShader *wire; - GPUShader *overlay_vert; -} EDIT_LATTICE_Shaders; - -/* *********** STATIC *********** */ - -static struct { - /* Custom shaders : - * Add sources to source/blender/draw/modes/shaders - * init in EDIT_LATTICE_engine_init(); - * free in EDIT_LATTICE_engine_free(); */ - - EDIT_LATTICE_Shaders sh_data[GPU_SHADER_CFG_LEN]; - -} e_data = {{{NULL}}}; /* Engine data */ - -typedef struct EDIT_LATTICE_PrivateData { - /* This keeps the references of the shading groups for - * easy access in EDIT_LATTICE_cache_populate() */ - DRWShadingGroup *wire_shgrp; - DRWShadingGroup *vert_shgrp; -} EDIT_LATTICE_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -/* Init Textures, Framebuffers, Storage and Shaders. - * It is called for every frames. - * (Optional) */ -static void EDIT_LATTICE_engine_init(void *vedata) -{ - EDIT_LATTICE_TextureList *txl = ((EDIT_LATTICE_Data *)vedata)->txl; - EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl; - EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; - - UNUSED_VARS(txl, fbl, stl); - - /* Init Framebuffers like this: order is attachment order (for color texs) */ - /* - * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0}, - * {&txl->color, GPU_RGBA8, 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); - */ - - const DRWContextState *draw_ctx = DRW_context_state_get(); - EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; - - if (!sh_data->wire) { - sh_data->wire = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SMOOTH_COLOR, - draw_ctx->sh_cfg); - } - - if (!sh_data->overlay_vert) { - sh_data->overlay_vert = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_edit_lattice_overlay_loosevert_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_globals_lib_glsl, - datatoc_edit_lattice_overlay_frag_glsl, - NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } -} - -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ -static void EDIT_LATTICE_cache_init(void *vedata) -{ - EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; - EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; - - const DRWContextState *draw_ctx = DRW_context_state_get(); - RegionView3D *rv3d = draw_ctx->rv3d; - EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - psl->wire_pass = DRW_pass_create("Lattice Wire", state); - stl->g_data->wire_shgrp = DRW_shgroup_create(sh_data->wire, psl->wire_pass); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(stl->g_data->wire_shgrp, DRW_STATE_CLIP_PLANES); - } - - state = DRW_STATE_WRITE_COLOR; - psl->vert_pass = DRW_pass_create("Lattice Verts", state); - stl->g_data->vert_shgrp = DRW_shgroup_create(sh_data->overlay_vert, psl->vert_pass); - DRW_shgroup_uniform_block(stl->g_data->vert_shgrp, "globalsBlock", G_draw.block_ubo); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(stl->g_data->vert_shgrp, DRW_STATE_CLIP_PLANES); - } - } -} - -/* Add geometry to shadingGroups. Execute for each objects */ -static void EDIT_LATTICE_cache_populate(void *vedata, Object *ob) -{ - EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; - EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - UNUSED_VARS(psl); - - if (ob->type == OB_LATTICE) { - if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) { - /* Get geometry cache */ - struct GPUBatch *geom; - - geom = DRW_cache_lattice_wire_get(ob, true); - DRW_shgroup_call(stl->g_data->wire_shgrp, geom, ob); - - geom = DRW_cache_lattice_vert_overlay_get(ob); - DRW_shgroup_call(stl->g_data->vert_shgrp, geom, ob); - } - } -} - -/* Optional: Post-cache_populate callback */ -static void EDIT_LATTICE_cache_finish(void *vedata) -{ - EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; - EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl; - - /* Do something here! dependent on the objects gathered */ - UNUSED_VARS(psl, stl); -} - -/* Draw time ! Control rendering pipeline from here */ -static void EDIT_LATTICE_draw_scene(void *vedata) -{ - EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl; - EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl; - - /* Default framebuffer and texture */ - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - UNUSED_VARS(fbl); - - MULTISAMPLE_SYNC_ENABLE(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->wire_pass); - DRW_draw_pass(psl->vert_pass); - - MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl); - - /* 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 EDIT_LATTICE_engine_free(void) -{ - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - EDIT_LATTICE_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - /* Don't free builtins. */ - sh_data->wire = NULL; - GPUShader **sh_data_as_array = (GPUShader **)sh_data; - for (int i = 0; i < (sizeof(EDIT_LATTICE_Shaders) / sizeof(GPUShader *)); i++) { - DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); - } - } -} - -static const DrawEngineDataSize EDIT_LATTICE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_LATTICE_Data); - -DrawEngineType draw_engine_edit_lattice_type = { - NULL, - NULL, - N_("EditLatticeMode"), - &EDIT_LATTICE_data_size, - &EDIT_LATTICE_engine_init, - &EDIT_LATTICE_engine_free, - &EDIT_LATTICE_cache_init, - &EDIT_LATTICE_cache_populate, - &EDIT_LATTICE_cache_finish, - NULL, /* draw_background but not needed by mode engines */ - &EDIT_LATTICE_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c deleted file mode 100644 index 9957dbae3fb..00000000000 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ /dev/null @@ -1,903 +0,0 @@ -/* - * 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_mesh_types.h" -#include "DNA_view3d_types.h" - -#include "draw_common.h" - -#include "draw_cache_impl.h" -#include "draw_mode_engines.h" - -#include "edit_mesh_mode_intern.h" /* own include */ - -#include "BKE_editmesh.h" -#include "BKE_object.h" - -#include "BLI_dynstr.h" -#include "BLI_string_utils.h" - -#include "ED_view3d.h" - -extern char datatoc_paint_weight_vert_glsl[]; -extern char datatoc_paint_weight_frag_glsl[]; - -extern char datatoc_edit_mesh_overlay_common_lib_glsl[]; -extern char datatoc_edit_mesh_overlay_frag_glsl[]; -extern char datatoc_edit_mesh_overlay_vert_glsl[]; -extern char datatoc_edit_mesh_overlay_geom_glsl[]; -extern char datatoc_edit_mesh_overlay_mix_frag_glsl[]; -extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[]; -extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[]; -extern char datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl[]; -extern char datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl[]; -extern char datatoc_edit_normals_vert_glsl[]; -extern char datatoc_edit_normals_geom_glsl[]; -extern char datatoc_edit_mesh_skin_root_vert_glsl[]; -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; - -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; -extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; -extern char datatoc_gpu_shader_flat_color_frag_glsl[]; -extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; - -/* *********** LISTS *********** */ - -typedef struct EDIT_MESH_ComponentPassList { - struct DRWPass *faces; - struct DRWPass *faces_cage; - struct DRWPass *edges; - struct DRWPass *verts; -} EDIT_MESH_ComponentPassList; - -typedef struct EDIT_MESH_PassList { - struct DRWPass *weight_faces; - struct DRWPass *depth_hidden_wire; - struct DRWPass *depth_hidden_wire_in_front; - - EDIT_MESH_ComponentPassList edit_passes; - EDIT_MESH_ComponentPassList edit_passes_in_front; - - struct DRWPass *mix_occlude; - struct DRWPass *facefill_occlude; - struct DRWPass *facefill_occlude_cage; - struct DRWPass *mesh_analysis_pass; - struct DRWPass *normals; -} EDIT_MESH_PassList; - -typedef struct EDIT_MESH_FramebufferList { - struct GPUFrameBuffer *occlude_wire_fb; -} EDIT_MESH_FramebufferList; - -typedef struct EDIT_MESH_StorageList { - struct EDIT_MESH_PrivateData *g_data; -} EDIT_MESH_StorageList; - -typedef struct EDIT_MESH_Data { - void *engine_type; - EDIT_MESH_FramebufferList *fbl; - DRWViewportEmptyList *txl; - EDIT_MESH_PassList *psl; - EDIT_MESH_StorageList *stl; -} EDIT_MESH_Data; - -/** Can only contain shaders (freed as array). */ -typedef struct EDIT_MESH_Shaders { - /* weight */ - GPUShader *weight_face; - - /* Geometry */ - GPUShader *overlay_vert; - GPUShader *overlay_edge; - GPUShader *overlay_edge_flat; - GPUShader *overlay_face; - GPUShader *overlay_facedot; - GPUShader *overlay_skin_root; - - GPUShader *overlay_mix; - GPUShader *overlay_facefill; - GPUShader *normals_face; - GPUShader *normals_loop; - GPUShader *normals; - GPUShader *depth; - - /* Mesh analysis shader */ - GPUShader *mesh_analysis; -} EDIT_MESH_Shaders; - -/* *********** STATIC *********** */ -static struct { - EDIT_MESH_Shaders sh_data[GPU_SHADER_CFG_LEN]; - - /* temp buffer texture */ - struct GPUTexture *occlude_wire_depth_tx; - struct GPUTexture *occlude_wire_color_tx; -} e_data = {{{NULL}}}; /* Engine data */ - -typedef struct EDIT_MESH_ComponentShadingGroupList { - DRWShadingGroup *verts; - DRWShadingGroup *edges; - DRWShadingGroup *faces; - DRWShadingGroup *faces_cage; - DRWShadingGroup *facedots; - DRWShadingGroup *skin_roots; -} EDIT_MESH_ComponentShadingGroupList; - -typedef struct EDIT_MESH_PrivateData { - /* weight */ - DRWShadingGroup *fweights_shgrp; - DRWShadingGroup *depth_shgrp_hidden_wire; - DRWShadingGroup *depth_shgrp_hidden_wire_in_front; - - DRWShadingGroup *fnormals_shgrp; - DRWShadingGroup *vnormals_shgrp; - DRWShadingGroup *lnormals_shgrp; - - EDIT_MESH_ComponentShadingGroupList edit_shgrps; - EDIT_MESH_ComponentShadingGroupList edit_in_front_shgrps; - - DRWShadingGroup *facefill_occluded_shgrp; - DRWShadingGroup *facefill_occluded_cage_shgrp; - DRWShadingGroup *mesh_analysis_shgrp; - - DRWView *view_faces; - DRWView *view_faces_cage; - DRWView *view_edges; - DRWView *view_verts; - - int data_mask[4]; - int ghost_ob; - int edit_ob; - bool do_zbufclip; - bool do_faces; - bool do_edges; -} EDIT_MESH_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -static void EDIT_MESH_engine_init(void *vedata) -{ - EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl; - EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl; - - const DRWContextState *draw_ctx = DRW_context_state_get(); - EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - - e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_edit_mesh_type); - e_data.occlude_wire_color_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_RGBA8, &draw_engine_edit_mesh_type); - - GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, - {GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx), - GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)}); - - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; - - if (!sh_data->weight_face) { - sh_data->weight_face = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_paint_weight_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_globals_lib_glsl, - datatoc_paint_weight_frag_glsl, - NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - - char *lib = BLI_string_joinN(sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_edit_mesh_overlay_common_lib_glsl); - /* Use geometry shader to draw edge wire-frame. This ensure us - * the same result across platforms and more flexibility. - * But we pay the cost of running a geometry shader. - * In the future we might consider using only the vertex shader - * and loading data manually with buffer textures. */ - const bool use_geom_shader = true; - const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL}; - if (!use_geom_shader) { - geom_sh_code[0] = NULL; - } - const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : ""; - const char *use_smooth_def = (U.gpu_flag & USER_GPU_FLAG_NO_EDIT_MODE_SMOOTH_WIRE) ? - "" : - "#define USE_SMOOTH_WIRE\n"; - sh_data->overlay_face = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define FACE\n", NULL}, - }); - sh_data->overlay_edge = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL}, - .defs = (const char - *[]){sh_cfg_data->def, use_geom_def, use_smooth_def, "#define EDGE\n", NULL}, - .geom = (use_geom_shader) ? geom_sh_code : NULL, - }); - sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, - use_geom_def, - use_smooth_def, - "#define EDGE\n", - "#define FLAT\n", - NULL}, - .geom = (use_geom_shader) ? geom_sh_code : NULL, - }); - sh_data->overlay_vert = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define VERT\n", NULL}, - }); - sh_data->overlay_facedot = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define FACEDOT\n", NULL}, - }); - sh_data->overlay_facefill = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL}, - .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - sh_data->overlay_skin_root = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_skin_root_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - - MEM_freeN(lib); - - sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, - NULL); - - lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_view_lib_glsl); - - sh_data->normals_face = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL}, - .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL}, - }); - - sh_data->normals_loop = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL}, - .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL}, - }); - - sh_data->normals = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL}, - .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - - /* Mesh Analysis */ - sh_data->mesh_analysis = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_edit_mesh_overlay_mesh_analysis_frag_glsl, NULL}, - }); - - MEM_freeN(lib); - - sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg); - } - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - { - /* Create view with depth offset */ - stl->g_data->view_faces = (DRWView *)DRW_view_default_get(); - stl->g_data->view_faces_cage = DRW_view_create_with_zoffset(draw_ctx->rv3d, 0.5f); - stl->g_data->view_edges = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f); - stl->g_data->view_verts = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.5f); - } -} - -static void edit_mesh_create_overlay_passes(float face_alpha, - int *data_mask, - bool do_edges, - DRWState statemod, - EDIT_MESH_ComponentPassList *passes, - EDIT_MESH_ComponentShadingGroupList *shgrps) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - RegionView3D *rv3d = draw_ctx->rv3d; - Scene *scene = draw_ctx->scene; - ToolSettings *tsettings = scene->toolsettings; - EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0; - const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0; - const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0; - - DRWShadingGroup *grp; - - GPUShader *vert_sh = sh_data->overlay_vert; - GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat; - GPUShader *face_sh = sh_data->overlay_face; - GPUShader *facedot_sh = sh_data->overlay_facedot; - GPUShader *skin_root_sh = sh_data->overlay_skin_root; - - /* Faces */ - passes->faces = DRW_pass_create("Edit Mesh Faces", DRW_STATE_WRITE_COLOR | statemod); - grp = shgrps->faces = DRW_shgroup_create(face_sh, passes->faces); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_float_copy(grp, "faceAlphaMod", face_alpha); - DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); - DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - - /* Cage geom needs to be offsetted to avoid Z-fighting. */ - passes->faces_cage = DRW_pass_create("Edit Mesh Faces Cage", DRW_STATE_WRITE_COLOR | statemod); - grp = shgrps->faces_cage = DRW_shgroup_create(face_sh, passes->faces_cage); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_float_copy(grp, "faceAlphaMod", face_alpha); - DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); - DRW_shgroup_uniform_bool_copy(grp, "selectFaces", select_face); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - - /* Edges */ - /* Change first vertex convention to match blender loop structure. */ - passes->edges = DRW_pass_create( - "Edit Mesh Edges", DRW_STATE_WRITE_COLOR | DRW_STATE_FIRST_VERTEX_CONVENTION | statemod); - grp = shgrps->edges = DRW_shgroup_create(edge_sh, passes->edges); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); - DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); - DRW_shgroup_uniform_bool_copy(grp, "selectEdges", do_edges || select_edge); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - - /* Verts */ - DRWState state = (DRW_STATE_WRITE_COLOR | statemod) & ~DRW_STATE_BLEND_ALPHA; - passes->verts = DRW_pass_create("Edit Mesh Verts", state); - if (select_vert) { - grp = shgrps->verts = DRW_shgroup_create(vert_sh, passes->verts); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - - grp = shgrps->skin_roots = DRW_shgroup_create(skin_root_sh, passes->verts); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); - } - if (select_face) { - grp = shgrps->facedots = DRW_shgroup_create(facedot_sh, passes->verts); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - } -} - -static void EDIT_MESH_cache_init(void *vedata) -{ - EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl; - EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl; - EDIT_MESH_PrivateData *g_data = stl->g_data; - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - RegionView3D *rv3d = draw_ctx->rv3d; - Scene *scene = draw_ctx->scene; - ToolSettings *tsettings = scene->toolsettings; - EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0; - - g_data->ghost_ob = 0; - g_data->edit_ob = 0; - g_data->do_faces = true; - g_data->do_edges = true; - - g_data->do_zbufclip = XRAY_FLAG_ENABLED(v3d); - - g_data->data_mask[0] = 0xFF; /* Face Flag */ - g_data->data_mask[1] = 0xFF; /* Edge Flag */ - g_data->data_mask[2] = 0xFF; /* Crease */ - g_data->data_mask[3] = 0xFF; /* BWeight */ - - if (draw_ctx->object_edit->type == OB_MESH) { - if (BKE_object_is_in_editmode(draw_ctx->object_edit)) { - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_FACE) == 0) { - g_data->data_mask[0] &= ~VFLAG_FACE_FREESTYLE; - } - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACES) == 0) { - g_data->data_mask[0] &= ~(VFLAG_FACE_SELECTED & VFLAG_FACE_FREESTYLE); - g_data->do_faces = false; - g_data->do_zbufclip = false; - } - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SEAMS) == 0) { - g_data->data_mask[1] &= ~VFLAG_EDGE_SEAM; - } - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_SHARP) == 0) { - g_data->data_mask[1] &= ~VFLAG_EDGE_SHARP; - } - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FREESTYLE_EDGE) == 0) { - g_data->data_mask[1] &= ~VFLAG_EDGE_FREESTYLE; - } - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGES) == 0) { - if ((tsettings->selectmode & SCE_SELECT_EDGE) == 0) { - if ((v3d->shading.type < OB_SOLID) || (v3d->shading.flag & V3D_SHADING_XRAY)) { - /* Special case, when drawing wire, draw edges, see: T67637. */ - } - else { - g_data->do_edges = false; - } - } - } - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CREASES) == 0) { - g_data->data_mask[2] = 0x0; - } - if ((v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_BWEIGHTS) == 0) { - g_data->data_mask[3] = 0x0; - } - } - } - - float backwire_opacity = v3d->overlay.backwire_opacity; - float size_normal = v3d->overlay.normals_length; - float face_mod = (do_occlude_wire || !g_data->do_faces) ? 0.0f : 1.0f; - - { - psl->weight_faces = DRW_pass_create( - "Weight Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); - - g_data->fweights_shgrp = DRW_shgroup_create(sh_data->weight_face, psl->weight_faces); - - DRW_shgroup_uniform_float_copy(g_data->fweights_shgrp, "opacity", 1.0); - DRW_shgroup_uniform_texture(g_data->fweights_shgrp, "colorramp", G_draw.weight_ramp); - DRW_shgroup_uniform_block(g_data->fweights_shgrp, "globalsBlock", G_draw.block_ubo); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->fweights_shgrp, DRW_STATE_CLIP_PLANES); - } - } - - { - /* Complementary Depth Pass */ - psl->depth_hidden_wire = DRW_pass_create("Depth Pass Hidden Wire", - DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_CULL_BACK); - g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(sh_data->depth, psl->depth_hidden_wire); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->depth_shgrp_hidden_wire, DRW_STATE_CLIP_PLANES); - } - - psl->depth_hidden_wire_in_front = DRW_pass_create( - "Depth Pass Hidden Wire In Front", - DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK); - g_data->depth_shgrp_hidden_wire_in_front = DRW_shgroup_create(sh_data->depth, - psl->depth_hidden_wire_in_front); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->depth_shgrp_hidden_wire_in_front, DRW_STATE_CLIP_PLANES); - } - } - - { - /* Normals */ - psl->normals = DRW_pass_create("Edit Mesh Normals Pass", - DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | - DRW_STATE_DEPTH_LESS_EQUAL); - - g_data->fnormals_shgrp = DRW_shgroup_create(sh_data->normals_face, psl->normals); - DRW_shgroup_uniform_float_copy(g_data->fnormals_shgrp, "normalSize", size_normal); - DRW_shgroup_uniform_vec4(g_data->fnormals_shgrp, "color", G_draw.block.colorNormal, 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->fnormals_shgrp, DRW_STATE_CLIP_PLANES); - } - - g_data->vnormals_shgrp = DRW_shgroup_create(sh_data->normals, psl->normals); - DRW_shgroup_uniform_float_copy(g_data->vnormals_shgrp, "normalSize", size_normal); - DRW_shgroup_uniform_vec4(g_data->vnormals_shgrp, "color", G_draw.block.colorVNormal, 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->vnormals_shgrp, DRW_STATE_CLIP_PLANES); - } - - g_data->lnormals_shgrp = DRW_shgroup_create(sh_data->normals_loop, psl->normals); - DRW_shgroup_uniform_float_copy(g_data->lnormals_shgrp, "normalSize", size_normal); - DRW_shgroup_uniform_vec4(g_data->lnormals_shgrp, "color", G_draw.block.colorLNormal, 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->lnormals_shgrp, DRW_STATE_CLIP_PLANES); - } - } - - { - /* Mesh Analysis Pass */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA; - psl->mesh_analysis_pass = DRW_pass_create("Mesh Analysis", state); - g_data->mesh_analysis_shgrp = DRW_shgroup_create(sh_data->mesh_analysis, - psl->mesh_analysis_pass); - DRW_shgroup_uniform_texture(g_data->mesh_analysis_shgrp, "weightTex", G_draw.weight_ramp); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->mesh_analysis_shgrp, DRW_STATE_CLIP_PLANES); - } - } - /* For in front option */ - edit_mesh_create_overlay_passes(face_mod, - g_data->data_mask, - g_data->do_edges, - DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA, - &psl->edit_passes_in_front, - &g_data->edit_in_front_shgrps); - - if (!g_data->do_zbufclip) { - edit_mesh_create_overlay_passes(face_mod, - g_data->data_mask, - g_data->do_edges, - DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA, - &psl->edit_passes, - &g_data->edit_shgrps); - } - else { - /* We render all wires with depth and opaque to a new fbo and blend the result based on depth - * values */ - edit_mesh_create_overlay_passes(0.0f, - g_data->data_mask, - g_data->do_edges, - DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, - &psl->edit_passes, - &g_data->edit_shgrps); - - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA; - psl->facefill_occlude = DRW_pass_create("Front Face Color", state); - psl->facefill_occlude_cage = DRW_pass_create("Front Face Cage Color", state); - - if (g_data->do_faces) { - const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0; - DRWShadingGroup *shgrp; - - /* however we loose the front faces value (because we need the depth of occluded wires and - * faces are alpha blended ) so we recover them in a new pass. */ - shgrp = g_data->facefill_occluded_shgrp = DRW_shgroup_create(sh_data->overlay_facefill, - psl->facefill_occlude); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_ivec4(shgrp, "dataMask", g_data->data_mask, 1); - DRW_shgroup_uniform_bool_copy(shgrp, "selectFaces", select_face); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - - shgrp = g_data->facefill_occluded_cage_shgrp = DRW_shgroup_create( - sh_data->overlay_facefill, psl->facefill_occlude_cage); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_ivec4(shgrp, "dataMask", g_data->data_mask, 1); - DRW_shgroup_uniform_bool_copy(shgrp, "selectFaces", select_face); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - } - else { - g_data->facefill_occluded_shgrp = NULL; - } - - /* we need a full screen pass to combine the result */ - struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); - - psl->mix_occlude = DRW_pass_create("Mix Occluded Wires", - DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA); - DRWShadingGroup *mix_shgrp = DRW_shgroup_create(sh_data->overlay_mix, psl->mix_occlude); - DRW_shgroup_call(mix_shgrp, quad, NULL); - DRW_shgroup_uniform_float_copy(mix_shgrp, "alpha", backwire_opacity); - DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx); - DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx); - DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth); - } - - bool show_face_dots = XRAY_FLAG_ENABLED(v3d) || - (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_DOT) != 0; - - if (g_data->do_faces == false && g_data->do_edges == false && - (tsettings->selectmode & SCE_SELECT_FACE)) { - /* Force display of face centers in this case because that's - * the only way to see if a face is selected. */ - show_face_dots = true; - } - - /* HACK: set pointers to NULL even if generated. */ - if (!show_face_dots) { - g_data->edit_shgrps.facedots = NULL; - g_data->edit_in_front_shgrps.facedots = NULL; - } -} - -static void edit_mesh_add_ob_to_pass(Scene *scene, - Object *ob, - DRWShadingGroup *skin_roots_shgrp, - DRWShadingGroup *vert_shgrp, - DRWShadingGroup *edge_shgrp, - DRWShadingGroup *face_shgrp, - DRWShadingGroup *face_cage_shgrp, - DRWShadingGroup *facedot_shgrp) -{ - struct GPUBatch *geom_tris, *geom_verts, *geom_edges, *geom_fcenter, *skin_roots; - ToolSettings *tsettings = scene->toolsettings; - - bool has_edit_mesh_cage = false; - bool has_skin_roots = false; - /* TODO: Should be its own function. */ - Mesh *me = (Mesh *)ob->data; - BMEditMesh *embm = me->edit_mesh; - if (embm) { - has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final); - has_skin_roots = CustomData_get_offset(&embm->bm->vdata, CD_MVERT_SKIN) != -1; - } - - face_shgrp = (has_edit_mesh_cage) ? face_cage_shgrp : face_shgrp; - - geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data); - geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data); - DRW_shgroup_call_no_cull(edge_shgrp, geom_edges, ob); - DRW_shgroup_call_no_cull(face_shgrp, geom_tris, ob); - - if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) { - geom_verts = DRW_mesh_batch_cache_get_edit_vertices(ob->data); - DRW_shgroup_call_no_cull(vert_shgrp, geom_verts, ob); - - if (has_skin_roots) { - DRWShadingGroup *grp = DRW_shgroup_create_sub(skin_roots_shgrp); - /* We need to upload the matrix. But the ob can be temporary allocated so we cannot - * use direct reference to ob->obmat. */ - DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[0]", ob->obmat[0]); - DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[1]", ob->obmat[1]); - DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[2]", ob->obmat[2]); - DRW_shgroup_uniform_vec4_copy(grp, "editModelMat[3]", ob->obmat[3]); - - skin_roots = DRW_mesh_batch_cache_get_edit_skin_roots(ob->data); - /* NOTE(fclem) We cannot use ob here since it would offset the instance attribs with - * base instance offset. */ - DRW_shgroup_call(grp, skin_roots, NULL); - } - } - - if (facedot_shgrp && (tsettings->selectmode & SCE_SELECT_FACE) != 0) { - geom_fcenter = DRW_mesh_batch_cache_get_edit_facedots(ob->data); - DRW_shgroup_call_no_cull(facedot_shgrp, geom_fcenter, ob); - } -} - -static void EDIT_MESH_cache_populate(void *vedata, Object *ob) -{ - EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl; - EDIT_MESH_PrivateData *g_data = stl->g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - Scene *scene = draw_ctx->scene; - struct GPUBatch *geom; - - if (ob->type == OB_MESH) { - if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) { - bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0; - bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0; - bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0; - bool do_show_mesh_analysis = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_STATVIS) != 0; - bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0; - bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0; - bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0; - - if (do_show_weight) { - geom = DRW_cache_mesh_surface_weights_get(ob); - DRW_shgroup_call_no_cull(g_data->fweights_shgrp, geom, ob); - } - else if (do_show_mesh_analysis && !XRAY_ACTIVE(v3d)) { - geom = DRW_cache_mesh_surface_mesh_analysis_get(ob); - if (geom) { - DRW_shgroup_call_no_cull(g_data->mesh_analysis_shgrp, geom, ob); - } - } - - if (do_occlude_wire || do_in_front) { - geom = DRW_cache_mesh_surface_get(ob); - DRW_shgroup_call_no_cull(do_in_front ? g_data->depth_shgrp_hidden_wire_in_front : - g_data->depth_shgrp_hidden_wire, - geom, - ob); - } - - if (vnormals_do) { - geom = DRW_mesh_batch_cache_get_edit_vnors(ob->data); - DRW_shgroup_call_no_cull(g_data->vnormals_shgrp, geom, ob); - } - if (lnormals_do) { - geom = DRW_mesh_batch_cache_get_edit_lnors(ob->data); - DRW_shgroup_call_no_cull(g_data->lnormals_shgrp, geom, ob); - } - if (fnormals_do) { - geom = DRW_mesh_batch_cache_get_edit_facedots(ob->data); - DRW_shgroup_call_no_cull(g_data->fnormals_shgrp, geom, ob); - } - - if (g_data->do_zbufclip) { - edit_mesh_add_ob_to_pass(scene, - ob, - g_data->edit_shgrps.skin_roots, - g_data->edit_shgrps.verts, - g_data->edit_shgrps.edges, - g_data->facefill_occluded_shgrp, - g_data->facefill_occluded_cage_shgrp, - g_data->edit_shgrps.facedots); - } - else if (do_in_front) { - edit_mesh_add_ob_to_pass(scene, - ob, - g_data->edit_in_front_shgrps.skin_roots, - g_data->edit_in_front_shgrps.verts, - g_data->edit_in_front_shgrps.edges, - g_data->edit_in_front_shgrps.faces, - g_data->edit_in_front_shgrps.faces_cage, - g_data->edit_in_front_shgrps.facedots); - } - else { - edit_mesh_add_ob_to_pass(scene, - ob, - g_data->edit_shgrps.skin_roots, - g_data->edit_shgrps.verts, - g_data->edit_shgrps.edges, - g_data->edit_shgrps.faces, - g_data->edit_shgrps.faces_cage, - g_data->edit_shgrps.facedots); - } - - g_data->ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0; - g_data->edit_ob += 1; - - /* 3D text overlay */ - if (v3d->overlay.edit_flag & - (V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_FACE_AREA | V3D_OVERLAY_EDIT_FACE_ANG | - V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES)) { - if (DRW_state_show_text()) { - DRW_edit_mesh_mode_text_measure_stats(draw_ctx->ar, v3d, ob, &scene->unit); - } - } - } - } -} - -static void edit_mesh_draw_components(EDIT_MESH_ComponentPassList *passes, - EDIT_MESH_PrivateData *g_data) -{ - DRW_view_set_active(g_data->view_faces); - DRW_draw_pass(passes->faces); - - DRW_view_set_active(g_data->view_faces_cage); - DRW_draw_pass(passes->faces_cage); - - DRW_view_set_active(g_data->view_edges); - DRW_draw_pass(passes->edges); - - DRW_view_set_active(g_data->view_verts); - DRW_draw_pass(passes->verts); - - DRW_view_set_active(NULL); -} - -static void EDIT_MESH_draw_scene(void *vedata) -{ - EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl; - EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl; - EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl; - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - - DRW_draw_pass(psl->weight_faces); - DRW_draw_pass(psl->mesh_analysis_pass); - - DRW_draw_pass(psl->depth_hidden_wire); - - if (stl->g_data->do_zbufclip) { - float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - - DRW_draw_pass(psl->depth_hidden_wire_in_front); - - /* render facefill */ - DRW_view_set_active(stl->g_data->view_faces); - DRW_draw_pass(psl->facefill_occlude); - - DRW_view_set_active(stl->g_data->view_faces_cage); - DRW_draw_pass(psl->facefill_occlude_cage); - - DRW_view_set_active(NULL); - - /* Render wires on a separate framebuffer */ - GPU_framebuffer_bind(fbl->occlude_wire_fb); - GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f); - DRW_draw_pass(psl->normals); - - edit_mesh_draw_components(&psl->edit_passes, stl->g_data); - - /* Combine with scene buffer */ - GPU_framebuffer_bind(dfbl->color_only_fb); - DRW_draw_pass(psl->mix_occlude); - } - else { - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - - DRW_draw_pass(psl->normals); - edit_mesh_draw_components(&psl->edit_passes, stl->g_data); - - if (v3d->shading.type == OB_SOLID && !XRAY_FLAG_ENABLED(v3d) && stl->g_data->ghost_ob == 1 && - stl->g_data->edit_ob == 1) { - /* In the case of single ghost object edit (common case for retopology): - * we clear the depth buffer so that only the depth of the retopo mesh - * is occluding the edit cage. */ - GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f); - } - - DRW_draw_pass(psl->depth_hidden_wire_in_front); - edit_mesh_draw_components(&psl->edit_passes_in_front, stl->g_data); - } -} - -static void EDIT_MESH_engine_free(void) -{ - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - EDIT_MESH_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - /* Don't free builtins. */ - sh_data->depth = NULL; - GPUShader **sh_data_as_array = (GPUShader **)sh_data; - for (int i = 0; i < (sizeof(EDIT_MESH_Shaders) / sizeof(GPUShader *)); i++) { - DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); - } - } -} - -static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data); - -DrawEngineType draw_engine_edit_mesh_type = { - NULL, - NULL, - N_("EditMeshMode"), - &EDIT_MESH_data_size, - &EDIT_MESH_engine_init, - &EDIT_MESH_engine_free, - &EDIT_MESH_cache_init, - &EDIT_MESH_cache_populate, - NULL, - NULL, - &EDIT_MESH_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/edit_mesh_mode_text.c b/source/blender/draw/modes/edit_mesh_mode_text.c deleted file mode 100644 index 7c7a9a586fa..00000000000 --- a/source/blender/draw/modes/edit_mesh_mode_text.c +++ /dev/null @@ -1,379 +0,0 @@ -/* - * 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 "BLI_math.h" -#include "BLI_string.h" - -#include "BKE_editmesh.h" -#include "BKE_global.h" -#include "BKE_unit.h" - -#include "ED_view3d.h" - -#include "DNA_mesh_types.h" -#include "DNA_object_types.h" -#include "DNA_scene_types.h" -#include "DNA_screen_types.h" -#include "DNA_view3d_types.h" - -#include "UI_resources.h" - -#include "draw_manager_text.h" - -#include "edit_mesh_mode_intern.h" /* own include */ - -/* Copied from drawobject.c */ -void DRW_edit_mesh_mode_text_measure_stats(ARegion *ar, - View3D *v3d, - Object *ob, - const UnitSettings *unit) -{ - /* Do not use ascii when using non-default unit system, some unit chars are utf8 (micro, square, - * etc.). See bug #36090. - */ - struct DRWTextStore *dt = DRW_text_cache_ensure(); - const short txt_flag = DRW_TEXT_CACHE_GLOBALSPACE | (unit->system ? 