diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_armature.cc')
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_armature.cc | 2646 |
1 files changed, 2646 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_armature.cc b/source/blender/draw/engines/overlay/overlay_armature.cc new file mode 100644 index 00000000000..0cf9d91804a --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_armature.cc @@ -0,0 +1,2646 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2019 Blender Foundation. */ + +/** \file + * \ingroup draw_engine + */ + +#include <cmath> +#include <cstdlib> +#include <cstring> + +#include "DNA_armature_types.h" +#include "DNA_constraint_types.h" +#include "DNA_mesh_types.h" +#include "DNA_object_types.h" +#include "DNA_scene_types.h" +#include "DNA_view3d_types.h" + +#include "DRW_render.h" + +#include "BLI_math.h" +#include "BLI_utildefines.h" + +#include "BKE_action.h" +#include "BKE_armature.h" +#include "BKE_deform.h" +#include "BKE_modifier.h" +#include "BKE_object.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.hh" + +#include "draw_cache_impl.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. */ + +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; + + /* 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 */ +}; + +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 != nullptr) && (draw_ctx->object_mode & OB_MODE_ALL_WEIGHT_PAINT)) { + 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(); + const bool is_select_mode = DRW_state_is_select(); + 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) && + !is_select_mode; + pd->armature.do_pose_xray = (pd->overlay.flag & V3D_OVERLAY_BONE_SELECT) != 0; + pd->armature.do_pose_fade_geom = pd->armature.do_pose_xray && + ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) == 0) && + draw_ctx->object_pose != nullptr; + + const float wire_alpha = pd->overlay.bone_wire_alpha; + const bool use_wire_alpha = (wire_alpha < 1.0f); + + DRWState 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; + GPUShader *sh = OVERLAY_shader_uniform_color(); + DRWShadingGroup *grp; + + pd->armature_bone_select_act_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); + float4 color = {0.0f, 0.0f, 0.0f, alpha}; + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color); + + pd->armature_bone_select_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); + color = {0.0f, 0.0f, 0.0f, powf(alpha, 4)}; + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color); + } + + for (int i = 0; i < 2; i++) { + GPUShader *sh; + GPUVertFormat *format; + DRWShadingGroup *grp = nullptr; + + OVERLAY_InstanceFormats *formats = OVERLAY_shader_instance_formats_get(); + OVERLAY_ArmatureCallBuffers *cb = &pd->armature_call_buffers[i]; + + cb->solid.custom_shapes_ghash = BLI_ghash_ptr_new(__func__); + cb->transp.custom_shapes_ghash = BLI_ghash_ptr_new(__func__); + + DRWPass **p_armature_ps = &psl->armature_ps[i]; + DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : + DRWState(0); + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH; + DRW_PASS_CREATE(*p_armature_ps, state | pd->clipping_state | infront_state); + DRWPass *armature_ps = *p_armature_ps; + + DRWPass **p_armature_trans_ps = &psl->armature_transp_ps[i]; + state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ADD; + DRW_PASS_CREATE(*p_armature_trans_ps, state | pd->clipping_state); + DRWPass *armature_transp_ps = *p_armature_trans_ps; + +#define BUF_INSTANCE DRW_shgroup_call_buffer_instance +#define BUF_LINE(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_LINES) +#define BUF_POINT(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_POINTS) + + { + format = formats->instance_bone; + + sh = OVERLAY_shader_armature_sphere(false); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.point_fill = BUF_INSTANCE(grp, format, DRW_cache_bone_point_get()); + + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_disable(grp, DRW_STATE_WRITE_DEPTH); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha * 0.4f); + cb->transp.point_fill = BUF_INSTANCE(grp, format, DRW_cache_bone_point_get()); + + sh = OVERLAY_shader_armature_shape(false); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.custom_fill = grp; + cb->solid.box_fill = BUF_INSTANCE(grp, format, DRW_cache_bone_box_get()); + cb->solid.octa_fill = BUF_INSTANCE(grp, format, DRW_cache_bone_octahedral_get()); + + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_disable(grp, DRW_STATE_WRITE_DEPTH); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha * 0.6f); + cb->transp.custom_fill = grp; + cb->transp.box_fill = BUF_INSTANCE(grp, format, DRW_cache_bone_box_get()); + cb->transp.octa_fill = BUF_INSTANCE(grp, format, DRW_cache_bone_octahedral_get()); + + sh = OVERLAY_shader_armature_sphere(true); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.point_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_point_wire_outline_get()); + + if (use_wire_alpha) { + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + cb->transp.point_outline = BUF_INSTANCE( + grp, format, DRW_cache_bone_point_wire_outline_get()); + } + else { + cb->transp.point_outline = cb->solid.point_outline; + } + + sh = OVERLAY_shader_armature_shape(true); + cb->solid.custom_outline = grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.box_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_box_wire_get()); + cb->solid.octa_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_octahedral_wire_get()); + + if (use_wire_alpha) { + cb->transp.custom_outline = grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + cb->transp.box_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_box_wire_get()); + cb->transp.octa_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_octahedral_wire_get()); + } + else { + cb->transp.custom_outline = cb->solid.custom_outline; + cb->transp.box_outline = cb->solid.box_outline; + cb->transp.octa_outline = cb->solid.octa_outline; + } + + sh = OVERLAY_shader_armature_shape_wire(); + cb->solid.custom_wire = grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + + if (use_wire_alpha) { + cb->transp.custom_wire = grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + } + else { + cb->transp.custom_wire = cb->solid.custom_wire; + } + } + { + format = formats->instance_extra; + + sh = OVERLAY_shader_armature_degrees_of_freedom_wire(); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.dof_lines = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_lines_get()); + + if (use_wire_alpha) { + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + cb->transp.dof_lines = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_lines_get()); + } + else { + cb->transp.dof_lines = cb->solid.dof_lines; + } + + sh = OVERLAY_shader_armature_degrees_of_freedom_solid(); + grp = DRW_shgroup_create(sh, armature_transp_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.dof_sphere = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_sphere_get()); + + if (use_wire_alpha) { + grp = DRW_shgroup_create(sh, armature_transp_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + cb->transp.dof_sphere = BUF_INSTANCE(grp, format, DRW_cache_bone_dof_sphere_get()); + } + else { + cb->transp.dof_sphere = cb->solid.dof_sphere; + } + } + { + format = formats->instance_bone_stick; + + sh = OVERLAY_shader_armature_stick(); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.stick = BUF_INSTANCE(grp, format, DRW_cache_bone_stick_get()); + + if (use_wire_alpha) { + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + cb->transp.stick = BUF_INSTANCE(grp, format, DRW_cache_bone_stick_get()); + } + else { + cb->transp.stick = cb->solid.stick; + } + } + { + format = formats->instance_bone_envelope; + + sh = OVERLAY_shader_armature_envelope(false); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_CULL_BACK); + DRW_shgroup_uniform_bool_copy(grp, "isDistance", false); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.envelope_fill = BUF_INSTANCE(grp, format, DRW_cache_bone_envelope_solid_get()); + + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_disable(grp, DRW_STATE_WRITE_DEPTH); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA | DRW_STATE_CULL_BACK); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha * 0.6f); + cb->transp.envelope_fill = 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_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.envelope_outline = BUF_INSTANCE( + grp, format, DRW_cache_bone_envelope_outline_get()); + + if (use_wire_alpha) { + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + cb->transp.envelope_outline = BUF_INSTANCE( + grp, format, DRW_cache_bone_envelope_outline_get()); + } + else { + cb->transp.envelope_outline = cb->solid.envelope_outline; + } + + format = formats->instance_bone_envelope_distance; + + sh = OVERLAY_shader_armature_envelope(false); + grp = DRW_shgroup_create(sh, armature_transp_ps); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + DRW_shgroup_uniform_bool_copy(grp, "isDistance", true); + DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT); + cb->solid.envelope_distance = BUF_INSTANCE(grp, format, DRW_cache_bone_envelope_solid_get()); + + if (use_wire_alpha) { + grp = DRW_shgroup_create(sh, armature_transp_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + DRW_shgroup_uniform_bool_copy(grp, "isDistance", true); + DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT); + cb->transp.envelope_distance = BUF_INSTANCE( + grp, format, DRW_cache_bone_envelope_solid_get()); + } + else { + cb->transp.envelope_distance = cb->solid.envelope_distance; + } + } + { + format = formats->pos_color; + + sh = OVERLAY_shader_armature_wire(); + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f); + cb->solid.wire = BUF_LINE(grp, format); + + if (use_wire_alpha) { + grp = DRW_shgroup_create(sh, armature_ps); + DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha); + cb->transp.wire = BUF_LINE(grp, format); + } + else { + cb->transp.wire = cb->solid.wire; + } + } + } +} + +/* -------------------------------------------------------------------- */ +/** \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); + float obscale = mat4_to_scale(ctx->ob->obmat); + head_sph[3] = *radius_head * obscale; + head_sph[3] += *distance * obscale; + tail_sph[3] = *radius_tail * obscale; + tail_sph[3] += *distance * obscale; + 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); + float obscale = mat4_to_scale(ctx->ob->obmat); + head_sph[3] = *radius_head * obscale; + tail_sph[3] = *radius_tail * obscale; + + 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 "C" void drw_batch_cache_validate(Object *custom); +extern "C" void drw_batch_cache_generate_requested_delayed(Object *custom); + +BLI_INLINE DRWCallBuffer *custom_bone_instance_shgroup(ArmatureDrawContext *ctx, + DRWShadingGroup *grp, + GPUBatch *custom_geom) +{ + DRWCallBuffer *buf = static_cast<DRWCallBuffer *>( + BLI_ghash_lookup(ctx->custom_shapes_ghash, custom_geom)); + if (buf == nullptr) { + 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_mesh(ArmatureDrawContext *ctx, + Mesh *mesh, + 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_mesh_batch_cache_validate(custom, mesh); + + GPUBatch *surf = DRW_mesh_batch_cache_get_surface(mesh); + GPUBatch *edges = DRW_mesh_batch_cache_get_edge_detection(mesh, nullptr); + GPUBatch *ledges = DRW_mesh_batch_cache_get_loose_edges(mesh); + 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_delayed(custom); +} + +static void drw_shgroup_bone_custom_mesh_wire(ArmatureDrawContext *ctx, + Mesh *mesh, + 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_mesh_batch_cache_validate(custom, mesh); + + GPUBatch *geom = DRW_mesh_batch_cache_get_all_edges(mesh); + 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_delayed(custom); +} + +static void drw_shgroup_custom_bone_curve(ArmatureDrawContext *ctx, + Curve *curve, + const float (*bone_mat)[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_curve_batch_cache_validate(curve); + + /* This only handles curves without any surface. The other curve types should have been converted + * to meshes and rendered in the mesh drawing function. */ + GPUBatch *ledges = nullptr; + if (custom->type == OB_FONT) { + ledges = DRW_cache_text_edge_wire_get(custom); + } + else { + ledges = DRW_cache_curve_edge_wire_get(custom); + } + + if (ledges) { + BoneInstanceData inst_data; + mul_m4_m4m4(inst_data.mat, ctx->ob->obmat, bone_mat); + + DRWCallBuffer *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_delayed(custom); +} + +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) +{ + /* The custom object is not an evaluated object, so its object->data field hasn't been replaced + * by #data_eval. This is bad since it gives preference to an object's evaluated mesh over any + * other data type, but supporting all evaluated geometry components would require a much + * larger refactor of this area. */ + Mesh *mesh = BKE_object_get_evaluated_mesh_no_subsurf(custom); + if (mesh != nullptr) { + drw_shgroup_bone_custom_solid_mesh( + ctx, mesh, bone_mat, bone_color, hint_color, outline_color, custom); + return; + } + + if (ELEM(custom->type, OB_CURVES_LEGACY, OB_FONT, OB_SURF)) { + drw_shgroup_custom_bone_curve( + ctx, static_cast<Curve *>(custom->data), bone_mat, outline_color, custom); + } +} + +static void drw_shgroup_bone_custom_wire(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float color[4], + Object *custom) +{ + /* See comments in #drw_shgroup_bone_custom_solid. */ + Mesh *mesh = BKE_object_get_evaluated_mesh_no_subsurf(custom); + if (mesh != nullptr) { + drw_shgroup_bone_custom_mesh_wire(ctx, mesh, bone_mat, color, custom); + return; + } + + if (ELEM(custom->type, OB_CURVES_LEGACY, OB_FONT, OB_SURF)) { + drw_shgroup_custom_bone_curve( + ctx, static_cast<Curve *>(custom->data), bone_mat, color, custom); + } +} + +static void drw_shgroup_bone_custom_empty(ArmatureDrawContext *ctx, + const float (*bone_mat)[4], + const float color[4], + Object *custom) +{ + const 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, G_draw.block.color_wire); +} + +static void drw_shgroup_bone_ik_lines(ArmatureDrawContext *ctx, + const float start[3], + const float end[3]) +{ + drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line); +} + +static void drw_shgroup_bone_ik_no_target_lines(ArmatureDrawContext *ctx, + const