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Diffstat (limited to 'source/blender/draw/intern/draw_mode_pass.c')
-rw-r--r--source/blender/draw/intern/draw_mode_pass.c541
1 files changed, 0 insertions, 541 deletions
diff --git a/source/blender/draw/intern/draw_mode_pass.c b/source/blender/draw/intern/draw_mode_pass.c
deleted file mode 100644
index 0298db1a5ca..00000000000
--- a/source/blender/draw/intern/draw_mode_pass.c
+++ /dev/null
@@ -1,541 +0,0 @@
-/*
- * Copyright 2016, Blender Foundation.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Contributor(s): Blender Institute
- *
- */
-
-/** \file blender/draw/draw_mode_pass.c
- * \ingroup draw
- */
-
-#include "DNA_userdef_types.h"
-
-#include "GPU_shader.h"
-
-#include "UI_resources.h"
-
-#include "BKE_global.h"
-
-#include "draw_mode_pass.h"
-
-/* ************************** OBJECT MODE ******************************* */
-
-/* Store list of shading group for easy access*/
-
-/* Empties */
-static DRWShadingGroup *plain_axes;
-static DRWShadingGroup *cube;
-static DRWShadingGroup *circle;
-static DRWShadingGroup *sphere;
-static DRWShadingGroup *cone;
-static DRWShadingGroup *single_arrow;
-static DRWShadingGroup *single_arrow_line;
-static DRWShadingGroup *arrows;
-
-/* Lamps */
-static DRWShadingGroup *lamp_center;
-static DRWShadingGroup *lamp_center_group;
-static DRWShadingGroup *lamp_groundpoint;
-static DRWShadingGroup *lamp_groundline;
-static DRWShadingGroup *lamp_circle;
-static DRWShadingGroup *lamp_circle_shadow;
-static DRWShadingGroup *lamp_sunrays;
-
-/* Helpers */
-static DRWShadingGroup *relationship_lines;
-
-/* Objects Centers */
-static DRWShadingGroup *center_active;
-static DRWShadingGroup *center_selected;
-static DRWShadingGroup *center_deselected;
-
-/* Colors & Constant */
-static float colorWire[4], colorWireEdit[4];
-static float colorActive[4], colorSelect[4], colorTransform[4], colorGroup[4], colorGroupActive[4];
-static float colorEmpty[4], colorLamp[4], colorCamera[4], colorSpeaker[4];
-static float lampCenterSize, lampCircleRad, lampCircleShadowRad, colorLampNoAlpha[4];
-
-static DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4])
-{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
-
- DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", color, 1);
-
- return grp;
-}
-
-static DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
-{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
-
- DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", color, 1);
- DRW_shgroup_uniform_float(grp, "size", size, 1);
- DRW_shgroup_state_set(grp, DRW_STATE_POINT);
-
- return grp;
-}
-
-static DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
-{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
-
- DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", color, 1);
-
- return grp;
-}
-
-static DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
-{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
-
- DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
- DRW_shgroup_uniform_vec4(grp, "color", color, 1);
- DRW_shgroup_state_set(grp, DRW_STATE_POINT);
-
- return grp;
-}
-
-static DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch *geom, float *size)
-{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR
-);
-
- DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
- DRW_shgroup_attrib_float(grp, "world_pos", 3);
- DRW_shgroup_attrib_float(grp, "color", 3);
- DRW_shgroup_uniform_float(grp, "size", size, 1);
- DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
- DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
- DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
-
- return grp;
-}
-
-static DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom)
-{
- GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
-
- DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom);
- DRW_shgroup_attrib_float(grp, "color", 3);
- DRW_shgroup_attrib_float(grp, "size", 1);
- DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
-
- return grp;
-}
-
-/* This Function setup the passes needed for the mode rendering.