0 : DRW_TEXT_CACHE_ASCII); - Mesh *me = ob->data; - BMEditMesh *em = me->edit_mesh; - float v1[3], v2[3], v3[3], vmid[3], fvec[3]; - char numstr[32]; /* Stores the measurement display text here */ - size_t numstr_len; - const char *conv_float; /* Use a float conversion matching the grid size */ - uchar col[4] = {0, 0, 0, 255}; /* color of the text to draw */ - float area; /* area of the face */ - float grid = unit->system ? unit->scale_length : v3d->grid; - const bool do_global = (v3d->flag & V3D_GLOBAL_STATS) != 0; - const bool do_moving = (G.moving & G_TRANSFORM_EDIT) != 0; - /* when 2 edge-info options are enabled, space apart */ - const bool do_edge_textpair = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_LEN) && - (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_ANG); - const short edge_texpair_sep = (short)(5.0f * U.dpi_fac); - float clip_planes[4][4]; - /* allow for displaying shape keys and deform mods */ - BMIter iter; - - /* make the precision of the display value proportionate to the gridsize */ - - if (grid <= 0.01f) { - conv_float = "%.6g"; - } - else if (grid <= 0.1f) { - conv_float = "%.5g"; - } - else if (grid <= 1.0f) { - conv_float = "%.4g"; - } - else if (grid <= 10.0f) { - conv_float = "%.3g"; - } - else { - conv_float = "%.2g"; - } - - if (v3d->overlay.edit_flag & - (V3D_OVERLAY_EDIT_EDGE_LEN | V3D_OVERLAY_EDIT_EDGE_ANG | V3D_OVERLAY_EDIT_INDICES)) { - BoundBox bb; - const rcti rect = {0, ar->winx, 0, ar->winy}; - - ED_view3d_clipping_calc(&bb, clip_planes, ar, em->ob, &rect); - } - - if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_LEN) { - BMEdge *eed; - - UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col); - - BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) { - /* draw selected edges, or edges next to selected verts while dragging */ - if (BM_elem_flag_test(eed, BM_ELEM_SELECT) || - (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) || - BM_elem_flag_test(eed->v2, BM_ELEM_SELECT)))) { - float v1_clip[3], v2_clip[3]; - - copy_v3_v3(v1, eed->v1->co); - copy_v3_v3(v2, eed->v2->co); - - if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) { - - mid_v3_v3v3(vmid, v1_clip, v2_clip); - mul_m4_v3(ob->obmat, vmid); - - if (do_global) { - mul_mat3_m4_v3(ob->obmat, v1); - mul_mat3_m4_v3(ob->obmat, v2); - } - - if (unit->system) { - numstr_len = bUnit_AsString2(numstr, - sizeof(numstr), - len_v3v3(v1, v2) * unit->scale_length, - 3, - B_UNIT_LENGTH, - unit, - false); - } - else { - numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, len_v3v3(v1, v2)); - } - - DRW_text_cache_add(dt, - vmid, - numstr, - numstr_len, - 0, - (do_edge_textpair) ? edge_texpair_sep : 0, - txt_flag, - col); - } - } - } - } - - if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_EDGE_ANG) { - const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS); - BMEdge *eed; - - UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGEANG, col); - - BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) { - BMLoop *l_a, *l_b; - if (BM_edge_loop_pair(eed, &l_a, &l_b)) { - /* Draw selected edges, or edges next to selected verts while dragging. */ - if (BM_elem_flag_test(eed, BM_ELEM_SELECT) || - (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) || - BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) || - /* Special case, this is useful to show when verts connected - * to this edge via a face are being transformed. */ - BM_elem_flag_test(l_a->next->next->v, BM_ELEM_SELECT) || - BM_elem_flag_test(l_a->prev->v, BM_ELEM_SELECT) || - BM_elem_flag_test(l_b->next->next->v, BM_ELEM_SELECT) || - BM_elem_flag_test(l_b->prev->v, BM_ELEM_SELECT)))) { - float v1_clip[3], v2_clip[3]; - - copy_v3_v3(v1, eed->v1->co); - copy_v3_v3(v2, eed->v2->co); - - if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) { - float no_a[3], no_b[3]; - float angle; - - mid_v3_v3v3(vmid, v1_clip, v2_clip); - mul_m4_v3(ob->obmat, vmid); - - copy_v3_v3(no_a, l_a->f->no); - copy_v3_v3(no_b, l_b->f->no); - - if (do_global) { - mul_mat3_m4_v3(ob->imat, no_a); - mul_mat3_m4_v3(ob->imat, no_b); - normalize_v3(no_a); - normalize_v3(no_b); - } - - angle = angle_normalized_v3v3(no_a, no_b); - - numstr_len = BLI_snprintf_rlen(numstr, - sizeof(numstr), - "%.3f%s", - (is_rad) ? angle : RAD2DEGF(angle), - (is_rad) ? "r" : "°"); - - DRW_text_cache_add(dt, - vmid, - numstr, - numstr_len, - 0, - (do_edge_textpair) ? -edge_texpair_sep : 0, - txt_flag, - col); - } - } - } - } - } - - if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_AREA) { - /* would be nice to use BM_face_calc_area, but that is for 2d faces - * so instead add up tessellation triangle areas */ - - UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col); - - int i, n, numtri; - BMFace *f = NULL; - BM_ITER_MESH_INDEX (f, &iter, em->bm, BM_FACES_OF_MESH, i) { - if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { - n = 0; - numtri = f->len - 2; - area = 0; - zero_v3(vmid); - BMLoop *(*l)[3] = &em->looptris[poly_to_tri_count(i, BM_elem_index_get(f->l_first))]; - for (int j = 0; j < numtri; j++) { - copy_v3_v3(v1, l[j][0]->v->co); - copy_v3_v3(v2, l[j][1]->v->co); - copy_v3_v3(v3, l[j][2]->v->co); - - add_v3_v3(vmid, v1); - add_v3_v3(vmid, v2); - add_v3_v3(vmid, v3); - n += 3; - - if (do_global) { - mul_mat3_m4_v3(ob->obmat, v1); - mul_mat3_m4_v3(ob->obmat, v2); - mul_mat3_m4_v3(ob->obmat, v3); - } - - area += area_tri_v3(v1, v2, v3); - } - - mul_v3_fl(vmid, 1.0f / (float)n); - mul_m4_v3(ob->obmat, vmid); - - if (unit->system) { - numstr_len = bUnit_AsString2(numstr, - sizeof(numstr), - (double)(area * unit->scale_length * unit->scale_length), - 3, - B_UNIT_AREA, - unit, - false); - } - else { - numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, area); - } - - DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, 0, txt_flag, col); - } - } - } - - if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_ANG) { - BMFace *efa; - const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS); - - UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col); - - BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) { - const bool is_face_sel = BM_elem_flag_test_bool(efa, BM_ELEM_SELECT); - - if (is_face_sel || do_moving) { - BMIter liter; - BMLoop *loop; - bool is_first = true; - - BM_ITER_ELEM (loop, &liter, efa, BM_LOOPS_OF_FACE) { - if (is_face_sel || (do_moving && (BM_elem_flag_test(loop->v, BM_ELEM_SELECT) || - BM_elem_flag_test(loop->prev->v, BM_ELEM_SELECT) || - BM_elem_flag_test(loop->next->v, BM_ELEM_SELECT)))) { - float v2_local[3]; - - /* lazy init center calc */ - if (is_first) { - BM_face_calc_center_bounds(efa, vmid); - is_first = false; - } - copy_v3_v3(v1, loop->prev->v->co); - copy_v3_v3(v2, loop->v->co); - copy_v3_v3(v3, loop->next->v->co); - - copy_v3_v3(v2_local, v2); - - if (do_global) { - mul_mat3_m4_v3(ob->obmat, v1); - mul_mat3_m4_v3(ob->obmat, v2); - mul_mat3_m4_v3(ob->obmat, v3); - } - - float angle = angle_v3v3v3(v1, v2, v3); - - numstr_len = BLI_snprintf_rlen(numstr, - sizeof(numstr), - "%.3f%s", - (is_rad) ? angle : RAD2DEGF(angle), - (is_rad) ? "r" : "°"); - interp_v3_v3v3(fvec, vmid, v2_local, 0.8f); - mul_m4_v3(ob->obmat, fvec); - DRW_text_cache_add(dt, fvec, numstr, numstr_len, 0, 0, txt_flag, col); - } - } - } - } - } - - /* This option is for mesh ops and addons debugging; only available in UI if Blender starts with - * --debug */ - if (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_INDICES) { - int i; - - /* For now, reuse an appropriate theme color */ - UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col); - - if (em->selectmode & SCE_SELECT_VERTEX) { - BMVert *v; - - BM_ITER_MESH_INDEX (v, &iter, em->bm, BM_VERTS_OF_MESH, i) { - if (BM_elem_flag_test(v, BM_ELEM_SELECT)) { - float vec[3]; - mul_v3_m4v3(vec, ob->obmat, v->co); - - numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i); - DRW_text_cache_add(dt, vec, numstr, numstr_len, 0, 0, txt_flag, col); - } - } - } - - if (em->selectmode & SCE_SELECT_EDGE) { - BMEdge *e; - - BM_ITER_MESH_INDEX (e, &iter, em->bm, BM_EDGES_OF_MESH, i) { - if (BM_elem_flag_test(e, BM_ELEM_SELECT)) { - float v1_clip[3], v2_clip[3]; - - copy_v3_v3(v1, e->v1->co); - copy_v3_v3(v2, e->v2->co); - - if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) { - mid_v3_v3v3(vmid, v1_clip, v2_clip); - mul_m4_v3(ob->obmat, vmid); - - numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i); - DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, 0, txt_flag, col); - } - } - } - } - - if (em->selectmode & SCE_SELECT_FACE) { - BMFace *f; - - BM_ITER_MESH_INDEX (f, &iter, em->bm, BM_FACES_OF_MESH, i) { - if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { - BM_face_calc_center_median(f, v1); - mul_m4_v3(ob->obmat, v1); - - numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i); - DRW_text_cache_add(dt, v1, numstr, numstr_len, 0, 0, txt_flag, col); - } - } - } - } -} diff --git a/source/blender/draw/modes/edit_metaball_mode.c b/source/blender/draw/modes/edit_metaball_mode.c deleted file mode 100644 index fb7f5ca5ff9..00000000000 --- a/source/blender/draw/modes/edit_metaball_mode.c +++ /dev/null @@ -1,231 +0,0 @@ -/* - * 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_render.h" - -#include "DNA_meta_types.h" - -#include "BKE_object.h" - -#include "DEG_depsgraph_query.h" - -#include "ED_mball.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 EDIT_METABALL_engine_init() to - * initialize most of them and EDIT_METABALL_cache_init() - * for EDIT_METABALL_PassList */ - -typedef struct EDIT_METABALL_PassList { - /* Declare all passes here and init them in - * EDIT_METABALL_cache_init(). - * Only contains (DRWPass *) */ - struct DRWPass *pass; -} EDIT_METABALL_PassList; - -typedef struct EDIT_METABALL_FramebufferList { - /* Contains all framebuffer objects needed by this engine. - * Only contains (GPUFrameBuffer *) */ - struct GPUFrameBuffer *fb; -} EDIT_METABALL_FramebufferList; - -typedef struct EDIT_METABALL_TextureList { - /* Contains all framebuffer textures / utility textures - * needed by this engine. Only viewport specific textures - * (not per object). Only contains (GPUTexture *) */ - struct GPUTexture *texture; -} EDIT_METABALL_TextureList; - -typedef struct EDIT_METABALL_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 EDIT_METABALL_PrivateData *g_data; -} EDIT_METABALL_StorageList; - -typedef struct EDIT_METABALL_Data { - /* Struct returned by DRW_viewport_engine_data_ensure. - * If you don't use one of these, just make it a (void *) */ - // void *fbl; - void *engine_type; /* Required */ - EDIT_METABALL_FramebufferList *fbl; - EDIT_METABALL_TextureList *txl; - EDIT_METABALL_PassList *psl; - EDIT_METABALL_StorageList *stl; -} EDIT_METABALL_Data; - -/* *********** STATIC *********** */ - -typedef struct EDIT_METABALL_PrivateData { - /* This keeps the references of the shading groups for - * easy access in EDIT_METABALL_cache_populate() */ - DRWCallBuffer *group; -} EDIT_METABALL_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ -static void EDIT_METABALL_cache_init(void *vedata) -{ - EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; - EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - { - /* Create a pass */ - DRWState state = (DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_BLEND_ALPHA); - 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 = buffer_instance_mball_handles(psl->pass, draw_ctx->sh_cfg); - } -} - -/* Add geometry to shadingGroups. Execute for each objects */ -static void EDIT_METABALL_cache_populate(void *vedata, Object *ob) -{ - // EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; - EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl; - - if (ob->type == OB_MBALL) { - const DRWContextState *draw_ctx = DRW_context_state_get(); - DRWCallBuffer *group = stl->g_data->group; - - if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) { - MetaBall *mb = ob->data; - - const float *color; - const float col_radius[3] = {0.63, 0.19, 0.19}; /* 0x3030A0 */ - const float col_radius_select[3] = {0.94, 0.63, 0.63}; /* 0xA0A0F0 */ - const float col_stiffness[3] = {0.19, 0.63, 0.19}; /* 0x30A030 */ - const float col_stiffness_select[3] = {0.63, 0.94, 0.63}; /* 0xA0F0A0 */ - - const bool is_select = DRW_state_is_select(); - - float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */ - { - float scamat[3][3]; - copy_m3_m4(scamat, ob->obmat); - /* Get the normalized inverse matrix to extract only - * the scale of Scamat */ - float iscamat[3][3]; - invert_m3_m3(iscamat, scamat); - normalize_m3(iscamat); - mul_m3_m3_post(scamat, iscamat); - - copy_v3_v3(draw_scale_xform[0], scamat[0]); - copy_v3_v3(draw_scale_xform[1], scamat[1]); - copy_v3_v3(draw_scale_xform[2], scamat[2]); - } - - const Object *orig_object = DEG_get_original_object(ob); - int select_id = orig_object->runtime.select_id; - for (MetaElem *ml = mb->editelems->first; ml != NULL; ml = ml->next, select_id += 0x10000) { - float world_pos[3]; - mul_v3_m4v3(world_pos, ob->obmat, &ml->x); - draw_scale_xform[0][3] = world_pos[0]; - draw_scale_xform[1][3] = world_pos[1]; - draw_scale_xform[2][3] = world_pos[2]; - - float draw_stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2; - - if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) { - color = col_radius_select; - } - else { - color = col_radius; - } - - if (is_select) { - DRW_select_load_id(select_id | MBALLSEL_RADIUS); - } - - DRW_buffer_add_entry(group, draw_scale_xform, &ml->rad, color); - - if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) { - color = col_stiffness_select; - } - else { - color = col_stiffness; - } - - if (is_select) { - DRW_select_load_id(select_id | MBALLSEL_STIFF); - } - - DRW_buffer_add_entry(group, draw_scale_xform, &draw_stiffness_radius, color); - } - } - } -} - -/* Draw time ! Control rendering pipeline from here */ -static void EDIT_METABALL_draw_scene(void *vedata) -{ - EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; - /* render passes on default framebuffer. */ - DRW_draw_pass(psl->pass); -} - -/* Cleanup when destroying the engine. - * This is not per viewport ! only when quitting blender. - * Mostly used for freeing shaders */ -static void EDIT_METABALL_engine_free(void) -{ - // DRW_SHADER_FREE_SAFE(custom_shader); -} - -static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE( - EDIT_METABALL_Data); - -DrawEngineType draw_engine_edit_metaball_type = { - NULL, - NULL, - N_("EditMetaballMode"), - &EDIT_METABALL_data_size, - NULL, - &EDIT_METABALL_engine_free, - &EDIT_METABALL_cache_init, - &EDIT_METABALL_cache_populate, - NULL, - NULL, /* draw_background but not needed by mode engines */ - &EDIT_METABALL_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c deleted file mode 100644 index 448dc33077e..00000000000 --- a/source/blender/draw/modes/edit_text_mode.c +++ /dev/null @@ -1,419 +0,0 @@ -/* - * 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_curve_types.h" - -#include "BIF_glutil.h" - -#include "BKE_font.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 EDIT_TEXT_engine_init() to - * initialize most of them and EDIT_TEXT_cache_init() - * for EDIT_TEXT_PassList */ - -typedef struct EDIT_TEXT_PassList { - /* Declare all passes here and init them in - * EDIT_TEXT_cache_init(). - * Only contains (DRWPass *) */ - struct DRWPass *wire_pass; - struct DRWPass *overlay_select_pass; - struct DRWPass *overlay_cursor_pass; - struct DRWPass *text_box_pass; -} EDIT_TEXT_PassList; - -typedef struct EDIT_TEXT_FramebufferList { - /* Contains all framebuffer objects needed by this engine. - * Only contains (GPUFrameBuffer *) */ - struct GPUFrameBuffer *fb; -} EDIT_TEXT_FramebufferList; - -typedef struct EDIT_TEXT_TextureList { - /* Contains all framebuffer textures / utility textures - * needed by this engine. Only viewport specific textures - * (not per object). Only contains (GPUTexture *) */ - struct GPUTexture *texture; -} EDIT_TEXT_TextureList; - -typedef struct EDIT_TEXT_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 EDIT_TEXT_PrivateData *g_data; -} EDIT_TEXT_StorageList; - -typedef struct EDIT_TEXT_Data { - /* Struct returned by DRW_viewport_engine_data_ensure. - * If you don't use one of these, just make it a (void *) */ - // void *fbl; - void *engine_type; /* Required */ - EDIT_TEXT_FramebufferList *fbl; - EDIT_TEXT_TextureList *txl; - EDIT_TEXT_PassList *psl; - EDIT_TEXT_StorageList *stl; -} EDIT_TEXT_Data; - -/* *********** STATIC *********** */ - -static struct { - /* Custom shaders : - * Add sources to source/blender/draw/modes/shaders - * init in EDIT_TEXT_engine_init(); - * free in EDIT_TEXT_engine_free(); */ - GPUShader *wire_sh; - GPUShader *overlay_select_sh; - GPUShader *overlay_cursor_sh; -} e_data = {NULL}; /* Engine data */ - -typedef struct EDIT_TEXT_PrivateData { - /* resulting curve as 'wire' for fast editmode drawing */ - DRWShadingGroup *wire_shgrp; - DRWShadingGroup *overlay_select_shgrp; - DRWShadingGroup *overlay_cursor_shgrp; - DRWCallBuffer *box_shgrp; - DRWCallBuffer *box_active_shgrp; -} EDIT_TEXT_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -/* Init Textures, Framebuffers, Storage and Shaders. - * It is called for every frames. - * (Optional) */ -static void EDIT_TEXT_engine_init(void *vedata) -{ - EDIT_TEXT_TextureList *txl = ((EDIT_TEXT_Data *)vedata)->txl; - EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl; - EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - - UNUSED_VARS(txl, fbl, stl); - - /* Init Framebuffers like this: order is attachment order (for color texs) */ - /* - * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0}, - * {&txl->color, GPU_RGBA8, 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.wire_sh) { - e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); - } - - if (!e_data.overlay_select_sh) { - e_data.overlay_select_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); - } - - if (!e_data.overlay_cursor_sh) { - e_data.overlay_cursor_sh = 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 EDIT_TEXT_cache_init(void *vedata) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; - EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - { - /* Text outline (fast drawing!) */ - psl->wire_pass = DRW_pass_create( - "Font Wire", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); - stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass); - - /* Show selection & cursor on-top of everything (x-ray). */ - - psl->overlay_select_pass = DRW_pass_create("Font Select", DRW_STATE_WRITE_COLOR); - stl->g_data->overlay_select_shgrp = DRW_shgroup_create(e_data.overlay_select_sh, - psl->overlay_select_pass); - - psl->overlay_cursor_pass = DRW_pass_create("Font Cursor", DRW_STATE_WRITE_COLOR); - stl->g_data->overlay_cursor_shgrp = DRW_shgroup_create(e_data.overlay_cursor_sh, - psl->overlay_cursor_pass); - - psl->text_box_pass = DRW_pass_create("Font Text Boxes", DRW_STATE_WRITE_COLOR); - stl->g_data->box_shgrp = buffer_dynlines_dashed_uniform_color( - psl->text_box_pass, G_draw.block.colorWire, draw_ctx->sh_cfg); - stl->g_data->box_active_shgrp = buffer_dynlines_dashed_uniform_color( - psl->text_box_pass, G_draw.block.colorActive, draw_ctx->sh_cfg); - } -} - -/* Use 2D quad corners to create a matrix that set - * a [-1..1] quad at the right position. */ -static void v2_quad_corners_to_mat4(float corners[4][2], float r_mat[4][4]) -{ - unit_m4(r_mat); - sub_v2_v2v2(r_mat[0], corners[1], corners[0]); - sub_v2_v2v2(r_mat[1], corners[3], corners[0]); - mul_v2_fl(r_mat[0], 0.5f); - mul_v2_fl(r_mat[1], 0.5f); - copy_v2_v2(r_mat[3], corners[0]); - add_v2_v2(r_mat[3], r_mat[0]); - add_v2_v2(r_mat[3], r_mat[1]); -} - -static void edit_text_cache_populate_select(void *vedata, Object *ob) -{ - EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - const Curve *cu = ob->data; - EditFont *ef = cu->editfont; - float final_mat[4][4], box[4][2]; - struct GPUBatch *geom = DRW_cache_quad_get(); - - for (int i = 0; i < ef->selboxes_len; i++) { - EditFontSelBox *sb = &ef->selboxes[i]; - - float selboxw; - if (i + 1 != ef->selboxes_len) { - if (ef->selboxes[i + 1].y == sb->y) { - selboxw = ef->selboxes[i + 1].x - sb->x; - } - else { - selboxw = sb->w; - } - } - else { - selboxw = sb->w; - } - /* NOTE: v2_quad_corners_to_mat4 don't need the 3rd corner. */ - if (sb->rot == 0.0f) { - copy_v2_fl2(box[0], sb->x, sb->y); - copy_v2_fl2(box[1], sb->x + selboxw, sb->y); - copy_v2_fl2(box[3], sb->x, sb->y + sb->h); - } - else { - float mat[2][2]; - angle_to_mat2(mat, sb->rot); - copy_v2_fl2(box[0], sb->x, sb->y); - mul_v2_v2fl(box[1], mat[0], selboxw); - add_v2_v2(box[1], &sb->x); - mul_v2_v2fl(box[3], mat[1], sb->h); - add_v2_v2(box[3], &sb->x); - } - v2_quad_corners_to_mat4(box, final_mat); - mul_m4_m4m4(final_mat, ob->obmat, final_mat); - - DRW_shgroup_call_obmat(stl->g_data->overlay_select_shgrp, geom, final_mat); - } -} - -static void edit_text_cache_populate_cursor(void *vedata, Object *ob) -{ - EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - const Curve *cu = ob->data; - EditFont *edit_font = cu->editfont; - float(*cursor)[2] = edit_font->textcurs; - float mat[4][4]; - - v2_quad_corners_to_mat4(cursor, mat); - mul_m4_m4m4(mat, ob->obmat, mat); - - struct GPUBatch *geom = DRW_cache_quad_get(); - DRW_shgroup_call_obmat(stl->g_data->overlay_cursor_shgrp, geom, mat); -} - -static void edit_text_cache_populate_boxes(void *vedata, Object *ob) -{ - EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - const Curve *cu = ob->data; - - DRWCallBuffer *callbufs[] = { - stl->g_data->box_active_shgrp, - stl->g_data->box_shgrp, - }; - - float vec[3], vec1[3], vec2[3]; - for (int i = 0; i < cu->totbox; i++) { - TextBox *tb = &cu->tb[i]; - - if ((tb->w == 0.0f) && (tb->h == 0.0f)) { - continue; - } - - const bool is_active = i == (cu->actbox - 1); - DRWCallBuffer *callbuf = callbufs[is_active ? 0 : 1]; - - vec[0] = cu->xof + tb->x; - vec[1] = cu->yof + tb->y + cu->fsize_realtime; - vec[2] = 0.001; - - mul_v3_m4v3(vec1, ob->obmat, vec); - vec[0] += tb->w; - mul_v3_m4v3(vec2, ob->obmat, vec); - - DRW_buffer_add_entry(callbuf, vec1); - DRW_buffer_add_entry(callbuf, vec2); - - vec[1] -= tb->h; - copy_v3_v3(vec1, vec2); - mul_v3_m4v3(vec2, ob->obmat, vec); - - DRW_buffer_add_entry(callbuf, vec1); - DRW_buffer_add_entry(callbuf, vec2); - - vec[0] -= tb->w; - copy_v3_v3(vec1, vec2); - mul_v3_m4v3(vec2, ob->obmat, vec); - - DRW_buffer_add_entry(callbuf, vec1); - DRW_buffer_add_entry(callbuf, vec2); - - vec[1] += tb->h; - copy_v3_v3(vec1, vec2); - mul_v3_m4v3(vec2, ob->obmat, vec); - - DRW_buffer_add_entry(callbuf, vec1); - DRW_buffer_add_entry(callbuf, vec2); - } -} - -/* Add geometry to shadingGroups. Execute for each objects */ -static void EDIT_TEXT_cache_populate(void *vedata, Object *ob) -{ - EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; - EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - UNUSED_VARS(psl, stl); - - if (ob->type == OB_FONT) { - if (ob == draw_ctx->object_edit) { - const Curve *cu = ob->data; - /* Get geometry cache */ - struct GPUBatch *geom; - - bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f; - if ((cu->flag & CU_FAST) || !has_surface) { - geom = DRW_cache_text_edge_wire_get(ob); - if (geom) { - DRW_shgroup_call(stl->g_data->wire_shgrp, geom, ob); - } - } - else { - /* object mode draws */ - } - - edit_text_cache_populate_select(vedata, ob); - edit_text_cache_populate_cursor(vedata, ob); - edit_text_cache_populate_boxes(vedata, ob); - } - } -} - -/* Optional: Post-cache_populate callback */ -static void EDIT_TEXT_cache_finish(void *vedata) -{ - EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; - EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl; - - /* Do something here! dependent on the objects gathered */ - UNUSED_VARS(psl, stl); -} - -/* Draw time ! Control rendering pipeline from here */ -static void EDIT_TEXT_draw_scene(void *vedata) -{ - EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; - EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_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); - */ - - DRW_draw_pass(psl->wire_pass); - - if (!DRW_pass_is_empty(psl->text_box_pass)) { - DRW_draw_pass(psl->text_box_pass); - } - - GPU_logic_op_invert_set(true); - DRW_draw_pass(psl->overlay_select_pass); - DRW_draw_pass(psl->overlay_cursor_pass); - GPU_logic_op_invert_set(false); - - /* 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 EDIT_TEXT_engine_free(void) -{ - // DRW_SHADER_FREE_SAFE(custom_shader); -} - -static const DrawEngineDataSize EDIT_TEXT_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_TEXT_Data); - -DrawEngineType draw_engine_edit_text_type = { - NULL, - NULL, - N_("EditTextMode"), - &EDIT_TEXT_data_size, - &EDIT_TEXT_engine_init, - &EDIT_TEXT_engine_free, - &EDIT_TEXT_cache_init, - &EDIT_TEXT_cache_populate, - &EDIT_TEXT_cache_finish, - NULL, /* draw_background but not needed by mode engines */ - &EDIT_TEXT_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c deleted file mode 100644 index 80793726afe..00000000000 --- a/source/blender/draw/modes/object_mode.c +++ /dev/null @@ -1,3930 +0,0 @@ -/* - * 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_userdef_types.h" -#include "DNA_armature_types.h" -#include "DNA_constraint_types.h" -#include "DNA_camera_types.h" -#include "DNA_curve_types.h" -#include "DNA_gpencil_types.h" -#include "DNA_mesh_types.h" -#include "DNA_meta_types.h" -#include "DNA_modifier_types.h" -#include "DNA_object_force_types.h" -#include "DNA_lightprobe_types.h" -#include "DNA_particle_types.h" -#include "DNA_rigidbody_types.h" -#include "DNA_smoke_types.h" -#include "DNA_view3d_types.h" -#include "DNA_screen_types.h" -#include "DNA_world_types.h" - -#include "BKE_anim.h" -#include "BKE_camera.h" -#include "BKE_constraint.h" -#include "BKE_curve.h" -#include "BKE_editmesh.h" -#include "BKE_image.h" -#include "BKE_mball.h" -#include "BKE_mesh.h" -#include "BKE_modifier.h" -#include "BKE_movieclip.h" -#include "BKE_object.h" -#include "BKE_particle.h" -#include "BKE_tracking.h" - -#include "BLI_ghash.h" - -#include "IMB_imbuf_types.h" - -#include "ED_view3d.h" - -#include "GPU_batch.h" -#include "GPU_draw.h" -#include "GPU_shader.h" -#include "GPU_texture.h" - -#include "MEM_guardedalloc.h" - -#include "UI_resources.h" - -#include "draw_mode_engines.h" -#include "draw_manager_text.h" -#include "draw_common.h" - -#include "DEG_depsgraph_query.h" - -extern char datatoc_object_outline_prepass_vert_glsl[]; -extern char datatoc_object_outline_prepass_geom_glsl[]; -extern char datatoc_object_outline_prepass_frag_glsl[]; -extern char datatoc_object_outline_resolve_frag_glsl[]; -extern char datatoc_object_outline_detect_frag_glsl[]; -extern char datatoc_object_outline_expand_frag_glsl[]; -extern char datatoc_object_grid_frag_glsl[]; -extern char datatoc_object_grid_vert_glsl[]; -extern char datatoc_object_camera_image_frag_glsl[]; -extern char datatoc_object_camera_image_vert_glsl[]; -extern char datatoc_object_empty_image_frag_glsl[]; -extern char datatoc_object_empty_image_vert_glsl[]; -extern char datatoc_object_lightprobe_grid_vert_glsl[]; -extern char datatoc_object_loose_points_frag_glsl[]; -extern char datatoc_object_particle_prim_vert_glsl[]; -extern char datatoc_object_particle_dot_vert_glsl[]; -extern char datatoc_object_particle_dot_frag_glsl[]; -extern char datatoc_common_colormanagement_lib_glsl[]; -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_common_fxaa_lib_glsl[]; -extern char datatoc_gpu_shader_flat_color_frag_glsl[]; -extern char datatoc_gpu_shader_flat_id_frag_glsl[]; -extern char datatoc_common_fullscreen_vert_glsl[]; -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; -extern char datatoc_gpu_shader_3D_vert_glsl[]; - -/* *********** LISTS *********** */ -typedef struct OBJECT_PassList { - struct DRWPass *non_meshes[2]; - struct DRWPass *image_empties[2]; - struct DRWPass *transp_shapes[2]; - struct DRWPass *ob_center; - struct DRWPass *outlines; - struct DRWPass *outlines_search; - struct DRWPass *outlines_expand; - struct DRWPass *outlines_bleed; - struct DRWPass *outlines_resolve; - struct DRWPass *grid; - struct DRWPass *bone_solid[2]; - struct DRWPass *bone_outline[2]; - struct DRWPass *bone_wire[2]; - struct DRWPass *bone_envelope[2]; - struct DRWPass *bone_axes[2]; - struct DRWPass *particle; - struct DRWPass *lightprobes; - struct DRWPass *camera_images_back_alpha_under; - struct DRWPass *camera_images_back_alpha_over; - struct DRWPass *camera_images_front_alpha_over; -} OBJECT_PassList; - -typedef struct OBJECT_FramebufferList { - struct GPUFrameBuffer *outlines_fb; - struct GPUFrameBuffer *blur_fb; - struct GPUFrameBuffer *expand_fb; - struct GPUFrameBuffer *ghost_fb; -} OBJECT_FramebufferList; - -typedef struct OBJECT_StorageList { - struct OBJECT_PrivateData *g_data; -} OBJECT_StorageList; - -typedef struct OBJECT_Data { - void *engine_type; - OBJECT_FramebufferList *fbl; - DRWViewportEmptyList *txl; - OBJECT_PassList *psl; - OBJECT_StorageList *stl; -} OBJECT_Data; - -typedef struct OBJECT_Shaders { - /* fullscreen shaders */ - GPUShader *outline_prepass; - GPUShader *outline_prepass_wire; - GPUShader *outline_resolve; - GPUShader *outline_resolve_aa; - GPUShader *outline_detect; - GPUShader *outline_detect_wire; - GPUShader *outline_fade; - GPUShader *outline_fade_large; - - /* regular shaders */ - GPUShader *object_camera_image; - GPUShader *object_camera_image_cm; - GPUShader *object_empty_image; - GPUShader *object_empty_image_wire; - GPUShader *grid; - GPUShader *part_dot; - GPUShader *part_prim; - GPUShader *part_axis; - GPUShader *lightprobe_grid; - GPUShader *loose_points; -} OBJECT_Shaders; - -/* *********** STATIC *********** */ - -typedef struct OBJECT_ShadingGroupList { - /* Reference only */ - struct DRWPass *non_meshes; - struct DRWPass *image_empties; - struct DRWPass *transp_shapes; - struct DRWPass *bone_solid; - struct DRWPass *bone_outline; - struct DRWPass *bone_wire; - struct DRWPass *bone_envelope; - struct DRWPass *bone_axes; - - /* Empties */ - DRWEmptiesBufferList empties; - - /* Force Field */ - DRWCallBuffer *field_wind; - DRWCallBuffer *field_force; - DRWCallBuffer *field_vortex; - DRWCallBuffer *field_curve_sta; - DRWCallBuffer *field_curve_end; - DRWCallBuffer *field_tube_limit; - DRWCallBuffer *field_cone_limit; - - /* Grease Pencil */ - DRWCallBuffer *gpencil_axes; - - /* Speaker */ - DRWCallBuffer *speaker; - - /* Probe */ - DRWCallBuffer *probe_cube; - DRWCallBuffer *probe_planar; - DRWCallBuffer *probe_grid; - - /* MetaBalls */ - DRWCallBuffer *mball_handle; - - /* Lights */ - DRWCallBuffer *light_center; - DRWCallBuffer *light_groundpoint; - DRWCallBuffer *light_groundline; - DRWCallBuffer *light_circle; - DRWCallBuffer *light_circle_shadow; - DRWCallBuffer *light_sunrays; - DRWCallBuffer *light_distance; - DRWCallBuffer *light_buflimit; - DRWCallBuffer *light_buflimit_points; - DRWCallBuffer *light_area_sphere; - DRWCallBuffer *light_area_square; - DRWCallBuffer *light_area_disk; - DRWCallBuffer *light_hemi; - DRWCallBuffer *light_spot_cone; - DRWCallBuffer *light_spot_blend; - DRWCallBuffer *light_spot_pyramid; - DRWCallBuffer *light_spot_blend_rect; - DRWCallBuffer *light_spot_volume; - DRWCallBuffer *light_spot_volume_rect; - DRWCallBuffer *light_spot_volume_outside; - DRWCallBuffer *light_spot_volume_rect_outside; - - /* Helpers */ - DRWCallBuffer *relationship_lines; - DRWCallBuffer *constraint_lines; - DRWCallBuffer *origin_xform; - - /* Camera */ - DRWCallBuffer *camera; - DRWCallBuffer *camera_frame; - DRWCallBuffer *camera_tria; - DRWCallBuffer *camera_focus; - DRWCallBuffer *camera_clip; - DRWCallBuffer *camera_clip_points; - DRWCallBuffer *camera_mist; - DRWCallBuffer *camera_mist_points; - DRWCallBuffer *camera_stereo_plane; - DRWCallBuffer *camera_stereo_plane_wires; - DRWCallBuffer *camera_stereo_volume; - DRWCallBuffer *camera_stereo_volume_wires; - ListBase camera_path; - - /* Wire */ - DRWShadingGroup *wire; - DRWShadingGroup *wire_active; - DRWShadingGroup *wire_select; - DRWShadingGroup *wire_transform; - /* Wire (duplicator) */ - DRWShadingGroup *wire_dupli; - DRWShadingGroup *wire_dupli_select; - - /* Points */ - DRWShadingGroup *points; - DRWShadingGroup *points_active; - DRWShadingGroup *points_select; - DRWShadingGroup *points_transform; - /* Points (duplicator) */ - DRWShadingGroup *points_dupli; - DRWShadingGroup *points_dupli_select; - - /* Texture Space */ - DRWCallBuffer *texspace; -} OBJECT_ShadingGroupList; - -typedef struct OBJECT_PrivateData { - OBJECT_ShadingGroupList sgl; - OBJECT_ShadingGroupList sgl_ghost; - - GHash *custom_shapes; - - /* Outlines */ - DRWShadingGroup *outlines_active; - DRWShadingGroup *outlines_select; - DRWShadingGroup *outlines_select_dupli; - DRWShadingGroup *outlines_transform; - - /* Lightprobes */ - DRWShadingGroup *probe_outlines_transform; - DRWShadingGroup *probe_outlines_select; - DRWShadingGroup *probe_outlines_select_dupli; - DRWShadingGroup *probe_outlines_active; - - /* Objects Centers */ - DRWCallBuffer *center_active; - DRWCallBuffer *center_selected; - DRWCallBuffer *center_deselected; - DRWCallBuffer *center_selected_lib; - DRWCallBuffer *center_deselected_lib; - - bool xray_enabled; - bool xray_enabled_and_not_wire; -} OBJECT_PrivateData; /* Transient data */ - -typedef struct OBJECT_DupliData { - DRWShadingGroup *outline_shgrp; - GPUBatch *outline_geom; - DRWShadingGroup *extra_shgrp; - GPUBatch *extra_geom; - short base_flag; -} OBJECT_DupliData; - -static struct { - /* Instance Data format */ - struct GPUVertFormat *empty_image_format; - struct GPUVertFormat *empty_image_wire_format; - - OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN]; - - float grid_distance; - float grid_mesh_size; - int grid_flag; - float grid_axes[3]; - int zpos_flag; - int zneg_flag; - float zplane_axes[3]; - float inv_viewport_size[2]; - float grid_steps[8]; - bool draw_grid; - /* Temp buffer textures */ - struct GPUTexture *outlines_depth_tx; - struct GPUTexture *outlines_id_tx; - struct GPUTexture *outlines_color_tx; - struct GPUTexture *outlines_blur_tx; - - ListBase smoke_domains; - ListBase movie_clips; -} e_data = {NULL}; /* Engine data */ - -enum { - SHOW_AXIS_X = (1 << 0), - SHOW_AXIS_Y = (1 << 1), - SHOW_AXIS_Z = (1 << 2), - SHOW_GRID = (1 << 3), - PLANE_XY = (1 << 4), - PLANE_XZ = (1 << 5), - PLANE_YZ = (1 << 6), - CLIP_ZPOS = (1 << 7), - CLIP_ZNEG = (1 << 8), - GRID_BACK = (1 << 9), -}; - -/* Prototypes. */ -static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl, - const float mat[4][4], - const float *draw_size, - char draw_type, - const float color[4]); - -/* *********** FUNCTIONS *********** */ - -static void OBJECT_engine_init(void *vedata) -{ - OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl; - - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - - if (DRW_state_is_fbo()) { - e_data.outlines_depth_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); - /* XXX TODO GPU_R16UI can overflow, it would cause no harm - * (only bad colored or missing outlines) but we should - * use 32bits only if the scene have that many objects */ - e_data.outlines_id_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_R16UI, &draw_engine_object_type); - - GPU_framebuffer_ensure_config(&fbl->outlines_fb, - {GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx), - GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)}); - - e_data.outlines_color_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_RGBA8, &draw_engine_object_type); - - GPU_framebuffer_ensure_config( - &fbl->expand_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)}); - - e_data.outlines_blur_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_RGBA8, &draw_engine_object_type); - - GPU_framebuffer_ensure_config( - &fbl->blur_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx)}); - } - - /* Shaders */ - const DRWContextState *draw_ctx = DRW_context_state_get(); - OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; - - if (!sh_data->outline_resolve) { - /* Outline */ - sh_data->outline_prepass = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_object_outline_prepass_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_object_outline_prepass_vert_glsl, - NULL}, - .geom = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_object_outline_prepass_geom_glsl, - NULL}, - .