float start[3], + const float end[3]) +{ + drw_shgroup_bone_relationship_lines_ex( + ctx, start, end, G_draw.block.color_bone_ik_line_no_target); +} + +static void drw_shgroup_bone_ik_spline_lines(ArmatureDrawContext *ctx, + const float start[3], + const float end[3]) +{ + drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.color_bone_ik_line_spline); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \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) */ +}; + +/* 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 : nullptr; + bArmature *arm = (ob) ? static_cast<bArmature *>(ob->data) : nullptr; + bActionGroup *grp = nullptr; + short color_index = 0; + + /* sanity check */ + if (ELEM(nullptr, ob, arm, pose, pchan)) { + ctx->bcolor = nullptr; + 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 its 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 nullptr, 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 != nullptr here) */ + ctx->bcolor = &grp->cs; + } + else { + ctx->bcolor = nullptr; + } +} + +/* 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; +} + +/* 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); + /* Meh, hardcoded srgb transform here. */ + srgb_to_linearrgb_v4(fcolor, fcolor); + } + else { + if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) { + copy_v4_v4(fcolor, G_draw.block.color_bone_pose_active); + } + else if (boneflag & BONE_DRAW_ACTIVE) { + copy_v4_v4(fcolor, G_draw.block.color_bone_pose_active_unsel); + } + else if (boneflag & BONE_SELECTED) { + copy_v4_v4(fcolor, G_draw.block.color_bone_pose); + } + else { + copy_v4_v4(fcolor, G_draw.block.color_wire); + } + } + return true; + } + case PCHAN_COLOR_SOLID: { + if (bcolor) { + rgb_uchar_to_float(fcolor, (uchar *)bcolor->solid); + fcolor[3] = 1.0f; + /* Meh, hardcoded srgb transform here. */ + srgb_to_linearrgb_v4(fcolor, fcolor); + } + else { + copy_v4_v4(fcolor, G_draw.block.color_bone_solid); + } + return true; + } + case PCHAN_COLOR_CONSTS: { + if ((bcolor == nullptr) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) { + if (constflag & PCHAN_HAS_TARGET) { + copy_v4_v4(fcolor, G_draw.block.color_bone_pose_target); + } + else if (constflag & PCHAN_HAS_IK) { + copy_v4_v4(fcolor, G_draw.block.color_bone_pose_ik); + } + else if (constflag & PCHAN_HAS_SPLINEIK) { + copy_v4_v4(fcolor, G_draw.block.color_bone_pose_spline_ik); + } + else if (constflag & PCHAN_HAS_CONST) { + copy_v4_v4(fcolor, G_draw.block.color_bone_pose_constraint); + } + else { + return false; + } + return true; + } + return false; + } + } + + return false; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Drawing Color Helpers + * \{ */ + +static void bone_locked_color_shade(float color[4]) +{ + float *locked_color = G_draw.block.color_bone_locked; + + interp_v3_v3v3(color, color, locked_color, locked_color[3]); +} + +static const float *get_bone_solid_color(const ArmatureDrawContext *ctx, + const EditBone * /*eBone*/, + const bPoseChannel *pchan, + const bArmature *arm, + const int boneflag, + const short constflag) +{ + if (ctx->const_color) { + return G_draw.block.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); + + if (boneflag & BONE_DRAW_LOCKED_WEIGHT) { + bone_locked_color_shade(disp_color); + } + + return disp_color; + } + + return G_draw.block.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 G_draw.block.color_bone_solid; + } + + const float *col = get_bone_solid_color(ctx, eBone, pchan, arm, boneflag, constflag); + + static float consts_color[4]; + if ((arm->flag & ARM_POSEMODE) && !(boneflag & BONE_DRAW_LOCKED_WEIGHT) && + 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; + } + if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) { + return 2.0f; + } + + 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, G_draw.block.color_bone_active); + } + else { + copy_v3_v3(disp_color, G_draw.block.color_bone_select); + } + } + else { + if (boneflag & BONE_DRAW_ACTIVE) { + copy_v3_v3(disp_color, G_draw.block.color_bone_active_unsel); + } + else { + copy_v3_v3(disp_color, G_draw.block.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); + + if (boneflag & BONE_DRAW_LOCKED_WEIGHT) { + bone_locked_color_shade(disp_color); + } + } + else { + copy_v3_v3(disp_color, G_draw.block.color_vertex); + } + + disp_color[3] = get_bone_wire_thickness(ctx, boneflag); + + return disp_color; +} + +static void bone_hint_color_shade(float hint_color[4], const float color[4]) +{ + /* Increase contrast. */ + mul_v3_v3v3(hint_color, color, color); + /* Decrease value to add mode shading to the shape. */ + mul_v3_fl(hint_color, 0.1f); + 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, G_draw.block.