- * The passes are populated by the rendering engine using the DRW_shgroup_* functions. */
-void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPass **non_meshes, DRWPass **ob_center)
-{
- UI_GetThemeColor4fv(TH_WIRE, colorWire);
- UI_GetThemeColor4fv(TH_WIRE_EDIT, colorWireEdit);
- UI_GetThemeColor4fv(TH_ACTIVE, colorActive);
- UI_GetThemeColor4fv(TH_SELECT, colorSelect);
- UI_GetThemeColor4fv(TH_TRANSFORM, colorTransform);
- UI_GetThemeColor4fv(TH_GROUP_ACTIVE, colorGroupActive);
- UI_GetThemeColor4fv(TH_GROUP, colorGroup);
- UI_GetThemeColor4fv(TH_LAMP, colorLamp);
- UI_GetThemeColor4fv(TH_LAMP, colorLampNoAlpha);
- UI_GetThemeColor4fv(TH_SPEAKER, colorSpeaker);
- UI_GetThemeColor4fv(TH_CAMERA, colorCamera);
- UI_GetThemeColor4fv(TH_EMPTY, colorEmpty);
-
- colorLampNoAlpha[3] = 1.0f;
-
- if (wire_overlay) {
- /* This pass can draw mesh edges top of Shaded Meshes without any Z fighting */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND;
- *wire_overlay = DRW_pass_create("Wire Overlays Pass", state);
- }
-
- if (wire_outline) {
- /* This pass can draw mesh outlines and/or fancy wireframe */
- /* Fancy wireframes are not meant to be occluded (without Z offset) */
- /* Outlines and Fancy Wires use the same VBO */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
- *wire_outline = DRW_pass_create("Wire + Outlines Pass", state);
- }
-
- if (non_meshes) {
- /* Non Meshes Pass (Camera, empties, lamps ...) */
- DRWShadingGroup *grp;
- struct Batch *geom;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
- state |= DRW_STATE_WIRE;
- *non_meshes = DRW_pass_create("Non Meshes Pass", state);
-
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
-
- /* Empties */
- geom = DRW_cache_plain_axes_get();
- plain_axes = shgroup_instance(*non_meshes, geom);
-
- geom = DRW_cache_cube_get();
- cube = shgroup_instance(*non_meshes, geom);
-
- geom = DRW_cache_circle_get();
- circle = shgroup_instance(*non_meshes, geom);
-
- geom = DRW_cache_empty_sphere_get();
- sphere = shgroup_instance(*non_meshes, geom);
-
- geom = DRW_cache_empty_cone_get();
- cone = shgroup_instance(*non_meshes, geom);
-
- geom = DRW_cache_single_arrow_get();
- single_arrow = shgroup_instance(*non_meshes, geom);
-
- geom = DRW_cache_single_line_get();
- single_arrow_line = shgroup_instance(*non_meshes, geom);
-
- geom = DRW_cache_single_arrow_get();
- arrows = shgroup_instance(*non_meshes, geom);
-
- /* Lamps */
- lampCenterSize = (U.obcenter_dia + 1.5f) * U.pixelsize;
- lampCircleRad = U.pixelsize * 9.0f;
- lampCircleShadowRad = lampCircleRad + U.pixelsize * 3.0f;
- /* TODO
- * for now we create 3 times the same VBO with only lamp center coordinates
- * but ideally we would only create it once */
- lamp_center = shgroup_dynpoints_uniform_color(*non_meshes, colorLampNoAlpha, &lampCenterSize);
- lamp_center_group = shgroup_dynpoints_uniform_color(*non_meshes, colorGroup, &lampCenterSize);
-
- geom = DRW_cache_lamp_get();
- lamp_circle = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleRad);
- lamp_circle_shadow = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleShadowRad);
-
- geom = DRW_cache_lamp_sunrays_get();
- lamp_sunrays = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleRad);
-
- lamp_groundline = shgroup_groundlines_uniform_color(*non_meshes, colorLamp);
- lamp_groundpoint = shgroup_groundpoints_uniform_color(*non_meshes, colorLamp);
-
- /* Stipple Wires */
- grp = DRW_shgroup_create(sh, *non_meshes);
- DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_2);
-
- grp = DRW_shgroup_create(sh, *non_meshes);
- DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3);
-
- grp = DRW_shgroup_create(sh, *non_meshes);
- DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_4);
-
- /* Relationship Lines */
- relationship_lines = shgroup_dynlines_uniform_color(*non_meshes, colorWire);
- DRW_shgroup_state_set(relationship_lines, DRW_STATE_STIPPLE_3);
- }
-
- if (ob_center) {
- /* Object Center pass grouped by State */
- DRWShadingGroup *grp;
- static float colorDeselect[4], outlineColor[4];
- static float outlineWidth, size;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
- *ob_center = DRW_pass_create("Obj Center Pass", state);
-
- outlineWidth = 1.0f * U.pixelsize;
- size = U.obcenter_dia * U.pixelsize + outlineWidth;
- //UI_GetThemeColorShadeAlpha4fv(TH_ACTIVE, 0, -80, colorActive);
- //UI_GetThemeColorShadeAlpha4fv(TH_SELECT, 0, -80, colorSelect);
- UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, colorDeselect);
- UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
-
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
-
- /* Active */
- grp = DRW_shgroup_point_batch_create(sh, *ob_center);
- DRW_shgroup_uniform_float(grp, "size", &size, 1);
- DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
- DRW_shgroup_uniform_vec4(grp, "color", colorActive, 1);
- DRW_shgroup_uniform_vec4(grp, "outlineColor", outlineColor, 1);
- center_active = grp;
-
- /* Select */
- grp = DRW_shgroup_point_batch_create(sh, *ob_center);
- DRW_shgroup_uniform_vec4(grp, "color", colorSelect, 1);
- center_selected = grp;
-
- /* Deselect */
- grp = DRW_shgroup_point_batch_create(sh, *ob_center);
- DRW_shgroup_uniform_vec4(grp, "color", colorDeselect, 1);
- center_deselected = grp;
- }
-}
-
-/* ******************************************** WIRES *********************************************** */
-
-/* TODO FINISH */
-/* Get the wire color theme_id of an object based on it's state
- * **color is a way to get a pointer to the static color var associated */
-static int draw_object_wire_theme(Object *ob, float **color)
-{
- const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0;
- /* confusing logic here, there are 2 methods of setting the color
- * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
- *
- * note: no theme yet for 'colindex' */
- int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
-
- if (//(scene->obedit == NULL) &&
- ((G.moving & G_TRANSFORM_OBJ) != 0) &&
- ((ob->base_flag & BASE_SELECTED) != 0))
- {
- theme_id = TH_TRANSFORM;
- }
- else {
- /* Sets the 'theme_id' or fallback to wire */
- if ((ob->flag & OB_FROMGROUP) != 0) {
- if ((ob->base_flag & BASE_SELECTED) != 0) {
- /* uses darker active color for non-active + selected */
- theme_id = TH_GROUP_ACTIVE;
-
- // if (scene->basact != base) {
- // theme_shade = -16;
- // }
- }
- else {
- theme_id = TH_GROUP;
- }
- }
- else {
- if ((ob->base_flag & BASE_SELECTED) != 0) {
- theme_id = //scene->basact == base ? TH_ACTIVE :
- TH_SELECT;
- }
- else {
- if (ob->type == OB_LAMP) theme_id = TH_LAMP;
- else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
- else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
- else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
- /* fallback to TH_WIRE */
- }
- }
- }
-
- if (color != NULL) {
- switch (theme_id) {
- case TH_WIRE_EDIT: *color = colorTransform; break;
- case TH_ACTIVE: *color = colorActive; break;
- case TH_SELECT: *color = colorSelect; break;
- case TH_GROUP: *color = colorGroup; break;
- case TH_GROUP_ACTIVE: *color = colorGroupActive; break;
- case TH_TRANSFORM: *color = colorTransform; break;
- case OB_SPEAKER: *color = colorSpeaker; break;
- case OB_CAMERA: *color = colorCamera; break;
- case OB_EMPTY: *color = colorEmpty; break;
- case OB_LAMP: *color = colorLamp; break;
- default: *color = colorWire; break;
- }
- }
-
- return theme_id;
-}
-
-void DRW_shgroup_wire_overlay(DRWPass *wire_overlay, Object *ob)
-{
-#if 1
- struct Batch *geom = DRW_cache_wire_overlay_get(ob);
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY);
-
- DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay);
- DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
-
- DRW_shgroup_call_add(grp, geom, ob->obmat);
-#else
- static float col[4] = {0.0f, 0.0f, 0.0f, 1.0f};
- struct Batch *geom = DRW_cache_wire_overlay_get(ob);
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
-
- DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay);
- DRW_shgroup_uniform_vec4(grp, "color", col, 1);
-
- DRW_shgroup_call_add(grp, geom, ob->obmat);
-#endif
-}
-
-void DRW_shgroup_wire_outline(DRWPass *wire_outline, Object *ob,
- const bool do_front, const bool do_back, const bool do_outline)
-{
- GPUShader *sh;
- struct Batch *geom = DRW_cache_wire_outline_get(ob);
-
- /* Get color */
- /* TODO get the right color depending on ob state (Groups, overides etc..) */
- static float frontcol[4], backcol[4], color[4];
- UI_GetThemeColor4fv(TH_ACTIVE, color);
- copy_v4_v4(frontcol, color);
- copy_v4_v4(backcol, color);
- backcol[3] = 0.333f;
- frontcol[3] = 0.667f;
-
-#if 1 /* New wire */
-
- bool is_perps = DRW_viewport_is_persp_get();
- static bool bTrue = true;
- static bool bFalse = false;
-
- /* Note (TODO) : this requires cache to be discarded on ortho/perp switch