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL}, - }); - - sh_data->outline_resolve = DRW_shader_create_fullscreen( - datatoc_object_outline_resolve_frag_glsl, NULL); - - sh_data->outline_resolve_aa = DRW_shader_create_with_lib( - datatoc_common_fullscreen_vert_glsl, - NULL, - datatoc_object_outline_resolve_frag_glsl, - datatoc_common_fxaa_lib_glsl, - "#define FXAA_ALPHA\n" - "#define USE_FXAA\n"); - - sh_data->outline_detect = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl, - NULL, - datatoc_object_outline_detect_frag_glsl, - datatoc_common_globals_lib_glsl, - NULL); - - sh_data->outline_detect_wire = DRW_shader_create_with_lib( - datatoc_common_fullscreen_vert_glsl, - NULL, - datatoc_object_outline_detect_frag_glsl, - datatoc_common_globals_lib_glsl, - "#define WIRE\n"); - - sh_data->outline_fade = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, - NULL); - sh_data->outline_fade_large = DRW_shader_create_fullscreen( - datatoc_object_outline_expand_frag_glsl, "#define LARGE_OUTLINE\n"); - - /* Empty images */ - { - const char *empty_image_defs = ( - "#define DEPTH_UNCHANGED " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_DEFAULT) "\n" - "#define DEPTH_FRONT " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_FRONT) "\n" - "#define DEPTH_BACK " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_BACK) "\n"); - - sh_data->object_empty_image = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_object_empty_image_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl, - datatoc_object_empty_image_frag_glsl, - NULL}, - .defs = (const char *[]){sh_cfg_data->def, empty_image_defs, NULL}, - }); - sh_data->object_empty_image_wire = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_object_empty_image_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define USE_WIRE\n", empty_image_defs, NULL}, - }); - - sh_data->object_camera_image_cm = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl, - datatoc_object_camera_image_frag_glsl, - NULL}, - .defs = - (const char *[]){sh_cfg_data->def, "#define DRW_STATE_DO_COLOR_MANAGEMENT\n", NULL}, - }); - sh_data->object_camera_image = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl, - datatoc_object_camera_image_frag_glsl, - NULL}, - }); - } - - /* Grid */ - sh_data->grid = GPU_shader_create_from_arrays({ - .vert = (const char *[]){datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_object_grid_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_object_grid_frag_glsl, - NULL}, - }); - - /* Particles */ - sh_data->part_prim = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl, - NULL, - datatoc_gpu_shader_flat_color_frag_glsl, - datatoc_common_view_lib_glsl, - "#define IN_PLACE_INSTANCES\n"); - - sh_data->part_axis = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl, - NULL, - datatoc_gpu_shader_flat_color_frag_glsl, - datatoc_common_view_lib_glsl, - "#define IN_PLACE_INSTANCES\n" - "#define USE_AXIS\n"); - - sh_data->part_dot = DRW_shader_create_with_lib(datatoc_object_particle_dot_vert_glsl, - NULL, - datatoc_object_particle_dot_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - - /* Lightprobes */ - sh_data->lightprobe_grid = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_common_globals_lib_glsl, - datatoc_object_lightprobe_grid_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - - /* Loose Points */ - sh_data->loose_points = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, datatoc_gpu_shader_3D_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - { - /* Grid precompute */ - float viewinv[4][4], wininv[4][4]; - float viewmat[4][4], winmat[4][4]; - View3D *v3d = draw_ctx->v3d; - Scene *scene = draw_ctx->scene; - RegionView3D *rv3d = draw_ctx->rv3d; - - const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0; - const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0; - const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0; - const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0; - const bool show_ortho_grid = (v3d->gridflag & V3D_SHOW_ORTHO_GRID) != 0; - e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor; - - DRW_view_winmat_get(NULL, winmat, false); - DRW_view_winmat_get(NULL, wininv, true); - DRW_view_viewmat_get(NULL, viewmat, false); - DRW_view_viewmat_get(NULL, viewinv, true); - - /* if perps */ - if (winmat[3][3] == 0.0f) { - e_data.grid_flag = (1 << 4); /* XY plane */ - if (show_axis_x) { - e_data.grid_flag |= SHOW_AXIS_X; - } - if (show_axis_y) { - e_data.grid_flag |= SHOW_AXIS_Y; - } - if (show_floor) { - e_data.grid_flag |= SHOW_GRID; - } - } - else { - if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) { - e_data.draw_grid = show_ortho_grid; - e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; - } - else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { - e_data.draw_grid = show_ortho_grid; - e_data.grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK; - } - else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) { - e_data.draw_grid = show_ortho_grid; - e_data.grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; - } - else { /* RV3D_VIEW_USER */ - e_data.grid_flag = PLANE_XY; - if (show_axis_x) { - e_data.grid_flag |= SHOW_AXIS_X; - } - if (show_axis_y) { - e_data.grid_flag |= SHOW_AXIS_Y; - } - if (show_floor) { - e_data.grid_flag |= SHOW_GRID; - } - } - } - - e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0); - e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0); - e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0); - - /* Z axis if needed */ - if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) { - e_data.zpos_flag = SHOW_AXIS_Z; - - float zvec[3], campos[3]; - negate_v3_v3(zvec, viewinv[2]); - copy_v3_v3(campos, viewinv[3]); - - /* z axis : chose the most facing plane */ - if (fabsf(zvec[0]) < fabsf(zvec[1])) { - e_data.zpos_flag |= PLANE_XZ; - } - else { - e_data.zpos_flag |= PLANE_YZ; - } - - e_data.zneg_flag = e_data.zpos_flag; - - /* Persp : If camera is below floor plane, we switch clipping - * Ortho : If eye vector is looking up, we switch clipping */ - if (((winmat[3][3] == 0.0f) && (campos[2] > 0.0f)) || - ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) { - e_data.zpos_flag |= CLIP_ZPOS; - e_data.zneg_flag |= CLIP_ZNEG; - } - else { - e_data.zpos_flag |= CLIP_ZNEG; - e_data.zneg_flag |= CLIP_ZPOS; - } - - e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0); - e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0); - e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0); - } - else { - e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS; - } - - float dist; - if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) { - Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera); - dist = ((Camera *)(camera_object->data))->clip_end; - } - else { - dist = v3d->clip_end; - } - - e_data.grid_distance = dist / 2.0f; /* gridDistance */ - - if (winmat[3][3] == 0.0f) { - e_data.grid_mesh_size = dist; - } - else { - float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1])); - e_data.grid_mesh_size = viewdist * dist; - } - - ED_view3d_grid_steps(scene, v3d, rv3d, e_data.grid_steps); - } - - copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get()); - invert_v2(e_data.inv_viewport_size); -} - -static void OBJECT_engine_free(void) -{ - MEM_SAFE_FREE(e_data.empty_image_format); - MEM_SAFE_FREE(e_data.empty_image_wire_format); - - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - OBJECT_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - GPUShader **sh_data_as_array = (GPUShader **)sh_data; - for (int i = 0; i < (sizeof(OBJECT_Shaders) / sizeof(GPUShader *)); i++) { - DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); - } - } -} - -static DRWShadingGroup *shgroup_outline(DRWPass *pass, - int outline_id, - GPUShader *sh, - eGPUShaderConfig sh_cfg) -{ - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id); - - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return grp; -} - -/* currently same as 'shgroup_outline', new function to avoid confustion */ -static DRWShadingGroup *shgroup_wire(DRWPass *pass, - const float col[4], - GPUShader *sh, - eGPUShaderConfig sh_cfg) -{ - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_vec4(grp, "color", col, 1); - - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return grp; -} - -/* currently same as 'shgroup_outline', new function to avoid confustion */ -static DRWShadingGroup *shgroup_points(DRWPass *pass, - const float col[4], - GPUShader *sh, - eGPUShaderConfig sh_cfg) -{ - DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_vec4(grp, "color", col, 1); - DRW_shgroup_uniform_vec4(grp, "innerColor", G_draw.block.colorEditMeshMiddle, 1); - - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - return grp; -} - -static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(OBJECT_StorageList *stl, - int theme_id, - const int base_flag) -{ - if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { - switch (theme_id) { - case TH_ACTIVE: - case TH_SELECT: - return stl->g_data->outlines_select_dupli; - case TH_TRANSFORM: - return stl->g_data->outlines_transform; - default: - return NULL; - } - } - - switch (theme_id) { - case TH_ACTIVE: - return stl->g_data->outlines_active; - case TH_SELECT: - return stl->g_data->outlines_select; - case TH_TRANSFORM: - return stl->g_data->outlines_transform; - default: - return NULL; - } -} - -static DRWShadingGroup *shgroup_theme_id_to_probe_outline_or_null(OBJECT_StorageList *stl, - int theme_id, - const int base_flag) -{ - if (UNLIKELY(DRW_state_is_select())) { - return stl->g_data->probe_outlines_select; - } - - if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { - switch (theme_id) { - case TH_ACTIVE: - case TH_SELECT: - return stl->g_data->probe_outlines_select_dupli; - case TH_TRANSFORM: - return stl->g_data->probe_outlines_transform; - default: - return NULL; - } - } - - switch (theme_id) { - case TH_ACTIVE: - return stl->g_data->probe_outlines_active; - case TH_SELECT: - return stl->g_data->probe_outlines_select; - case TH_TRANSFORM: - return stl->g_data->probe_outlines_transform; - default: - return NULL; - } -} - -static int shgroup_theme_id_to_outline_id(int theme_id, const int base_flag) -{ - if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { - switch (theme_id) { - case TH_ACTIVE: - case TH_SELECT: - return 2; - case TH_TRANSFORM: - return 0; - default: - return -1; - } - } - - switch (theme_id) { - case TH_ACTIVE: - return 3; - case TH_SELECT: - return 1; - case TH_TRANSFORM: - return 0; - default: - return -1; - } -} - -static DRWShadingGroup *shgroup_theme_id_to_wire(OBJECT_ShadingGroupList *sgl, - int theme_id, - const short base_flag) -{ - if (UNLIKELY(base_flag & BASE_FROM_SET)) { - return sgl->wire_dupli; - } - else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { - switch (theme_id) { - case TH_ACTIVE: - case TH_SELECT: - return sgl->wire_dupli_select; - case TH_TRANSFORM: - return sgl->wire_transform; - default: - return sgl->wire_dupli; - } - } - - switch (theme_id) { - case TH_ACTIVE: - return sgl->wire_active; - case TH_SELECT: - return sgl->wire_select; - case TH_TRANSFORM: - return sgl->wire_transform; - default: - return sgl->wire; - } -} - -static DRWShadingGroup *shgroup_theme_id_to_point(OBJECT_ShadingGroupList *sgl, - int theme_id, - const short base_flag) -{ - if (UNLIKELY(base_flag & BASE_FROM_SET)) { - return sgl->points_dupli; - } - else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { - switch (theme_id) { - case TH_ACTIVE: - case TH_SELECT: - return sgl->points_dupli_select; - case TH_TRANSFORM: - return sgl->points_transform; - default: - return sgl->points_dupli; - } - } - - switch (theme_id) { - case TH_ACTIVE: - return sgl->points_active; - case TH_SELECT: - return sgl->points_select; - case TH_TRANSFORM: - return sgl->points_transform; - default: - return sgl->points; - } -} - -static void image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2]) -{ - float ima_x, ima_y; - if (ima) { - ima_x = size[0]; - ima_y = size[1]; - } - else { - /* if no image, make it a 1x1 empty square, honor scale & offset */ - ima_x = ima_y = 1.0f; - } - /* Get the image aspect even if the buffer is invalid */ - float sca_x = 1.0f, sca_y = 1.0f; - if (ima) { - if (ima->aspx > ima->aspy) { - sca_y = ima->aspy / ima->aspx; - } - else if (ima->aspx < ima->aspy) { - sca_x = ima->aspx / ima->aspy; - } - } - - const float scale_x_inv = ima_x * sca_x; - const float scale_y_inv = ima_y * sca_y; - if (scale_x_inv > scale_y_inv) { - r_image_aspect[0] = 1.0f; - r_image_aspect[1] = scale_y_inv / scale_x_inv; - } - else { - r_image_aspect[0] = scale_x_inv / scale_y_inv; - r_image_aspect[1] = 1.0f; - } -} - -static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data, - OBJECT_ShadingGroupList *sgl, - Object *ob, - const float color[3], - RegionView3D *rv3d, - eGPUShaderConfig sh_cfg) -{ - /* TODO: 'StereoViews', see draw_empty_image. */ - - if (!BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d)) { - return; - } - - /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, - * see: T59347 */ - int size[2] = {0}; - - const bool use_alpha_blend = (ob->empty_image_flag & OB_EMPTY_IMAGE_USE_ALPHA_BLEND) != 0; - GPUTexture *tex = NULL; - Image *ima = ob->data; - - if (ima != NULL) { - tex = GPU_texture_from_blender(ima, ob->iuser, GL_TEXTURE_2D); - if (tex) { - size[0] = GPU_texture_orig_width(tex); - size[1] = GPU_texture_orig_height(tex); - } - } - - CLAMP_MIN(size[0], 1); - CLAMP_MIN(size[1], 1); - - float image_aspect[2]; - image_calc_aspect(ob->data, size, image_aspect); - - char depth_mode; - if (DRW_state_is_depth()) { - /* Use the actual depth if we are doing depth tests to determine the distance to the object */ - depth_mode = OB_EMPTY_IMAGE_DEPTH_DEFAULT; - } - else { - depth_mode = ob->empty_image_depth; - } - - { - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image_wire, sgl->non_meshes); - DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect); - DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode); - DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1); - DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1); - DRW_shgroup_uniform_vec3(grp, "color", color, 1); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - DRW_shgroup_call_no_cull(grp, DRW_cache_image_plane_wire_get(), ob); - } - - if (!BKE_object_empty_image_data_is_visible_in_view3d(ob, rv3d)) { - return; - } - - if (tex && ((ob->color[3] > 0.0f) || !use_alpha_blend)) { - DRWShadingGroup *grp = DRW_shgroup_create( - sh_data->object_empty_image, (use_alpha_blend) ? sgl->image_empties : sgl->non_meshes); - DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect); - DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode); - DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1); - DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1); - DRW_shgroup_uniform_texture(grp, "image", tex); - DRW_shgroup_uniform_bool_copy( - grp, "imagePremultiplied", (ima->alpha_mode == IMA_ALPHA_PREMUL)); - DRW_shgroup_uniform_vec4(grp, "objectColor", ob->color, 1); - DRW_shgroup_uniform_bool_copy(grp, "useAlphaTest", !use_alpha_blend); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - DRW_shgroup_call_no_cull(grp, DRW_cache_image_plane_get(), ob); - } -} - -/* -------------------------------------------------------------------- */ -/** \name Camera Background Images - * \{ */ -typedef struct CameraEngineData { - DrawData dd; - ListBase bg_data; -} CameraEngineData; - -typedef struct CameraEngineBGData { - CameraBGImage *camera_image; - GPUTexture *texture; - float transform_mat[4][4]; - bool premultiplied; -} CameraEngineBGData; - -static void camera_engine_data_free(DrawData *dd) -{ - CameraEngineData *data = (CameraEngineData *)dd; - for (LinkData *link = data->bg_data.first; link; link = link->next) { - CameraEngineBGData *bg_data = (CameraEngineBGData *)link->data; - MEM_freeN(bg_data); - } - BLI_freelistN(&data->bg_data); -} - -static void camera_background_images_stereo_setup(Scene *scene, - View3D *v3d, - Image *ima, - ImageUser *iuser) -{ - if (BKE_image_is_stereo(ima)) { - iuser->flag |= IMA_SHOW_STEREO; - - if ((scene->r.scemode & R_MULTIVIEW) == 0) { - iuser->multiview_eye = STEREO_LEFT_ID; - } - else if (v3d->stereo3d_camera != STEREO_3D_ID) { - /* show only left or right camera */ - iuser->multiview_eye = v3d->stereo3d_camera; - } - - BKE_image_multiview_index(ima, iuser); - } - else { - iuser->flag &= ~IMA_SHOW_STEREO; - } -} -static void camera_background_images_add_shgroup(DRWPass *pass, - CameraEngineBGData *bg_data, - GPUShader *shader, - GPUBatch *batch) -{ - CameraBGImage *camera_image = bg_data->camera_image; - DRWShadingGroup *grp = DRW_shgroup_create(shader, pass); - - DRW_shgroup_uniform_float_copy( - grp, "depth", camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND ? 0.000001f : 0.999999f); - DRW_shgroup_uniform_float_copy(grp, "alpha", camera_image->alpha); - DRW_shgroup_uniform_texture(grp, "image", bg_data->texture); - DRW_shgroup_uniform_bool_copy(grp, "imagePremultiplied", bg_data->premultiplied); - DRW_shgroup_uniform_float_copy( - grp, "flipX", (camera_image->flag & CAM_BGIMG_FLAG_FLIP_X) ? -1.0 : 1.0); - DRW_shgroup_uniform_float_copy( - grp, "flipY", (camera_image->flag & CAM_BGIMG_FLAG_FLIP_Y) ? -1.0 : 1.0); - DRW_shgroup_uniform_mat4(grp, "TransformMat", bg_data->transform_mat); - DRW_shgroup_call(grp, batch, NULL); -} - -static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data, - OBJECT_PassList *psl, - Object *ob, - RegionView3D *rv3d) -{ - if (DRW_state_is_select()) { - return; - } - - if (!BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d)) { - return; - } - - const DRWContextState *draw_ctx = DRW_context_state_get(); - struct ARegion *ar = draw_ctx->ar; - View3D *v3d = draw_ctx->v3d; - Scene *scene = draw_ctx->scene; - Depsgraph *depsgraph = draw_ctx->depsgraph; - Camera *cam = ob->data; - const Object *camera_object = DEG_get_evaluated_object(depsgraph, v3d->camera); - const bool is_active = (ob == camera_object); - const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB)); - - if (look_through && (cam->flag & CAM_SHOW_BG_IMAGE)) { - GPUBatch *batch = DRW_cache_image_plane_get(); - - /* load camera engine data */ - CameraEngineData *camera_engine_data = (CameraEngineData *)DRW_drawdata_ensure( - &ob->id, - &draw_engine_object_type, - sizeof(CameraEngineData), - NULL, - camera_engine_data_free); - LinkData *list_node = camera_engine_data->bg_data.first; - - for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) { - if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED)) { - continue; - } - - /* retrieve the image we want to show, continue to next when no image could be found */ - ImBuf *ibuf = NULL; - GPUTexture *tex = NULL; - float image_aspect_x, image_aspect_y; - float image_aspect = 1.0; - int image_width, image_height; - bool premultiplied = false; - - if (bgpic->source == CAM_BGIMG_SOURCE_IMAGE) { - Image *image = bgpic->ima; - if (image == NULL) { - continue; - } - premultiplied = (image->alpha_mode == IMA_ALPHA_PREMUL); - ImageUser *iuser = &bgpic->iuser; - BKE_image_user_frame_calc(image, iuser, (int)DEG_get_ctime(depsgraph)); - if (image->source == IMA_SRC_SEQUENCE && !(iuser->flag & IMA_USER_FRAME_IN_RANGE)) { - /* frame is out of range, dont show */ - continue; - } - else { - camera_background_images_stereo_setup(scene, v3d, image, iuser); - } - tex = GPU_texture_from_blender(image, iuser, GL_TEXTURE_2D); - if (tex == NULL) { - continue; - } - ibuf = BKE_image_acquire_ibuf(image, iuser, NULL); - if (ibuf == NULL) { - continue; - } - - image_aspect_x = bgpic->ima->aspx; - image_aspect_y = bgpic->ima->aspy; - - image_width = ibuf->x; - image_height = ibuf->y; - BKE_image_release_ibuf(image, ibuf, NULL); - image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y); - } - else if (bgpic->source == CAM_BGIMG_SOURCE_MOVIE) { - MovieClip *clip = NULL; - if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) { - if (scene->camera) { - clip = BKE_object_movieclip_get(scene, scene->camera, true); - } - } - else { - clip = bgpic->clip; - } - - if (clip == NULL) { - continue; - } - - image_aspect_x = clip->aspx; - image_aspect_y = clip->aspy; - - BKE_movieclip_user_set_frame(&bgpic->cuser, (int)DEG_get_ctime(depsgraph)); - tex = GPU_texture_from_movieclip(clip, &bgpic->cuser, GL_TEXTURE_2D); - if (tex == NULL) { - continue; - } - BLI_addtail(&e_data.movie_clips, BLI_genericNodeN(clip)); - BKE_movieclip_get_size(clip, &bgpic->cuser, &image_width, &image_height); - image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y); - } - else { - continue; - } - - /* ensure link_data is allocated to store matrice */ - CameraEngineBGData *bg_data; - if (list_node != NULL) { - bg_data = (CameraEngineBGData *)list_node->data; - list_node = list_node->next; - } - else { - bg_data = MEM_mallocN(sizeof(CameraEngineBGData), __func__); - BLI_addtail(&camera_engine_data->bg_data, BLI_genericNodeN(bg_data)); - } - - /* calculate the transformation matric for the current bg image */ - float uv2img_space[4][4]; - float img2cam_space[4][4]; - float rot_m4[4][4]; - float scale_m4[4][4]; - float translate_m4[4][4]; - float win_m4_scale[4][4]; - float win_m4_translate[4][4]; - - unit_m4(uv2img_space); - unit_m4(img2cam_space); - unit_m4(win_m4_scale); - unit_m4(win_m4_translate); - unit_m4(scale_m4); - axis_angle_to_mat4_single(rot_m4, 'Z', -bgpic->rotation); - unit_m4(translate_m4); - - const float *size = DRW_viewport_size_get(); - float camera_aspect_x = 1.0; - float camera_aspect_y = 1.0; - float camera_offset_x = 0.0; - float camera_offset_y = 0.0; - float camera_width = size[0]; - float camera_height = size[1]; - float camera_aspect = camera_width / camera_height; - - if (!DRW_state_is_image_render()) { - rctf render_border; - ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &render_border, false); - camera_width = render_border.xmax - render_border.xmin; - camera_height = render_border.ymax - render_border.ymin; - camera_aspect = camera_width / camera_height; - const float camera_aspect_center_x = (render_border.xmax + render_border.xmin) / 2.0; - const float camera_aspect_center_y = (render_border.ymax + render_border.ymin) / 2.0; - - camera_aspect_x = camera_width / size[0]; - camera_aspect_y = camera_height / size[1]; - win_m4_scale[0][0] = camera_aspect_x; - win_m4_scale[1][1] = camera_aspect_y; - - camera_offset_x = (camera_aspect_center_x - (ar->winx / 2.0)) / - (0.5 * camera_width / camera_aspect_x); - camera_offset_y = (camera_aspect_center_y - (ar->winy / 2.0)) / - (0.5 * camera_height / camera_aspect_y); - win_m4_translate[3][0] = camera_offset_x; - win_m4_translate[3][1] = camera_offset_y; - } - - /* Convert from uv space to image space -0.5..-.5 */ - uv2img_space[0][0] = image_width; - uv2img_space[1][1] = image_height; - - const float fit_scale = image_aspect / camera_aspect; - if (camera_aspect < image_aspect) { - img2cam_space[0][0] = 1.0 / (1.0 / fit_scale) / image_width; - img2cam_space[1][1] = 1.0 / image_height; - } - else { - img2cam_space[0][0] = 1.0 / image_width; - img2cam_space[1][1] = 1.0 / fit_scale / image_height; - } - - /* Update scaling based on image and camera framing */ - float scale_x = bgpic->scale; - float scale_y = bgpic->scale; - - float scale_x_offset = image_width; - float scale_y_offset = image_height; - if (image_aspect > 1.0f) { - scale_x_offset /= image_aspect; - if (camera_aspect > 1.0f) { - scale_x_offset *= min_ff(image_aspect, camera_aspect); - scale_y_offset *= min_ff(image_aspect, camera_aspect); - } - } - else { - scale_y_offset *= image_aspect; - if (camera_aspect < 1.0f) { - scale_x_offset /= max_ff(image_aspect, camera_aspect); - scale_y_offset /= max_ff(image_aspect, camera_aspect); - } - } - - if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) { - if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) { - /* pass */ - } - else { - if (camera_aspect < image_aspect) { - scale_x /= fit_scale; - scale_y /= fit_scale; - } - else { - scale_x *= fit_scale; - scale_y *= fit_scale; - } - } - } - else { - /* Stretch image to camera aspect */ - if (camera_aspect < image_aspect) { - scale_x /= fit_scale; - } - else { - scale_y *= fit_scale; - } - } - - // scale image to match the desired aspect ratio - scale_m4[0][0] = scale_x; - scale_m4[1][1] = scale_y; - - /* Translate */ - translate_m4[3][0] = bgpic->offset[0] * 2.0f * scale_x_offset; - translate_m4[3][1] = bgpic->offset[1] * 2.0f * scale_y_offset; - - mul_m4_series(bg_data->transform_mat, - win_m4_translate, - win_m4_scale, - img2cam_space, - translate_m4, - rot_m4, - scale_m4, - uv2img_space); - - /* Keep the references so we can reverse the loop */ - bg_data->camera_image = bgpic; - bg_data->texture = tex; - bg_data->premultiplied = premultiplied; - } - - /* Mark the rest bg_data's to be reused in the next drawing call */ - LinkData *last_node = list_node ? list_node->prev : camera_engine_data->bg_data.last; - while (list_node != NULL) { - CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data; - bg_data->texture = NULL; - bg_data->camera_image = NULL; - list_node = list_node->next; - } - - GPUShader *shader = DRW_state_do_color_management() ? sh_data->object_camera_image_cm : - sh_data->object_camera_image; - /* loop 1: camera images alpha under */ - for (list_node = last_node; list_node; list_node = list_node->prev) { - CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data; - CameraBGImage *camera_image = bg_data->camera_image; - if ((camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND) == 0) { - camera_background_images_add_shgroup( - psl->camera_images_back_alpha_under, bg_data, shader, batch); - } - } - - /* loop 2: camera images alpha over */ - for (list_node = camera_engine_data->bg_data.first; list_node; list_node = list_node->next) { - CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data; - CameraBGImage *camera_image = bg_data->camera_image; - if (camera_image == NULL) { - break; - } - camera_background_images_add_shgroup((camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND) ? - psl->camera_images_front_alpha_over : - psl->camera_images_back_alpha_over, - bg_data, - shader, - batch); - } - } -} - -static void camera_background_images_free_textures(void) -{ - for (LinkData *link = e_data.movie_clips.first; link; link = link->next) { - MovieClip *clip = (MovieClip *)link->data; - GPU_free_texture_movieclip(clip); - } - BLI_freelistN(&e_data.movie_clips); -} -/* \} */ - -static void OBJECT_cache_init(void *vedata) -{ - const GlobalsUboStorage *gb = &G_draw.block; - OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; - OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - OBJECT_PrivateData *g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - eGPUShaderConfig cfg = draw_ctx->sh_cfg; - OBJECT_Shaders *sh_data = &e_data.sh_data[cfg]; - - const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH); - const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f); - const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) || - (outline_width > 4.0f); - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - g_data = stl->g_data; - g_data->xray_enabled = XRAY_ACTIVE(draw_ctx->v3d); - g_data->xray_enabled_and_not_wire = g_data->xray_enabled && - draw_ctx->v3d->shading.type > OB_WIRE; - - g_data->custom_shapes = BLI_ghash_ptr_new(__func__); - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - psl->lightprobes = DRW_pass_create("Outlines Probe Pass", state); - - GPUShader *sh = sh_data->outline_prepass; - - g_data->probe_outlines_transform = shgroup_outline(psl->lightprobes, 0, sh, cfg); - g_data->probe_outlines_select = shgroup_outline(psl->lightprobes, 1, sh, cfg); - g_data->probe_outlines_select_dupli = shgroup_outline(psl->lightprobes, 2, sh, cfg); - g_data->probe_outlines_active = shgroup_outline(psl->lightprobes, 3, sh, cfg); - - psl->outlines = DRW_pass_create("Outlines Depth Pass", state); - - if (g_data->xray_enabled_and_not_wire) { - sh = sh_data->outline_prepass_wire; - } - - g_data->outlines_transform = shgroup_outline(psl->outlines, 0, sh, cfg); - g_data->outlines_select = shgroup_outline(psl->outlines, 1, sh, cfg); - g_data->outlines_select_dupli = shgroup_outline(psl->outlines, 2, sh, cfg); - g_data->outlines_active = shgroup_outline(psl->outlines, 3, sh, cfg); - } - - { - DRWState state = DRW_STATE_WRITE_COLOR; - struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); - /* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */ - float alphaOcclu = (g_data->xray_enabled) ? 1.0f : 0.35f; - - psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state); - - GPUShader *sh = (g_data->xray_enabled_and_not_wire) ? sh_data->outline_detect_wire : - sh_data->outline_detect; - DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search); - DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx); - DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx); - DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu); - DRW_shgroup_call(grp, quad, NULL); - - /* This is the bleed pass if do_outline_expand is false. */ - GPUShader *fade_sh = (do_large_expand) ? sh_data->outline_fade_large : sh_data->outline_fade; - psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state); - - grp = DRW_shgroup_create(fade_sh, psl->outlines_expand); - DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx); - DRW_shgroup_uniform_bool_copy(grp, "doExpand", do_outline_expand); - DRW_shgroup_call(grp, quad, NULL); - - psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state); - - if (do_outline_expand) { - grp = DRW_shgroup_create(sh_data->outline_fade, psl->outlines_bleed); - DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx); - DRW_shgroup_uniform_bool_copy(grp, "doExpand", false); - DRW_shgroup_call(grp, quad, NULL); - } - } - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; - psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state); - - struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); - GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx : - &e_data.outlines_color_tx; - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->outline_resolve_aa, psl->outlines_resolve); - DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx); - DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1); - DRW_shgroup_call(grp, quad, NULL); - } - - { - /* Grid pass */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; - psl->grid = DRW_pass_create("Infinite Grid Pass", state); - - struct GPUBatch *geom = DRW_cache_grid_get(); - float grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f; - - /* Create 3 quads to render ordered transparency Z axis */ - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->grid, psl->grid); - DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1); - DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1); - DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2); - DRW_shgroup_uniform_float(grp, "gridDistance", &e_data.grid_distance, 1); - DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size); - DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); - DRW_shgroup_call(grp, geom, NULL); - - grp = DRW_shgroup_create(sh_data->grid, psl->grid); - DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1); - DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); - DRW_shgroup_uniform_float(grp, "gridSteps", e_data.grid_steps, ARRAY_SIZE(e_data.grid_steps)); - DRW_shgroup_call(grp, geom, NULL); - - grp = DRW_shgroup_create(sh_data->grid, psl->grid); - DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1); - DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); - DRW_shgroup_call(grp, geom, NULL); - } - - /* Camera background images */ - { - psl->camera_images_back_alpha_over = DRW_pass_create( - "Camera Images Back Over", - DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA_PREMUL); - psl->camera_images_back_alpha_under = DRW_pass_create( - "Camera Images Back Under", - DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL); - psl->camera_images_front_alpha_over = DRW_pass_create( - "Camera Images Front Over", - DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA_PREMUL); - } - - for (int i = 0; i < 2; i++) { - OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; - - /* Solid bones */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - sgl->bone_solid = psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state); - sgl->bone_outline = 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_ALPHA; - sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state); - - /* distance outline around envelope bones */ - state = DRW_STATE_BLEND_ADD | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_CULL_FRONT; - sgl->bone_envelope = 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; - sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state); - } - - for (int i = 0; i < 2; i++) { - OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; - - /* Non Meshes Pass (Camera, empties, lights ...) */ - struct GPUBatch *geom; - struct GPUShader *sh; - - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_BLEND_ALPHA; - sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state); - - state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA; - sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state); - - /* Empties */ - empties_callbuffers_create(sgl->non_meshes, &sgl->empties, draw_ctx->sh_cfg); - - /* Force Field */ - geom = DRW_cache_field_wind_get(); - sgl->field_wind = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_field_force_get(); - sgl->field_force = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_field_vortex_get(); - sgl->field_vortex = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_screenspace_circle_get(); - sgl->field_curve_sta = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* Grease Pencil */ - geom = DRW_cache_gpencil_axes_get(); - sgl->gpencil_axes = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* Speaker */ - geom = DRW_cache_speaker_get(); - sgl->speaker = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* Probe */ - static float probeSize = 14.0f; - geom = DRW_cache_lightprobe_cube_get(); - sgl->probe_cube = buffer_instance_screenspace( - sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg); - - geom = DRW_cache_lightprobe_grid_get(); - sgl->probe_grid = buffer_instance_screenspace( - sgl->non_meshes, geom, &probeSize, draw_ctx->sh_cfg); - - static float probePlanarSize = 20.0f; - geom = DRW_cache_lightprobe_planar_get(); - sgl->probe_planar = buffer_instance_screenspace( - sgl->non_meshes, geom, &probePlanarSize, draw_ctx->sh_cfg); - - /* Camera */ - geom = DRW_cache_camera_get(); - sgl->camera = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_camera_frame_get(); - sgl->camera_frame = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_camera_tria_get(); - sgl->camera_tria = buffer_camera_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_plain_axes_get(); - sgl->camera_focus = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_single_line_get(); - sgl->camera_clip = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - sgl->camera_mist = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_single_line_endpoints_get(); - sgl->camera_clip_points = buffer_distance_lines_instance( - sgl->non_meshes, geom, draw_ctx->sh_cfg); - sgl->camera_mist_points = buffer_distance_lines_instance( - sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_quad_wires_get(); - sgl->camera_stereo_plane_wires = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_empty_cube_get(); - sgl->camera_stereo_volume_wires = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - BLI_listbase_clear(&sgl->camera_path); - - /* Texture Space */ - geom = DRW_cache_empty_cube_get(); - sgl->texspace = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* Wires (for loose edges) */ - sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR, draw_ctx->sh_cfg); - sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh, draw_ctx->sh_cfg); - sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->sh_cfg); - sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->sh_cfg); - sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh, draw_ctx->sh_cfg); - /* Wire (duplicator) */ - sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->sh_cfg); - sgl->wire_dupli_select = shgroup_wire( - sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->sh_cfg); - - /* Points (loose points) */ - sh = sh_data->loose_points; - sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh, draw_ctx->sh_cfg); - sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->sh_cfg); - sgl->points_transform = shgroup_points( - sgl->non_meshes, gb->colorTransform, sh, draw_ctx->sh_cfg); - sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh, draw_ctx->sh_cfg); - /* Points (duplicator) */ - sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->sh_cfg); - sgl->points_dupli_select = shgroup_points( - sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->sh_cfg); - DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND_ALPHA); - DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND_ALPHA); - DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND_ALPHA); - DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND_ALPHA); - DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND_ALPHA); - DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND_ALPHA); - - /* Metaballs Handles */ - sgl->mball_handle = buffer_instance_mball_handles(sgl->non_meshes, draw_ctx->sh_cfg); - - /* Lights */ - /* TODO - * for now we create multiple times the same VBO with only light center coordinates - * but ideally we would only create it once */ - - sh = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, draw_ctx->sh_cfg); - - DRWShadingGroup *grp = DRW_shgroup_create(sh, sgl->non_meshes); - DRW_shgroup_uniform_vec4(grp, "color", gb->colorLightNoAlpha, 1); - DRW_shgroup_uniform_float(grp, "size", &gb->sizeLightCenter, 1); - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - - sgl->light_center = buffer_dynpoints_uniform_color(grp); - - geom = DRW_cache_single_line_get(); - sgl->light_buflimit = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_light_get(); - sgl->light_circle = buffer_instance_screenspace( - sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg); - geom = DRW_cache_light_shadows_get(); - sgl->light_circle_shadow = buffer_instance_screenspace( - sgl->non_meshes, geom, &gb->sizeLightCircleShadow, draw_ctx->sh_cfg); - - geom = DRW_cache_light_sunrays_get(); - sgl->light_sunrays = buffer_instance_screenspace( - sgl->non_meshes, geom, &gb->sizeLightCircle, draw_ctx->sh_cfg); - - sgl->light_groundline = buffer_groundlines_uniform_color( - sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg); - sgl->light_groundpoint = buffer_groundpoints_uniform_color( - sgl->non_meshes, gb->colorLight, draw_ctx->sh_cfg); - - geom = DRW_cache_screenspace_circle_get(); - sgl->light_area_sphere = buffer_instance_screen_aligned( - sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_light_area_square_get(); - sgl->light_area_square = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_light_area_disk_get(); - sgl->light_area_disk = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_light_hemi_get(); - sgl->light_hemi = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_single_line_get(); - sgl->light_distance = buffer_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_single_line_endpoints_get(); - sgl->light_buflimit_points = buffer_distance_lines_instance( - sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_light_spot_get(); - sgl->light_spot_cone = buffer_spot_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_circle_get(); - sgl->light_spot_blend = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_light_spot_square_get(); - sgl->light_spot_pyramid = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - geom = DRW_cache_square_get(); - sgl->light_spot_blend_rect = buffer_instance(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* -------- STIPPLES ------- */ - - /* Relationship Lines */ - sgl->relationship_lines = buffer_dynlines_dashed_uniform_color( - sgl->non_meshes, gb->colorWire, draw_ctx->sh_cfg); - sgl->constraint_lines = buffer_dynlines_dashed_uniform_color( - sgl->non_meshes, gb->colorGridAxisZ, draw_ctx->sh_cfg); - - { - DRWShadingGroup *grp_axes; - sgl->origin_xform = buffer_instance_color_axes( - sgl->non_meshes, DRW_cache_bone_arrows_get(), &grp_axes, draw_ctx->sh_cfg); - - DRW_shgroup_state_disable(grp_axes, DRW_STATE_DEPTH_LESS_EQUAL); - DRW_shgroup_state_enable(grp_axes, DRW_STATE_DEPTH_ALWAYS); - DRW_shgroup_state_enable(grp_axes, DRW_STATE_WIRE_SMOOTH); - } - - /* Force Field Curve Guide End (here because of stipple) */ - /* TODO port to shader stipple */ - geom = DRW_cache_screenspace_circle_get(); - sgl->field_curve_end = buffer_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* Force Field Limits */ - /* TODO port to shader stipple */ - geom = DRW_cache_field_tube_limit_get(); - sgl->field_tube_limit = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* TODO port to shader stipple */ - geom = DRW_cache_field_cone_limit_get(); - sgl->field_cone_limit = buffer_instance_scaled(sgl->non_meshes, geom, draw_ctx->sh_cfg); - - /* Transparent Shapes */ - state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA | - DRW_STATE_CULL_FRONT; - sgl->transp_shapes = psl->transp_shapes[i] = DRW_pass_create("Transparent Shapes", state); - - sh = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, draw_ctx->sh_cfg); - - DRWShadingGroup *grp_transp = DRW_shgroup_create(sh, sgl->transp_shapes); - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp_transp, DRW_STATE_CLIP_PLANES); - } - - DRWShadingGroup *grp_cull_back = DRW_shgroup_create_sub(grp_transp); - DRW_shgroup_state_disable(grp_cull_back, DRW_STATE_CULL_FRONT); - DRW_shgroup_state_enable(grp_cull_back, DRW_STATE_CULL_BACK); - - DRWShadingGroup *grp_cull_none = DRW_shgroup_create_sub(grp_transp); - DRW_shgroup_state_disable(grp_cull_none, DRW_STATE_CULL_FRONT); - - /* Spot cones */ - geom = DRW_cache_light_spot_volume_get(); - sgl->light_spot_volume = buffer_instance_alpha(grp_transp, geom); - - geom = DRW_cache_light_spot_square_volume_get(); - sgl->light_spot_volume_rect = buffer_instance_alpha(grp_transp, geom); - - geom = DRW_cache_light_spot_volume_get(); - sgl->light_spot_volume_outside = buffer_instance_alpha(grp_cull_back, geom); - - geom = DRW_cache_light_spot_square_volume_get(); - sgl->light_spot_volume_rect_outside = buffer_instance_alpha(grp_cull_back, geom); - - /* Camera stereo volumes */ - geom = DRW_cache_cube_get(); - sgl->camera_stereo_volume = buffer_instance_alpha(grp_transp, geom); - - geom = DRW_cache_quad_get(); - sgl->camera_stereo_plane = buffer_instance_alpha(grp_cull_none, geom); - } - - { - /* Object Center pass grouped by State */ - DRWShadingGroup *grp; - static float outlineWidth, size; - - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; - psl->ob_center = DRW_pass_create("Obj Center Pass", state); - - outlineWidth = 1.0f * U.pixelsize; - size = UI_GetThemeValuef(TH_OBCENTER_DIA) * U.pixelsize + outlineWidth; - - GPUShader *sh = GPU_shader_get_builtin_shader_with_config( - GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->sh_cfg); - - /* Active */ - grp = DRW_shgroup_create(sh, psl->ob_center); - DRW_shgroup_uniform_float(grp, "size", &size, 1); - DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1); - DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1); - DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1); - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - /* TODO find better name. */ - stl->g_data->center_active = buffer_dynpoints_uniform_color(grp); - - /* Select */ - grp = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1); - stl->g_data->center_selected = buffer_dynpoints_uniform_color(grp); - - /* Deselect */ - grp = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1); - stl->g_data->center_deselected = buffer_dynpoints_uniform_color(grp); - - /* Select (library) */ - grp = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1); - stl->g_data->center_selected_lib = buffer_dynpoints_uniform_color(grp); - - /* Deselect (library) */ - grp = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1); - stl->g_data->center_deselected_lib = buffer_dynpoints_uniform_color(grp); - } - - { - /* Particle Pass */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_BLEND_ALPHA; - psl->particle = DRW_pass_create("Particle Pass", state); - } -} - -static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl, - Object *ob, - ViewLayer *view_layer) -{ - MetaBall *mb = ob->data; - - float *color; - DRW_object_wire_theme_get(ob, view_layer, &color); - - float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */ - { - float scamat[3][3]; - copy_m3_m4(scamat, ob->obmat); - /* Get the normalized inverse matrix to extract only - * the scale of Scamat */ - float iscamat[3][3]; - invert_m3_m3(iscamat, scamat); - normalize_m3(iscamat); - mul_m3_m3_post(scamat, iscamat); - - copy_v3_v3(draw_scale_xform[0], scamat[0]); - copy_v3_v3(draw_scale_xform[1], scamat[1]); - copy_v3_v3(draw_scale_xform[2], scamat[2]); - } - - for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) { - /* draw radius */ - float world_pos[3]; - mul_v3_m4v3(world_pos, ob->obmat, &ml->x); - draw_scale_xform[0][3] = world_pos[0]; - draw_scale_xform[1][3] = world_pos[1]; - draw_scale_xform[2][3] = world_pos[2]; - - DRW_buffer_add_entry(sgl->mball_handle, draw_scale_xform, &ml->rad, color); - } -} - -static void DRW_shgroup_light(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) -{ - Light *la = ob->data; - float *color; - int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color); - static float zero = 0.0f; - - typedef struct LightEngineData { - DrawData dd; - float shape_mat[4][4]; - float spot_blend_mat[4][4]; - } LightEngineData; - - LightEngineData *light_engine_data = (LightEngineData *)DRW_drawdata_ensure( - &ob->id, &draw_engine_object_type, sizeof(LightEngineData), NULL, NULL); - - float(*shapemat)[4] = light_engine_data->shape_mat; - float(*spotblendmat)[4] = light_engine_data->spot_blend_mat; - - if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) { - /* Don't draw the center if it's selected or active */ - if (theme_id == TH_LIGHT) { - DRW_buffer_add_entry(sgl->light_center, ob->obmat[3]); - } - } - - /* First circle */ - DRW_buffer_add_entry(sgl->light_circle, ob->obmat[3], color); - - /* draw dashed outer circle for shadow */ - DRW_buffer_add_entry(sgl->light_circle_shadow, ob->obmat[3], color); - - /* Distance */ - if (ELEM(la->type, LA_SUN, LA_AREA)) { - DRW_buffer_add_entry(sgl->light_distance, color, &zero, &la->dist, ob->obmat); - } - - copy_m4_m4(shapemat, ob->obmat); - - if (la->type == LA_SUN) { - DRW_buffer_add_entry(sgl->light_sunrays, ob->obmat[3], color); - } - else if (la->type == LA_SPOT) { - float size[3], sizemat[4][4]; - static float one = 1.0f; - float cone_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f}; - float cone_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f}; - float blend = 1.0f - pow2f(la->spotblend); - size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist; - size[2] = cosf(la->spotsize * 0.5f) * la->dist; - - size_to_mat4(sizemat, size); - mul_m4_m4m4(shapemat, ob->obmat, sizemat); - - size[0] = size[1] = blend; - size[2] = 1.0f; - size_to_mat4(sizemat, size); - translate_m4(sizemat, 0.0f, 0.0f, -1.0f); - rotate_m4(sizemat, 'X', (float)(M_PI / 2)); - mul_m4_m4m4(spotblendmat, shapemat, sizemat); - - if (la->mode & LA_SQUARE) { - DRW_buffer_add_entry(sgl->light_spot_pyramid, color, &one, shapemat); - - /* hide line if it is zero size or overlaps with outer border, - * previously it adjusted to always to show it but that seems - * confusing because it doesn't show the actual blend size */ - if (blend != 0.0f && blend != 1.0f) { - DRW_buffer_add_entry(sgl->light_spot_blend_rect, color, &one, spotblendmat); - } - - if (la->mode & LA_SHOW_CONE) { - if (!DRW_state_is_select()) { - DRW_buffer_add_entry(sgl->light_spot_volume_rect, cone_inside, &one, shapemat); - DRW_buffer_add_entry(sgl->light_spot_volume_rect_outside, cone_outside, &one, shapemat); - } - } - } - else { - DRW_buffer_add_entry(sgl->light_spot_cone, color, shapemat); - - /* hide line if it is zero size or overlaps with outer border, - * previously it adjusted to always to show it but that seems - * confusing because it doesn't show the actual blend size */ - if (blend != 0.0f && blend != 1.0f) { - DRW_buffer_add_entry(sgl->light_spot_blend, color, &one, spotblendmat); - } - - if (la->mode & LA_SHOW_CONE) { - if (!DRW_state_is_select()) { - DRW_buffer_add_entry(sgl->light_spot_volume, cone_inside, &one, shapemat); - DRW_buffer_add_entry(sgl->light_spot_volume_outside, cone_outside, &one, shapemat); - } - } - } - - DRW_buffer_add_entry(sgl->light_buflimit, color, &la->clipsta, &la->clipend, ob->obmat); - DRW_buffer_add_entry(sgl->light_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat); - } - else if (la->type == LA_AREA) { - float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4]; - - if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) { - size[1] = la->area_sizey / la->area_size; - size_to_mat4(sizemat, size); - mul_m4_m4m4(shapemat, shapemat, sizemat); - } - - if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) { - DRW_buffer_add_entry(sgl->light_area_disk, color, &la->area_size, shapemat); - } - else { - DRW_buffer_add_entry(sgl->light_area_square, color, &la->area_size, shapemat); - } - } - - if (ELEM(la->type, LA_LOCAL, LA_SPOT)) { - /* We only want position not scale. */ - shapemat[0][0] = shapemat[1][1] = shapemat[2][2] = 1.0f; - shapemat[0][1] = shapemat[0][2] = 0.0f; - shapemat[1][0] = shapemat[1][2] = 0.0f; - shapemat[2][0] = shapemat[2][1] = 0.0f; - DRW_buffer_add_entry(sgl->light_area_sphere, color, &la->area_size, shapemat); - } - - /* Line and point going to the ground */ - DRW_buffer_add_entry(sgl->light_groundline, ob->obmat[3]); - DRW_buffer_add_entry(sgl->light_groundpoint, ob->obmat[3]); -} - -static GPUBatch *batch_camera_path_get(ListBase *camera_paths, - const MovieTrackingReconstruction *reconstruction) -{ - GPUBatch *geom; - static GPUVertFormat format = {0}; - static struct { - uint pos; - } attr_id; - if (format.attr_len == 0) { - attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - } - GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); - GPU_vertbuf_data_alloc(vbo, reconstruction->camnr); - - MovieReconstructedCamera *camera = reconstruction->cameras; - for (int a = 0; a < reconstruction->camnr; a++, camera++) { - GPU_vertbuf_attr_set(vbo, attr_id.pos, a, camera->mat[3]); - } - - geom = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); - - /* Store the batch to do cleanup after drawing. */ - BLI_addtail(camera_paths, BLI_genericNodeN(geom)); - return geom; -} - -static void batch_camera_path_free(ListBase *camera_paths) -{ - LinkData *link; - while ((link = BLI_pophead(camera_paths))) { - GPUBatch *camera_path = link->data; - GPU_batch_discard(camera_path); - MEM_freeN(link); - } -} - -/** - * Draw the stereo 3d support elements (cameras, plane, volume). - * They are only visible when not looking through the camera: - */ -static void camera_view3d_stereoscopy_display_extra(OBJECT_ShadingGroupList *sgl, - Scene *scene, - ViewLayer *view_layer, - View3D *v3d, - Object *ob, - Camera *cam, - const float vec[4][3], - float drawsize, - const float scale[3]) -{ - const bool is_select = DRW_state_is_select(); - static float drw_tria_dummy[2][2][2] = {{{0}}}; - const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f; - float origin[2][3] = {{0}}; - const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME}; - - const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) && - (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D); - const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) && - (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D); - const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME); - - float *color; - DRW_object_wire_theme_get(ob, view_layer, &color); - - for (int eye = 0; eye < 2; eye++) { - float obmat[4][4]; - ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]); - - BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[eye], obmat); - - copy_v2_v2(cam->runtime.drw_corners[eye][0], vec[0]); - copy_v2_v2(cam->runtime.drw_corners[eye][1], vec[1]); - copy_v2_v2(cam->runtime.drw_corners[eye][2], vec[2]); - copy_v2_v2(cam->runtime.drw_corners[eye][3], vec[3]); - - cam->runtime.drw_depth[eye] = vec[0][2]; - - if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) { - const float shift_x = ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) - - cam->shiftx) * - (drawsize * scale[0] * fac)) * - (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER ? 1.0f : 2.0f); - - for (int i = 0; i < 4; i++) { - cam->runtime.drw_corners[eye][i][0] += shift_x; - } - } - - /* Dummy triangle, draw on top of existent lines so it is invisible. */ - copy_v2_v2(drw_tria_dummy[eye][0], cam->runtime.drw_corners[eye][0]); - copy_v2_v2(drw_tria_dummy[eye][1], cam->runtime.drw_corners[eye][0]); - - if (is_stereo3d_cameras) { - DRW_buffer_add_entry(sgl->camera_frame, - color, - cam->runtime.drw_corners[eye], - &cam->runtime.drw_depth[eye], - cam->runtime.drw_tria, - obmat); - - DRW_buffer_add_entry(sgl->camera, - color, - cam->runtime.drw_corners[eye], - &cam->runtime.drw_depth[eye], - drw_tria_dummy[eye], - obmat); - } - - /* Connecting line. */ - mul_m4_v3(obmat, origin[eye]); - } - - /* Draw connecting lines. */ - if (is_stereo3d_cameras) { - DRW_buffer_add_entry(sgl->relationship_lines, origin[0]); - DRW_buffer_add_entry(sgl->relationship_lines, origin[1]); - } - - /* Draw convergence plane. */ - if (is_stereo3d_plane && !is_select) { - float convergence_plane[4][2]; - const float offset = cam->stereo.convergence_distance / cam->runtime.drw_depth[0]; - - for (int i = 0; i < 4; i++) { - mid_v2_v2v2( - convergence_plane[i], cam->runtime.drw_corners[0][i], cam->runtime.drw_corners[1][i]); - mul_v2_fl(convergence_plane[i], offset); - } - - /* We are using a -1,1 quad for this shading group, so we need to - * scale and transform it to match the convergence plane border. */ - static float one = 1.0f; - float plane_mat[4][4], scale_mat[4][4]; - float scale_factor[3] = {1.0f, 1.0f, 1.0f}; - const float color_plane[2][4] = { - {0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha}, - {0.0f, 0.0f, 0.0f, 1.0f}, - }; - - const float height = convergence_plane[1][1] - convergence_plane[0][1]; - const float width = convergence_plane[2][0] - convergence_plane[0][0]; - - scale_factor[0] = width * 0.5f; - scale_factor[1] = height * 0.5f; - - copy_m4_m4(plane_mat, cam->runtime.drw_normalmat); - translate_m4(plane_mat, 0.0f, 0.0f, -cam->stereo.convergence_distance); - size_to_mat4(scale_mat, scale_factor); - mul_m4_m4_post(plane_mat, scale_mat); - translate_m4(plane_mat, 2.0f * cam->shiftx, (width / height) * 2.0f * cam->shifty, 0.0f); - - if (v3d->stereo3d_convergence_alpha > 0.0f) { - DRW_buffer_add_entry(sgl->camera_stereo_plane, color_plane[0], &one, plane_mat); - } - DRW_buffer_add_entry(sgl->camera_stereo_plane_wires, color_plane[1], &one, plane_mat); - } - - /* Draw convergence volume. */ - if (is_stereo3d_volume && !is_select) { - static float one = 1.0f; - const float color_volume[3][4] = { - {0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha}, - {1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha}, - {0.0f, 0.0f, 0.0f, 1.0f}, - }; - - for (int eye = 0; eye < 2; eye++) { - float winmat[4][4], viewinv[4][4], viewmat[4][4], persmat[4][4], persinv[4][4]; - ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]); - - BKE_camera_multiview_window_matrix(&scene->r, ob, viewnames[eye], winmat); - BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], viewinv); - - invert_m4_m4(viewmat, viewinv); - mul_m4_m4m4(persmat, winmat, viewmat); - invert_m4_m4(persinv, persmat); - - if (v3d->stereo3d_volume_alpha > 0.0f) { - DRW_buffer_add_entry(sgl->camera_stereo_volume, color_volume[eye], &one, persinv); - } - DRW_buffer_add_entry(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv); - } - } -} - -static void camera_view3d_reconstruction(OBJECT_ShadingGroupList *sgl, - Scene *scene, - View3D *v3d, - Object *camera_object, - Object *ob, - const float color[4], - const bool is_select) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - Camera *cam = ob->data; - const Object *orig_camera_object = DEG_get_original_object(camera_object); - - if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) == 0) { - return; - } - - MovieClip *clip = BKE_object_movieclip_get(scene, ob, false); - if (clip == NULL) { - return; - } - - BLI_assert(BLI_listbase_is_empty(&sgl->camera_path)); - const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) && - ((v3d->shading.type != OB_SOLID) || !XRAY_FLAG_ENABLED(v3d)); - - MovieTracking *tracking = &clip->tracking; - /* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */ - int track_index = 1; - - uchar text_color_selected[4], text_color_unselected[4]; - float bundle_color_unselected[4], bundle_color_solid[4]; - - UI_GetThemeColor4ubv(TH_SELECT, text_color_selected); - UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected); - UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected); - UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid); - - float camera_mat[4][4]; - BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat); - - float bundle_scale_mat[4][4]; - if (is_solid_bundle) { - scale_m4_fl(bundle_scale_mat, v3d->bundle_size); - } - - for (MovieTrackingObject *tracking_object = tracking->objects.first; tracking_object != NULL; - tracking_object = tracking_object->next) { - float tracking_object_mat[4][4]; - - if (tracking_object->flag & TRACKING_OBJECT_CAMERA) { - copy_m4_m4(tracking_object_mat, camera_mat); - } - else { - const int framenr = BKE_movieclip_remap_scene_to_clip_frame( - clip, DEG_get_ctime(draw_ctx->depsgraph)); - float object_mat[4][4]; - BKE_tracking_camera_get_reconstructed_interpolate( - tracking, tracking_object, framenr, object_mat); - - invert_m4(object_mat); - mul_m4_m4m4(tracking_object_mat, cam->runtime.drw_normalmat, object_mat); - } - - ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object); - for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) { - - if ((track->flag & TRACK_HAS_BUNDLE) == 0) { - continue; - } - - bool is_selected = TRACK_SELECTED(track); - - float bundle_mat[4][4]; - copy_m4_m4(bundle_mat, tracking_object_mat); - translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]); - - const float *bundle_color; - if (track->flag & TRACK_CUSTOMCOLOR) { - bundle_color = track->color; - } - else if (is_solid_bundle) { - bundle_color = bundle_color_solid; - } - else if (is_selected) { - bundle_color = color; - } - else { - bundle_color = bundle_color_unselected; - } - - if (is_select) { - DRW_select_load_id(orig_camera_object->runtime.select_id | (track_index << 16)); - track_index++; - } - - if (is_solid_bundle) { - - if (is_selected) { - DRW_shgroup_empty_ex(sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, color); - } - - const float bundle_color_v4[4] = { - bundle_color[0], - bundle_color[1], - bundle_color[2], - 1.0f, - }; - - mul_m4_m4m4(bundle_mat, bundle_mat, bundle_scale_mat); - DRW_buffer_add_entry(sgl->empties.sphere_solid, bundle_mat, bundle_color_v4); - } - else { - DRW_shgroup_empty_ex( - sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, bundle_color); - } - - if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) { - struct DRWTextStore *dt = DRW_text_cache_ensure(); - - DRW_text_cache_add(dt, - bundle_mat[3], - track->name, - strlen(track->name), - 10, - 0, - DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, - is_selected ? text_color_selected : text_color_unselected); - } - } - - if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) && - !is_select) { - MovieTrackingReconstruction *reconstruction; - reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object); - - if (reconstruction->camnr) { - static float camera_path_color[4]; - UI_GetThemeColor4fv(TH_CAMERA_PATH, camera_path_color); - - GPUBatch *geom = batch_camera_path_get(&sgl->camera_path, reconstruction); - GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); - DRWShadingGroup *shading_group = DRW_shgroup_create(shader, sgl->non_meshes); - DRW_shgroup_uniform_vec4(shading_group, "color", camera_path_color, 1); - DRW_shgroup_call_obmat(shading_group, geom, camera_mat); - } - } - } -} - -static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - Scene *scene = draw_ctx->scene; - RegionView3D *rv3d = draw_ctx->rv3d; - - Camera *cam = ob->data; - Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera); - const bool is_select = DRW_state_is_select(); - const bool is_active = (ob == camera_object); - const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB)); - - const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0; - const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D); - const bool is_stereo3d_display_extra = is_active && is_multiview && (!look_through) && - ((v3d->stereo3d_flag) != 0); - const bool is_stereo3d_cameras = (ob == scene->camera) && is_multiview && is_stereo3d_view && - (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS); - const bool is_selection_camera_stereo = is_select && look_through && is_multiview && - is_stereo3d_view; - - float *color; - DRW_object_wire_theme_get(ob, view_layer, &color); - - float vec[4][3], asp[2], shift[2], scale[3], drawsize; - - /* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */ - if (is_selection_camera_stereo) { - scale[0] = 1.0f; - scale[1] = 1.0f; - scale[2] = 1.0f; - } - else { - scale[0] = 1.0f / len_v3(ob->obmat[0]); - scale[1] = 1.0f / len_v3(ob->obmat[1]); - scale[2] = 1.0f / len_v3(ob->obmat[2]); - } - - BKE_camera_view_frame_ex( - scene, cam, cam->drawsize, look_through, scale, asp, shift, &drawsize, vec); - - /* Frame coords */ - copy_v2_v2(cam->runtime.drw_corners[0][0], vec[0]); - copy_v2_v2(cam->runtime.drw_corners[0][1], vec[1]); - copy_v2_v2(cam->runtime.drw_corners[0][2], vec[2]); - copy_v2_v2(cam->runtime.drw_corners[0][3], vec[3]); - - /* depth */ - cam->runtime.drw_depth[0] = vec[0][2]; - - /* tria */ - cam->runtime.drw_tria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]); - cam->runtime.drw_tria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]); - cam->runtime.drw_tria[1][0] = shift[0]; - cam->runtime.drw_tria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]); - - if (look_through) { - if (!DRW_state_is_image_render()) { - /* Only draw the frame. */ - float mat[4][4]; - if (is_multiview) { - const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID; - const char *view_name = is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME; - BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat); - const float shiftx = BKE_camera_multiview_shift_x(&scene->r, ob, view_name); - const float delta_shiftx = shiftx - cam->shiftx; - const float width = cam->runtime.drw_corners[0][2][0] - cam->runtime.drw_corners[0][0][0]; - for (int i = 0; i < 4; i++) { - cam->runtime.drw_corners[0][i][0] -= delta_shiftx * width; - } - } - else { - copy_m4_m4(mat, ob->obmat); - } - - DRW_buffer_add_entry(sgl->camera_frame, - color, - cam->runtime.drw_corners[0], - &cam->runtime.drw_depth[0], - cam->runtime.drw_tria, - mat); - } - } - else { - if (!is_stereo3d_cameras) { - DRW_buffer_add_entry(sgl->camera, - color, - cam->runtime.drw_corners[0], - &cam->runtime.drw_depth[0], - cam->runtime.drw_tria, - ob->obmat); - } - - /* Active cam */ - if (is_active) { - DRW_buffer_add_entry(sgl->camera_tria, - color, - cam->runtime.drw_corners[0], - &cam->runtime.drw_depth[0], - cam->runtime.drw_tria, - ob->obmat); - } - } - - /* draw the rest in normalize object space */ - normalize_m4_m4(cam->runtime.drw_normalmat, ob->obmat); - - if (cam->flag & CAM_SHOWLIMITS) { - static float col[4] = {0.5f, 0.5f, 0.25f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 0.5f, 1.0f}; - float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f}; - float focusdist = BKE_camera_object_dof_distance(ob); - - copy_m4_m4(cam->runtime.drw_focusmat, cam->runtime.drw_normalmat); - translate_m4(cam->runtime.drw_focusmat, 0.0f, 0.0f, -focusdist); - size_to_mat4(sizemat, size); - mul_m4_m4m4(cam->runtime.drw_focusmat, cam->runtime.drw_focusmat, sizemat); - - DRW_buffer_add_entry( - sgl->camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->runtime.drw_focusmat); - - DRW_buffer_add_entry( - sgl->camera_clip, color, &cam->clip_start, &cam->clip_end, cam->runtime.drw_normalmat); - DRW_buffer_add_entry(sgl->camera_clip_points, - (is_active ? col_hi : col), - &cam->clip_start, - &cam->clip_end, - cam->runtime.drw_normalmat); - } - - if (cam->flag & CAM_SHOWMIST) { - World *world = scene->world; - - if (world) { - static float col[4] = {0.5f, 0.5f, 0.5f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - world->mistend = world->miststa + world->mistdist; - DRW_buffer_add_entry( - sgl->camera_mist, color, &world->miststa, &world->mistend, cam->runtime.drw_normalmat); - DRW_buffer_add_entry(sgl->camera_mist_points, - (is_active ? col_hi : col), - &world->miststa, - &world->mistend, - cam->runtime.drw_normalmat); - } - } - - /* Stereo cameras, volumes, plane drawing. */ - if (is_stereo3d_display_extra) { - camera_view3d_stereoscopy_display_extra( - sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale); - } - - /* Motion Tracking. */ - camera_view3d_reconstruction(sgl, scene, v3d, camera_object, ob, color, is_select); -} - -static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl, - const float mat[4][4], - const float *draw_size, - char draw_type, - const float color[4]) -{ - DRWEmptiesBufferList *buffers = &sgl->empties; - switch (draw_type) { - case OB_PLAINAXES: - DRW_buffer_add_entry(buffers->plain_axes, color, draw_size, mat); - break; - case OB_SINGLE_ARROW: - DRW_buffer_add_entry(buffers->single_arrow, color, draw_size, mat); - DRW_buffer_add_entry(buffers->single_arrow_line, color, draw_size, mat); - break; - case OB_CUBE: - DRW_buffer_add_entry(buffers->cube, color, draw_size, mat); - break; - case OB_CIRCLE: - DRW_buffer_add_entry(buffers->circle, color, draw_size, mat); - break; - case OB_EMPTY_SPHERE: - DRW_buffer_add_entry(buffers->sphere, color, draw_size, mat); - break; - case OB_EMPTY_CONE: - DRW_buffer_add_entry(buffers->cone, color, draw_size, mat); - break; - case OB_ARROWS: - DRW_buffer_add_entry(buffers->empty_axes, color, draw_size, mat); - break; - case OB_EMPTY_IMAGE: - BLI_assert(!"Should never happen, use DRW_shgroup_empty instead."); - break; - } -} - -static void DRW_shgroup_empty(OBJECT_Shaders *sh_data, - OBJECT_ShadingGroupList *sgl, - Object *ob, - ViewLayer *view_layer, - RegionView3D *rv3d, - eGPUShaderConfig sh_cfg) -{ - float *color; - DRW_object_wire_theme_get(ob, view_layer, &color); - - switch (ob->empty_drawtype) { - case OB_PLAINAXES: - case OB_SINGLE_ARROW: - case OB_CUBE: - case OB_CIRCLE: - case OB_EMPTY_SPHERE: - case OB_EMPTY_CONE: - case OB_ARROWS: - DRW_shgroup_empty_ex(sgl, ob->obmat, &ob->empty_drawsize, ob->empty_drawtype, color); - break; - case OB_EMPTY_IMAGE: - DRW_shgroup_empty_image(sh_data, sgl, ob, color, rv3d, sh_cfg); - break; - } -} - -static void DRW_shgroup_forcefield(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) -{ - int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - float *color = DRW_color_background_blend_get(theme_id); - PartDeflect *pd = ob->pd; - Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL; - - /* TODO Move this to depsgraph */ - float tmp[3]; - copy_v3_fl(pd->drawvec1, ob->empty_drawsize); - - switch (pd->forcefield) { - case PFIELD_WIND: - pd->drawvec1[2] = pd->f_strength; - break; - case PFIELD_VORTEX: - if (pd->f_strength < 0.0f) { - pd->drawvec1[1] = -pd->drawvec1[1]; - } - break; - case PFIELD_GUIDE: - if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && - ob->runtime.curve_cache->path->data) { - where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL); - where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL); - } - break; - } - - if (pd->falloff == PFIELD_FALL_TUBE) { - pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ? - pd->maxrad : - 1.0f; - pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f; - - pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ? - pd->minrad : - 1.0f; - pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f; - } - else if (pd->falloff == PFIELD_FALL_CONE) { - float radius, distance; - - radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f); - distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f; - pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius); - pd->drawvec_falloff_max[2] = distance * cosf(radius); - - radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f); - distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f; - - pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius); - pd->drawvec_falloff_min[2] = distance * cosf(radius); - } - /* End of things that should go to depthgraph */ - - switch (pd->forcefield) { - case PFIELD_WIND: - DRW_buffer_add_entry(sgl->field_wind, color, &pd->drawvec1, ob->obmat); - break; - case PFIELD_FORCE: - DRW_buffer_add_entry(sgl->field_force, color, &pd->drawvec1, ob->obmat); - break; - case PFIELD_VORTEX: - DRW_buffer_add_entry(sgl->field_vortex, color, &pd->drawvec1, ob->obmat); - break; - case PFIELD_GUIDE: - if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && - ob->runtime.curve_cache->path->data) { - DRW_buffer_add_entry(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat); - DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->f_strength, ob->obmat); - } - break; - } - - if (pd->falloff == PFIELD_FALL_SPHERE) { - /* as last, guide curve alters it */ - if ((pd->flag & PFIELD_USEMAX) != 0) { - DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->maxdist, ob->obmat); - } - - if ((pd->flag & PFIELD_USEMIN) != 0) { - DRW_buffer_add_entry(sgl->field_curve_end, color, &pd->mindist, ob->obmat); - } - } - else if (pd->falloff == PFIELD_FALL_TUBE) { - if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) { - DRW_buffer_add_entry(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat); - } - - if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) { - DRW_buffer_add_entry(sgl->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat); - } - } - else if (pd->falloff == PFIELD_FALL_CONE) { - if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) { - DRW_buffer_add_entry(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat); - } - - if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) { - DRW_buffer_add_entry(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat); - } - } -} - -static void DRW_shgroup_volume_extra(OBJECT_ShadingGroupList *sgl, - Object *ob, - ViewLayer *view_layer, - Scene *scene, - ModifierData *md) -{ - SmokeModifierData *smd = (SmokeModifierData *)md; - SmokeDomainSettings *sds = smd->domain; - float *color; - float one = 1.0f; - - if (sds == NULL) { - return; - } - - DRW_object_wire_theme_get(ob, view_layer, &color); - - /* Small cube showing voxel size. */ - float min[3]; - madd_v3fl_v3fl_v3fl_v3i(min, sds->p0, sds->cell_size, sds->res_min); - float voxel_cubemat[4][4] = {{0.0f}}; - /* scale small cube to voxel size */ - voxel_cubemat[0][0] = 1.0f / (float)sds->base_res[0]; - voxel_cubemat[1][1] = 1.0f / (float)sds->base_res[1]; - voxel_cubemat[2][2] = 1.0f / (float)sds->base_res[2]; - voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f; - voxel_cubemat[3][3] = 1.0f; - /* translate small cube to corner */ - voxel_cubemat[3][0] = min[0]; - voxel_cubemat[3][1] = min[1]; - voxel_cubemat[3][2] = min[2]; - voxel_cubemat[3][3] = 1.0f; - /* move small cube into the domain (otherwise its centered on vertex of domain object) */ - translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f); - mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat); - - DRW_buffer_add_entry(sgl->empties.cube, color, &one, voxel_cubemat); - - /* Don't show smoke before simulation starts, this could be made an option in the future. */ - if (!sds->draw_velocity || !sds->fluid || CFRA < sds->point_cache[0]->startframe) { - return; - } - - const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE); - int line_count = (use_needle) ? 6 : 1; - int slice_axis = -1; - line_count *= sds->res[0] * sds->res[1] * sds->res[2]; - - if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED && - sds->axis_slice_method == AXIS_SLICE_SINGLE) { - float viewinv[4][4]; - DRW_view_viewmat_get(NULL, viewinv, true); - - const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(viewinv[2]) : - sds->slice_axis - 1; - slice_axis = axis; - line_count /= sds->res[axis]; - } - - GPU_create_smoke_velocity(smd); - - DRWShadingGroup *grp = DRW_shgroup_create(volume_velocity_shader_get(use_needle), - sgl->non_meshes); - DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x); - DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y); - DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z); - DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale); - DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth); - DRW_shgroup_uniform_vec3_copy(grp, "cellSize", sds->cell_size); - DRW_shgroup_uniform_vec3_copy(grp, "domainOriginOffset", sds->p0); - DRW_shgroup_uniform_ivec3_copy(grp, "adaptiveCellOffset", sds->res_min); - DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis); - DRW_shgroup_call_procedural_lines(grp, ob, line_count); - - BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd)); -} - -static void volumes_free_smoke_textures(void) -{ - /* Free Smoke Textures after rendering */ - /* XXX This is a waste of processing and GPU bandwidth if nothing - * is updated. But the problem is since Textures are stored in the - * modifier we don't want them to take precious VRAM if the - * modifier is not used for display. We should share them for - * all viewport in a redraw at least. */ - for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) { - SmokeModifierData *smd = (SmokeModifierData *)link->data; - GPU_free_smoke_velocity(smd); - } - BLI_freelistN(&e_data.smoke_domains); -} - -static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) -{ - float *color; - static float one = 1.0f; - DRW_object_wire_theme_get(ob, view_layer, &color); - - DRW_buffer_add_entry(sgl->speaker, color, &one, ob->obmat); -} - -static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data, - OBJECT_StorageList *stl, - OBJECT_PassList *psl, - Object *ob, - ViewLayer *view_layer, - const eGPUShaderConfig sh_cfg) -{ - float *color; - static float one = 1.0f; - LightProbe *prb = (LightProbe *)ob->data; - bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0); - int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color); - - OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : - &stl->g_data->sgl; - - if (DRW_state_is_select() || do_outlines) { - if (prb->type == LIGHTPROBE_TYPE_GRID) { - float corner[3]; - float increment[3][3]; - /* Update transforms */ - float cell_dim[3], half_cell_dim[3]; - cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x); - cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y); - cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z); - - mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f); - - /* First cell. */ - copy_v3_fl(corner, -1.0f); - add_v3_v3(corner, half_cell_dim); - mul_m4_v3(ob->obmat, corner); - - /* Opposite neighbor cell. */ - copy_v3_fl3(increment[0], cell_dim[0], 0.0f, 0.0f); - copy_v3_fl3(increment[1], 0.0f, cell_dim[1], 0.0f); - copy_v3_fl3(increment[2], 0.0f, 0.0f, cell_dim[2]); - - for (int i = 0; i < 3; i++) { - add_v3_v3(increment[i], half_cell_dim); - add_v3_fl(increment[i], -1.0f); - mul_m4_v3(ob->obmat, increment[i]); - sub_v3_v3(increment[i], corner); - } - - int outline_id = shgroup_theme_id_to_outline_id(theme_id, ob->base_flag); - uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z; - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->lightprobe_grid, psl->lightprobes); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id); - DRW_shgroup_uniform_vec3_copy(grp, "corner", corner); - DRW_shgroup_uniform_vec3_copy(grp, "increment_x", increment[0]); - DRW_shgroup_uniform_vec3_copy(grp, "increment_y", increment[1]); - DRW_shgroup_uniform_vec3_copy(grp, "increment_z", increment[2]); - DRW_shgroup_uniform_ivec3_copy(grp, "grid_resolution", &prb->grid_resolution_x); - if (sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } - DRW_shgroup_call_procedural_points(grp, NULL, cell_count); - } - else if (prb->type == LIGHTPROBE_TYPE_PLANAR && (prb->flag & LIGHTPROBE_FLAG_SHOW_DATA)) { - DRWShadingGroup *grp = shgroup_theme_id_to_probe_outline_or_null( - stl, theme_id, ob->base_flag); - DRW_shgroup_call_no_cull(grp, DRW_cache_quad_get(), ob); - } - } - - switch (prb->type) { - case LIGHTPROBE_TYPE_PLANAR: - DRW_buffer_add_entry(sgl->probe_planar, ob->obmat[3], color); - break; - case LIGHTPROBE_TYPE_GRID: - DRW_buffer_add_entry(sgl->probe_grid, ob->obmat[3], color); - break; - case LIGHTPROBE_TYPE_CUBE: - default: - DRW_buffer_add_entry(sgl->probe_cube, ob->obmat[3], color); - break; - } - - if (prb->type == LIGHTPROBE_TYPE_PLANAR) { - float mat[4][4]; - copy_m4_m4(mat, ob->obmat); - normalize_m4(mat); - - DRW_buffer_add_entry(sgl->empties.single_arrow, color, &ob->empty_drawsize, mat); - DRW_buffer_add_entry(sgl->empties.single_arrow_line, color, &ob->empty_drawsize, mat); - - copy_m4_m4(mat, ob->obmat); - zero_v3(mat[2]); - - DRW_buffer_add_entry(sgl->empties.cube, color, &one, mat); - } - - if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) { - - prb->distfalloff = (1.0f - prb->falloff) * prb->distinf; - prb->distgridinf = prb->distinf; - - if (prb->type == LIGHTPROBE_TYPE_GRID) { - prb->distfalloff += 1.0f; - prb->distgridinf += 1.0f; - } - - if (prb->type == LIGHTPROBE_TYPE_GRID || prb->attenuation_type == LIGHTPROBE_SHAPE_BOX) { - DRW_buffer_add_entry(sgl->empties.cube, color, &prb->distgridinf, ob->obmat); - DRW_buffer_add_entry(sgl->empties.cube, color, &prb->distfalloff, ob->obmat); - } - else if (prb->type == LIGHTPROBE_TYPE_PLANAR) { - float rangemat[4][4]; - copy_m4_m4(rangemat, ob->obmat); - normalize_v3(rangemat[2]); - mul_v3_fl(rangemat[2], prb->distinf); - - DRW_buffer_add_entry(sgl->empties.cube, color, &one, rangemat); - - copy_m4_m4(rangemat, ob->obmat); - normalize_v3(rangemat[2]); - mul_v3_fl(rangemat[2], prb->distfalloff); - - DRW_buffer_add_entry(sgl->empties.cube, color, &one, rangemat); - } - else { - DRW_buffer_add_entry(sgl->empties.sphere, color, &prb->distgridinf, ob->obmat); - DRW_buffer_add_entry(sgl->empties.sphere, color, &prb->distfalloff, ob->obmat); - } - } - - if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) { - if (prb->type != LIGHTPROBE_TYPE_PLANAR) { - float(*obmat)[4], *dist; - - if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) { - dist = &prb->distpar; - /* TODO object parallax */ - obmat = ob->obmat; - } - else { - dist = &prb->distinf; - obmat = ob->obmat; - } - - if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) { - DRW_buffer_add_entry(sgl->empties.cube, color, dist, obmat); - } - else { - DRW_buffer_add_entry(sgl->empties.sphere, color, dist, obmat); - } - } - } - - if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) { - if (prb->type != LIGHTPROBE_TYPE_PLANAR) { - static const float cubefacemat[6][4][4] = { - {{0.0, 0.0, -1.0, 0.0}, - {0.0, -1.0, 0.0, 0.0}, - {-1.0, 0.0, 0.0, 0.0}, - {0.0, 0.0, 0.0, 1.0}}, - {{0.0, 0.0, 1.0, 0.0}, - {0.0, -1.0, 0.0, 0.0}, - {1.0, 0.0, 0.0, 0.0}, - {0.0, 0.0, 0.0, 1.0}}, - {{1.0, 0.0, 0.0, 0.0}, - {0.0, 0.0, -1.0, 0.0}, - {0.0, 1.0, 0.0, 0.0}, - {0.0, 0.0, 0.0, 1.0}}, - {{1.0, 0.0, 0.0, 0.0}, - {0.0, 0.0, 1.0, 0.0}, - {0.0, -1.0, 0.0, 0.0}, - {0.0, 0.0, 0.0, 1.0}}, - {{1.0, 0.0, 0.0, 0.0}, - {0.0, -1.0, 0.0, 0.0}, - {0.0, 0.0, -1.0, 0.0}, - {0.0, 0.0, 0.0, 1.0}}, - {{-1.0, 0.0, 0.0, 0.0}, - {0.0, -1.0, 0.0, 0.0}, - {0.0, 0.0, 1.0, 0.0}, - {0.0, 0.0, 0.0, 1.0}}, - }; - - for (int i = 0; i < 6; i++) { - float