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 != nullptr) { + if (pchan->draw_data->bbone_matrix_len != pchan->bone->segments) { + MEM_SAFE_FREE(pchan->draw_data); + } + } + + if (pchan->draw_data == nullptr) { + pchan->draw_data = static_cast<bPoseChannelDrawData *>( + 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 ebmat[4][4]; + float bone_scale[3]; + 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) { + bone_mat = pchan->pose_mat; + disp_mat = pchan->disp_mat; + disp_tail_mat = pchan->disp_tail_mat; + copy_v3_fl(bone_scale, pchan->bone->length); + } + else { + eBone->length = len_v3v3(eBone->tail, eBone->head); + ED_armature_ebone_to_mat4(eBone, ebmat); + + copy_v3_fl(bone_scale, eBone->length); + bone_mat = ebmat; + disp_mat = eBone->disp_mat; + disp_tail_mat = eBone->disp_tail_mat; + } + + copy_m4_m4(disp_mat, bone_mat); + rescale_m4(disp_mat, bone_scale); + 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 = static_cast<EditBone *>(arm->edbo->first); eBone; eBone = eBone->next) { + eBone->bbone_child = nullptr; + } + + for (eBone = static_cast<EditBone *>(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, const 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 = nullptr; + } + } + 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->bbone_flag & BBONE_ADD_PARENT_END_ROLL)) { + param.roll1 += prev->roll2; + } + + copy_v3_v3(param.scale_in, ebone->scale_in); + copy_v3_v3(param.scale_out, ebone->scale_out); + + param.curve_in_x = ebone->curve_in_x; + param.curve_in_z = ebone->curve_in_z; + + param.curve_out_x = ebone->curve_out_x; + param.curve_out_z = ebone->curve_out_z; + + if (ebone->bbone_flag & BBONE_SCALE_EASING) { + param.ease1 *= param.scale_in[1]; + param.curve_in_x *= param.scale_in[1]; + param.curve_in_z *= param.scale_in[1]; + + param.ease2 *= param.scale_out[1]; + param.curve_out_x *= param.scale_out[1]; + param.curve_out_z *= param.scale_out[1]; + } + + 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; + } + + const float3 size_vec = {xwidth, length / bbone_segments, zwidth}; + size_to_mat4(s, size_vec); + + /* 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 bone_scale[3]; + float(*bone_mat)[4]; + float(*disp_mat)[4]; + float(*disp_tail_mat)[4]; + float rot_mat[3][3]; + + /* See TODO: above. */ + mul_v3_v3fl(bone_scale, pchan->custom_scale_xyz, PCHAN_CUSTOM_BONE_LENGTH(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; + + eulO_to_mat3(rot_mat, pchan->custom_rotation_euler, ROT_MODE_XYZ); + + copy_m4_m4(disp_mat, bone_mat); + translate_m4(disp_mat, + pchan->custom_translation[0], + pchan->custom_translation[1], + pchan->custom_translation[2]); + mul_m4_m4m3(disp_mat, disp_mat, rot_mat); + rescale_m4(disp_mat, bone_scale); + 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, + const EditBone *eBone, + const bPoseChannel *pchan, + const bArmature *arm) +{ + float final_col[4]; + const float *col = (ctx->const_color) ? ctx->const_color : + (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? &G_draw.block.color_text_hi.x : + &G_draw.block.color_text.x; + copy_v4_v4(final_col, col); + /* Mix with axes color. */ + final_col[3] = (ctx->const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.1 : 0.65; + + if (pchan && pchan->custom && !(arm->flag & ARM_NO_CUSTOM)) { + /* Special case: Custom bones can have different scale than the bone. + * Recompute display matrix without the custom scaling applied. (T65640). */ + float axis_mat[4][4]; + float length = pchan->bone->length; + copy_m4_m4(axis_mat, pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat); + const float3 length_vec = {length, length, length}; + rescale_m4(axis_mat, length_vec); + translate_m4(axis_mat, 0.0, arm->axes_position - 1.0, 0.0); + + drw_shgroup_bone_axes(ctx, axis_mat, final_col); + } + else { + float disp_mat[4][4]; + copy_m4_m4(disp_mat, BONE_VAR(eBone, pchan, disp_mat)); + translate_m4(disp_mat, 0.0, arm->axes_position - 1.0, 0.0); + drw_shgroup_bone_axes(ctx, 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, G_draw.block.color_bone_solid); + copy_v4_v4(col_solid_tail, G_draw.block.color_bone_solid); + copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : &G_draw.block.color_vertex.x); + copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : &G_draw.block.color_vertex.x); + + 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, G_draw.block.color_vertex_select); + } + if (eBone->flag & BONE_TIPSEL) { + copy_v3_v3(col_wire_tail, G_draw.block.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 && (boneflag & BONE_CONNECTED)) : + (pchan->bone->parent && (boneflag & 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 && (boneflag & BONE_DRAW_LOCKED_WEIGHT) == 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 != nullptr) { + 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 = G_draw.block.color_vertex_select; + } + if (boneflag & BONE_SELECTED) { + col_bone = G_draw.block.color_bone_active; + } + col_wire = G_draw.block.color_wire; + } + + /* Draw root point if we are not connected to our parent. */ + if (!