diff options
Diffstat (limited to 'source/blender/draw/modes/edit_metaball_mode.c')
-rw-r--r-- | source/blender/draw/modes/edit_metaball_mode.c | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/source/blender/draw/modes/edit_metaball_mode.c b/source/blender/draw/modes/edit_metaball_mode.c new file mode 100644 index 00000000000..20539295fd2 --- /dev/null +++ b/source/blender/draw/modes/edit_metaball_mode.c @@ -0,0 +1,235 @@ +/* + * 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/modes/edit_metaball_mode.c + * \ingroup draw + */ + +#include "DRW_engine.h" +#include "DRW_render.h" + +#include "DNA_meta_types.h" + +#include "BKE_object.h" +#include "BKE_mball.h" + +/* If builtin shaders are needed */ +#include "GPU_shader.h" +#include "GPU_select.h" + +#include "draw_common.h" + +#include "draw_mode_engines.h" + +/* If needed, contains all global/Theme colors + * Add needed theme colors / values to DRW_globals_update() and update UBO + * Not needed for constant color. */ +extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ +extern struct GlobalsUboStorage ts; /* draw_common.c */ + +/* *********** LISTS *********** */ +/* All lists are per viewport specific datas. + * They are all free when viewport changes engines + * or is free itself. Use EDIT_METABALL_engine_init() to + * initialize most of them and EDIT_METABALL_cache_init() + * for EDIT_METABALL_PassList */ + +typedef struct EDIT_METABALL_PassList { + /* Declare all passes here and init them in + * EDIT_METABALL_cache_init(). + * Only contains (DRWPass *) */ + struct DRWPass *pass; +} EDIT_METABALL_PassList; + +typedef struct EDIT_METABALL_FramebufferList { + /* Contains all framebuffer objects needed by this engine. + * Only contains (GPUFrameBuffer *) */ + struct GPUFrameBuffer *fb; +} EDIT_METABALL_FramebufferList; + +typedef struct EDIT_METABALL_TextureList { + /* Contains all framebuffer textures / utility textures + * needed by this engine. Only viewport specific textures + * (not per object). Only contains (GPUTexture *) */ + struct GPUTexture *texture; +} EDIT_METABALL_TextureList; + +typedef struct EDIT_METABALL_StorageList { + /* Contains any other memory block that the engine needs. + * Only directly MEM_(m/c)allocN'ed blocks because they are + * free with MEM_freeN() when viewport is freed. + * (not per object) */ + // struct CustomStruct *block; + struct EDIT_METABALL_PrivateData *g_data; +} EDIT_METABALL_StorageList; + +typedef struct EDIT_METABALL_Data { + /* Struct returned by DRW_viewport_engine_data_ensure. + * If you don't use one of these, just make it a (void *) */ + // void *fbl; + void *engine_type; /* Required */ + EDIT_METABALL_FramebufferList *fbl; + EDIT_METABALL_TextureList *txl; + EDIT_METABALL_PassList *psl; + EDIT_METABALL_StorageList *stl; +} EDIT_METABALL_Data; + +/* *********** STATIC *********** */ + +typedef struct EDIT_METABALL_PrivateData { + /* This keeps the references of the shading groups for + * easy access in EDIT_METABALL_cache_populate() */ + DRWShadingGroup *group; +} EDIT_METABALL_PrivateData; /* Transient data */ + +/* *********** FUNCTIONS *********** */ + +/* Here init all passes and shading groups + * Assume that all Passes are NULL */ +static void EDIT_METABALL_cache_init(void *vedata) +{ + EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; + EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl; + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); + } + + { + /* Create a pass */ + DRWState state = ( + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | + DRW_STATE_BLEND | DRW_STATE_WIRE); + psl->pass = DRW_pass_create("My Pass", state); + + /* Create a shadingGroup using a function in draw_common.c or custom one */ + stl->g_data->group = shgroup_instance_mball_handles(psl->pass); + } +} + +/* Add geometry to shadingGroups. Execute for each objects */ +static void EDIT_METABALL_cache_populate(void *vedata, Object *ob) +{ + //EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; + EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl; + + if (ob->type == OB_MBALL) { + const DRWContextState *draw_ctx = DRW_context_state_get(); + DRWShadingGroup *group = stl->g_data->group; + + if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) { + MetaBall *mb = ob->data; + + const float *color; + const float col_radius[3] = {0.63, 0.19, 0.19}; /* 0x3030A0 */ + const float col_radius_select[3] = {0.94, 0.63, 0.63}; /* 0xA0A0F0 */ + const float col_stiffness[3] = {0.19, 0.63, 0.19}; /* 0x30A030 */ + const float col_stiffness_select[3] = {0.63, 0.94, 0.63}; /* 0xA0F0A0 */ + + const bool is_select = DRW_state_is_select(); + + int selection_id = 0; + + float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */ + { + float scamat[3][3]; + copy_m3_m4(scamat, ob->obmat); + /* Get the normalized inverse matrix to extract only + * the scale of Scamat */ + float iscamat[3][3]; + invert_m3_m3(iscamat, scamat); + normalize_m3(iscamat); + mul_m3_m3_post(scamat, iscamat); + + copy_v3_v3(draw_scale_xform[0], scamat[0]); + copy_v3_v3(draw_scale_xform[1], scamat[1]); + copy_v3_v3(draw_scale_xform[2], scamat[2]); + } + + for (MetaElem *ml = mb->editelems->first; ml != NULL; ml = ml->next) { + float world_pos[3]; + mul_v3_m4v3(world_pos, ob->obmat, &ml->x); + draw_scale_xform[0][3] = world_pos[0]; + draw_scale_xform[1][3] = world_pos[1]; + draw_scale_xform[2][3] = world_pos[2]; + + float draw_stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2; + + if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) color = col_radius_select; + else color = col_radius; + + if (is_select) { + ml->selcol1 = ++selection_id; + DRW_select_load_id(selection_id); + } + + DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &ml->rad, color); + + if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) color = col_stiffness_select; + else color = col_stiffness; + + if (is_select) { + ml->selcol2 = ++selection_id; + DRW_select_load_id(selection_id); + } + + DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &draw_stiffness_radius, color); + } + } + } +} + +/* Draw time ! Control rendering pipeline from here */ +static void EDIT_METABALL_draw_scene(void *vedata) +{ + EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl; + /* render passes on default framebuffer. */ + DRW_draw_pass(psl->pass); + + /* If you changed framebuffer, double check you rebind + * the default one with its textures attached before finishing */ +} + +/* Cleanup when destroying the engine. + * This is not per viewport ! only when quitting blender. + * Mostly used for freeing shaders */ +static void EDIT_METABALL_engine_free(void) +{ + // DRW_SHADER_FREE_SAFE(custom_shader); +} + +static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_METABALL_Data); + +DrawEngineType draw_engine_edit_metaball_type = { + NULL, NULL, + N_("EditMetaballMode"), + &EDIT_METABALL_data_size, + NULL, + &EDIT_METABALL_engine_free, + &EDIT_METABALL_cache_init, + &EDIT_METABALL_cache_populate, + NULL, + NULL, /* draw_background but not needed by mode engines */ + &EDIT_METABALL_draw_scene, + NULL, + NULL, +}; |