clipmat[4][4]; - normalize_m4_m4(clipmat, ob->obmat); - mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]); - - DRW_buffer_add_entry(sgl->light_buflimit, color, &prb->clipsta, &prb->clipend, clipmat); - DRW_buffer_add_entry( - sgl->light_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat); - } - } - } - - /* Line and point going to the ground */ - if (prb->type == LIGHTPROBE_TYPE_CUBE) { - DRW_buffer_add_entry(sgl->light_groundline, ob->obmat[3]); - DRW_buffer_add_entry(sgl->light_groundpoint, ob->obmat[3]); - } -} - -static void DRW_shgroup_relationship_lines(OBJECT_ShadingGroupList *sgl, - Depsgraph *depsgraph, - Scene *scene, - Object *ob) -{ - if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) { - DRW_buffer_add_entry(sgl->relationship_lines, ob->runtime.parent_display_origin); - DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]); - } - - if (ob->rigidbody_constraint) { - Object *rbc_ob1 = ob->rigidbody_constraint->ob1; - Object *rbc_ob2 = ob->rigidbody_constraint->ob2; - if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) { - DRW_buffer_add_entry(sgl->relationship_lines, rbc_ob1->obmat[3]); - DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]); - } - if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) { - DRW_buffer_add_entry(sgl->relationship_lines, rbc_ob2->obmat[3]); - DRW_buffer_add_entry(sgl->relationship_lines, ob->obmat[3]); - } - } - - /* Drawing the constraint lines */ - if (!BLI_listbase_is_empty(&ob->constraints)) { - bConstraint *curcon; - bConstraintOb *cob; - ListBase *list = &ob->constraints; - - cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT); - - for (curcon = list->first; curcon; curcon = curcon->next) { - if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) { - /* special case for object solver and follow track constraints because they don't fill - * constraint targets properly (design limitation -- scene is needed for their target - * but it can't be accessed from get_targets callback) */ - - Object *camob = NULL; - - if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) { - bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data; - - camob = data->camera ? data->camera : scene->camera; - } - else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) { - bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data; - - camob = data->camera ? data->camera : scene->camera; - } - - if (camob) { - DRW_buffer_add_entry(sgl->constraint_lines, camob->obmat[3]); - DRW_buffer_add_entry(sgl->constraint_lines, ob->obmat[3]); - } - } - else { - const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon); - - if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) { - ListBase targets = {NULL, NULL}; - bConstraintTarget *ct; - - cti->get_constraint_targets(curcon, &targets); - - for (ct = targets.first; ct; ct = ct->next) { - /* calculate target's matrix */ - if (cti->get_target_matrix) { - cti->get_target_matrix(depsgraph, curcon, cob, ct, DEG_get_ctime(depsgraph)); - } - else { - unit_m4(ct->matrix); - } - - DRW_buffer_add_entry(sgl->constraint_lines, ct->matrix[3]); - DRW_buffer_add_entry(sgl->constraint_lines, ob->obmat[3]); - } - - if (cti->flush_constraint_targets) { - cti->flush_constraint_targets(curcon, &targets, 1); - } - } - } - } - - BKE_constraints_clear_evalob(cob); - } -} - -static void DRW_shgroup_object_center(OBJECT_StorageList *stl, - Object *ob, - ViewLayer *view_layer, - View3D *v3d) -{ - if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) { - return; - } - const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob); - DRWCallBuffer *buf; - - if (ob == OBACT(view_layer)) { - buf = stl->g_data->center_active; - } - else if (ob->base_flag & BASE_SELECTED) { - if (is_library) { - buf = stl->g_data->center_selected_lib; - } - else { - buf = stl->g_data->center_selected; - } - } - else if (v3d->flag & V3D_DRAW_CENTERS) { - if (is_library) { - buf = stl->g_data->center_deselected_lib; - } - else { - buf = stl->g_data->center_deselected; - } - } - else { - return; - } - - DRW_buffer_add_entry(buf, ob->obmat[3]); -} - -static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id) -{ - if (ob->data == NULL) { - return; - } - - ID *ob_data = ob->data; - float *texcoloc = NULL; - float *texcosize = NULL; - - switch (GS(ob_data->name)) { - case ID_ME: - BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, &texcosize); - break; - case ID_CU: { - Curve *cu = (Curve *)ob_data; - BKE_curve_texspace_ensure(cu); - texcoloc = cu->loc; - texcosize = cu->size; - break; - } - case ID_MB: { - MetaBall *mb = (MetaBall *)ob_data; - texcoloc = mb->loc; - texcosize = mb->size; - break; - } - default: - BLI_assert(0); - } - - float tmp[4][4] = {{0.0f}}, one = 1.0f; - tmp[0][0] = texcosize[0]; - tmp[1][1] = texcosize[1]; - tmp[2][2] = texcosize[2]; - tmp[3][0] = texcoloc[0]; - tmp[3][1] = texcoloc[1]; - tmp[3][2] = texcoloc[2]; - tmp[3][3] = 1.0f; - - mul_m4_m4m4(tmp, ob->obmat, tmp); - - float color[4]; - UI_GetThemeColor4fv(theme_id, color); - - DRW_buffer_add_entry(sgl->texspace, color, &one, tmp); -} - -static void DRW_shgroup_bounds( - OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id, char boundtype, bool around_origin) -{ - float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f; - BoundBox bb_local; - - if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) { - return; - } - - BoundBox *bb = BKE_object_boundbox_get(ob); - - if (!ELEM(ob->type, - OB_MESH, - OB_CURVE, - OB_SURF, - OB_FONT, - OB_MBALL, - OB_ARMATURE, - OB_LATTICE, - OB_GPENCIL)) { - const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f}; - bb = &bb_local; - BKE_boundbox_init_from_minmax(bb, min, max); - } - - UI_GetThemeColor4fv(theme_id, color); - BKE_boundbox_calc_size_aabb(bb, size); - - if (around_origin) { - zero_v3(center); - } - else { - BKE_boundbox_calc_center_aabb(bb, center); - } - - switch (boundtype) { - case OB_BOUND_BOX: - size_to_mat4(tmp, size); - copy_v3_v3(tmp[3], center); - mul_m4_m4m4(tmp, ob->obmat, tmp); - DRW_buffer_add_entry(sgl->empties.cube, color, &one, tmp); - break; - case OB_BOUND_SPHERE: - size[0] = max_fff(size[0], size[1], size[2]); - size[1] = size[2] = size[0]; - size_to_mat4(tmp, size); - copy_v3_v3(tmp[3], center); - mul_m4_m4m4(tmp, ob->obmat, tmp); - DRW_buffer_add_entry(sgl->empties.sphere, color, &one, tmp); - break; - case OB_BOUND_CYLINDER: - size[0] = max_ff(size[0], size[1]); - size[1] = size[0]; - size_to_mat4(tmp, size); - copy_v3_v3(tmp[3], center); - mul_m4_m4m4(tmp, ob->obmat, tmp); - DRW_buffer_add_entry(sgl->empties.cylinder, color, &one, tmp); - break; - case OB_BOUND_CONE: - size[0] = max_ff(size[0], size[1]); - size[1] = size[0]; - size_to_mat4(tmp, size); - copy_v3_v3(tmp[3], center); - /* Cone batch has base at 0 and is pointing towards +Y. */ - swap_v3_v3(tmp[1], tmp[2]); - tmp[3][2] -= size[2]; - mul_m4_m4m4(tmp, ob->obmat, tmp); - DRW_buffer_add_entry(sgl->empties.cone, color, &one, tmp); - break; - case OB_BOUND_CAPSULE: - size[0] = max_ff(size[0], size[1]); - size[1] = size[0]; - scale_m4_fl(tmp, size[0]); - copy_v2_v2(tmp[3], center); - tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]); - mul_m4_m4m4(final_mat, ob->obmat, tmp); - DRW_buffer_add_entry(sgl->empties.capsule_cap, color, &one, final_mat); - negate_v3(tmp[2]); - tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]); - mul_m4_m4m4(final_mat, ob->obmat, tmp); - DRW_buffer_add_entry(sgl->empties.capsule_cap, color, &one, final_mat); - tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f); - mul_m4_m4m4(final_mat, ob->obmat, tmp); - DRW_buffer_add_entry(sgl->empties.capsule_body, color, &one, final_mat); - break; - } -} - -static void DRW_shgroup_collision(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id) -{ - switch (ob->rigidbody_object->shape) { - case RB_SHAPE_BOX: - DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_BOX, true); - break; - case RB_SHAPE_SPHERE: - DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_SPHERE, true); - break; - case RB_SHAPE_CONE: - DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CONE, true); - break; - case RB_SHAPE_CYLINDER: - DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CYLINDER, true); - break; - case RB_SHAPE_CAPSULE: - DRW_shgroup_bounds(sgl, ob, theme_id, OB_BOUND_CAPSULE, true); - break; - } -} - -static void OBJECT_cache_populate_particles(OBJECT_Shaders *sh_data, - Object *ob, - OBJECT_PassList *psl) -{ - for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) { - if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { - continue; - } - - ParticleSettings *part = psys->part; - int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; - - if (part->type == PART_HAIR) { - /* Hairs should have been rendered by the render engine.*/ - continue; - } - - if (!ELEM(draw_as, PART_DRAW_NOT, PART_DRAW_OB, PART_DRAW_GR)) { - struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys); - DRWShadingGroup *shgrp = NULL; - struct GPUBatch *shape = NULL; - static float def_prim_col[3] = {0.5f, 0.5f, 0.5f}; - static float def_sec_col[3] = {1.0f, 1.0f, 1.0f}; - - Material *ma = give_current_material(ob, part->omat); - - switch (draw_as) { - default: - case PART_DRAW_DOT: - shgrp = DRW_shgroup_create(sh_data->part_dot, psl->particle); - DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1); - DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1); - DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1); - DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1); - DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp); - DRW_shgroup_call(shgrp, geom, NULL); - break; - case PART_DRAW_CROSS: - shgrp = DRW_shgroup_create(sh_data->part_prim, psl->particle); - DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp); - DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1); - DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1); - DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false); - shape = DRW_cache_particles_get_prim(PART_DRAW_CROSS); - DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom); - break; - case PART_DRAW_CIRC: - shape = DRW_cache_particles_get_prim(PART_DRAW_CIRC); - shgrp = DRW_shgroup_create(sh_data->part_prim, psl->particle); - DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp); - DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1); - DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1); - DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", true); - DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom); - break; - case PART_DRAW_AXIS: - shape = DRW_cache_particles_get_prim(PART_DRAW_AXIS); - shgrp = DRW_shgroup_create(sh_data->part_axis, psl->particle); - DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1); - DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false); - DRW_shgroup_call_instances_with_attribs(shgrp, NULL, shape, geom); - break; - } - } - } -} - -static void OBJECT_gpencil_color_names(Object *ob, struct DRWTextStore *dt, uchar color[4]) -{ - if (ob->mode != OB_MODE_EDIT_GPENCIL) { - return; - } - - bGPdata *gpd = (bGPdata *)ob->data; - if (gpd == NULL) { - return; - } - - for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) { - if (gpl->flag & GP_LAYER_HIDE) { - continue; - } - bGPDframe *gpf = gpl->actframe; - if (gpf == NULL) { - continue; - } - for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) { - Material *ma = give_current_material(ob, gps->mat_nr + 1); - if (ma == NULL) { - continue; - } - - MaterialGPencilStyle *gp_style = ma->gp_style; - /* skip stroke if it doesn't have any valid data */ - if ((gps->points == NULL) || (gps->totpoints < 1) || (gp_style == NULL)) { - continue; - } - /* check if the color is visible */ - if (gp_style->flag & GP_STYLE_COLOR_HIDE) { - continue; - } - - /* only if selected */ - if (gps->flag & GP_STROKE_SELECT) { - float fpt[3]; - for (int i = 0; i < gps->totpoints; i++) { - bGPDspoint *pt = &gps->points[i]; - if (pt->flag & GP_SPOINT_SELECT) { - mul_v3_m4v3(fpt, ob->obmat, &pt->x); - DRW_text_cache_add(dt, - fpt, - ma->id.name + 2, - strlen(ma->id.name + 2), - 10, - 0, - DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, - color); - break; - } - } - } - } - } -} - -BLI_INLINE OBJECT_DupliData *OBJECT_duplidata_get(Object *ob, void *vedata, bool *init) -{ - OBJECT_DupliData **dupli_data = (OBJECT_DupliData **)DRW_duplidata_get(vedata); - *init = false; - if (!ELEM(ob->type, OB_MESH, OB_SURF, OB_LATTICE, OB_CURVE, OB_FONT)) { - return NULL; - } - - if (dupli_data) { - if (*dupli_data == NULL) { - *dupli_data = MEM_callocN(sizeof(OBJECT_DupliData), "OBJECT_DupliData"); - *init = true; - } - else if ((*dupli_data)->base_flag != ob->base_flag) { - /* Select state might have change, reinit. */ - *init = true; - } - return *dupli_data; - } - return NULL; -} - -static void OBJECT_cache_populate(void *vedata, Object *ob) -{ - OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; - OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; - OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : - &stl->g_data->sgl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - const bool is_edit_mode = (ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob); - ViewLayer *view_layer = draw_ctx->view_layer; - Scene *scene = draw_ctx->scene; - View3D *v3d = draw_ctx->v3d; - RegionView3D *rv3d = draw_ctx->rv3d; - ModifierData *md = NULL; - int theme_id = TH_UNDEFINED; - const int ob_visibility = DRW_object_visibility_in_active_context(ob); - OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - /* Handle particles first in case the emitter itself shouldn't be rendered. */ - if (ob_visibility & OB_VISIBLE_PARTICLES) { - OBJECT_cache_populate_particles(sh_data, ob, psl); - } - - if ((ob_visibility & OB_VISIBLE_SELF) == 0) { - return; - } - - const bool do_outlines = ((draw_ctx->v3d->flag & V3D_SELECT_OUTLINE) && - ((ob->base_flag & BASE_SELECTED) != 0) && - ((DRW_object_is_renderable(ob) && (ob->dt > OB_WIRE)) || - (ob->dt == OB_WIRE))); - const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0); - const bool hide_object_extra = - ((v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) != 0 && - /* Show if this is the camera we're looking through since it's useful for selecting. */ - (((rv3d->persp == RV3D_CAMOB) && ((ID *)v3d->camera == ob->id.orig_id)) == 0)); - - /* Fast path for duplis. */ - bool init_duplidata; - OBJECT_DupliData *dupli_data = OBJECT_duplidata_get(ob, vedata, &init_duplidata); - - if (do_outlines) { - if (!BKE_object_is_in_editmode(ob) && - !((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT))) { - struct GPUBatch *geom; - DRWShadingGroup *shgroup = NULL; - - /* This fixes only the biggest case which is a plane in ortho view. */ - int flat_axis = 0; - bool is_flat_object_viewed_from_side = ((rv3d->persp == RV3D_ORTHO) && - DRW_object_is_flat(ob, &flat_axis) && - DRW_object_axis_orthogonal_to_view(ob, flat_axis)); - - if (dupli_data && !init_duplidata) { - geom = dupli_data->outline_geom; - shgroup = dupli_data->outline_shgrp; - /* TODO: Remove. Only here to increment outline id counter. */ - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag); - } - else { - if (stl->g_data->xray_enabled_and_not_wire || is_flat_object_viewed_from_side) { - geom = DRW_cache_object_edge_detection_get(ob, NULL); - } - else { - geom = DRW_cache_object_surface_get(ob); - } - - if (geom) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag); - } - } - - if (shgroup && geom) { - DRW_shgroup_call(shgroup, geom, ob); - } - - if (init_duplidata) { - dupli_data->outline_shgrp = shgroup; - dupli_data->outline_geom = geom; - } - } - } - - if (dupli_data && !init_duplidata) { - if (dupli_data->extra_shgrp && dupli_data->extra_geom) { - DRW_shgroup_call(dupli_data->extra_shgrp, dupli_data->extra_geom, ob); - } - } - else { - struct GPUBatch *geom = NULL; - DRWShadingGroup *shgroup = NULL; - switch (ob->type) { - case OB_MESH: { - if (hide_object_extra) { - break; - } - Mesh *me = ob->data; - if (!is_edit_mode && me->totedge == 0) { - geom = DRW_cache_mesh_all_verts_get(ob); - if (geom) { - if (theme_id == TH_UNDEFINED) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag); - DRW_shgroup_call(shgroup, geom, ob); - } - } - else { - bool has_edit_mesh_cage = false; - /* TODO: Should be its own function. */ - if (is_edit_mode) { - BMEditMesh *embm = me->edit_mesh; - has_edit_mesh_cage = embm->mesh_eval_cage && - (embm->mesh_eval_cage != embm->mesh_eval_final); - } - if ((!is_edit_mode && me->totedge > 0) || has_edit_mesh_cage) { - geom = DRW_cache_mesh_loose_edges_get(ob); - if (geom) { - if (theme_id == TH_UNDEFINED) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); - DRW_shgroup_call(shgroup, geom, ob); - } - } - } - break; - } - case OB_SURF: { - if (hide_object_extra) { - break; - } - geom = DRW_cache_surf_edge_wire_get(ob); - if (geom == NULL) { - break; - } - if (theme_id == TH_UNDEFINED) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); - DRW_shgroup_call(shgroup, geom, ob); - break; - } - case OB_LATTICE: { - if (!is_edit_mode) { - if (hide_object_extra) { - break; - } - geom = DRW_cache_lattice_wire_get(ob, false); - if (geom == NULL) { - break; - } - if (theme_id == TH_UNDEFINED) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); - DRW_shgroup_call(shgroup, geom, ob); - } - break; - } - case OB_CURVE: { - if (!is_edit_mode) { - if (hide_object_extra) { - break; - } - geom = DRW_cache_curve_edge_wire_get(ob); - if (geom == NULL) { - break; - } - if (theme_id == TH_UNDEFINED) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); - DRW_shgroup_call(shgroup, geom, ob); - } - break; - } - case OB_MBALL: { - if (!is_edit_mode) { - DRW_shgroup_mball_handles(sgl, ob, view_layer); - } - break; - } - case OB_LAMP: - if (hide_object_extra) { - break; - } - DRW_shgroup_light(sgl, ob, view_layer); - break; - case OB_CAMERA: - if (hide_object_extra) { - break; - } - DRW_shgroup_camera(sgl, ob, view_layer); - DRW_shgroup_camera_background_images(sh_data, psl, ob, rv3d); - break; - case OB_EMPTY: - if (hide_object_extra) { - break; - } - if ((ob->base_flag & BASE_FROM_DUPLI) && (ob->transflag & OB_DUPLICOLLECTION) && - ob->instance_collection) { - break; - } - DRW_shgroup_empty(sh_data, sgl, ob, view_layer, rv3d, draw_ctx->sh_cfg); - break; - case OB_SPEAKER: - if (hide_object_extra) { - break; - } - DRW_shgroup_speaker(sgl, ob, view_layer); - break; - case OB_LIGHTPROBE: - if (hide_object_extra) { - break; - } - DRW_shgroup_lightprobe(sh_data, stl, psl, ob, view_layer, draw_ctx->sh_cfg); - break; - case OB_ARMATURE: { - if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES) || - ((ob->dt < OB_WIRE) && !DRW_state_is_select())) { - break; - } - bArmature *arm = ob->data; - if (arm->edbo == NULL) { - if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, draw_ctx->obact)) { - bool is_wire = (v3d->shading.type == OB_WIRE) || (ob->dt <= OB_WIRE) || - XRAY_FLAG_ENABLED(v3d); - DRWArmaturePasses passes = { - .bone_solid = (is_wire) ? NULL : sgl->bone_solid, - .bone_outline = sgl->bone_outline, - .bone_wire = sgl->bone_wire, - .bone_envelope = sgl->bone_envelope, - .bone_axes = sgl->bone_axes, - .relationship_lines = NULL, /* Don't draw relationship lines */ - .custom_shapes = stl->g_data->custom_shapes, - }; - DRW_shgroup_armature_object(ob, view_layer, passes, is_wire); - } - } - break; - } - case OB_FONT: { - if (hide_object_extra) { - break; - } - Curve *cu = (Curve *)ob->data; - bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || - cu->ext2 != 0.0f; - if (!has_surface) { - geom = DRW_cache_text_edge_wire_get(ob); - if (geom) { - if (theme_id == TH_UNDEFINED) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); - DRW_shgroup_call(shgroup, geom, ob); - } - } - break; - } - default: - break; - } - - if (init_duplidata) { - dupli_data->extra_shgrp = shgroup; - dupli_data->extra_geom = geom; - dupli_data->base_flag = ob->base_flag; - } - } - - if (ob->pd && ob->pd->forcefield) { - DRW_shgroup_forcefield(sgl, ob, view_layer); - } - - if ((ob->dt == OB_BOUNDBOX) && - !ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE)) { - if (theme_id == TH_UNDEFINED) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - DRW_shgroup_bounds(sgl, ob, theme_id, ob->boundtype, false); - } - - /* Helpers for when we're transforming origins. */ - if (draw_ctx->object_mode == OB_MODE_OBJECT) { - if (scene->toolsettings->transform_flag & SCE_XFORM_DATA_ORIGIN) { - if (ob->base_flag & BASE_SELECTED) { - if (!DRW_state_is_select()) { - const float color[4] = {0.75, 0.75, 0.75, 0.5}; - float axes_size = 1.0f; - DRW_buffer_add_entry(sgl->origin_xform, color, &axes_size, ob->obmat); - } - } - } - } - - /* don't show object extras in set's */ - if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) { - if ((draw_ctx->object_mode & (OB_MODE_ALL_PAINT | OB_MODE_ALL_PAINT_GPENCIL)) == 0) { - DRW_shgroup_object_center(stl, ob, view_layer, v3d); - } - - if (show_relations && !DRW_state_is_select()) { - DRW_shgroup_relationship_lines(sgl, draw_ctx->depsgraph, scene, ob); - } - - const bool draw_extra = ob->dtx & (OB_DRAWNAME | OB_TEXSPACE | OB_DRAWBOUNDOX); - if (draw_extra && (theme_id == TH_UNDEFINED)) { - theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); - } - - if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) { - struct DRWTextStore *dt = DRW_text_cache_ensure(); - - uchar color[4]; - UI_GetThemeColor4ubv(theme_id, color); - - DRW_text_cache_add(dt, - ob->obmat[3], - ob->id.name + 2, - strlen(ob->id.name + 2), - 10, - 0, - DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, - color); - - /* draw grease pencil stroke names */ - if (ob->type == OB_GPENCIL) { - OBJECT_gpencil_color_names(ob, dt, color); - } - } - - if ((ob->dtx & OB_TEXSPACE) && ELEM(ob->type, OB_MESH, OB_CURVE, OB_MBALL)) { - DRW_shgroup_texture_space(sgl, ob, theme_id); - } - - /* Don't draw bounding box again if draw type is bound box. */ - if ((ob->dtx & OB_DRAWBOUNDOX) && (ob->dt != OB_BOUNDBOX) && - !ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_EMPTY, OB_SPEAKER, OB_LIGHTPROBE)) { - DRW_shgroup_bounds(sgl, ob, theme_id, ob->boundtype, false); - } - - if (ob->dtx & OB_AXIS) { - float *color, axes_size = 1.0f; - DRW_object_wire_theme_get(ob, view_layer, &color); - - DRW_buffer_add_entry(sgl->empties.empty_axes, color, &axes_size, ob->obmat); - } - - if (ob->rigidbody_object) { - DRW_shgroup_collision(sgl, ob, theme_id); - } - - if ((md = modifiers_findByType(ob, eModifierType_Smoke)) && - (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && - (((SmokeModifierData *)md)->domain != NULL)) { - DRW_shgroup_volume_extra(sgl, ob, view_layer, scene, md); - } - } -} - -static void OBJECT_cache_finish(void *vedata) -{ - OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; - - DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties); - DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties); - - if (stl->g_data->custom_shapes) { - /* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */ - BLI_ghash_free(stl->g_data->custom_shapes, NULL, NULL); - } -} - -static void OBJECT_draw_scene(void *vedata) -{ - OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; - OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; - OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl; - OBJECT_PrivateData *g_data = stl->g_data; - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - int do_outlines = !DRW_pass_is_empty(psl->outlines) || !DRW_pass_is_empty(psl->lightprobes); - - float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - - DRW_draw_pass(psl->camera_images_back_alpha_under); - DRW_draw_pass(psl->camera_images_back_alpha_over); - - /* Don't draw Transparent passes in MSAA buffer. */ - // DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */ - DRW_draw_pass(g_data->sgl.transp_shapes); - - MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); - - DRW_draw_pass(g_data->sgl.bone_solid); - DRW_draw_pass(g_data->sgl.bone_wire); - DRW_draw_pass(g_data->sgl.bone_outline); - DRW_draw_pass(g_data->sgl.non_meshes); - DRW_draw_pass(psl->particle); - DRW_draw_pass(g_data->sgl.bone_axes); - - MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl); - - DRW_draw_pass(g_data->sgl.image_empties); - - if (DRW_state_is_fbo() && do_outlines) { - DRW_stats_group_start("Outlines"); - - /* Render filled polygon on a separate framebuffer */ - GPU_framebuffer_bind(fbl->outlines_fb); - GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f); - DRW_draw_pass(psl->outlines); - DRW_draw_pass(psl->lightprobes); - - /* Search outline pixels */ - GPU_framebuffer_bind(fbl->blur_fb); - DRW_draw_pass(psl->outlines_search); - - /* Expand outline to form a 3px wide line */ - GPU_framebuffer_bind(fbl->expand_fb); - DRW_draw_pass(psl->outlines_expand); - - /* Bleed color so the AA can do it's stuff */ - GPU_framebuffer_bind(fbl->blur_fb); - DRW_draw_pass(psl->outlines_bleed); - - /* restore main framebuffer */ - GPU_framebuffer_bind(dfbl->default_fb); - DRW_stats_group_end(); - } - else if (DRW_state_is_select()) { - /* Render probes spheres/planes so we can select them. */ - DRW_draw_pass(psl->lightprobes); - } - - if (DRW_state_is_fbo()) { - if (e_data.draw_grid) { - GPU_framebuffer_bind(dfbl->color_only_fb); - DRW_draw_pass(psl->grid); - } - - /* Combine with scene buffer last */ - if (do_outlines) { - DRW_draw_pass(psl->outlines_resolve); - } - } - volumes_free_smoke_textures(); - batch_camera_path_free(&stl->g_data->sgl.camera_path); - - if (!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_solid) || - !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) || - !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) || - !DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) || - !DRW_pass_is_empty(stl->g_data->sgl_ghost.image_empties) || - !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes)) { - if (DRW_state_is_fbo()) { - /* meh, late init to not request a depth buffer we won't use. */ - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - - GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); - GPU_framebuffer_ensure_config(&fbl->ghost_fb, - { - GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), - GPU_ATTACHMENT_TEXTURE(dtxl->color), - }); - - GPU_framebuffer_bind(fbl->ghost_fb); - GPU_framebuffer_clear_depth(fbl->ghost_fb, 1.0f); - } - else if (DRW_state_is_select()) { - /* XXX `GPU_depth_range` is not a perfect solution - * since very distant geometries can still be occluded. - * Also the depth test precision of these geometries is impaired. - * However solves the selection for the vast majority of cases. */ - GPU_depth_range(0.0f, 0.01f); - } - - DRW_draw_pass(stl->g_data->sgl_ghost.transp_shapes); - DRW_draw_pass(stl->g_data->sgl_ghost.bone_solid); - DRW_draw_pass(stl->g_data->sgl_ghost.bone_wire); - DRW_draw_pass(stl->g_data->sgl_ghost.bone_outline); - DRW_draw_pass(stl->g_data->sgl_ghost.non_meshes); - DRW_draw_pass(stl->g_data->sgl_ghost.image_empties); - DRW_draw_pass(stl->g_data->sgl_ghost.bone_axes); - - if (DRW_state_is_select()) { - GPU_depth_range(0.0f, 1.0f); - } - } - - batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path); - - DRW_draw_pass(psl->camera_images_front_alpha_over); - camera_background_images_free_textures(); - - DRW_draw_pass(psl->ob_center); -} - -static const DrawEngineDataSize OBJECT_data_size = DRW_VIEWPORT_DATA_SIZE(OBJECT_Data); - -DrawEngineType draw_engine_object_type = { - NULL, - NULL, - N_("ObjectMode"), - &OBJECT_data_size, - &OBJECT_engine_init, - &OBJECT_engine_free, - &OBJECT_cache_init, - &OBJECT_cache_populate, - &OBJECT_cache_finish, - NULL, - &OBJECT_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c deleted file mode 100644 index 9106e89663d..00000000000 --- a/source/blender/draw/modes/overlay_mode.c +++ /dev/null @@ -1,533 +0,0 @@ -/* - * 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_engine - */ - -#include "DNA_mesh_types.h" -#include "DNA_view3d_types.h" - -#include "BKE_editmesh.h" -#include "BKE_global.h" -#include "BKE_object.h" -#include "BKE_paint.h" - -#include "BLI_hash.h" - -#include "GPU_shader.h" -#include "DRW_render.h" - -#include "ED_view3d.h" - -#include "draw_mode_engines.h" - -#ifdef __APPLE__ -# define USE_GEOM_SHADER_WORKAROUND 1 -#else -# define USE_GEOM_SHADER_WORKAROUND 0 -#endif - -/* Structures */ - -typedef struct OVERLAY_DupliData { - DRWShadingGroup *shgrp; - struct GPUBatch *geom; - short base_flag; -} OVERLAY_DupliData; - -typedef struct OVERLAY_StorageList { - struct OVERLAY_PrivateData *g_data; -} OVERLAY_StorageList; - -typedef struct OVERLAY_PassList { - struct DRWPass *face_orientation_pass; - struct DRWPass *face_wireframe_pass; - struct DRWPass *face_wireframe_only_pass; - struct DRWPass *face_wireframe_xray_pass; -} OVERLAY_PassList; - -typedef struct OVERLAY_Data { - void *engine_type; - DRWViewportEmptyList *fbl; - DRWViewportEmptyList *txl; - OVERLAY_PassList *psl; - OVERLAY_StorageList *stl; -} OVERLAY_Data; - -typedef struct OVERLAY_PrivateData { - DRWShadingGroup *face_orientation_shgrp; - DRWShadingGroup *face_wires_shgrp; - DRWShadingGroup *face_wires_xray_shgrp; - DRWView *view_wires; - View3DOverlay overlay; - float wire_step_param; - bool clear_stencil; - bool show_overlays; -} OVERLAY_PrivateData; /* Transient data */ - -typedef struct OVERLAY_Shaders { - /* Face orientation shader */ - struct GPUShader *face_orientation; - /* Wireframe shader */ - struct GPUShader *select_wireframe; - struct GPUShader *face_wireframe; -} OVERLAY_Shaders; - -/* *********** STATIC *********** */ -static struct { - OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN]; -} e_data = {{{NULL}}}; - -/* Shaders */ -extern char datatoc_overlay_face_orientation_frag_glsl[]; -extern char datatoc_overlay_face_orientation_vert_glsl[]; - -extern char datatoc_overlay_face_wireframe_vert_glsl[]; -extern char datatoc_overlay_face_wireframe_geom_glsl[]; -extern char datatoc_overlay_face_wireframe_frag_glsl[]; -extern char datatoc_gpu_shader_depth_only_frag_glsl[]; - -extern char datatoc_common_view_lib_glsl[]; - -/* Functions */ -static void overlay_engine_init(void *vedata) -{ - OVERLAY_Data *data = vedata; - OVERLAY_StorageList *stl = data->stl; - - const DRWContextState *draw_ctx = DRW_context_state_get(); - OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); - } - - stl->g_data->clear_stencil = (draw_ctx->v3d->shading.type > OB_SOLID); - - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; - - if (!sh_data->face_orientation) { - /* Face orientation */ - sh_data->face_orientation = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_overlay_face_orientation_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_overlay_face_orientation_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - if (!sh_data->face_wireframe) { - sh_data->select_wireframe = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_overlay_face_wireframe_vert_glsl, - NULL}, - .geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define SELECT_EDGES\n", NULL}, - }); -#if USE_GEOM_SHADER_WORKAROUND - /* Apple drivers does not support wide wires. Use geometry shader as a workaround. */ - sh_data->face_wireframe = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_overlay_face_wireframe_vert_glsl, - NULL}, - .geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL}, - .frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL}, - }); -#else - sh_data->face_wireframe = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_overlay_face_wireframe_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); -#endif - } - - stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 0.5f); -} - -static void geometry_shader_uniforms(DRWShadingGroup *shgrp) -{ - DRW_shgroup_uniform_float_copy(shgrp, "wireSize", U.pixelsize * 0.5f); - DRW_shgroup_uniform_vec2(shgrp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_vec2(shgrp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); -} - -static void overlay_cache_init(void *vedata) -{ - OVERLAY_Data *data = vedata; - OVERLAY_PassList *psl = data->psl; - OVERLAY_StorageList *stl = data->stl; - OVERLAY_PrivateData *g_data = stl->g_data; - - const DRWContextState *draw_ctx = DRW_context_state_get(); - RegionView3D *rv3d = draw_ctx->rv3d; - View3D *v3d = draw_ctx->v3d; - OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - if (v3d) { - g_data->overlay = v3d->overlay; - g_data->show_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0; - } - else { - memset(&g_data->overlay, 0, sizeof(g_data->overlay)); - g_data->show_overlays = false; - } - - if (g_data->show_overlays == false) { - g_data->overlay.flag = 0; - } - - if (v3d->shading.type == OB_WIRE) { - g_data->overlay.flag |= V3D_OVERLAY_WIREFRAMES; - } - - { - /* Face Orientation Pass */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; - psl->face_orientation_pass = DRW_pass_create("Face Orientation", state); - g_data->face_orientation_shgrp = DRW_shgroup_create(sh_data->face_orientation, - psl->face_orientation_pass); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(g_data->face_orientation_shgrp, DRW_STATE_CLIP_PLANES); - } - } - - { - /* Wireframe */ - const bool use_select = (DRW_state_is_select() || DRW_state_is_depth()); - GPUShader *face_wires_sh = use_select ? sh_data->select_wireframe : sh_data->face_wireframe; - - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_STENCIL_EQUAL | DRW_STATE_FIRST_VERTEX_CONVENTION; - psl->face_wireframe_pass = DRW_pass_create("Wires", state); - g_data->face_wires_shgrp = DRW_shgroup_create(face_wires_sh, psl->face_wireframe_pass); - - DRWState state_xray = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_STENCIL | - DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_STENCIL_NEQUAL | - DRW_STATE_FIRST_VERTEX_CONVENTION; - psl->face_wireframe_xray_pass = DRW_pass_create("Wires Only Xray", state_xray); - g_data->face_wires_xray_shgrp = DRW_shgroup_create(face_wires_sh, - psl->face_wireframe_xray_pass); - - if (use_select || USE_GEOM_SHADER_WORKAROUND) { - geometry_shader_uniforms(g_data->face_wires_shgrp); - geometry_shader_uniforms(g_data->face_wires_xray_shgrp); - } - g_data->wire_step_param = stl->g_data->overlay.wireframe_threshold - 254.0f / 255.0f; - } -} - -static void overlay_wire_color_get(const View3D *v3d, - const Object *ob, - const bool use_coloring, - float **rim_col, - float **wire_col) -{ -#ifndef NDEBUG - *rim_col = NULL; - *wire_col = NULL; -#endif - const DRWContextState *draw_ctx = DRW_context_state_get(); - - if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) { - *rim_col = G_draw.block.colorDupli; - *wire_col = G_draw.block.colorDupli; - } - else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) { - if (ob->base_flag & BASE_SELECTED) { - if (G.moving & G_TRANSFORM_OBJ) { - *rim_col = G_draw.block.colorTransform; - } - else { - *rim_col = G_draw.block.colorDupliSelect; - } - } - else { - *rim_col = G_draw.block.colorDupli; - } - *wire_col = G_draw.block.colorDupli; - } - else if ((ob->base_flag & BASE_SELECTED) && use_coloring) { - if (G.moving & G_TRANSFORM_OBJ) { - *rim_col = G_draw.block.colorTransform; - } - else if (ob == draw_ctx->obact) { - *rim_col = G_draw.block.colorActive; - } - else { - *rim_col = G_draw.block.colorSelect; - } - *wire_col = G_draw.block.colorWire; - } - else { - *rim_col = G_draw.block.colorWire; - *wire_col = G_draw.block.colorBackground; - } - - if (v3d->shading.type == OB_WIRE) { - if (ELEM(v3d->shading.wire_color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) { - /* Theses stays valid until next call. So we need to copy them when using them as uniform. */ - static float wire_col_val[3], rim_col_val[3]; - *wire_col = wire_col_val; - *rim_col = rim_col_val; - - if (v3d->shading.wire_color_type == V3D_SHADING_OBJECT_COLOR) { - linearrgb_to_srgb_v3_v3(*wire_col, ob->color); - mul_v3_fl(*wire_col, 0.5f); - copy_v3_v3(*rim_col, *wire_col); - } - else { - uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); - if (ob->id.lib) { - hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name); - } - - float hue = BLI_hash_int_01(hash); - float hsv[3] = {hue, 0.75f, 0.8f}; - hsv_to_rgb_v(hsv, *wire_col); - copy_v3_v3(*rim_col, *wire_col); - } - - if ((ob->base_flag & BASE_SELECTED) && use_coloring) { - /* "Normalize" color. */ - add_v3_fl(*wire_col, 1e-4f); - float brightness = max_fff((*wire_col)[0], (*wire_col)[1], (*wire_col)[2]); - mul_v3_fl(*wire_col, (0.5f / brightness)); - add_v3_fl(*rim_col, 0.75f); - } - else { - mul_v3_fl(*rim_col, 0.5f); - add_v3_fl(*wire_col, 0.5f); - } - } - } - BLI_assert(*rim_col && *wire_col); -} - -static void overlay_cache_populate(void *vedata, Object *ob) -{ - OVERLAY_Data *data = vedata; - OVERLAY_StorageList *stl = data->stl; - OVERLAY_PrivateData *pd = stl->g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - - if ((ob->dt < OB_WIRE) || (!DRW_object_is_renderable(ob) && (ob->dt != OB_WIRE))) { - return; - } - - if (DRW_object_is_renderable(ob) && pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) { - struct GPUBatch *geom = DRW_cache_object_surface_get(ob); - if (geom) { - DRW_shgroup_call(pd->face_orientation_shgrp, geom, ob); - } - } - - if ((pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) || (v3d->shading.type == OB_WIRE) || - (ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) { - - /* Fast path for duplis. */ - OVERLAY_DupliData **dupli_data = (OVERLAY_DupliData **)DRW_duplidata_get(vedata); - if (dupli_data) { - if (*dupli_data == NULL) { - *dupli_data = MEM_callocN(sizeof(OVERLAY_DupliData), "OVERLAY_DupliData"); - } - else { - if ((*dupli_data)->shgrp && (*dupli_data)->geom) { - if ((*dupli_data)->base_flag == ob->base_flag) { - DRW_shgroup_call((*dupli_data)->shgrp, (*dupli_data)->geom, ob); - } - else { - /* Continue and create a new Shgroup. */ - } - } - else { - return; - } - } - } - - const bool is_edit_mode = BKE_object_is_in_editmode(ob); - bool has_edit_mesh_cage = false; - if (ob->type == OB_MESH) { - /* TODO: Should be its own function. */ - Mesh *me = (Mesh *)ob->data; - BMEditMesh *embm = me->edit_mesh; - if (embm) { - has_edit_mesh_cage = embm->mesh_eval_cage && - (embm->mesh_eval_cage != embm->mesh_eval_final); - } - } - - /* Don't do that in edit Mesh mode, unless there is a modifier preview. */ - if ((!pd->show_overlays) || - (((ob != draw_ctx->object_edit) && !is_edit_mode) || has_edit_mesh_cage) || - ob->type != OB_MESH) { - const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && - !DRW_state_is_image_render(); - const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES); - const bool is_wire = (ob->dt < OB_SOLID); - const bool is_xray = (ob->dtx & OB_DRAWXRAY); - const bool use_coloring = (pd->show_overlays && !is_edit_mode && !use_sculpt_pbvh && - !has_edit_mesh_cage); - DRWShadingGroup *shgrp = NULL; - - struct GPUBatch *geom; - geom = DRW_cache_object_face_wireframe_get(ob); - - if (geom || use_sculpt_pbvh) { - if (is_wire && is_xray) { - shgrp = DRW_shgroup_create_sub(pd->face_wires_xray_shgrp); - } - else { - shgrp = DRW_shgroup_create_sub(pd->face_wires_shgrp); - } - - if (draw_ctx->rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - - float wire_step_param = 10.0f; - if (!use_sculpt_pbvh) { - wire_step_param = (all_wires) ? 