(eBone ? (eBone->parent && (boneflag & BONE_CONNECTED)) : + (pchan->bone->parent && (boneflag & BONE_CONNECTED)))) { + + if (eBone) { + col_head = (eBone->flag & BONE_ROOTSEL) ? &G_draw.block.color_vertex_select.x : 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 != nullptr); + + 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 != nullptr); + + 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 == nullptr) { + 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 rest-space. */ + 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 = nullptr, *line_end = nullptr; + + for (con = static_cast<bConstraint *>(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) +{ + 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)); + + /* Color Management: Exception here as texts are drawn in sRGB space directly. */ + 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 Pose Bone Culling + * + * Used for selection since drawing many bones can be slow, see: T91253. + * + * Bounding spheres are used with margins added to ensure bones are included. + * An added margin is needed because #BKE_pchan_minmax only returns the bounds + * of the bones head & tail which doesn't account for parts of the bone users may select + * (octahedral spheres or envelope radius for example). + * \{ */ + +static void pchan_culling_calc_bsphere(const Object *ob, + const bPoseChannel *pchan, + BoundSphere *r_bsphere) +{ + float min[3], max[3]; + INIT_MINMAX(min, max); + BKE_pchan_minmax(ob, pchan, true, min, max); + mid_v3_v3v3(r_bsphere->center, min, max); + r_bsphere->radius = len_v3v3(min, r_bsphere->center); +} + +/** + * \return true when bounding sphere from `pchan` intersect the view. + * (same for other "test" functions defined here). + */ +static bool pchan_culling_test_simple(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan) +{ + BoundSphere bsphere; + pchan_culling_calc_bsphere(ob, pchan, &bsphere); + return DRW_culling_sphere_test(view, &bsphere); +} + +static bool pchan_culling_test_with_radius_scale(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan, + const float scale) +{ + BoundSphere bsphere; + pchan_culling_calc_bsphere(ob, pchan, &bsphere); + bsphere.radius *= scale; + return DRW_culling_sphere_test(view, &bsphere); +} + +static bool pchan_culling_test_custom(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan) +{ + /* For more aggressive culling the bounding box of the custom-object could be used. */ + return pchan_culling_test_simple(view, ob, pchan); +} + +static bool pchan_culling_test_wire(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan) +{ + BLI_assert(((const bArmature *)ob->data)->drawtype == ARM_WIRE); + return pchan_culling_test_simple(view, ob, pchan); +} + +static bool pchan_culling_test_line(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan) +{ + BLI_assert(((const bArmature *)ob->data)->drawtype == ARM_LINE); + /* Account for the end-points, as the line end-points size is in pixels, this is a rough value. + * Since the end-points are small the difference between having any margin or not is unlikely + * to be noticeable. */ + const float scale = 1.1f; + return pchan_culling_test_with_radius_scale(view, ob, pchan, scale); +} + +static bool pchan_culling_test_envelope(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan) +{ + const bArmature *arm = static_cast<bArmature *>(ob->data); + BLI_assert(arm->drawtype == ARM_ENVELOPE); + UNUSED_VARS_NDEBUG(arm); + BoundSphere bsphere; + pchan_culling_calc_bsphere(ob, pchan, &bsphere); + bsphere.radius += max_ff(pchan->bone->rad_head, pchan->bone->rad_tail) * + mat4_to_size_max_axis(ob->obmat) * mat4_to_size_max_axis(pchan->disp_mat); + return DRW_culling_sphere_test(view, &bsphere); +} + +static bool pchan_culling_test_bbone(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan) +{ + const bArmature *arm = static_cast<bArmature *>(ob->data); + BLI_assert(arm->drawtype == ARM_B_BONE); + UNUSED_VARS_NDEBUG(arm); + const float ob_scale = mat4_to_size_max_axis(ob->obmat); + const Mat4 *bbones_mat = (const Mat4 *)pchan->draw_data->bbone_matrix; + for (int i = pchan->bone->segments; i--; bbones_mat++) { + BoundSphere bsphere; + float size[3]; + mat4_to_size(size, bbones_mat->mat); + mul_v3_m4v3(bsphere.center, ob->obmat, bbones_mat->mat[3]); + bsphere.radius = len_v3(size) * ob_scale; + if (DRW_culling_sphere_test(view, &bsphere)) { + return true; + } + } + return false; +} + +static bool pchan_culling_test_octohedral(const DRWView *view, + const Object *ob, + const bPoseChannel *pchan) +{ + /* No type assertion as this is a fallback (files from