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Diffstat (limited to 'source/blender/draw/intern/draw_common.c')
-rw-r--r--source/blender/draw/intern/draw_common.c326
1 files changed, 326 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
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+++ b/source/blender/draw/intern/draw_common.c
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+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_common.c
+ * \ingroup draw
+ */
+
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+
+#include "UI_resources.h"
+
+#include "BKE_global.h"
+
+#include "draw_common.h"
+
+/* Colors & Constant */
+GlobalsUboStorage ts;
+struct GPUUniformBuffer *globals_ubo = NULL;
+
+void DRW_globals_update(void)
+{
+ UI_GetThemeColor4fv(TH_WIRE, ts.colorWire);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, ts.colorWireEdit);
+ UI_GetThemeColor4fv(TH_ACTIVE, ts.colorActive);
+ UI_GetThemeColor4fv(TH_SELECT, ts.colorSelect);
+ UI_GetThemeColor4fv(TH_TRANSFORM, ts.colorTransform);
+ UI_GetThemeColor4fv(TH_GROUP_ACTIVE, ts.colorGroupActive);
+ UI_GetThemeColor4fv(TH_GROUP, ts.colorGroup);
+ UI_GetThemeColor4fv(TH_LAMP, ts.colorLamp);
+ UI_GetThemeColor4fv(TH_SPEAKER, ts.colorSpeaker);
+ UI_GetThemeColor4fv(TH_CAMERA, ts.colorCamera);
+ UI_GetThemeColor4fv(TH_EMPTY, ts.colorEmpty);
+ UI_GetThemeColor4fv(TH_VERTEX, ts.colorVertex);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, ts.colorVertexSelect);
+ UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, ts.colorEditMeshActive);
+ UI_GetThemeColor4fv(TH_EDGE_SELECT, ts.colorEdgeSelect);
+ UI_GetThemeColor4fv(TH_EDGE_SEAM, ts.colorEdgeSeam);
+ UI_GetThemeColor4fv(TH_EDGE_SHARP, ts.colorEdgeSharp);
+ UI_GetThemeColor4fv(TH_EDGE_CREASE, ts.colorEdgeCrease);
+ UI_GetThemeColor4fv(TH_EDGE_BEVEL, ts.colorEdgeBWeight);
+ UI_GetThemeColor4fv(TH_EDGE_FACESEL, ts.colorEdgeFaceSelect);
+ UI_GetThemeColor4fv(TH_FACE, ts.colorFace);
+ UI_GetThemeColor4fv(TH_FACE_SELECT, ts.colorFaceSelect);
+ UI_GetThemeColor4fv(TH_NORMAL, ts.colorNormal);
+ UI_GetThemeColor4fv(TH_VNORMAL, ts.colorVNormal);
+ UI_GetThemeColor4fv(TH_LNORMAL, ts.colorLNormal);
+ UI_GetThemeColor4fv(TH_FACE_DOT, ts.colorFaceDot);
+ UI_GetThemeColor4fv(TH_BACK, ts.colorBackground);
+
+ /* Grid */
+ UI_GetThemeColorShade4fv(TH_GRID, 10, ts.colorGrid);
+ /* emphasise division lines lighter instead of darker, if background is darker than grid */
+ UI_GetThemeColorShade4fv(TH_GRID,
+ (ts.colorGrid[0] + ts.colorGrid[1] + ts.colorGrid[2] + 0.12 >
+ ts.colorBackground[0] + ts.colorBackground[1] + ts.colorBackground[2])
+ ? 20 : -10, ts.colorGridEmphasise);
+ /* Grid Axis */
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, ts.colorGridAxisX);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, ts.colorGridAxisY);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, ts.colorGridAxisZ);
+
+ UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, ts.colorDeselect);
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, ts.colorOutline);
+ UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, ts.colorLampNoAlpha);
+
+ ts.sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
+ ts.sizeLampCircle = U.pixelsize * 9.0f;
+ ts.sizeLampCircleShadow = ts.sizeLampCircle + U.pixelsize * 3.0f;
+
+ /* M_SQRT2 to be at least the same size of the old square */
+ ts.sizeVertex = UI_GetThemeValuef(TH_VERTEX_SIZE) * M_SQRT2 / 2.0f;
+ ts.sizeFaceDot = UI_GetThemeValuef(TH_FACEDOT_SIZE) * M_SQRT2;
+ ts.sizeEdge = 1.0f / 2.0f; /* TODO Theme */
+ ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * M_SQRT1_2);
+
+ /* TODO Waiting for notifiers to invalidate cache */
+ if (globals_ubo) {
+ DRW_uniformbuffer_free(globals_ubo);
+ }
+
+ globals_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), &ts);
+}
+
+/* ********************************* SHGROUP ************************************* */
+
+DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_state_set(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_state_set(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch *geom, float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "world_pos", 3);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
+ DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_objspace_solid(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
+{
+ 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);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_attrib_float(grp, "color", 4);
+ DRW_shgroup_uniform_mat4(grp, "ModelMatrix", (float *)obmat);
+ DRW_shgroup_uniform_vec3(grp, "light", light, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_objspace_wire(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_attrib_float(grp, "color", 4);
+ DRW_shgroup_uniform_mat4(grp, "ModelMatrix", (float *)obmat);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_axis_names(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "size", 1);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "size", 1);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_CAMERA);
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "corners", 8);
+ DRW_shgroup_attrib_float(grp, "depth", 1);
+ DRW_shgroup_attrib_float(grp, "tria", 4);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES);
+ static float point_size = 4.0f;
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "start", 1);
+ DRW_shgroup_attrib_float(grp, "end", 1);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR);
+ static bool True = true;
+ static bool False = false;
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
+ DRW_shgroup_attrib_float(grp, "color", 3);
+ DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
+ DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
+ DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
+ DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
+
+ return grp;
+}
+
+/* ******************************************** WIRES *********************************************** */
+
+/* TODO FINISH */
+/* Get the wire color theme_id of an object based on it's state
+ * **color is a way to get a pointer to the static color var associated */
+int DRW_object_wire_theme_get(Object *ob, SceneLayer *sl, float **color)
+{
+ const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
+ /* confusing logic here, there are 2 methods of setting the color
+ * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
+ *
+ * note: no theme yet for 'colindex' */
+ int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
+
+ if (//(scene->obedit == NULL) &&
+ ((G.moving & G_TRANSFORM_OBJ) != 0) &&
+ ((ob->base_flag & BASE_SELECTED) != 0))
+ {
+ theme_id = TH_TRANSFORM;
+ }
+ else {
+ /* Sets the 'theme_id' or fallback to wire */
+ if ((ob->flag & OB_FROMGROUP) != 0) {
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ /* uses darker active color for non-active + selected */
+ theme_id = TH_GROUP_ACTIVE;
+
+ // if (sl->basact->object != ob) {
+ // theme_shade = -16;
+ // }
+ }
+ else {
+ theme_id = TH_GROUP;
+ }
+ }
+ else {
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ theme_id = (sl->basact && sl->basact->object == ob) ? TH_ACTIVE : TH_SELECT;
+ }
+ else {
+ if (ob->type == OB_LAMP) theme_id = TH_LAMP;
+ else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
+ else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
+ else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
+ /* fallback to TH_WIRE */
+ }
+ }
+ }
+
+ if (color != NULL) {
+ switch (theme_id) {
+ case TH_WIRE_EDIT: *color = ts.colorTransform; break;
+ case TH_ACTIVE: *color = ts.colorActive; break;
+ case TH_SELECT: *color = ts.colorSelect; break;
+ case TH_GROUP: *color = ts.colorGroup; break;
+ case TH_GROUP_ACTIVE: *color = ts.colorGroupActive; break;
+ case TH_TRANSFORM: *color = ts.colorTransform; break;
+ case OB_SPEAKER: *color = ts.colorSpeaker; break;
+ case OB_CAMERA: *color = ts.colorCamera; break;
+ case OB_EMPTY: *color = ts.colorEmpty; break;
+ case OB_LAMP: *color = ts.colorLamp; break;
+ default: *color = ts.colorWire; break;
+ }
+ }
+
+ return theme_id;
+}