1.0f : pd->wire_step_param; - } - DRW_shgroup_uniform_float_copy(shgrp, "wireStepParam", wire_step_param); - - if (!(DRW_state_is_select() || DRW_state_is_depth())) { - float *rim_col, *wire_col; - overlay_wire_color_get(v3d, ob, use_coloring, &rim_col, &wire_col); - DRW_shgroup_uniform_vec3_copy(shgrp, "wireColor", wire_col); - DRW_shgroup_uniform_vec3_copy(shgrp, "rimColor", rim_col); - DRW_shgroup_stencil_mask(shgrp, - (is_xray && (is_wire || !pd->clear_stencil)) ? 0x00 : 0xFF); - } - - if (use_sculpt_pbvh) { - DRW_shgroup_call_sculpt(shgrp, ob, true, false, false); - } - else { - DRW_shgroup_call(shgrp, geom, ob); - } - } - - if (dupli_data) { - (*dupli_data)->shgrp = shgrp; - (*dupli_data)->geom = geom; - (*dupli_data)->base_flag = ob->base_flag; - } - } - } -} - -static void overlay_draw_scene(void *vedata) -{ - OVERLAY_Data *data = vedata; - OVERLAY_PassList *psl = data->psl; - OVERLAY_StorageList *stl = data->stl; - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - if (DRW_state_is_fbo()) { - GPU_framebuffer_bind(dfbl->default_fb); - - /* In material/rendered mode, Stencil has not be rendered correctly. - * Clear it to avoid problems.*/ - if (stl->g_data->clear_stencil) { - GPU_framebuffer_clear_stencil(dfbl->default_fb, 0xFF); - } - } - DRW_draw_pass(psl->face_orientation_pass); - - /* Do a depth prepass to lower the depth where the xray wire objects can pass through */ - DRW_draw_pass(psl->face_wireframe_xray_pass); - - /* This is replaced by the next code block */ - // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); - - if (dfbl->multisample_fb != NULL && DRW_state_is_fbo()) { - DRW_stats_query_start("Multisample Blit"); - GPU_framebuffer_bind(dfbl->multisample_fb); - GPU_framebuffer_clear_color(dfbl->multisample_fb, (const float[4]){0.0f}); - /* Special blit: we need the original depth and stencil - * in the Multisample buffer. */ - GPU_framebuffer_blit( - dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT); - DRW_stats_query_end(); - - /* Redo the prepass so we ge nice AA lines. */ - DRW_draw_pass(psl->face_wireframe_xray_pass); - } - - DRW_view_set_active(stl->g_data->view_wires); - - DRW_pass_state_remove(psl->face_wireframe_xray_pass, - DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_STENCIL_NEQUAL); - DRW_pass_state_add(psl->face_wireframe_xray_pass, - DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_STENCIL_ALWAYS); - DRW_draw_pass(psl->face_wireframe_xray_pass); - - DRW_draw_pass(psl->face_wireframe_pass); - - DRW_view_set_active(NULL); - - /* TODO(fclem): find a way to unify the multisample pass together - * (non meshes + armature + wireframe) */ - MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl); -} - -static void overlay_engine_free(void) -{ - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - GPUShader **sh_data_as_array = (GPUShader **)sh_data; - for (int i = 0; i < (sizeof(OVERLAY_Shaders) / sizeof(GPUShader *)); i++) { - DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); - } - } -} - -static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data); - -DrawEngineType draw_engine_overlay_type = { - NULL, - NULL, - N_("OverlayEngine"), - &overlay_data_size, - &overlay_engine_init, - &overlay_engine_free, - &overlay_cache_init, - &overlay_cache_populate, - NULL, - NULL, - &overlay_draw_scene, - NULL, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c deleted file mode 100644 index 969dc54ab7d..00000000000 --- a/source/blender/draw/modes/paint_texture_mode.c +++ /dev/null @@ -1,353 +0,0 @@ -/* - * 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 "BKE_node.h" - -#include "BLI_string_utils.h" - -/* If builtin shaders are needed */ -#include "GPU_shader.h" -#include "GPU_texture.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -#include "DNA_mesh_types.h" - -#include "DEG_depsgraph_query.h" - -extern char datatoc_common_colormanagement_lib_glsl[]; -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_paint_texture_vert_glsl[]; -extern char datatoc_paint_texture_frag_glsl[]; -extern char datatoc_paint_wire_vert_glsl[]; -extern char datatoc_paint_wire_frag_glsl[]; -extern char datatoc_paint_face_vert_glsl[]; -extern char datatoc_paint_face_selection_vert_glsl[]; - -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; - -/* *********** LISTS *********** */ -/* All lists are per viewport specific datas. - * They are all free when viewport changes engines - * or is free itself. Use PAINT_TEXTURE_engine_init() to - * initialize most of them and PAINT_TEXTURE_cache_init() - * for PAINT_TEXTURE_PassList */ - -typedef struct PAINT_TEXTURE_PassList { - /* Declare all passes here and init them in - * PAINT_TEXTURE_cache_init(). - * Only contains (DRWPass *) */ - struct DRWPass *stencil_mask_overlay; - - struct DRWPass *wire_select_overlay; - struct DRWPass *face_select_overlay; -} PAINT_TEXTURE_PassList; - -typedef struct PAINT_TEXTURE_FramebufferList { - /* Contains all framebuffer objects needed by this engine. - * Only contains (GPUFrameBuffer *) */ - struct GPUFrameBuffer *fb; -} PAINT_TEXTURE_FramebufferList; - -typedef struct PAINT_TEXTURE_TextureList { - /* Contains all framebuffer textures / utility textures - * needed by this engine. Only viewport specific textures - * (not per object). Only contains (GPUTexture *) */ - struct GPUTexture *texture; -} PAINT_TEXTURE_TextureList; - -typedef struct PAINT_TEXTURE_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 PAINT_TEXTURE_PrivateData *g_data; -} PAINT_TEXTURE_StorageList; - -typedef struct PAINT_TEXTURE_Data { - /* Struct returned by DRW_viewport_engine_data_ensure. - * If you don't use one of these, just make it a (void *) */ - // void *fbl; - void *engine_type; /* Required */ - PAINT_TEXTURE_FramebufferList *fbl; - PAINT_TEXTURE_TextureList *txl; - PAINT_TEXTURE_PassList *psl; - PAINT_TEXTURE_StorageList *stl; -} PAINT_TEXTURE_Data; - -typedef struct PAINT_TEXTURE_Shaders { - /* Custom shaders : - * Add sources to source/blender/draw/modes/shaders - * init in PAINT_TEXTURE_engine_init(); - * free in PAINT_TEXTURE_engine_free(); */ - struct GPUShader *stencil_mask_overlay; - - struct GPUShader *wire_select_overlay; - struct GPUShader *face_select_overlay; -} PAINT_TEXTURE_Shaders; - -/* *********** STATIC *********** */ - -static struct { - PAINT_TEXTURE_Shaders sh_data[GPU_SHADER_CFG_LEN]; -} e_data = {{{NULL}}}; /* Engine data */ - -typedef struct PAINT_TEXTURE_PrivateData { - /* This keeps the references of the shading groups for - * easy access in PAINT_TEXTURE_cache_populate() */ - DRWShadingGroup *shgroup_stencil_mask; - - /* face-mask */ - DRWShadingGroup *lwire_select_shgrp; - DRWShadingGroup *face_select_shgrp; - - DRWView *view_wires; -} PAINT_TEXTURE_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -/* Init Textures, Framebuffers, Storage and Shaders. - * It is called for every frames. */ -static void PAINT_TEXTURE_engine_init(void *vedata) -{ - PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - if (!sh_data->stencil_mask_overlay) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; - sh_data->stencil_mask_overlay = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_paint_texture_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl, - datatoc_paint_texture_frag_glsl, - NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - - sh_data->wire_select_overlay = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_paint_wire_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define USE_SELECT\n", NULL}, - }); - - sh_data->face_select_overlay = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_paint_face_selection_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_view_lib_glsl, - datatoc_gpu_shader_uniform_color_frag_glsl, - NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - } - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - stl->g_data->shgroup_stencil_mask = NULL; - } - - stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f); -} - -static DRWShadingGroup *create_texture_paint_stencil_mask_shading_group( - PAINT_TEXTURE_PassList *psl, const DRWContextState *draw_ctx) -{ - PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - Scene *scene = draw_ctx->scene; - const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; - - DRWShadingGroup *grp = DRW_shgroup_create(sh_data->stencil_mask_overlay, - psl->stencil_mask_overlay); - DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - - const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0; - GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D); - DRW_shgroup_uniform_texture(grp, "maskingImage", stencil); - DRW_shgroup_uniform_bool_copy( - grp, "maskingImagePremultiplied", (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL)); - DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1); - DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted); - return grp; -} - -static bool PAINT_TEXTURE_stencil_mask_enabled(const ImagePaintSettings *imapaint) -{ - return imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL; -} - -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ -static void PAINT_TEXTURE_cache_init(void *vedata) -{ - PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl; - PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; - - const DRWContextState *draw_ctx = DRW_context_state_get(); - Scene *scene = draw_ctx->scene; - const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; - - PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - /* Stencil Mask */ - if (PAINT_TEXTURE_stencil_mask_enabled(imapaint)) { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; - psl->stencil_mask_overlay = DRW_pass_create("Stencil Mask Pass", state); - stl->g_data->shgroup_stencil_mask = create_texture_paint_stencil_mask_shading_group(psl, - draw_ctx); - } - - /* Face Mask */ - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - DRWPass *pass = DRW_pass_create("Wire Mask Pass", state); - DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->wire_select_overlay, pass); - - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - psl->wire_select_overlay = pass; - stl->g_data->lwire_select_shgrp = shgrp; - } - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_BLEND_ALPHA; - DRWPass *pass = DRW_pass_create("Face Mask Pass", state); - DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass); - static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f}; - DRW_shgroup_uniform_vec4(shgrp, "color", col, 1); - - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - psl->face_select_overlay = pass; - stl->g_data->face_select_shgrp = shgrp; - } -} - -/* Add geometry to shadingGroups. Execute for each objects */ -static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob) -{ - PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl; - PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - UNUSED_VARS(psl, stl); - - if ((ob->type == OB_MESH) && (draw_ctx->obact == ob)) { - /* Get geometry cache */ - const Mesh *me_orig = DEG_get_original_object(ob)->data; - Scene *scene = draw_ctx->scene; - const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; - - const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; - const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && - imapaint->stencil != NULL; - - if (masking_enabled) { - if (stl->g_data->shgroup_stencil_mask) { - struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); - DRW_shgroup_call(stl->g_data->shgroup_stencil_mask, geom, ob); - } - } - - /* Face Mask */ - if (use_face_sel) { - struct GPUBatch *geom; - geom = DRW_cache_mesh_surface_edges_get(ob); - DRW_shgroup_call(stl->g_data->lwire_select_shgrp, geom, ob); - - geom = DRW_cache_mesh_surface_get(ob); - DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob); - } - } -} - -/* Draw time ! Control rendering pipeline from here */ -static void PAINT_TEXTURE_draw_scene(void *vedata) -{ - PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl; - PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl; - - if (psl->stencil_mask_overlay) { - DRW_draw_pass(psl->stencil_mask_overlay); - } - - DRW_draw_pass(psl->face_select_overlay); - - DRW_view_set_active(stl->g_data->view_wires); - DRW_draw_pass(psl->wire_select_overlay); - - DRW_view_set_active(NULL); -} - -/* Cleanup when destroying the engine. - * This is not per viewport ! only when quitting blender. - * Mostly used for freeing shaders */ -static void PAINT_TEXTURE_engine_free(void) -{ - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - PAINT_TEXTURE_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - GPUShader **sh_data_as_array = (GPUShader **)sh_data; - for (int i = 0; i < (sizeof(PAINT_TEXTURE_Shaders) / sizeof(GPUShader *)); i++) { - DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); - } - } -} - -static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE( - PAINT_TEXTURE_Data); - -DrawEngineType draw_engine_paint_texture_type = { - NULL, - NULL, - N_("PaintTextureMode"), - &PAINT_TEXTURE_data_size, - &PAINT_TEXTURE_engine_init, - &PAINT_TEXTURE_engine_free, - &PAINT_TEXTURE_cache_init, - &PAINT_TEXTURE_cache_populate, - NULL, - NULL, /* draw_background but not needed by mode engines */ - &PAINT_TEXTURE_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c deleted file mode 100644 index 5d14b3ba414..00000000000 --- a/source/blender/draw/modes/paint_vertex_mode.c +++ /dev/null @@ -1,408 +0,0 @@ -/* - * 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_render.h" - -/* If builtin shaders are needed */ -#include "GPU_shader.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -#include "DNA_mesh_types.h" -#include "DNA_view3d_types.h" - -#include "DEG_depsgraph_query.h" - -extern char datatoc_paint_face_selection_vert_glsl[]; -extern char datatoc_paint_weight_vert_glsl[]; -extern char datatoc_paint_weight_frag_glsl[]; -extern char datatoc_paint_vertex_vert_glsl[]; -extern char datatoc_paint_vertex_frag_glsl[]; -extern char datatoc_paint_wire_vert_glsl[]; -extern char datatoc_paint_wire_frag_glsl[]; -extern char datatoc_paint_vert_frag_glsl[]; -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; - -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; - -/* *********** LISTS *********** */ - -enum { - VERTEX_MODE = 0, - WEIGHT_MODE = 1, -}; -#define MODE_LEN (WEIGHT_MODE + 1) - -typedef struct PAINT_VERTEX_PassList { - struct { - struct DRWPass *color_faces; - } by_mode[MODE_LEN]; - struct DRWPass *wire_overlay; - struct DRWPass *wire_select_overlay; - struct DRWPass *face_select_overlay; - struct DRWPass *vert_select_overlay; -} PAINT_VERTEX_PassList; - -typedef struct PAINT_VERTEX_StorageList { - struct PAINT_VERTEX_PrivateData *g_data; -} PAINT_VERTEX_StorageList; - -typedef struct PAINT_VERTEX_Data { - void *engine_type; /* Required */ - DRWViewportEmptyList *fbl; - DRWViewportEmptyList *txl; - PAINT_VERTEX_PassList *psl; - PAINT_VERTEX_StorageList *stl; -} PAINT_VERTEX_Data; - -typedef struct PAINT_VERTEX_Shaders { - struct { - struct GPUShader *color_face_mul_blending; - struct GPUShader *color_face_alpha_blending; - struct GPUShader *wire_overlay; - struct GPUShader *wire_select_overlay; - } by_mode[MODE_LEN]; - struct GPUShader *face_select_overlay; - struct GPUShader *vert_select_overlay; -} PAINT_VERTEX_Shaders; - -/* *********** STATIC *********** */ - -static struct { - PAINT_VERTEX_Shaders sh_data[GPU_SHADER_CFG_LEN]; -} e_data = {{{{{NULL}}}}}; /* Engine data */ - -typedef struct PAINT_VERTEX_PrivateData { - struct { - DRWShadingGroup *color_shgrp; - DRWShadingGroup *lwire_shgrp; - DRWShadingGroup *lwire_select_shgrp; - } by_mode[MODE_LEN]; - DRWShadingGroup *face_select_shgrp; - DRWShadingGroup *vert_select_shgrp; - DRWView *view_wires; -} PAINT_VERTEX_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -static void PAINT_VERTEX_engine_init(void *vedata) -{ - PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg]; - - if (!sh_data->face_select_overlay) { - sh_data->by_mode[VERTEX_MODE].color_face_mul_blending = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_paint_vertex_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_paint_vertex_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, NULL}, - }); - sh_data->by_mode[VERTEX_MODE].color_face_alpha_blending = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_paint_vertex_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_paint_vertex_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_ALPHA\n", NULL}, - }); - sh_data->by_mode[WEIGHT_MODE].color_face_mul_blending = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_common_globals_lib_glsl, - datatoc_paint_weight_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_globals_lib_glsl, - datatoc_paint_weight_frag_glsl, - NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_MUL\n", NULL}, - }); - sh_data->by_mode[WEIGHT_MODE].color_face_alpha_blending = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_common_globals_lib_glsl, - datatoc_paint_weight_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_common_globals_lib_glsl, - datatoc_paint_weight_frag_glsl, - NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_ALPHA\n", NULL}, - }); - - sh_data->face_select_overlay = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_view_lib_glsl, - datatoc_paint_face_selection_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define DRW_STATE_BLEND_MUL\n", NULL}, - }); - sh_data->vert_select_overlay = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_paint_wire_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_paint_vert_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, "#define USE_SELECT\n", NULL}, - }); - - const char *mode_defs[MODE_LEN] = { - "#define VERTEX_MODE\n", - "#define WEIGHT_MODE\n", - }; - for (int i = 0; i < MODE_LEN; i++) { - sh_data->by_mode[i].wire_overlay = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_paint_wire_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, mode_defs[i], NULL}, - }); - sh_data->by_mode[i].wire_select_overlay = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, - datatoc_common_globals_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_paint_wire_vert_glsl, - NULL}, - .frag = (const char *[]){datatoc_paint_wire_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, mode_defs[i], "#define USE_SELECT\n", NULL}, - }); - } - } - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - stl->g_data->view_wires = DRW_view_create_with_zoffset(draw_ctx->rv3d, 1.0f); -} - -static void PAINT_VERTEX_cache_init(void *vedata) -{ - PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; - PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - const View3D *v3d = draw_ctx->v3d; - const RegionView3D *rv3d = draw_ctx->rv3d; - PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - - const bool use_alpha_blending = draw_ctx->v3d->shading.type == OB_WIRE; - DRWState draw_state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | - (use_alpha_blending ? DRW_STATE_BLEND_ALPHA : DRW_STATE_BLEND_MUL); - /* Vertex color pass */ - { - DRWPass *pass = DRW_pass_create("Vert Color Pass", draw_state); - GPUShader *shader = use_alpha_blending ? - sh_data->by_mode[VERTEX_MODE].color_face_alpha_blending : - sh_data->by_mode[VERTEX_MODE].color_face_mul_blending; - DRWShadingGroup *shgrp = DRW_shgroup_create(shader, pass); - DRW_shgroup_uniform_float(shgrp, "opacity", &v3d->overlay.vertex_paint_mode_opacity, 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - psl->by_mode[VERTEX_MODE].color_faces = pass; - stl->g_data->by_mode[VERTEX_MODE].color_shgrp = shgrp; - } - - /* Weight color pass */ - { - DRWPass *pass = DRW_pass_create("Weight Pass", draw_state); - GPUShader *shader = use_alpha_blending ? - sh_data->by_mode[WEIGHT_MODE].color_face_alpha_blending : - sh_data->by_mode[WEIGHT_MODE].color_face_mul_blending; - DRWShadingGroup *shgrp = DRW_shgroup_create(shader, pass); - DRW_shgroup_uniform_bool_copy( - shgrp, "drawContours", (v3d->overlay.wpaint_flag & V3D_OVERLAY_WPAINT_CONTOURS) != 0); - DRW_shgroup_uniform_float(shgrp, "opacity", &v3d->overlay.weight_paint_mode_opacity, 1); - DRW_shgroup_uniform_texture(shgrp, "colorramp", G_draw.weight_ramp); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - psl->by_mode[WEIGHT_MODE].color_faces = pass; - stl->g_data->by_mode[WEIGHT_MODE].color_shgrp = shgrp; - } - - { - DRWPass *pass = DRW_pass_create("Wire Pass", - (DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | - DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL)); - for (int i = 0; i < MODE_LEN; i++) { - DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[i].wire_overlay, pass); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - stl->g_data->by_mode[i].lwire_shgrp = shgrp; - } - psl->wire_overlay = pass; - } - - { - DRWPass *pass = DRW_pass_create("Wire Mask Pass", - DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | - DRW_STATE_DEPTH_LESS_EQUAL); - for (int i = 0; i < MODE_LEN; i++) { - DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->by_mode[i].wire_select_overlay, pass); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - stl->g_data->by_mode[i].lwire_select_shgrp = shgrp; - } - psl->wire_select_overlay = pass; - } - - { - static const float col[4] = {1.0f, 1.0f, 1.0f, 0.2f}; - DRWPass *pass = DRW_pass_create("Face Mask Pass", - DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | - DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA); - DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->face_select_overlay, pass); - DRW_shgroup_uniform_vec4(shgrp, "color", col, 1); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - psl->face_select_overlay = pass; - stl->g_data->face_select_shgrp = shgrp; - } - - { - DRWPass *pass = DRW_pass_create("Vert Mask Pass", - DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | - DRW_STATE_DEPTH_LESS_EQUAL); - DRWShadingGroup *shgrp = DRW_shgroup_create(sh_data->vert_select_overlay, pass); - DRW_shgroup_uniform_block(shgrp, "globalsBlock", G_draw.block_ubo); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); - } - psl->vert_select_overlay = pass; - stl->g_data->vert_select_shgrp = shgrp; - } -} - -static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob) -{ - PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - const View3D *v3d = draw_ctx->v3d; - - if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) { - const int draw_mode = (ob->mode == OB_MODE_VERTEX_PAINT) ? VERTEX_MODE : WEIGHT_MODE; - const Mesh *me = ob->data; - const Mesh *me_orig = DEG_get_original_object(ob)->data; - const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0; - const bool use_face_sel = (me_orig->editflag & ME_EDIT_PAINT_FACE_SEL) != 0; - const bool use_vert_sel = (me_orig->editflag & ME_EDIT_PAINT_VERT_SEL) != 0; - - struct GPUBatch *geom = NULL; - if (draw_mode == VERTEX_MODE) { - if (me->mloopcol == NULL) { - return; - } - if (v3d->overlay.vertex_paint_mode_opacity != 0.0f) { - geom = DRW_cache_mesh_surface_vertpaint_get(ob); - } - } - else { - if (v3d->overlay.weight_paint_mode_opacity != 0.0f) { - geom = DRW_cache_mesh_surface_weights_get(ob); - } - } - if (geom != NULL) { - DRW_shgroup_call(stl->g_data->by_mode[draw_mode].color_shgrp, geom, ob); - } - - if (use_face_sel || use_wire) { - DRWShadingGroup *shgrp = use_face_sel ? stl->g_data->by_mode[draw_mode].lwire_select_shgrp : - stl->g_data->by_mode[draw_mode].lwire_shgrp; - geom = DRW_cache_mesh_surface_edges_get(ob); - DRW_shgroup_call(shgrp, geom, ob); - } - - if (use_face_sel) { - geom = DRW_cache_mesh_surface_get(ob); - DRW_shgroup_call(stl->g_data->face_select_shgrp, geom, ob); - } - - if (use_vert_sel) { - geom = DRW_cache_mesh_all_verts_get(ob); - DRW_shgroup_call(stl->g_data->vert_select_shgrp, geom, ob); - } - } -} - -static void PAINT_VERTEX_draw_scene(void *vedata) -{ - PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl; - PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl; - for (int i = 0; i < MODE_LEN; i++) { - DRW_draw_pass(psl->by_mode[i].color_faces); - } - DRW_draw_pass(psl->face_select_overlay); - - DRW_view_set_active(stl->g_data->view_wires); - DRW_draw_pass(psl->wire_overlay); - DRW_draw_pass(psl->wire_select_overlay); - DRW_draw_pass(psl->vert_select_overlay); - - DRW_view_set_active(NULL); -} - -static void PAINT_VERTEX_engine_free(void) -{ - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - GPUShader **sh_data_as_array = (GPUShader **)sh_data; - for (int i = 0; i < (sizeof(PAINT_VERTEX_Shaders) / sizeof(GPUShader *)); i++) { - DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); - } - } -} - -static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data); - -DrawEngineType draw_engine_paint_vertex_type = { - NULL, - NULL, - N_("PaintVertexMode"), - &PAINT_VERTEX_data_size, - &PAINT_VERTEX_engine_init, - &PAINT_VERTEX_engine_free, - &PAINT_VERTEX_cache_init, - &PAINT_VERTEX_cache_populate, - NULL, - NULL, - &PAINT_VERTEX_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/particle_mode.c b/source/blender/draw/modes/particle_mode.c deleted file mode 100644 index fa2c4d9b6a8..00000000000 --- a/source/blender/draw/modes/particle_mode.c +++ /dev/null @@ -1,243 +0,0 @@ -/* - * 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_render.h" - -#include "DNA_object_types.h" -#include "DNA_particle_types.h" - -#include "BKE_pointcache.h" - -#include "BLI_string_utils.h" - -#include "GPU_shader.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -#include "ED_particle.h" - -#include "DEG_depsgraph_query.h" - -extern char datatoc_particle_strand_vert_glsl[]; -extern char datatoc_particle_strand_frag_glsl[]; -extern char datatoc_common_globals_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; - -/* *********** LISTS *********** */ - -typedef struct PARTICLE_PassList { - struct DRWPass *psys_edit_pass; -} PARTICLE_PassList; - -typedef struct PARTICLE_FramebufferList { - struct GPUFrameBuffer *fb; -} PARTICLE_FramebufferList; - -typedef struct PARTICLE_TextureList { - struct GPUTexture *texture; -} PARTICLE_TextureList; - -typedef struct PARTICLE_StorageList { - struct CustomStruct *block; - struct PARTICLE_PrivateData *g_data; -} PARTICLE_StorageList; - -typedef struct PARTICLE_Data { - void *engine_type; /* Required */ - PARTICLE_FramebufferList *fbl; - PARTICLE_TextureList *txl; - PARTICLE_PassList *psl; - PARTICLE_StorageList *stl; -} PARTICLE_Data; - -/* *********** STATIC *********** */ - -static struct { - struct GPUShader *strands_shader; - struct GPUShader *strands_weight_shader; - struct GPUShader *points_shader; -} e_data = {NULL}; /* Engine data */ - -typedef struct PARTICLE_PrivateData { - DRWShadingGroup *strands_group; - DRWShadingGroup *inner_points_group; - DRWShadingGroup *tip_points_group; -} PARTICLE_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -static void particle_engine_init(void *UNUSED(vedata)) -{ - if (!e_data.strands_shader) { - char *lib = BLI_string_joinN(datatoc_common_globals_lib_glsl, datatoc_common_view_lib_glsl); - - e_data.strands_shader = DRW_shader_create_with_lib( - datatoc_particle_strand_vert_glsl, NULL, datatoc_particle_strand_frag_glsl, lib, ""); - - e_data.strands_weight_shader = DRW_shader_create_with_lib(datatoc_particle_strand_vert_glsl, - NULL, - datatoc_particle_strand_frag_glsl, - lib, - "#define USE_WEIGHT"); - - e_data.points_shader = DRW_shader_create_with_lib(datatoc_particle_strand_vert_glsl, - NULL, - datatoc_particle_strand_frag_glsl, - lib, - "#define USE_POINTS"); - MEM_freeN(lib); - } -} - -static void particle_cache_init(void *vedata) -{ - PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl; - PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - ParticleEditSettings *pset = PE_settings(draw_ctx->scene); - const bool use_weight = (pset->brushtype == PE_BRUSH_WEIGHT); - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - /* Create a pass */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - psl->psys_edit_pass = DRW_pass_create("PSys Edit Pass", state); - - GPUShader *strand_shader = (use_weight) ? e_data.strands_weight_shader : e_data.strands_shader; - stl->g_data->strands_group = DRW_shgroup_create(strand_shader, psl->psys_edit_pass); - stl->g_data->inner_points_group = DRW_shgroup_create(e_data.points_shader, psl->psys_edit_pass); - stl->g_data->tip_points_group = DRW_shgroup_create(e_data.points_shader, psl->psys_edit_pass); - - DRW_shgroup_uniform_block(stl->g_data->strands_group, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_block(stl->g_data->inner_points_group, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_block(stl->g_data->tip_points_group, "globalsBlock", G_draw.block_ubo); -} - -static void particle_edit_cache_populate(void *vedata, - Object *object, - ParticleSystem *psys, - PTCacheEdit *edit) -{ - PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - ParticleEditSettings *pset = PE_settings(draw_ctx->scene); - const bool use_weight = (pset->brushtype == PE_BRUSH_WEIGHT); - { - struct GPUBatch *strands = DRW_cache_particles_get_edit_strands( - object, psys, edit, use_weight); - DRW_shgroup_call(stl->g_data->strands_group, strands, NULL); - } - if (pset->selectmode == SCE_SELECT_POINT) { - struct GPUBatch *points = DRW_cache_particles_get_edit_inner_points(object, psys, edit); - DRW_shgroup_call(stl->g_data->inner_points_group, points, NULL); - } - if (ELEM(pset->selectmode, SCE_SELECT_POINT, SCE_SELECT_END)) { - struct GPUBatch *points = DRW_cache_particles_get_edit_tip_points(object, psys, edit); - DRW_shgroup_call(stl->g_data->tip_points_group, points, NULL); - } -} - -static void particle_cache_populate(void *vedata, Object *object) -{ - if (object->mode != OB_MODE_PARTICLE_EDIT) { - return; - } - const DRWContextState *draw_ctx = DRW_context_state_get(); - Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id); - /* Usually the edit structure is created by Particle Edit Mode Toggle - * operator, but sometimes it's invoked after tagging hair as outdated - * (for example, when toggling edit mode). That makes it impossible to - * create edit structure for until after next dependency graph evaluation. - * - * Ideally, the edit structure will be created here already via some - * dependency graph callback or so, but currently trying to make it nicer - * only causes bad level calls and breaks design from the past. - */ - Object *object_orig = DEG_get_original_object(object); - PTCacheEdit *edit = PE_create_current(draw_ctx->depsgraph, scene_orig, object_orig); - if (edit == NULL) { - /* Happens when trying to edit particles in EMITTER mode without - * having them cached. - */ - return; - } - /* NOTE: We need to pass evaluated particle system, which we need - * to find first. - */ - ParticleSystem *psys = object->particlesystem.first; - ParticleSystem *psys_orig = object_orig->particlesystem.first; - while (psys_orig != NULL) { - if (PE_get_current_from_psys(psys_orig) == edit) { - break; - } - psys = psys->next; - psys_orig = psys_orig->next; - } - if (psys == NULL) { - printf("Error getting evaluated particle system for edit.\n"); - return; - } - particle_edit_cache_populate(vedata, object, psys, edit); -} - -/* Optional: Post-cache_populate callback */ -static void particle_cache_finish(void *UNUSED(vedata)) -{ -} - -/* Draw time ! Control rendering pipeline from here */ -static void particle_draw_scene(void *vedata) -{ - - PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl; - - DRW_draw_pass(psl->psys_edit_pass); -} - -static void particle_engine_free(void) -{ - DRW_SHADER_FREE_SAFE(e_data.strands_shader); - DRW_SHADER_FREE_SAFE(e_data.strands_weight_shader); - DRW_SHADER_FREE_SAFE(e_data.points_shader); -} - -static const DrawEngineDataSize particle_data_size = DRW_VIEWPORT_DATA_SIZE(PARTICLE_Data); - -DrawEngineType draw_engine_particle_type = { - NULL, - NULL, - N_("Particle Mode"), - &particle_data_size, - &particle_engine_init, - &particle_engine_free, - &particle_cache_init, - &particle_cache_populate, - &particle_cache_finish, - NULL, /* draw_background but not needed by mode engines */ - &particle_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c deleted file mode 100644 index 91e4e2335de..00000000000 --- a/source/blender/draw/modes/pose_mode.c +++ /dev/null @@ -1,355 +0,0 @@ -/* - * 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" - -#include "ED_view3d.h" - -/* If builtin shaders are needed */ -#include "GPU_shader.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; -extern char datatoc_pose_selection_vert_glsl[]; - -/* *********** 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; - GHash *custom_shapes[2]; - 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 = DRW_shader_create_with_lib( - datatoc_pose_selection_vert_glsl, - NULL, - datatoc_gpu_shader_uniform_color_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - } -} - -static void POSE_engine_free(void) -{ - DRW_SHADER_FREE_SAFE(e_data.bone_selection_sh); -} - -/* 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); - - 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_ALPHA); - - /* 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_ALPHA; - psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state); - - /* distance outline around envelope bones */ - state = DRW_STATE_BLEND_ADD | 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_ALPHA; - psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state); - - ppd->custom_shapes[i] = BLI_ghash_ptr_new(__func__); - } - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND_ALPHA; - 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_ALPHA); - 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_HIDE_OVERLAYS) || - (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)) || - XRAY_FLAG_ENABLED(draw_ctx->v3d); - - 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], - .custom_shapes = ppd->custom_shapes[transp], - }; - 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(ppd->bone_selection_shgrp, geom, ob); - } - else { - DRW_shgroup_call(ppd->bone_selection_invert_shgrp, geom, ob); - } - } - } -} - -static void POSE_cache_finish(void *vedata) -{ - POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data; - - /* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */ - for (int i = 0; i < 2; i++) { - BLI_ghash_free(ppd->custom_shapes[i], NULL, NULL); - } -} - -/** - * 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 bool bone_selection_overlay = POSE_is_bone_selection_overlay_active(); - - if (DRW_state_is_select()) { - DRW_draw_pass(psl->bone_outline[0]); - DRW_draw_pass(psl->bone_solid[0]); - DRW_draw_pass(psl->bone_wire[0]); - DRW_draw_pass(psl->bone_outline[1]); - 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); - } - - 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, - &POSE_cache_finish, - NULL, - &POSE_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c deleted file mode 100644 index f32eb3b73ba..00000000000 --- a/source/blender/draw/modes/sculpt_mode.c +++ /dev/null @@ -1,197 +0,0 @@ -/* - * 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_object_types.h" -#include "DNA_mesh_types.h" -#include "DNA_meshdata_types.h" - -#include "BKE_pbvh.h" -#include "BKE_paint.h" -#include "BKE_subdiv_ccg.h" - -/* If builtin shaders are needed */ -#include "GPU_shader.