- * It may be preferable (or not depending on performance implication)
- * to introduce a shader uniform switch */
- if (is_perps) {
- sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_PERSP);
- }
- else {
- sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
- }
-
- if (do_front || do_back) {
- bool *bFront = (do_front) ? &bTrue : &bFalse;
- bool *bBack = (do_back) ? &bTrue : &bFalse;
-
- DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
- DRW_shgroup_state_set(grp, DRW_STATE_WIRE);
- DRW_shgroup_uniform_vec4(grp, "frontColor", frontcol, 1);
- DRW_shgroup_uniform_vec4(grp, "backColor", backcol, 1);
- DRW_shgroup_uniform_bool(grp, "drawFront", bFront, 1);
- DRW_shgroup_uniform_bool(grp, "drawBack", bBack, 1);
- DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bFalse, 1);
- DRW_shgroup_call_add(grp, geom, ob->obmat);
- }
-
- if (do_outline) {
- DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
- DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE);
- DRW_shgroup_uniform_vec4(grp, "silhouetteColor", color, 1);
- DRW_shgroup_uniform_bool(grp, "drawFront", &bFalse, 1);
- DRW_shgroup_uniform_bool(grp, "drawBack", &bFalse, 1);
- DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bTrue, 1);
-
- DRW_shgroup_call_add(grp, geom, ob->obmat);
- }
-
-#else /* Old (flat) wire */
-
- sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline);
- DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE);
- DRW_shgroup_uniform_vec4(grp, "color", frontcol, 1);
-
- DRW_shgroup_call_add(grp, geom, ob->obmat);
-#endif
-
-}
-
-/* ***************************** NON MESHES ********************** */
-
-static void DRW_draw_lamp(Object *ob)
-{
- Lamp *la = ob->data;
- float *color;
- int theme_id = draw_object_wire_theme(ob, &color);
-
- /* Don't draw the center if it's selected or active */
- if (theme_id == TH_GROUP)
- DRW_shgroup_dynamic_call_add(lamp_center_group, ob->obmat[3]);
- else if (theme_id == TH_LAMP)
- DRW_shgroup_dynamic_call_add(lamp_center, ob->obmat[3]);
-
- /* First circle */
- DRW_shgroup_dynamic_call_add(lamp_circle, ob->obmat[3], color);
-
- /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
- if (la->type != LA_HEMI) {
- DRW_shgroup_dynamic_call_add(lamp_circle_shadow, ob->obmat[3], color);
- }
-
- /* Sunrays */
- if (la->type == LA_SUN) {
- DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat[3], color);
- }
-
- /* Line and point going to the ground */
- DRW_shgroup_dynamic_call_add(lamp_groundline, ob->obmat[3]);
- DRW_shgroup_dynamic_call_add(lamp_groundpoint, ob->obmat[3]);
-}
-
-static void DRW_draw_empty(Object *ob)
-{
- float *color;
- draw_object_wire_theme(ob, &color);
-
- switch (ob->empty_drawtype) {
- case OB_PLAINAXES:
- DRW_shgroup_dynamic_call_add(plain_axes, color, &ob->empty_drawsize, ob->obmat);
- break;
- case OB_SINGLE_ARROW:
- DRW_shgroup_dynamic_call_add(single_arrow, color, &ob->empty_drawsize, ob->obmat);
- DRW_shgroup_dynamic_call_add(single_arrow_line, color, &ob->empty_drawsize, ob->obmat);
- break;
- case OB_CUBE:
- DRW_shgroup_dynamic_call_add(cube, color, &ob->empty_drawsize, ob->obmat);
- break;
- case OB_CIRCLE:
- DRW_shgroup_dynamic_call_add(circle, color, &ob->empty_drawsize, ob->obmat);
- break;
- case OB_EMPTY_SPHERE:
- DRW_shgroup_dynamic_call_add(sphere, color, &ob->empty_drawsize, ob->obmat);
- break;
- case OB_EMPTY_CONE:
- DRW_shgroup_dynamic_call_add(cone, color, &ob->empty_drawsize, ob->obmat);
- break;
- case OB_ARROWS:
- DRW_shgroup_dynamic_call_add(arrows, color, &ob->empty_drawsize, ob->obmat);
- /* TODO Missing axes names */
- break;
- }
-}
-
-void DRW_shgroup_non_meshes(DRWPass *UNUSED(non_meshes), Object *ob)
-{
- switch (ob->type) {
- case OB_LAMP:
- DRW_draw_lamp(ob);
- break;
- case OB_CAMERA:
- case OB_EMPTY:
- DRW_draw_empty(ob);
- default:
- break;
- }
-}
-
-void DRW_shgroup_relationship_lines(DRWPass *UNUSED(non_meshes), Object *ob)
-{
- if (ob->parent) {
- DRW_shgroup_dynamic_call_add(relationship_lines, ob->obmat[3]);
- DRW_shgroup_dynamic_call_add(relationship_lines, ob->parent->obmat[3]);
- }
-}
-
-/* ***************************** COMMON **************************** */
-
-void DRW_shgroup_object_center(DRWPass *UNUSED(ob_center), Object *ob)
-{
- if ((ob->base_flag & BASE_SELECTED) != 0) {
- DRW_shgroup_dynamic_call_add(center_selected, ob->obmat[3]);
- }
- else if (0) {
- DRW_shgroup_dynamic_call_add(center_deselected, ob->obmat[3]);
- }
-}