the future will end up here). */ + /* Account for spheres on the end-points. */ + const float scale = 1.2f; + return pchan_culling_test_with_radius_scale(view, ob, pchan, scale); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \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(@campbellbarton): 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 = static_cast<bArmature *>(ob_orig->data); + + edbo_compute_bbone_child(arm); + + for (eBone = static_cast<EditBone *>(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; + } + + boneflag &= ~BONE_DRAW_LOCKED_WEIGHT; + + if (!is_select) { + draw_bone_relations(ctx, eBone, nullptr, arm, boneflag, constflag); + } + + if (arm->drawtype == ARM_ENVELOPE) { + draw_bone_update_disp_matrix_default(eBone, nullptr); + draw_bone_envelope(ctx, eBone, nullptr, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_LINE) { + draw_bone_update_disp_matrix_default(eBone, nullptr); + draw_bone_line(ctx, eBone, nullptr, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_WIRE) { + draw_bone_update_disp_matrix_bbone(eBone, nullptr); + draw_bone_wire(ctx, eBone, nullptr, arm, boneflag, constflag, select_id); + } + else if (arm->drawtype == ARM_B_BONE) { + draw_bone_update_disp_matrix_bbone(eBone, nullptr); + draw_bone_box(ctx, eBone, nullptr, arm, boneflag, constflag, select_id); + } + else { + draw_bone_update_disp_matrix_default(eBone, nullptr); + draw_bone_octahedral(ctx, eBone, nullptr, arm, boneflag, constflag, select_id); + } + + if (!is_select) { + if (show_text && (arm->flag & ARM_DRAWNAMES)) { + draw_bone_name(ctx, eBone, nullptr, arm, boneflag); + } + + if (arm->flag & ARM_DRAWAXES) { + draw_axes(ctx, eBone, nullptr, arm); + } + } + } + } + } +} + +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 = static_cast<bArmature *>(ob->data); + bPoseChannel *pchan; + int index = -1; + const bool show_text = DRW_state_show_text(); + bool draw_locked_weights = false; + + /* We can't safely draw non-updated pose, might contain nullptr 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 won't become active). */ + ((draw_ctx->object_mode & OB_MODE_ALL_WEIGHT_PAINT) && + (draw_ctx->object_pose != nullptr))))) && + DRW_state_is_select(); + + if (is_pose_select) { + const Object *ob_orig = DEG_get_original_object(ob); + index = ob_orig->runtime.select_id; + } + } + + /* In weight paint mode retrieve the vertex group lock status. */ + if ((draw_ctx->object_mode & OB_MODE_ALL_WEIGHT_PAINT) && (draw_ctx->object_pose == ob) && + (draw_ctx->obact != nullptr)) { + draw_locked_weights = true; + + for (pchan = static_cast<bPoseChannel *>(ob->pose->chanbase.first); pchan; + pchan = pchan->next) { + pchan->bone->flag &= ~BONE_DRAW_LOCKED_WEIGHT; + } + + const Object *obact_orig = DEG_get_original_object(draw_ctx->obact); + + const ListBase *defbase = BKE_object_defgroup_list(obact_orig); + LISTBASE_FOREACH (const bDeformGroup *, dg, defbase) { + if (dg->flag & DG_LOCK_WEIGHT) { + pchan = BKE_pose_channel_find_name(ob->pose, dg->name); + + if (pchan) { + pchan->bone->flag |= BONE_DRAW_LOCKED_WEIGHT; + } + } + } + } + + const DRWView *view = is_pose_select ? DRW_view_default_get() : nullptr; + + for (pchan = static_cast<bPoseChannel *>(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); + } + + /* catch exception for bone with hidden parent */ + int 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; + } + + if (!draw_locked_weights) { + boneflag &= ~BONE_DRAW_LOCKED_WEIGHT; + } + + if (!is_pose_select) { + draw_bone_relations(ctx, nullptr, pchan, arm, boneflag, constflag); + } + + if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) { + draw_bone_update_disp_matrix_custom(pchan); + if (!is_pose_select || pchan_culling_test_custom(view, ob, pchan)) { + draw_bone_custom_shape(ctx, nullptr, pchan, arm, boneflag, constflag, select_id); + } + } + else if (arm->drawtype == ARM_ENVELOPE) { + draw_bone_update_disp_matrix_default(nullptr, pchan); + if (!is_pose_select || pchan_culling_test_envelope(view, ob, pchan)) { + draw_bone_envelope(ctx, nullptr, pchan, arm, boneflag, constflag, select_id); + } + } + else if (arm->drawtype == ARM_LINE) { + draw_bone_update_disp_matrix_default(nullptr, pchan); + if (!is_pose_select || pchan_culling_test_line(view, ob, pchan)) { + draw_bone_line(ctx, nullptr, pchan, arm, boneflag, constflag, select_id); + } + } + else if (arm->drawtype == ARM_WIRE) { + draw_bone_update_disp_matrix_bbone(nullptr, pchan); + if (!is_pose_select || pchan_culling_test_wire(view, ob, pchan)) { + draw_bone_wire(ctx, nullptr, pchan, arm, boneflag, constflag, select_id); + } + } + else if (arm->drawtype == ARM_B_BONE) { + draw_bone_update_disp_matrix_bbone(nullptr, pchan); + if (!is_pose_select || pchan_culling_test_bbone(view, ob, pchan)) { + draw_bone_box(ctx, nullptr, pchan, arm, boneflag, constflag, select_id); + } + } + else { + draw_bone_update_disp_matrix_default(nullptr, pchan); + if (!is_pose_select || pchan_culling_test_octohedral(view, ob, pchan)) { + draw_bone_octahedral(ctx, nullptr, pchan, arm, boneflag, constflag, select_id); + } + } + + /* These aren't included in the selection. */ + if (!is_pose_select) { + if (draw_dofs) { + draw_bone_degrees_of_freedom(ctx, pchan); + } + + if (show_text && (arm->flag & ARM_DRAWNAMES)) { + draw_bone_name(ctx, nullptr, pchan, arm, boneflag); + } + + if (arm->flag & ARM_DRAWAXES) { + draw_axes(ctx, nullptr, pchan, arm); + } + } + } + } + } + + arm->flag &= ~ARM_POSEMODE; +} + +static void armature_context_setup(ArmatureDrawContext *ctx, + OVERLAY_PrivateData *pd, + Object *ob, + const bool do_envelope_dist, + const bool is_edit_mode, + const bool is_pose_mode, + const float *const_color) +{ + const bool is_object_mode = !do_envelope_dist; + const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0 || + (pd->armature.do_pose_xray && is_pose_mode); + const bool draw_as_wire = (ob->dt < OB_SOLID); + const bool is_filled = (!pd->armature.transparent && !draw_as_wire) || !is_object_mode; + const bool is_transparent = pd->armature.transparent || (draw_as_wire && !is_object_mode); + bArmature *arm = static_cast<bArmature *>(ob->data); + OVERLAY_ArmatureCallBuffers *cbo = &pd->armature_call_buffers[is_xray]; + OVERLAY_ArmatureCallBuffersInner *cb = is_transparent ? &cbo->transp : &cbo->solid; + + static const float select_const_color[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + + switch (arm->drawtype) { + case ARM_ENVELOPE: + ctx->envelope_outline = cb->envelope_outline; + ctx->envelope_solid = (is_filled) ? cb->envelope_fill : nullptr; + ctx->envelope_distance = (do_envelope_dist) ? cb->envelope_distance : nullptr; + 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_fill : nullptr; + break; + case ARM_OCTA: + ctx->outline = cb->octa_outline; + ctx->solid = (is_filled) ? cb->octa_fill : nullptr; + 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_fill : nullptr; + ctx->point_outline = cb->point_outline; + ctx->custom_solid = (is_filled) ? cb->custom_fill : nullptr; + ctx->custom_outline = cb->custom_outline; + ctx->custom_wire = cb->custom_wire; + ctx->custom_shapes_ghash = cb->custom_shapes_ghash; + ctx->show_relations = pd->armature.show_relations; + ctx->do_relations = !DRW_state_is_select() && pd->armature.show_relations && + (is_edit_mode | is_pose_mode); + ctx->const_color = DRW_state_is_select() ? select_const_color : const_color; + ctx->const_wire = ((((ob->base_flag & BASE_SELECTED) && (pd->v3d_flag & V3D_SELECT_OUTLINE)) || + (arm->drawtype == ARM_WIRE)) ? + 1.5f : + ((!is_filled || is_transparent) ? 1.0f : 0.0f)); +} + +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, true, false, nullptr); + 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, false, true, nullptr); + 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; + + if (ob->dt == OB_BOUNDBOX) { + return; + } + + DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color); + armature_context_setup(&arm_ctx, pd, ob, false, false, false, color); + draw_armature_pose(&arm_ctx); +} + +static bool POSE_is_driven_by_active_armature(Object *ob) +{ + Object *ob_arm = BKE_modifiers_is_deformed_by_armature(ob); + if (ob_arm) { + const DRWContextState *draw_ctx = DRW_context_state_get(); + bool is_active = OVERLAY_armature_is_pose_mode(ob_arm, draw_ctx); + return is_active; + } + + Object *ob_mesh_deform = BKE_modifiers_is_deformed_by_meshdeform(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; + + 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].solid.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].solid.custom_shapes_ghash, nullptr, nullptr); + BLI_ghash_free(pd->armature_call_buffers[i].transp.custom_shapes_ghash, nullptr, nullptr); + } + } +} + +void OVERLAY_armature_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + + DRW_draw_pass(psl->armature_transp_ps[0]); + 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 == nullptr || DRW_state_is_select()) { + DRW_draw_pass(psl->armature_transp_ps[1]); + DRW_draw_pass(psl->armature_ps[1]); + } +} + +void OVERLAY_pose_draw(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_FramebufferList *fbl = vedata->fbl; + + if (psl->armature_bone_select_ps != nullptr) { + if (DRW_state_is_fbo()) { + GPU_framebuffer_bind(fbl->overlay_default_fb); + } + + DRW_draw_pass(psl->armature_bone_select_ps); + + if (DRW_state_is_fbo()) { + GPU_framebuffer_bind(fbl->overlay_line_in_front_fb); + GPU_framebuffer_clear_depth(fbl->overlay_line_in_front_fb, 1.0f); + } + + DRW_draw_pass(psl->armature_transp_ps[1]); + DRW_draw_pass(psl->armature_ps[1]); + } +} + +/** \} */ |