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_sculpt_mask_vert_glsl[]; -extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; - -/* *********** LISTS *********** */ -/* All lists are per viewport specific datas. - * They are all free when viewport changes engines - * or is free itself. Use SCULPT_engine_init() to - * initialize most of them and SCULPT_cache_init() - * for SCULPT_PassList */ - -typedef struct SCULPT_PassList { - /* Declare all passes here and init them in - * SCULPT_cache_init(). - * Only contains (DRWPass *) */ - struct DRWPass *pass; -} SCULPT_PassList; - -typedef struct SCULPT_FramebufferList { - /* Contains all framebuffer objects needed by this engine. - * Only contains (GPUFrameBuffer *) */ - struct GPUFrameBuffer *fb; -} SCULPT_FramebufferList; - -typedef struct SCULPT_TextureList { - /* Contains all framebuffer textures / utility textures - * needed by this engine. Only viewport specific textures - * (not per object). Only contains (GPUTexture *) */ - struct GPUTexture *texture; -} SCULPT_TextureList; - -typedef struct SCULPT_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 SCULPT_PrivateData *g_data; -} SCULPT_StorageList; - -typedef struct SCULPT_Data { - /* Struct returned by DRW_viewport_engine_data_ensure. - * If you don't use one of these, just make it a (void *) */ - // void *fbl; - void *engine_type; /* Required */ - SCULPT_FramebufferList *fbl; - SCULPT_TextureList *txl; - SCULPT_PassList *psl; - SCULPT_StorageList *stl; -} SCULPT_Data; - -/* *********** STATIC *********** */ - -static struct { - struct GPUShader *shader_mask; -} e_data = {NULL}; /* Engine data */ - -typedef struct SCULPT_PrivateData { - DRWShadingGroup *mask_overlay_grp; -} SCULPT_PrivateData; /* Transient data */ - -/* *********** FUNCTIONS *********** */ - -/* Init Textures, Framebuffers, Storage and Shaders. - * It is called for every frames. - * (Optional) */ -static void SCULPT_engine_init(void *vedata) -{ - SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl; - SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl; - SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; - - UNUSED_VARS(txl, fbl, stl); - - if (!e_data.shader_mask) { - e_data.shader_mask = DRW_shader_create_with_lib(datatoc_sculpt_mask_vert_glsl, - NULL, - datatoc_gpu_shader_3D_smooth_color_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - } -} - -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ -static void SCULPT_cache_init(void *vedata) -{ - SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; - SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; - - if (!stl->g_data) { - stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); - } - - { - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_MUL; - psl->pass = DRW_pass_create("Sculpt Pass", state); - - DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.shader_mask, psl->pass); - DRW_shgroup_uniform_float(shgrp, "maskOpacity", &v3d->overlay.sculpt_mode_mask_opacity, 1); - stl->g_data->mask_overlay_grp = shgrp; - } -} - -/* Add geometry to shadingGroups. Execute for each objects */ -static void SCULPT_cache_populate(void *vedata, Object *ob) -{ - SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; - SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl; - - UNUSED_VARS(psl, stl); - - if (ob->sculpt) { - const DRWContextState *draw_ctx = DRW_context_state_get(); - - if ((ob == draw_ctx->obact) && - (BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) || - !ob->sculpt->deform_modifiers_active || ob->sculpt->shapekey_active)) { - PBVH *pbvh = ob->sculpt->pbvh; - if (pbvh && pbvh_has_mask(pbvh)) { - DRW_shgroup_call_sculpt(stl->g_data->mask_overlay_grp, ob, false, true, false); - } - } - } -} - -static void SCULPT_draw_scene(void *vedata) -{ - SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl; - - DRW_draw_pass(psl->pass); -} - -static void SCULPT_engine_free(void) -{ - DRW_SHADER_FREE_SAFE(e_data.shader_mask); -} - -static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data); - -DrawEngineType draw_engine_sculpt_type = { - NULL, - NULL, - N_("SculptMode"), - &SCULPT_data_size, - &SCULPT_engine_init, - &SCULPT_engine_free, - &SCULPT_cache_init, - &SCULPT_cache_populate, - NULL, - NULL, /* draw_background but not needed by mode engines */ - &SCULPT_draw_scene, - NULL, - NULL, -}; diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl deleted file mode 100644 index d7ed3e9ab71..00000000000 --- a/source/blender/draw/modes/shaders/armature_axes_vert.glsl +++ /dev/null @@ -1,35 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; -uniform vec3 screenVecs[3]; - -/* ---- Instantiated Attrs ---- */ -in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */ -in vec2 screenPos; -in vec3 colorAxis; - -/* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec4 color; - -flat out vec4 finalColor; - -void main() -{ - vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz; - vec3 y_axis = InstanceModelMatrix[1].xyz; - vec3 bone_loc = InstanceModelMatrix[3].xyz; - vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis); - vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y; - /* Scale uniformly by axis length */ - spos *= length(chosen_axis); - - vec4 pos_4d = vec4(wpos + spos, 1.0); - gl_Position = ViewProjectionMatrix * pos_4d; - - finalColor.rgb = mix(colorAxis, color.rgb, color.a); - finalColor.a = 1.0; - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(pos_4d.xyz); -#endif -} diff --git a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl deleted file mode 100644 index 61aaf153e83..00000000000 --- a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl +++ /dev/null @@ -1,15 +0,0 @@ - -flat in vec3 finalStateColor; /* UNUSED */ -flat in vec3 finalBoneColor; /* UNUSED */ -in vec3 normalView; - -out vec4 fragColor; - -uniform vec4 color = vec4(1.0, 1.0, 1.0, 0.2); - -void main() -{ - float n = normalize(normalView).z; - n = 1.0 - clamp(-n, 0.0, 1.0); - fragColor = color * n; -} diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl deleted file mode 100644 index 424cc92b930..00000000000 --- a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl +++ /dev/null @@ -1,18 +0,0 @@ - -uniform float alpha = 0.6; - -flat in vec3 finalStateColor; -flat in vec3 finalBoneColor; -in vec3 normalView; - -out vec4 fragColor; - -void main() -{ - /* Smooth lighting factor. */ - const float s = 0.2; /* [0.0-0.5] range */ - float n = normalize(normalView).z; - float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0); - fragColor.rgb = mix(finalStateColor, finalBoneColor, fac); - fragColor.a = alpha; -} diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl deleted file mode 100644 index e674b802f65..00000000000 --- a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl +++ /dev/null @@ -1,19 +0,0 @@ - -flat in int vertFlag; - -out vec4 FragColor; - -void main() -{ - /* TODO: vertex size */ - - if ((vertFlag & VERT_SELECTED) != 0) { - FragColor = colorVertexSelect; - } - else if ((vertFlag & VERT_ACTIVE) != 0) { - FragColor = colorEditMeshActive; - } - else { - FragColor = colorVertex; - } -} diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl deleted file mode 100644 index bc1975bac81..00000000000 --- a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/* Draw Lattice Vertices */ - -uniform vec2 viewportSize; - -in vec3 pos; -in int data; - -/* these are the same for all vertices - * and does not need interpolation */ -flat out int vertFlag; -flat out int clipCase; - -/* See fragment shader */ -noperspective out vec4 eData1; -flat out vec4 eData2; - -/* project to screen space */ -vec2 proj(vec4 pos) -{ - return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; -} - -void main() -{ - GPU_INTEL_VERTEX_SHADER_WORKAROUND - - clipCase = 0; - - vec3 world_pos = point_object_to_world(pos); - vec4 pPos = point_world_to_ndc(world_pos); - - /* only vertex position 0 is used */ - eData1 = eData2 = vec4(1e10); - eData2.zw = proj(pPos); - - vertFlag = data; - - gl_PointSize = sizeVertex * 2.0; - gl_Position = pPos; - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos); -#endif -} diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl deleted file mode 100644 index 9a53038a252..00000000000 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl +++ /dev/null @@ -1,7 +0,0 @@ - -in vec2 pos; - -void main() -{ - gl_Position = vec4(pos, 1.0, 1.0); -} diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl deleted file mode 100644 index a3fcfd880d3..00000000000 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl +++ /dev/null @@ -1,22 +0,0 @@ - -out vec4 FragColor; - -uniform sampler2D wireColor; -uniform sampler2D wireDepth; -uniform sampler2D sceneDepth; -uniform float alpha; - -void main() -{ - ivec2 uv = ivec2(gl_FragCoord.xy); - float wire_depth = texelFetch(wireDepth, uv, 0).r; - float scene_depth = texelFetch(sceneDepth, uv, 0).r; - vec4 wire_color = texelFetch(wireColor, uv, 0).rgba; - - FragColor = wire_color; - - /* Modulate alpha if occluded */ - if (wire_depth > scene_depth) { - FragColor.a *= alpha; - } -} diff --git a/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl deleted file mode 100644 index 5187571b27b..00000000000 --- a/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl +++ /dev/null @@ -1,30 +0,0 @@ -/* Need dedicated obmat since we use instancing attribs - * (we cannot let have baseinstance mess them). */ -uniform vec4 editModelMat[4]; -uniform vec3 screen_vecs[2]; - -/* ---- Instantiated Attrs ---- */ -in vec2 pos; - -/* ---- Per instance Attrs ---- */ -in float size; -in vec3 local_pos; - -flat out vec4 finalColor; - -void main() -{ - mat4 obmat = mat4(editModelMat[0], editModelMat[1], editModelMat[2], editModelMat[3]); - /* Could be optimized... but it is only for a handful of verts so not a priority. */ - mat3 imat = inverse(mat3(obmat)); - vec3 right = normalize(imat * vec3(screen_vecs[0])); - vec3 up = normalize(imat * vec3(screen_vecs[1])); - vec3 screen_pos = (right * pos.x + up * pos.y) * size; - vec4 pos_4d = obmat * vec4(local_pos + screen_pos, 1.0); - gl_Position = ViewProjectionMatrix * pos_4d; - finalColor = colorSkinRoot; - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(pos_4d.xyz); -#endif -} diff --git a/source/blender/draw/modes/shaders/edit_normals_geom.glsl b/source/blender/draw/modes/shaders/edit_normals_geom.glsl deleted file mode 100644 index 5f43c13478d..00000000000 --- a/source/blender/draw/modes/shaders/edit_normals_geom.glsl +++ /dev/null @@ -1,18 +0,0 @@ - -layout(points) in; -layout(line_strip, max_vertices = 2) out; - -flat in vec4 v1[1]; -flat in vec4 v2[1]; - -void main() -{ - for (int v = 0; v < 2; v++) { - gl_Position = (v == 0) ? v1[0] : v2[0]; -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance); -#endif - EmitVertex(); - } - EndPrimitive(); -} diff --git a/source/blender/draw/modes/shaders/edit_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_normals_vert.glsl deleted file mode 100644 index 384d13923f6..00000000000 --- a/source/blender/draw/modes/shaders/edit_normals_vert.glsl +++ /dev/null @@ -1,36 +0,0 @@ - -uniform float normalSize; - -in vec3 pos; - -#ifdef LOOP_NORMALS -in vec3 lnor; -# define nor lnor - -#elif defined(FACE_NORMALS) -in vec4 norAndFlag; -# define nor norAndFlag.xyz -#else - -in vec3 vnor; -# define nor vnor -#endif - -flat out vec4 v1; -flat out vec4 v2; - -void main() -{ - GPU_INTEL_VERTEX_SHADER_WORKAROUND - - vec3 n = normalize(normal_object_to_world(nor)); - - vec3 world_pos = point_object_to_world(pos); - - v1 = point_world_to_ndc(world_pos); - v2 = point_world_to_ndc(world_pos + n * normalSize); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos); -#endif -} diff --git a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl b/source/blender/draw/modes/shaders/object_camera_image_frag.glsl deleted file mode 100644 index 7804ebdb8c9..00000000000 --- a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl +++ /dev/null @@ -1,25 +0,0 @@ -in vec2 texCoord_interp; -out vec4 fragColor; - -uniform sampler2D image; -uniform float alpha; -uniform bool imagePremultiplied; - -void main() -{ -#ifdef DRW_STATE_DO_COLOR_MANAGEMENT - /* render engine has already applied the view transform. We sample the - * camera images as srgb*/ - vec4 color = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp); - -#else - /* Render engine renders in linearrgb. We sample the camera images as - * linearrgb */ - vec4 color = texture_read_as_linearrgb(image, imagePremultiplied, texCoord_interp); -#endif - - color.a *= alpha; - color.rgb *= color.a; - - fragColor = color; -} diff --git a/source/blender/draw/modes/shaders/object_camera_image_vert.glsl b/source/blender/draw/modes/shaders/object_camera_image_vert.glsl deleted file mode 100644 index 61b88c013aa..00000000000 --- a/source/blender/draw/modes/shaders/object_camera_image_vert.glsl +++ /dev/null @@ -1,18 +0,0 @@ -uniform mat4 TransformMat; -uniform float flipX; -uniform float flipY; -uniform float depth; - -in vec2 texCoord; -in vec2 pos; - -out vec2 texCoord_interp; - -void main() -{ - vec4 position = TransformMat * vec4((pos - 0.5) * 2.0, 1.0, 1.0); - gl_Position = vec4(position.xy, depth, 1.0); - - vec2 uv_mul = vec2(flipX, flipY); - texCoord_interp = texCoord * uv_mul; -} diff --git a/source/blender/draw/modes/shaders/object_color_axes_vert.glsl b/source/blender/draw/modes/shaders/object_color_axes_vert.glsl deleted file mode 100644 index 239dec30c42..00000000000 --- a/source/blender/draw/modes/shaders/object_color_axes_vert.glsl +++ /dev/null @@ -1,35 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; -uniform vec3 screenVecs[3]; - -/* ---- Instantiated Attrs ---- */ -in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */ -in vec2 screenPos; -in vec3 colorAxis; - -/* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec4 color; - -flat out vec4 finalColor; - -void main() -{ - float draw_size = 4.0; - vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz; - vec3 loc = InstanceModelMatrix[3].xyz; - vec3 wpos = loc + chosen_axis * fract(axis) * draw_size; - vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y; - /* Scale uniformly by axis length */ - spos *= length(chosen_axis) * draw_size; - - vec4 pos_4d = vec4(wpos + spos, 1.0); - gl_Position = ViewProjectionMatrix * pos_4d; - - finalColor.rgb = mix(colorAxis, color.rgb, color.a); - finalColor.a = 1.0; - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(pos_4d.xyz); -#endif -} diff --git a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl deleted file mode 100644 index 43c8e313fc3..00000000000 --- a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl +++ /dev/null @@ -1,35 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; - -uniform vec3 screenVecs[3]; - -/* ---- Instantiated Attrs ---- */ -in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */ -in vec2 screenPos; - -/* ---- Per instance Attrs ---- */ -in vec3 color; -in float size; -in mat4 InstanceModelMatrix; - -flat out vec4 finalColor; - -void main() -{ - float draw_size = 4.0 * size; - vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz; - vec3 loc = InstanceModelMatrix[3].xyz; - vec3 wpos = loc + chosen_axis * fract(axis) * draw_size; - vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y; - /* Scale uniformly by axis length */ - spos *= length(chosen_axis) * draw_size; - - vec4 pos_4d = vec4(wpos + spos, 1.0); - gl_Position = ViewProjectionMatrix * pos_4d; - - finalColor = vec4(color, 1.0); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(pos_4d.xyz); -#endif -} diff --git a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl deleted file mode 100644 index e33aa6cdcc1..00000000000 --- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl +++ /dev/null @@ -1,53 +0,0 @@ - -flat in vec4 finalColor; - -#ifndef USE_WIRE -in vec2 texCoord_interp; -#endif - -out vec4 fragColor; - -#ifndef USE_WIRE -uniform sampler2D image; -uniform bool imagePremultiplied; -#endif - -uniform int depthMode; -uniform bool useAlphaTest; - -void main() -{ -#ifdef USE_WIRE - fragColor = finalColor; -#else - vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp); - fragColor = finalColor * tex_col; - - if (useAlphaTest) { - /* Arbitrary discard anything below 5% opacity. - * Note that this could be exposed to the User. */ - if (tex_col.a < 0.05) { - discard; - } - else { - fragColor.a = 1.0; - } - } -#endif - - if (depthMode == DEPTH_BACK) { - gl_FragDepth = 0.999999; -#ifdef USE_WIRE - gl_FragDepth -= 1e-5; -#endif - } - else if (depthMode == DEPTH_FRONT) { - gl_FragDepth = 0.000001; -#ifdef USE_WIRE - gl_FragDepth -= 1e-5; -#endif - } - else if (depthMode == DEPTH_UNCHANGED) { - gl_FragDepth = gl_FragCoord.z; - } -} diff --git a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl deleted file mode 100644 index 36e86290be7..00000000000 --- a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl +++ /dev/null @@ -1,36 +0,0 @@ - -uniform vec2 aspect; -uniform float size; -uniform vec2 offset; -#ifdef USE_WIRE -uniform vec3 color; -#else -uniform vec4 objectColor; -#endif - -in vec2 texCoord; -in vec2 pos; - -flat out vec4 finalColor; - -#ifndef USE_WIRE -out vec2 texCoord_interp; -#endif - -void main() -{ - vec3 pos = vec3((pos + offset) * (size * aspect), 0.0); - vec3 world_pos = point_object_to_world(pos); - gl_Position = point_world_to_ndc(world_pos); -#ifdef USE_WIRE - gl_Position.z -= 1e-5; - finalColor = vec4(color, 1.0); -#else - texCoord_interp = texCoord; - finalColor = objectColor; -#endif - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos); -#endif -} diff --git a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl deleted file mode 100644 index 9414309570b..00000000000 --- a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl +++ /dev/null @@ -1,36 +0,0 @@ - -/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view, - * and scales the shape according to per-instance attributes - * Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */ - -uniform mat4 ViewProjectionMatrix; -uniform vec3 screen_vecs[2]; - -/* ---- Instantiated Attrs ---- */ -in vec2 pos; - -/* ---- Per instance Attrs ---- */ -in mat3x4 ScaleTranslationMatrix; -in float radius; -in vec3 color; - -flat out vec4 finalColor; - -void main() -{ - mat3 Scamat = mat3(ScaleTranslationMatrix); - vec4 world_pos = vec4(ScaleTranslationMatrix[0][3], - ScaleTranslationMatrix[1][3], - ScaleTranslationMatrix[2][3], - 1.0); - - vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y; - world_pos.xyz += Scamat * (screen_pos * radius); - - gl_Position = ViewProjectionMatrix * world_pos; - finalColor = vec4(color, 1.0); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos.xyz); -#endif -} diff --git a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl deleted file mode 100644 index d15580056b0..00000000000 --- a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl +++ /dev/null @@ -1,53 +0,0 @@ - -uniform vec3 color; -uniform vec3 outlineColor; -uniform sampler1D ramp; - -in vec4 radii; -flat in float finalVal; - -out vec4 fragColor; - -void main() -{ - float dist = length(gl_PointCoord - vec2(0.5)); - - // transparent outside of point - // --- 0 --- - // smooth transition - // --- 1 --- - // pure outline color - // --- 2 --- - // smooth transition - // --- 3 --- - // pure point color - // ... - // dist = 0 at center of point - - float midStroke = 0.5 * (radii[1] + radii[2]); - - if (dist > midStroke) { - if (finalVal < 0.0) { - fragColor.rgb = outlineColor; - } - else { - fragColor.rgb = texture(ramp, finalVal).rgb; - } - - fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist)); - } - else { - if (finalVal < 0.0) { - fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist)); - } - else { - fragColor.rgb = texture(ramp, finalVal).rgb; - } - - fragColor.a = 1.0; - } - - if (fragColor.a == 0.0) { - discard; - } -} diff --git a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl deleted file mode 100644 index f98ae9a9515..00000000000 --- a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl +++ /dev/null @@ -1,36 +0,0 @@ - -uniform float pixel_size; -uniform float size; - -in vec3 pos; -in float val; - -out vec4 radii; -flat out float finalVal; - -void main() -{ - vec3 world_pos = point_object_to_world(pos); - - float view_z = dot(ViewMatrixInverse[2].xyz, world_pos - ViewMatrixInverse[3].xyz); - - bool is_persp = (ProjectionMatrix[3][3] == 0.0); - float psize = (is_persp) ? (size / (-view_z * pixel_size)) : (size / pixel_size); - gl_Position = point_world_to_ndc(world_pos); - - gl_PointSize = psize; - - // calculate concentric radii in pixels - float radius = 0.5 * psize; - - // start at the outside and progress toward the center - radii[0] = radius; - radii[1] = radius - 1.0; - radii[2] = radius - 1.0; - radii[3] = radius - 2.0; - - // convert to PointCoord units - radii /= psize; - - finalVal = val; -} diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl deleted file mode 100644 index 46aceb245f4..00000000000 --- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl +++ /dev/null @@ -1,60 +0,0 @@ - -uniform bool screen_space; -uniform float draw_size; -uniform vec3 color; -uniform sampler1D ramp; - -/* ---- Instantiated Attrs ---- */ -in vec3 inst_pos; -in int axis; - -/* ---- Per instance Attrs ---- */ -in vec3 pos; -in vec4 rot; -in float val; - -flat out vec4 finalColor; - -vec3 rotate(vec3 vec, vec4 quat) -{ - /* The quaternion representation here stores the w component in the first index */ - return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec); -} - -void main() -{ - if (screen_space) { - gl_Position = ViewMatrix * (ModelMatrix * vec4(pos, 1.0)); - gl_Position.xyz += inst_pos * draw_size; - gl_Position = ProjectionMatrix * gl_Position; - } - else { - float size = draw_size; - - if (axis > -1) { - size *= 2; - } - - vec3 pos_rot = pos + rotate(inst_pos * size, rot); - gl_Position = point_object_to_ndc(pos_rot); - } - -#ifdef USE_AXIS - if (axis == 0) { - finalColor = vec4(1.0, 0.0, 0.0, 1.0); - } - else if (axis == 1) { - finalColor = vec4(0.0, 1.0, 0.0, 1.0); - } - else { - finalColor = vec4(0.0, 0.0, 1.0, 1.0); - } -#else - if (val < 0.0) { - finalColor = vec4(color, 1.0); - } - else { - finalColor = vec4(texture(ramp, val).rgb, 1.0); - } -#endif -} diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl deleted file mode 100644 index 9414d25e71e..00000000000 --- a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl +++ /dev/null @@ -1,23 +0,0 @@ - -uniform vec3 wireColor; -uniform vec3 rimColor; - -flat in float edgeSharpness; -in float facing; - -out vec4 fragColor; - -void main() -{ - if (edgeSharpness < 0.0) { - discard; - } - - float facing_clamped = clamp(abs(facing), 0.0, 1.0); - - vec3 final_front_col = mix(rimColor, wireColor, 0.4); - vec3 final_rim_col = mix(rimColor, wireColor, 0.1); - - fragColor.rgb = mix(final_rim_col, final_front_col, facing_clamped); - fragColor.a = 1.0f; -} diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl deleted file mode 100644 index 722f62d9b6d..00000000000 --- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl +++ /dev/null @@ -1,42 +0,0 @@ - -uniform float wireStepParam; - -in vec3 pos; -in vec3 nor; -in float wd; /* wiredata */ - -float get_edge_sharpness(float wd) -{ -#ifndef USE_SCULPT - return ((wd == 0.0) ? -1.5 : wd) + wireStepParam; -#else - return 1.0; -#endif -} - -/* Geometry shader version */ -#if defined(SELECT_EDGES) || defined(USE_GEOM) -out float facing_g; -out float edgeSharpness_g; - -#else /* USE_GEOM */ -out float facing; -flat out float edgeSharpness; -# define facing_g facing -# define edgeSharpness_g edgeSharpness - -#endif /* SELECT_EDGES */ - -void main() -{ - vec3 wpos = point_object_to_world(pos); - gl_Position = point_world_to_ndc(wpos); - - vec3 wnor = normalize(normal_object_to_world(nor)); - facing_g = dot(wnor, ViewMatrixInverse[2].xyz); - edgeSharpness_g = get_edge_sharpness(wd); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(wpos); -#endif -} diff --git a/source/blender/draw/modes/shaders/paint_face_vert.glsl b/source/blender/draw/modes/shaders/paint_face_vert.glsl deleted file mode 100644 index af362f24a85..00000000000 --- a/source/blender/draw/modes/shaders/paint_face_vert.glsl +++ /dev/null @@ -1,11 +0,0 @@ -in vec3 pos; - -void main() -{ - vec3 world_pos = point_object_to_world(pos); - gl_Position = point_world_to_ndc(world_pos); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos); -#endif -} diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl deleted file mode 100644 index edd7c2af001..00000000000 --- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl +++ /dev/null @@ -1,25 +0,0 @@ -in vec2 masking_uv_interp; - -out vec4 fragColor; - -uniform float alpha = 1.0; - -uniform sampler2D maskingImage; -uniform bool maskingImagePremultiplied; -uniform vec3 maskingColor; -uniform bool maskingInvertStencil; - -void main() -{ - - vec4 mask = vec4( - texture_read_as_srgb(maskingImage, maskingImagePremultiplied, masking_uv_interp).rgb, 1.0); - if (maskingInvertStencil) { - mask.rgb = 1.0 - mask.rgb; - } - float mask_step = smoothstep(0, 3.0, mask.r + mask.g + mask.b); - mask.rgb *= maskingColor; - mask.a = mask_step * alpha; - - fragColor = mask; -} diff --git a/source/blender/draw/modes/shaders/paint_vert_frag.glsl b/source/blender/draw/modes/shaders/paint_vert_frag.glsl deleted file mode 100644 index 3303dfa6173..00000000000 --- a/source/blender/draw/modes/shaders/paint_vert_frag.glsl +++ /dev/null @@ -1,17 +0,0 @@ - -flat in vec4 finalColor; -out vec4 fragColor; - -void main() -{ - vec2 centered = gl_PointCoord - vec2(0.5); - float dist_squared = dot(centered, centered); - const float rad_squared = 0.25; - - // round point with jaggy edges - if (dist_squared > rad_squared) { - discard; - } - - fragColor = finalColor; -} diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl deleted file mode 100644 index 6c214534812..00000000000 --- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl +++ /dev/null @@ -1,8 +0,0 @@ - -flat in vec4 finalColor; -out vec4 fragColor; - -void main() -{ - fragColor = finalColor; -} diff --git a/source/blender/draw/modes/shaders/particle_strand_frag.glsl b/source/blender/draw/modes/shaders/particle_strand_frag.glsl deleted file mode 100644 index 49d843b7e0e..00000000000 --- a/source/blender/draw/modes/shaders/particle_strand_frag.glsl +++ /dev/null @@ -1,22 +0,0 @@ - -in vec4 finalColor; -#ifdef USE_POINTS -in vec2 radii; -#endif - -out vec4 fragColor; - -void main() -{ - fragColor = finalColor; - -#ifdef USE_POINTS - float dist = length(gl_PointCoord - vec2(0.5)); - - fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist)); - - if (fragColor.a == 0.0) { - discard; - } -#endif -} diff --git a/source/blender/draw/modes/shaders/particle_strand_vert.glsl b/source/blender/draw/modes/shaders/particle_strand_vert.glsl deleted file mode 100644 index 45fadb4ed5e..00000000000 --- a/source/blender/draw/modes/shaders/particle_strand_vert.glsl +++ /dev/null @@ -1,71 +0,0 @@ - -in vec3 pos; -in float color; - -out vec4 finalColor; -#ifdef USE_POINTS -out vec2 radii; -#endif - -vec3 weight_to_rgb(float weight) -{ - vec3 r_rgb; - float blend = ((weight / 2.0) + 0.5); - - if (weight <= 0.25) { /* blue->cyan */ - r_rgb[0] = 0.0; - r_rgb[1] = blend * weight * 4.0; - r_rgb[2] = blend; - } - else if (weight <= 0.50) { /* cyan->green */ - r_rgb[0] = 0.0; - r_rgb[1] = blend; - r_rgb[2] = blend * (1.0 - ((weight - 0.25) * 4.0)); - } - else if (weight <= 0.75) { /* green->yellow */ - r_rgb[0] = blend * ((weight - 0.50) * 4.0); - r_rgb[1] = blend; - r_rgb[2] = 0.0; - } - else if (weight <= 1.0) { /* yellow->red */ - r_rgb[0] = blend; - r_rgb[1] = blend * (1.0 - ((weight - 0.75) * 4.0)); - r_rgb[2] = 0.0; - } - else { - /* exceptional value, unclamped or nan, - * avoid uninitialized memory use */ - r_rgb[0] = 1.0; - r_rgb[1] = 0.0; - r_rgb[2] = 1.0; - } - - return r_rgb; -} - -void main() -{ - vec3 world_pos = point_object_to_world(pos); - gl_Position = point_world_to_ndc(world_pos); - -#ifdef USE_WEIGHT - finalColor = vec4(weight_to_rgb(color), 1.0); -#else - finalColor = mix(colorWire, colorEdgeSelect, color); -#endif - -#ifdef USE_POINTS - float size = sizeVertex * 2.0; - gl_PointSize = size; - - /* calculate concentric radii in pixels */ - float radius = sizeVertex; - - /* start at the outside and progress toward the center */ - radii[0] = radius; - radii[1] = radius - 1.0; - - /* convert to PointCoord units */ - radii /= size; -#endif -} diff --git a/source/blender/editors/armature/armature_add.c b/source/blender/editors/armature/armature_add.c index 8a53883492e..7a14de2b240 100644 --- a/source/blender/editors/armature/armature_add.c +++ b/source/blender/editors/armature/armature_add.c @@ -51,6 +51,8 @@ #include "ED_screen.h" #include "ED_view3d.h" +#include "DEG_depsgraph.h" + #include "armature_intern.h" /* *************** Adding stuff in editmode *************** */ @@ -214,6 +216,7 @@ static int armature_click_extrude_exec(bContext *C, wmOperator *UNUSED(op)) ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_SELECT); return OPERATOR_FINISHED; } @@ -609,6 +612,7 @@ static int armature_duplicate_selected_exec(bContext *C, wmOperator *op) ED_armature_edit_validate_active(arm); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_SELECT); } MEM_freeN(objects); @@ -838,6 +842,7 @@ static int armature_symmetrize_exec(bContext *C, wmOperator *op) ED_armature_edit_validate_active(arm); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_SELECT); } MEM_freeN(objects); @@ -1053,6 +1058,7 @@ static int armature_extrude_exec(bContext *C, wmOperator *op) ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_SELECT); } MEM_freeN(objects); @@ -1126,6 +1132,7 @@ static int armature_bone_primitive_add_exec(bContext *C, wmOperator *op) /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_SELECT); return OPERATOR_FINISHED; } @@ -1215,6 +1222,7 @@ static int armature_subdivide_exec(bContext *C, wmOperator *op) /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_SELECT); return OPERATOR_FINISHED; } diff --git a/source/blender/editors/armature/armature_edit.c b/source/blender/editors/armature/armature_edit.c index 64857dd1874..4ca0cd117b6 100644 --- a/source/blender/editors/armature/armature_edit.c +++ b/source/blender/editors/armature/armature_edit.c @@ -57,6 +57,8 @@ #include "ED_screen.h" #include "ED_view3d.h" +#include "DEG_depsgraph.h" + #include "armature_intern.h" /* ************************** Object Tools Exports ******************************* */ @@ -443,6 +445,7 @@ static int armature_calc_roll_exec(bContext *C, wmOperator *op) if (changed) { /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } } @@ -512,6 +515,7 @@ static int armature_roll_clear_exec(bContext *C, wmOperator *op) if (changed) { /* Note, notifier might evolve. */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } } MEM_freeN(objects); @@ -844,6 +848,7 @@ static int armature_fill_bones_exec(bContext *C, wmOperator *op) /* updates */ ED_armature_edit_refresh_layer_used(arm); WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit); + DEG_id_tag_update(&arm->id, ID_RECALC_COPY_ON_WRITE); /* free points */ BLI_freelistN(&points); @@ -1038,6 +1043,7 @@ static int armature_merge_exec(bContext *C, wmOperator *op) ED_armature_edit_sync_selection(arm->edbo); ED_armature_edit_refresh_layer_used(arm); WM_event_add_notifier(C, NC_OBJECT | ND_POSE, obedit); + DEG_id_tag_update(&arm->id, ID_RECALC_COPY_ON_WRITE); } MEM_freeN(objects); @@ -1182,6 +1188,7 @@ static int armature_switch_direction_exec(bContext *C, wmOperator *UNUSED(op)) /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } MEM_freeN(objects); @@ -1327,6 +1334,7 @@ static int armature_align_bones_exec(bContext *C, wmOperator *op) /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); return OPERATOR_FINISHED; } @@ -1370,6 +1378,7 @@ static int armature_split_exec(bContext *C, wmOperator *UNUSED(op)) } WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } MEM_freeN(objects); @@ -1447,6 +1456,7 @@ static int armature_delete_selected_exec(bContext *C, wmOperator *UNUSED(op)) ED_armature_edit_refresh_layer_used(arm); BKE_pose_tag_recalc(CTX_data_main(C), obedit->pose); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } } MEM_freeN(objects); @@ -1621,6 +1631,7 @@ static int armature_dissolve_selected_exec(bContext *C, wmOperator *UNUSED(op)) ED_armature_edit_sync_selection(arm->edbo); ED_armature_edit_refresh_layer_used(arm); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } } MEM_freeN(objects); @@ -1684,6 +1695,7 @@ static int armature_hide_exec(bContext *C, wmOperator *op) ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } MEM_freeN(objects); return OPERATOR_FINISHED; @@ -1736,6 +1748,7 @@ static int armature_reveal_exec(bContext *C, wmOperator *op) ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } } MEM_freeN(objects); diff --git a/source/blender/editors/armature/armature_relations.c b/source/blender/editors/armature/armature_relations.c index b3588404cf2..b60c8ce4592 100644 --- a/source/blender/editors/armature/armature_relations.c +++ b/source/blender/editors/armature/armature_relations.c @@ -879,6 +879,7 @@ static int armature_parent_set_exec(bContext *C, wmOperator *op) /* note, notifier might evolve */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_SELECT); return OPERATOR_FINISHED; } diff --git a/source/blender/editors/armature/armature_select.c b/source/blender/editors/armature/armature_select.c index c37f9ce126b..0f288c0d8b8 100644 --- a/source/blender/editors/armature/armature_select.c +++ b/source/blender/editors/armature/armature_select.c @@ -363,6 +363,7 @@ static int armature_select_linked_invoke(bContext *C, wmOperator *op, const wmEv ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, base->object); + DEG_id_tag_update(&arm->id, ID_RECALC_COPY_ON_WRITE); return OPERATOR_FINISHED; } @@ -792,6 +793,7 @@ bool ED_armature_edit_select_pick( } WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, basact->object); + DEG_id_tag_update(&arm->id, ID_RECALC_COPY_ON_WRITE); return true; } @@ -1037,6 +1039,10 @@ static int armature_de_select_all_exec(bContext *C, wmOperator *op) WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, NULL); + /* Tagging only one object to refresh drawing. */ + Object *obedit = CTX_data_edit_object(C); + DEG_id_tag_update(&obedit->id, ID_RECALC_SELECT); + return OPERATOR_FINISHED; } @@ -1154,6 +1160,7 @@ static int armature_de_select_more_exec(bContext *C, wmOperator *UNUSED(op)) Object *ob = objects[ob_index]; armature_select_more_less(ob, true); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } MEM_freeN(objects); @@ -1186,6 +1193,7 @@ static int armature_de_select_less_exec(bContext *C, wmOperator *UNUSED(op)) Object *ob = objects[ob_index]; armature_select_more_less(ob, false); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } MEM_freeN(objects); @@ -1274,6 +1282,7 @@ static void select_similar_length(bContext *C, const float thresh) if (changed) { WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } } MEM_freeN(objects); @@ -1323,6 +1332,8 @@ static void select_similar_direction(bContext *C, const float thresh) if (changed) { WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } } MEM_freeN(objects); @@ -1352,6 +1363,7 @@ static void select_similar_layer(bContext *C) if (changed) { WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } } MEM_freeN(objects); @@ -1393,6 +1405,7 @@ static void select_similar_prefix(bContext *C) if (changed) { WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } } MEM_freeN(objects); @@ -1434,6 +1447,7 @@ static void select_similar_suffix(bContext *C) if (changed) { WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } } MEM_freeN(objects); @@ -1461,6 +1475,7 @@ static void select_similar_data_pchan(bContext *C, const size_t bytes_size, cons } WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_COPY_ON_WRITE); } static void is_ancestor(EditBone *bone, EditBone *ancestor) @@ -1495,6 +1510,7 @@ static void select_similar_children(bContext *C) } WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_COPY_ON_WRITE); } static void select_similar_children_immediate(bContext *C) @@ -1510,6 +1526,7 @@ static void select_similar_children_immediate(bContext *C) } WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_COPY_ON_WRITE); } static void select_similar_siblings(bContext *C) @@ -1529,6 +1546,7 @@ static void select_similar_siblings(bContext *C) } WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_COPY_ON_WRITE); } static int armature_select_similar_exec(bContext *C, wmOperator *op) @@ -1682,6 +1700,7 @@ static int armature_select_hierarchy_exec(bContext *C, wmOperator *op) ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); return OPERATOR_FINISHED; } @@ -1769,6 +1788,7 @@ static int armature_select_mirror_exec(bContext *C, wmOperator *op) ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); + DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } MEM_freeN(objects); @@ -1897,6 +1917,7 @@ static int armature_shortest_path_pick_invoke(bContext *C, wmOperator *op, const ED_outliner_select_sync_from_edit_bone_tag(C); ED_armature_edit_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); + DEG_id_tag_update(&obedit->id, ID_RECALC_COPY_ON_WRITE); return OPERATOR_FINISHED; } diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index e6f3a362487..70cb28fa937 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -2086,8 +2086,10 @@ void draw_timeline_seq(const bContext *C, ARegion *ar) scene->r.cfra + scene->ed->over_ofs; uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR); - + immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); + float viewport_size[4]; + GPU_viewport_size_get_f(viewport_size); + immUniform2f("viewport_size", viewport_size[2], viewport_size[3]); immUniform1f("dash_width", 20.0f * U.pixelsize); immUniform1f("dash_factor", 0.5f); immUniformThemeColor(TH_CFRAME); diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c index 43e241da313..9031dc06e3f 100644 --- a/source/blender/editors/transform/transform_generics.c +++ b/source/blender/editors/transform/transform_generics.c @@ -1007,6 +1007,9 @@ static void recalcData_objects(TransInfo *t) restoreBones(tc); } } + + /* Tag for redraw/invalidate overlay cache. */ + DEG_id_tag_update(&arm->id, ID_RECALC_SELECT); } } else { diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c index 15208c1a7d2..99429db6af7 100644 --- a/source/blender/editors/transform/transform_snap.c +++ b/source/blender/editors/transform/transform_snap.c @@ -256,6 +256,9 @@ void drawSnapping(const struct bContext *C, TransInfo *t) immUnbindProgram(); immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR); + float viewport_size[4]; + GPU_viewport_size_get_f(viewport_size); + immUniform2f("viewport_size", viewport_size[2], viewport_size[3]); immUniform1f("dash_width", 6.0f * U.pixelsize); immUniform1f("dash_factor", 1.0f / 4.0f); immUniformColor4ubv(col); diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 9320e849194..bcdc1550fd2 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -158,7 +158,6 @@ data_to_c_simple(shaders/gpu_shader_2D_nodelink_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC) -data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl SRC) @@ -189,19 +188,7 @@ data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC) -data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC) - -data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC) -data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC) @@ -225,10 +212,7 @@ data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_faces_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_text_simple_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_text_simple_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_text_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC) diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index d7218e97bf0..3616189e673 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -41,6 +41,7 @@ typedef enum { } GPUBatchPhase; #define GPU_BATCH_VBO_MAX_LEN 6 +#define GPU_BATCH_INST_VBO_MAX_LEN 2 #define GPU_BATCH_VAO_STATIC_LEN 3 #define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16 @@ -50,7 +51,7 @@ typedef struct GPUBatch { /** verts[0] is required, others can be NULL */ GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN]; /** Instance attributes. */ - GPUVertBuf *inst; + GPUVertBuf *inst[GPU_BATCH_INST_VBO_MAX_LEN]; /** NULL if element list not needed */ GPUIndexBuf *elem; uint32_t gl_prim_type; @@ -117,6 +118,7 @@ void GPU_batch_callback_free_set(GPUBatch *, void (*callback)(GPUBatch *, void * void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */ void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo); +int GPU_batch_instbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo); int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo); #define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false) diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index b169b84c5b8..e877646310b 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -105,7 +105,6 @@ char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_bin typedef enum eGPUBuiltinShader { /* specialized drawing */ GPU_SHADER_TEXT, - GPU_SHADER_TEXT_SIMPLE, GPU_SHADER_KEYFRAME_DIAMOND, GPU_SHADER_SIMPLE_LIGHTING, GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR, @@ -316,26 +315,8 @@ typedef enum eGPUBuiltinShader { /* lines */ GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, - /* light drawing */ - GPU_SHADER_3D_GROUNDPOINT, - GPU_SHADER_3D_GROUNDLINE, - GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, - /* bone drawing */ - GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR, - GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR, - /* camera drawing */ - GPU_SHADER_CAMERA, - /* distance in front of objects */ - GPU_SHADER_DISTANCE_LINES, - /* axis name */ - GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS, - GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, /* instance */ - GPU_SHADER_INSTANCE_UNIFORM_COLOR, - GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE, /* Uniformly scaled */ GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */ - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, - GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, /* grease pencil drawing */ GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_GPENCIL_FILL, diff --git a/source/blender/gpu/GPU_vertex_buffer.h b/source/blender/gpu/GPU_vertex_buffer.h index 2d728422c42..99d32f24cc3 100644 --- a/source/blender/gpu/GPU_vertex_buffer.h +++ b/source/blender/gpu/GPU_vertex_buffer.h @@ -88,6 +88,8 @@ void GPU_vertbuf_data_len_set(GPUVertBuf *, uint v_len); void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data); +void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data); + /* Tightly packed, non interleaved input data. */ void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index 23692cb20ec..717983f94d8 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -103,7 +103,9 @@ void GPU_batch_init_ex( for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { batch->verts[v] = NULL; } - batch->inst = NULL; + for (int v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { + batch->inst[v] = NULL; + } batch->elem = elem; batch->gl_prim_type = convert_prim_type_to_gl(prim_type); batch->phase = GPU_BATCH_READY_TO_DRAW; @@ -129,7 +131,8 @@ void GPU_batch_clear(GPUBatch *batch) GPU_indexbuf_discard(batch->elem); } if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) { - GPU_vertbuf_discard(batch->inst); + GPU_vertbuf_discard(batch->inst[0]); + GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); } if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) { for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) { @@ -171,10 +174,11 @@ void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) /* redo the bindings */ GPU_batch_vao_cache_clear(batch); - if (batch->inst != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { - GPU_vertbuf_discard(batch->inst); + if (batch->inst[0] != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { + GPU_vertbuf_discard(batch->inst[0]); + GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); } - batch->inst = inst; + batch->inst[0] = inst; if (own_vbo) { batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; @@ -203,6 +207,37 @@ void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo) } } +/* A bit of a quick hack. Should be streamlined as the vbos handling */ +int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo) +{ + /* redo the bindings */ + GPU_batch_vao_cache_clear(batch); + + for (uint v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { + if (batch->inst[v] == NULL) { +#if TRUST_NO_ONE + /* for now all VertexBuffers must have same vertex_len */ + if (batch->inst[0] != NULL) { + /* Allow for different size of vertex buf (will choose the smallest number of verts). */ + // assert(insts->vertex_len == batch->inst[0]->vertex_len); + assert(own_vbo == ((batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) != 0)); + } +#endif + batch->inst[v] = insts; + if (own_vbo) { + batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; + } + return v; + } + } + + /* we only make it this far if there is no room for another GPUVertBuf */ +#if TRUST_NO_ONE + assert(false); +#endif + return -1; +} + /* Returns the index of verts in the batch. */ int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) { @@ -458,8 +493,10 @@ static void batch_update_program_bindings(GPUBatch *batch, uint i_first) create_bindings(batch->verts[v], batch->interface, 0, false); } } - if (batch->inst) { - create_bindings(batch->inst, batch->interface, i_first, true); + for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) { + if (batch->inst[v]) { + create_bindings(batch->inst[v], batch->interface, i_first, true); + } } if (batch->elem) { GPU_indexbuf_use(batch->elem); @@ -639,7 +676,11 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; } if (i_count == 0) { - i_count = (batch->inst) ? batch->inst->vertex_len : 1; + i_count = (batch->inst[0]) ? batch->inst[0]->vertex_len : 1; + /* Meh. This is to be able to use different numbers of verts in instance vbos. */ + if (batch->inst[1] && i_count > batch->inst[1]->vertex_len) { + i_count = batch->inst[1]->vertex_len; + } } if (v_count == 0 || i_count == 0) { diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 5df73d1a0c6..ae2c7864e36 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -102,20 +102,7 @@ extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[]; extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[]; -extern char datatoc_gpu_shader_instance_vert_glsl[]; extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[]; -extern char datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl[]; -extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[]; -extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[]; -extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[]; -extern char datatoc_gpu_shader_instance_camera_vert_glsl[]; -extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[]; -extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[]; -extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[]; -extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[]; - -extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[]; -extern char datatoc_gpu_shader_3D_groundline_geom_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[]; @@ -141,14 +128,10 @@ extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[]; extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[]; -extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[]; extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_text_vert_glsl[]; -extern char datatoc_gpu_shader_text_geom_glsl[]; extern char datatoc_gpu_shader_text_frag_glsl[]; -extern char datatoc_gpu_shader_text_simple_vert_glsl[]; -extern char datatoc_gpu_shader_text_simple_geom_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[]; @@ -885,13 +868,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { [GPU_SHADER_TEXT] = { .vert = datatoc_gpu_shader_text_vert_glsl, - .geom = datatoc_gpu_shader_text_geom_glsl, - .frag = datatoc_gpu_shader_text_frag_glsl, - }, - [GPU_SHADER_TEXT_SIMPLE] = - { - .vert = datatoc_gpu_shader_text_simple_vert_glsl, - .geom = datatoc_gpu_shader_text_simple_geom_glsl, .frag = datatoc_gpu_shader_text_frag_glsl, }, [GPU_SHADER_KEYFRAME_DIAMOND] = @@ -1105,70 +1081,17 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .frag = datatoc_gpu_shader_uniform_color_frag_glsl, }, - [GPU_SHADER_3D_GROUNDPOINT] = - { - .vert = datatoc_gpu_shader_3D_groundpoint_vert_glsl, - .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl, - }, - [GPU_SHADER_3D_GROUNDLINE] = - { - .vert = datatoc_gpu_shader_3D_passthrough_vert_glsl, - .geom = datatoc_gpu_shader_3D_groundline_geom_glsl, - .frag = datatoc_gpu_shader_uniform_color_frag_glsl, - }, - [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl, - .geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl, .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl, }, [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl, - .geom = datatoc_gpu_shader_2D_line_dashed_geom_glsl, .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl, }, - [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] = - { - .vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl, - .frag = datatoc_gpu_shader_simple_lighting_frag_glsl, - .defs = "#define USE_INSTANCE_COLOR\n", - }, - [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = - { - .vert = datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, - [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = - { - .vert = datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, - [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = - { - .vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - .defs = "#define AXIS_NAME\n", - }, - [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = - { - .vert = datatoc_gpu_shader_instance_screen_aligned_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, - - [GPU_SHADER_CAMERA] = - { - .vert = datatoc_gpu_shader_instance_camera_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, - [GPU_SHADER_DISTANCE_LINES] = - { - .vert = datatoc_gpu_shader_instance_distance_line_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, - [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { .vert = datatoc_gpu_shader_2D_vert_glsl, @@ -1225,34 +1148,12 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl, }, - [GPU_SHADER_INSTANCE_UNIFORM_COLOR] = - { - .vert = datatoc_gpu_shader_instance_vert_glsl, - .frag = datatoc_gpu_shader_uniform_color_frag_glsl, - }, - [GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE] = - { - .vert = datatoc_gpu_shader_instance_variying_size_variying_id_vert_glsl, - .frag = datatoc_gpu_shader_flat_id_frag_glsl, - .defs = "#define UNIFORM_SCALE\n", - }, [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = { .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl, .frag = datatoc_gpu_shader_flat_color_frag_glsl, .defs = "#define UNIFORM_SCALE\n", }, - [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] = - { - .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, - [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = - { - .vert = datatoc_gpu_shader_instance_edges_variying_color_vert_glsl, - .geom = datatoc_gpu_shader_instance_edges_variying_color_geom_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, [GPU_SHADER_2D_AREA_EDGES] = { @@ -1366,22 +1267,11 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader, GPU_SHADER_3D_UNIFORM_COLOR, GPU_SHADER_3D_SMOOTH_COLOR, GPU_SHADER_3D_DEPTH_ONLY, - GPU_SHADER_CAMERA, GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, - GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, - GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, - GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, - - GPU_SHADER_3D_GROUNDLINE, - GPU_SHADER_3D_GROUNDPOINT, - GPU_SHADER_DISTANCE_LINES, - GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR) || - ELEM(shader, GPU_SHADER_3D_FLAT_COLOR, - GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, - GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE)); + GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR)); const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl; const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n"; /* In rare cases geometry shaders calculate clipping themselves. */ diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.c index eecbcb9ec94..1df7e68e08b 100644 --- a/source/blender/gpu/intern/gpu_vertex_buffer.c +++ b/source/blender/gpu/intern/gpu_vertex_buffer.c @@ -196,6 +196,19 @@ void GPU_vertbuf_attr_fill(GPUVertBuf *verts, uint a_idx, const void *data) GPU_vertbuf_attr_fill_stride(verts, a_idx, stride, data); } +/** Fills a whole vertex (all attribs). Data must match packed layout. */ +void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data) +{ + const GPUVertFormat *format = &verts->format; + +#if TRUST_NO_ONE + assert(v_idx < verts->vertex_alloc); + assert(verts->data != NULL); +#endif + verts->dirty = true; + memcpy((GLubyte *)verts->data + v_idx * format->stride, data, format->stride); +} + void GPU_vertbuf_attr_fill_stride(GPUVertBuf *verts, uint a_idx, uint stride, const void *data) { const GPUVertFormat *format = &verts->format; diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index 519cd918b53..972ff87ebcf 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -145,6 +145,7 @@ GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs) GPU_framebuffer_ensure_config( &viewport->fbl->depth_only_fb, {GPU_ATTACHMENT_TEXTURE(viewport->txl->depth), GPU_ATTACHMENT_NONE}); + /* TODO infront buffer */ } return viewport; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl index a29335046f2..44a9db76834 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl @@ -17,13 +17,16 @@ uniform float dash_factor; /* if > 1.0, solid line. */ uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ uniform vec4 colors[32]; -noperspective in float distance_along_line; -noperspective in vec4 color_geom; +flat in vec4 color_vert; + +noperspective in vec2 stipple_pos; +flat in vec2 stipple_start; out vec4 fragColor; void main() { + float distance_along_line = distance(stipple_pos, stipple_start); /* Multi-color option. */ if (colors_len > 0) { /* Solid line case, simple. */ @@ -40,13 +43,13 @@ void main() else { /* Solid line case, simple. */ if (dash_factor >= 1.0f) { - fragColor = color_geom; + fragColor = color_vert; } /* Actually dashed line... */ else { float normalized_distance = fract(distance_along_line / dash_width); if (normalized_distance <= dash_factor) { - fragColor = color_geom; + fragColor = color_vert; } else { discard; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl deleted file mode 100644 index 584a179a9ac..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl +++ /dev/null @@ -1,65 +0,0 @@ - -/* - * Geometry Shader for dashed lines, with uniform multi-color(s), - * or any single-color, and unary thickness. - * - * Dashed is performed in screen space. - */ - -/* Make to be used with dynamic batching so no Model Matrix needed */ -uniform mat4 ModelViewProjectionMatrix; -uniform vec2 viewport_size; - -/* Uniforms from fragment shader, - * used here to optimize out useless computation in case of solid line. */ -uniform float dash_factor; /* if > 1.0, solid line. */ -uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ - -layout(lines) in; - -in vec4 color_vert[]; - -layout(line_strip, max_vertices = 2) out; -noperspective out float distance_along_line; -noperspective out vec4 color_geom; - -void main() -{ - vec4 v1 = gl_in[0].gl_Position; - vec4 v2 = gl_in[1].gl_Position; - - gl_Position = v1; - color_geom = color_vert[0]; - distance_along_line = 0.0f; - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance); -#endif - EmitVertex(); - - gl_Position = v2; - color_geom = color_vert[1]; - if ((colors_len == 1) || (dash_factor >= 1.0f)) { - /* Solid line, optimize out distance computation! */ - distance_along_line = 0.0f; - } - else { - vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. - p1 = p1 * viewport_size; // <- 'virtual' screen coordinates. - - vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. - p2 = p2 * viewport_size; // <- 'virtual' screen coordinates. - - distance_along_line = distance(p1, p2); - } - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance); -#endif - EmitVertex(); - - EndPrimitive(); - - /* Note: we could also use similar approach as diag_stripes_frag, - * but this would give us dashed 'anchored' to the screen, and not to one end of the line... */ -} diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl index 8b5a5cd8c9a..15362d020e4 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl @@ -9,13 +9,19 @@ uniform mat4 ModelViewProjectionMatrix; uniform vec4 color; +uniform vec2 viewport_size; in vec2 pos; -out vec4 color_vert; +flat out vec4 color_vert; + +/* We leverage hardware interpolation to compute distance along the line. */ +noperspective out vec2 stipple_pos; /* In screen space */ +flat out vec2 stipple_start; /* In screen space */ void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); + stipple_start = stipple_pos = viewport_size * 0.5 * (gl_Position.xy / gl_Position.w); color_vert = color; } diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl deleted file mode 100644 index 336f310837e..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl +++ /dev/null @@ -1,60 +0,0 @@ - -// Draw dashed lines, perforated in screen space, with non-unary width. - -/* Make to be used with dynamic batching so no Model Matrix needed */ -uniform mat4 ModelViewProjectionMatrix; -uniform vec2 viewport_size; - -/* Width of the generated 'line'. */ -uniform float width; /* in pixels, screen space. */ - -/* Uniforms from fragment shader, - * used here to optimize out useless computation in case of solid line. */ -uniform float dash_factor; /* if > 1.0, solid line. */ -uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ - -layout(lines) in; - -layout(triangle_strip, max_vertices = 4) out; -noperspective out float distance_along_line; - -void main() -{ - vec4 v1 = gl_in[0].gl_Position; - vec4 v2 = gl_in[1].gl_Position; - - /* Width, from 2D screen space in pixels, to ModelViewProjection space of each input vertices. */ - float w1 = (width / viewport_size) * v1.w * 2.0; - float w2 = (width / viewport_size) * v2.w * 2.0; - - /* Normalized vector parallel to screen and orthogonal to line. */ - vec4 wdir = normalize(vec4(v1.y - v2.y, v2.x - v1.x, 0.0, 0.0)) - - distance_along_line = 0.0f; - gl_Position = v1 + (wdir * w1); - EmitVertex(); - - gl_Position = v1 - (wdir * w1); - EmitVertex(); - - if ((colors_len == 1) || (dash_factor >= 1.0f)) { - /* Solid line, optimize out distance computation! */ - distance_along_line = 0.0f; - } - else { - vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. - p1 = p1 * viewport_size; // <- 'virtual' screen coordinates. - - vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. - p2 = p2 * viewport_size; // <- 'virtual' screen coordinates. - - distance_along_line = distance(p1, p2); - } - gl_Position = v2 + (wdir * w2); - EmitVertex(); - - gl_Position = v2 - (wdir * w2); - EmitVertex(); - - EndPrimitive(); -} diff --git a/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl b/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl deleted file mode 100644 index 03bee1b4e06..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl +++ /dev/null @@ -1,25 +0,0 @@ - -/* Make to be used with dynamic batching so no Model Matrix needed */ -uniform mat4 ViewProjectionMatrix; - -layout(points) in; -layout(line_strip, max_vertices = 2) out; - -void main() -{ - vec3 vert = gl_in[0].gl_Position.xyz; - - gl_Position = ViewProjectionMatrix * vec4(vert.xyz, 1.0); -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance); -#endif - EmitVertex(); - - gl_Position = ViewProjectionMatrix * vec4(vert.xy, 0.0, 1.0); -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(vec3(vert.xy, 0.0)); -#endif - EmitVertex(); - - EndPrimitive(); -} diff --git a/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl deleted file mode 100644 index 6786b7b7405..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_3D_groundpoint_vert.glsl +++ /dev/null @@ -1,16 +0,0 @@ - -/* Made to be used with dynamic batching so no Model Matrix needed */ -uniform mat4 ViewProjectionMatrix; - -in vec3 pos; - -void main() -{ - vec4 pos_4d = vec4(pos.xy, 0.0, 1.0); - gl_Position = ViewProjectionMatrix * pos_4d; - gl_PointSize = 2.0; - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(pos_4d.xyz); -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl deleted file mode 100644 index 28c91343771..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl +++ /dev/null @@ -1,27 +0,0 @@ - -/* - * Vertex Shader for dashed lines with 3D coordinates, - * with uniform multi-colors or uniform single-color, and unary thickness. - * - * Legacy version, without geometry shader support, always produce solid lines! - */ - -uniform mat4 ModelViewProjectionMatrix; -uniform vec2 viewport_size; - -uniform vec4 color; - -in vec3 pos; -noperspective out float distance_along_line; -noperspective out vec4 color_geom; - -void main() -{ - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); - - /* Hack - prevent stupid GLSL compiler to optimize out unused viewport_size uniform, - * which gives crash! */ - distance_along_line = viewport_size.x * 0.000001f - viewport_size.x * 0.0000009f; - - color_geom = color; -} diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl index 7c317ecfb8c..aefa47275f5 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl @@ -13,15 +13,21 @@ uniform mat4 ModelMatrix; #endif uniform vec4 color; +uniform vec2 viewport_size; in vec3 pos; -out vec4 color_vert; +flat out vec4 color_vert; + +/* We leverage hardware interpolation to compute distance along the line. */ +noperspective out vec2 stipple_pos; /* In screen space */ +flat out vec2 stipple_start; /* In screen space */ void main() { vec4 pos_4d = vec4(pos, 1.0); gl_Position = ModelViewProjectionMatrix * pos_4d; + stipple_start = stipple_pos = viewport_size * 0.5 * (gl_Position.xy / gl_Position.w); color_vert = color; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); diff --git a/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl deleted file mode 100644 index f32c47bcec3..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl +++ /dev/null @@ -1,55 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; - -/* ---- Instantiated Attrs ---- */ -in float pos; - -/* ---- Per instance Attrs ---- */ -in vec3 color; -in vec4 corners[2]; /* trouble fetching vec2 */ -in float depth; -in vec4 tria; -in mat4 InstanceModelMatrix; - -flat out vec4 finalColor; - -void main() -{ - vec3 pPos; - - if (pos == 1.0) { - pPos = vec3(corners[0].xy, depth); - } - else if (pos == 2.0) { - pPos = vec3(corners[0].zw, depth); - } - else if (pos == 3.0) { - pPos = vec3(corners[1].xy, depth); - } - else if (pos == 4.0) { - pPos = vec3(corners[1].zw, depth); - } - else if (pos == 5.0) { - pPos = vec3(tria.xy, depth); - } - else if (pos == 6.0) { - vec2 ofs = tria.xy - corners[0].xy; - ofs.x = -ofs.x; - pPos = vec3(corners[1].zw + ofs, depth); - } - else if (pos == 7.0) { - pPos = vec3(tria.zw, depth); - } - else { - pPos = vec3(0.0); - } - - vec4 wPos = InstanceModelMatrix * vec4(pPos, 1.0); - gl_Position = ViewProjectionMatrix * wPos; - - finalColor = vec4(color, 1.0); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(wPos.xyz); -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl deleted file mode 100644 index 5bd29c55e42..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl +++ /dev/null @@ -1,31 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; - -/* ---- Instantiated Attrs ---- */ -in vec3 pos; - -/* ---- Per instance Attrs ---- */ -in vec3 color; -in float start; -in float end; -in mat4 InstanceModelMatrix; - -uniform float size; - -flat out vec4 finalColor; - -void main() -{ - float len = end - start; - vec3 sta = vec3(0.0, 0.0, -start); - - vec4 wPos = InstanceModelMatrix * vec4(pos * -len + sta, 1.0); - - gl_Position = ViewProjectionMatrix * wPos; - gl_PointSize = size; - finalColor = vec4(color, 1.0); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(wPos.xyz); -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl deleted file mode 100644 index 1193e1b5b9c..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl +++ /dev/null @@ -1,68 +0,0 @@ - -// Draw "fancy" wireframe, displaying front-facing, back-facing and -// silhouette lines differently. -// Mike Erwin, April 2015 - -// After working with this shader a while, convinced we should make -// separate shaders for perpective & ortho. (Oct 2016) - -// Due to perspective, the line segment's endpoints might disagree on -// whether the adjacent faces are front facing. This geometry shader -// decides which edge type to use if endpoints disagree. - -uniform mat4 ProjectionMatrix; - -uniform bool drawFront = true; -uniform bool drawBack = true; -uniform bool drawSilhouette = true; - -layout(lines) in; -layout(line_strip, max_vertices = 2) out; - -in vec4 MV_pos[]; -in float edgeClass[]; -in vec3 fCol[]; - -flat out vec4 finalColor; - -void emitLine(vec4 color) -{ - gl_Position = ProjectionMatrix * MV_pos[0]; -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance); -#endif - EmitVertex(); - - gl_Position = ProjectionMatrix * MV_pos[1]; -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance); -#endif - finalColor = color; - EmitVertex(); - - EndPrimitive(); -} - -void main() -{ - float finalEdgeClass = max(edgeClass[0], edgeClass[1]); - - if (finalEdgeClass > 0.0f) { - // front-facing edge - if (drawFront) { - emitLine(vec4(fCol[0], 0.75)); - } - } - else if (finalEdgeClass < 0.0f) { - // back-facing edge - if (drawBack) { - emitLine(vec4(fCol[0], 0.5)); - } - } - else { - // exactly one face is front-facing, silhouette edge - if (drawSilhouette) { - emitLine(vec4(fCol[0], 1.0)); - } - } -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl deleted file mode 100644 index 543497e890b..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl +++ /dev/null @@ -1,71 +0,0 @@ - -// Draw "fancy" wireframe, displaying front-facing, back-facing and -// silhouette lines differently. -// Mike Erwin, April 2015 - -// After working with this shader a while, convinced we should make -// separate shaders for perpective & ortho. (Oct 2016) - -// Due to perspective, the line segment's endpoints might disagree on -// whether the adjacent faces are front facing. We use a geometry -// shader to resolve this properly. - -uniform mat4 ViewMatrix; -uniform mat4 ProjectionMatrix; - -in vec3 pos; -in vec3 N1, N2; // normals of faces this edge joins (object coords) - -/* Instance attrs */ -in vec3 color; -in mat4 InstanceModelMatrix; - -out vec4 MV_pos; -out float edgeClass; -out vec3 fCol; - -// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley - -bool front(mat3 normal_matrix, vec3 N, vec3 eye) -{ - return dot(normal_matrix * N, eye) > 0.0; -} - -void main() -{ - vec3 eye; - - mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix; - - vec4 pos_4d = vec4(pos, 1.0); - MV_pos = model_view_matrix * pos_4d; - - mat3 normal_matrix = transpose(inverse(mat3(model_view_matrix))); - - /* if persp */ - if (ProjectionMatrix[3][3] == 0.0) { - eye = normalize(-MV_pos.xyz); - } - else { - eye = vec3(0.0, 0.0, 1.0); - } - - bool face_1_front = front(normal_matrix, N1, eye); - bool face_2_front = front(normal_matrix, N2, eye); - - if (face_1_front && face_2_front) { - edgeClass = 1.0; // front-facing edge - } - else if (face_1_front || face_2_front) { - edgeClass = 0.0; // exactly one face is front-facing, silhouette edge - } - else { - edgeClass = -1.0; // back-facing edge - } - - fCol = color; - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance((InstanceModelMatrix * vec4(pos, 1.0)).xyz); -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl deleted file mode 100644 index 5b3922d7a72..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl +++ /dev/null @@ -1,26 +0,0 @@ - -uniform mat4 ViewMatrixInverse; -uniform mat4 ViewProjectionMatrix; - -/* ---- Instantiated Attrs ---- */ -in vec3 pos; -in vec3 nor; - -/* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec4 color; - -out vec3 normal; -flat out vec4 finalColor; - -void main() -{ - gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0)); - - /* This is slow and run per vertex, but it's still faster than - * doing it per instance on CPU and sending it on via instance attribute. */ - mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix))); - normal = normalize((transpose(mat3(ViewMatrixInverse)) * (normal_mat * nor))); - - finalColor = color; -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl deleted file mode 100644 index 374dcab2415..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl +++ /dev/null @@ -1,43 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; -#ifdef USE_WORLD_CLIP_PLANES -uniform mat4 ModelMatrix; -#endif -uniform vec3 screen_vecs[2]; - -/* ---- Instantiated Attrs ---- */ -in vec3 pos; /* using Z as axis id */ - -/* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -in vec3 color; -in float size; - -flat out vec4 finalColor; - -void main() -{ - vec3 offset = vec3(0.0); - -#ifdef AXIS_NAME - if (pos.z == 0.0) { - offset = vec3(1.125, 0.0, 0.0); - } - else if (pos.z == 1.0) { - offset = vec3(0.0, 1.125, 0.0); - } - else { - offset = vec3(0.0, 0.0, 1.125); - } - offset *= size; -#endif - - vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y; - vec4 pos_4d = InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0); - gl_Position = ViewProjectionMatrix * pos_4d; - finalColor = vec4(color, 1.0); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl deleted file mode 100644 index c7368f78890..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl +++ /dev/null @@ -1,32 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; -uniform vec3 screen_vecs[2]; -uniform float size; -uniform float pixel_size; - -/* ---- Instantiated Attrs ---- */ -in vec2 pos; - -/* ---- Per instance Attrs ---- */ -in vec3 world_pos; -in vec3 color; - -flat out vec4 finalColor; - -float mul_project_m4_v3_zfac(in vec3 co) -{ - return (ViewProjectionMatrix[0][3] * co.x) + (ViewProjectionMatrix[1][3] * co.y) + - (ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3]; -} - -void main() -{ - float pix_size = mul_project_m4_v3_zfac(world_pos) * pixel_size; - vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y; - gl_Position = ViewProjectionMatrix * vec4(world_pos + screen_pos * size * pix_size, 1.0); - finalColor = vec4(color, 1.0); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(world_pos); -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl deleted file mode 100644 index 32db8d17572..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl +++ /dev/null @@ -1,29 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; - -uniform int baseId; - -/* ---- Instantiated Attrs ---- */ -in vec3 pos; - -/* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; -#ifdef UNIFORM_SCALE -in float size; -#else -in vec3 size; -#endif -in int callId; - -flat out uint finalId; - -void main() -{ - vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0); - gl_Position = ViewProjectionMatrix * wPos; - finalId = uint(baseId + callId); - -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(wPos.xyz); -#endif -} diff --git a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl deleted file mode 100644 index b8d31f5540a..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl +++ /dev/null @@ -1,13 +0,0 @@ - -uniform mat4 ViewProjectionMatrix; - -/* ---- Instantiated Attrs ---- */ -in vec3 pos; - -/* ---- Per instance Attrs ---- */ -in mat4 InstanceModelMatrix; - -void main() -{ - gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0)); -} diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl index 4a6ce4fd3ac..f9f195c31d6 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl @@ -1,6 +1,5 @@ flat in vec4 color_flat; -flat in vec4 texCoord_rect; noperspective in vec2 texCoord_interp; out vec4 fragColor; @@ -34,16 +33,16 @@ void main() fragColor.rgb = color_flat.rgb; vec2 texel = 1.0 / vec2(textureSize(glyph, 0)); - vec2 texco = mix(abs(texCoord_rect.xy), abs(texCoord_rect.zw), texCoord_interp); + vec2 texco = abs(texCoord_interp); // modulate input alpha & texture alpha - if (texCoord_rect.x > 0) { + if (texCoord_interp.x > 0) { fragColor.a = texture(glyph, texco).r; } else { fragColor.a = 0.0; - if (texCoord_rect.w > 0) { + if (texCoord_interp.y > 0) { /* 3x3 blur */ /* Manual unroll for perf. (stupid glsl compiler) */ fragColor.a += sample_glyph_offset(texco, texel, offsets4[0]); diff --git a/source/blender/gpu/shaders/gpu_shader_text_geom.glsl b/source/blender/gpu/shaders/gpu_shader_text_geom.glsl deleted file mode 100644 index 12ccbf00130..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_text_geom.glsl +++ /dev/null @@ -1,37 +0,0 @@ - -uniform mat4 ModelViewProjectionMatrix; - -layout(points) in; -layout(triangle_strip, max_vertices = 4) out; - -in vec4 pos_rect[]; -in vec4 tex_rect[]; -in vec4 color[]; - -flat out vec4 color_flat; -flat out vec4 texCoord_rect; -noperspective out vec2 texCoord_interp; - -void main() -{ - color_flat = color[0]; - texCoord_rect = tex_rect[0]; - - gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xy, 0.0, 1.0)); - texCoord_interp = vec2(0.0, 0.0); - EmitVertex(); - - gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zy, 0.0, 1.0)); - texCoord_interp = vec2(1.0, 0.0); - EmitVertex(); - - gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xw, 0.0, 1.0)); - texCoord_interp = vec2(0.0, 1.0); - EmitVertex(); - - gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zw, 0.0, 1.0)); - texCoord_interp = vec2(1.0, 1.0); - EmitVertex(); - - EndPrimitive(); -} diff --git a/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl b/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl deleted file mode 100644 index 7a8a872f919..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl +++ /dev/null @@ -1,36 +0,0 @@ - -layout(points) in; -layout(triangle_strip, max_vertices = 4) out; - -in vec4 pos_rect[]; -in vec4 tex_rect[]; -in vec4 color[]; - -flat out vec4 color_flat; -flat out vec4 texCoord_rect; -noperspective out vec2 texCoord_interp; - -void main() -{ - color_flat = color[0]; - texCoord_rect = tex_rect[0]; - gl_Position.zw = vec2(0.0, 1.0); - - gl_Position.xy = pos_rect[0].xy; - texCoord_interp = vec2(0.0, 0.0); - EmitVertex(); - - gl_Position.xy = pos_rect[0].zy; - texCoord_interp = vec2(1.0, 0.0); - EmitVertex(); - - gl_Position.xy = pos_rect[0].xw; - texCoord_interp = vec2(0.0, 1.0); - EmitVertex(); - - gl_Position.xy = pos_rect[0].zw; - texCoord_interp = vec2(1.0, 1.0); - EmitVertex(); - - EndPrimitive(); -} diff --git a/source/blender/gpu/shaders/gpu_shader_text_simple_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_simple_vert.glsl deleted file mode 100644 index a8a79ffe6c9..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_text_simple_vert.glsl +++ /dev/null @@ -1,22 +0,0 @@ - -/* Simpler version of gpu_shader_text_vert that supports only 2D translation. */ - -uniform mat4 ModelViewProjectionMatrix; - -in vec4 pos; /* rect */ -in vec4 tex; /* rect */ -in vec4 col; - -out vec4 pos_rect; -out vec4 tex_rect; -out vec4 color; - -void main() -{ - /* Manual mat4*vec2 */ - pos_rect = ModelViewProjectionMatrix[0].xyxy * pos.xxzz; - pos_rect += ModelViewProjectionMatrix[1].xyxy * pos.yyww; - pos_rect += ModelViewProjectionMatrix[3].xyxy; - tex_rect = tex; - color = col; -} diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl index d8e4b2bc986..28437208e91 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl @@ -5,13 +5,17 @@ in vec4 pos; /* rect */ in vec4 tex; /* rect */ in vec4 col; -out vec4 pos_rect; -out vec4 tex_rect; -out vec4 color; +flat out vec4 color_flat; +noperspective out vec2 texCoord_interp; void main() { - pos_rect = pos; - tex_rect = tex; - color = col; + /* Quad expension using instanced rendering. */ + float x = float(gl_VertexID % 2); + float y = float(gl_VertexID / 2); + vec2 quad = vec2(x, y); + + gl_Position = ModelViewProjectionMatrix * vec4(mix(pos.xy, pos.zw, quad), 0.0, 1.0); + texCoord_interp = mix(abs(tex.xy), abs(tex.zw), quad) * sign(tex.xw); + color_flat = col; } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl index 6930e0c5dad..a9be6bfa0ff 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl @@ -5,7 +5,7 @@ void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out v return; } tangent *= (gl_FrontFacing ? 1.0 : -1.0); - vec3 B = tangent.w * cross(normal, tangent.xyz) * info.w; + vec3 B = tangent.w * cross(normal, tangent.xyz) * sign(info.w); outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; outnormal = normalize(outnormal); diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h index af1e5123dc8..8d9fd9f1af4 100644 --- a/source/blender/makesdna/DNA_world_types.h +++ b/source/blender/makesdna/DNA_world_types.h @@ -85,9 +85,6 @@ typedef struct World { /* nodes */ struct bNodeTree *nodetree; - /** Runtime : miststa + mistdist, used for drawing camera. */ - float mistend; - char _pad1[4]; /** Runtime. */ ListBase gpumaterial; } World; |