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Diffstat (limited to 'source/blender/draw/modes/object_mode.c')
-rw-r--r--source/blender/draw/modes/object_mode.c3308
1 files changed, 3308 insertions, 0 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
new file mode 100644
index 00000000000..38bf2aeaf16
--- /dev/null
+++ b/source/blender/draw/modes/object_mode.c
@@ -0,0 +1,3308 @@
+/*
+ * 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/object_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_userdef_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meta_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_force_types.h"
+#include "DNA_lightprobe_types.h"
+#include "DNA_particle_types.h"
+#include "DNA_rigidbody_types.h"
+#include "DNA_smoke_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BIF_gl.h"
+
+#include "BLI_string_utils.h"
+
+#include "BKE_anim.h"
+#include "BKE_camera.h"
+#include "BKE_constraint.h"
+#include "BKE_curve.h"
+#include "BKE_editmesh.h"
+#include "BKE_global.h"
+#include "BKE_mball.h"
+#include "BKE_mesh.h"
+#include "BKE_modifier.h"
+#include "BKE_movieclip.h"
+#include "BKE_object.h"
+#include "BKE_particle.h"
+#include "BKE_image.h"
+#include "BKE_texture.h"
+#include "BKE_tracking.h"
+
+#include "ED_view3d.h"
+
+#include "GPU_batch.h"
+#include "GPU_draw.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "UI_resources.h"
+
+#include "draw_mode_engines.h"
+#include "draw_manager_text.h"
+#include "draw_common.h"
+
+#include "DEG_depsgraph_query.h"
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GPUTexture *globals_ramp; /* draw_common.c */
+extern GlobalsUboStorage ts;
+
+extern char datatoc_object_outline_prepass_vert_glsl[];
+extern char datatoc_object_outline_prepass_geom_glsl[];
+extern char datatoc_object_outline_prepass_frag_glsl[];
+extern char datatoc_object_outline_resolve_frag_glsl[];
+extern char datatoc_object_outline_detect_frag_glsl[];
+extern char datatoc_object_outline_expand_frag_glsl[];
+extern char datatoc_object_grid_frag_glsl[];
+extern char datatoc_object_grid_vert_glsl[];
+extern char datatoc_object_empty_image_frag_glsl[];
+extern char datatoc_object_empty_image_vert_glsl[];
+extern char datatoc_object_lightprobe_grid_vert_glsl[];
+extern char datatoc_object_loose_points_frag_glsl[];
+extern char datatoc_object_particle_prim_vert_glsl[];
+extern char datatoc_object_particle_dot_vert_glsl[];
+extern char datatoc_object_particle_dot_frag_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_common_fxaa_lib_glsl[];
+extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_id_frag_glsl[];
+extern char datatoc_common_fullscreen_vert_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+
+/* *********** LISTS *********** */
+typedef struct OBJECT_PassList {
+ struct DRWPass *non_meshes[2];
+ struct DRWPass *image_empties[2];
+ struct DRWPass *spot_shapes[2];
+ struct DRWPass *ob_center;
+ struct DRWPass *outlines;
+ struct DRWPass *outlines_search;
+ struct DRWPass *outlines_expand;
+ struct DRWPass *outlines_bleed;
+ struct DRWPass *outlines_resolve;
+ struct DRWPass *grid;
+ struct DRWPass *bone_solid[2];
+ struct DRWPass *bone_outline[2];
+ struct DRWPass *bone_wire[2];
+ struct DRWPass *bone_envelope[2];
+ struct DRWPass *bone_axes[2];
+ struct DRWPass *particle;
+ struct DRWPass *lightprobes;
+} OBJECT_PassList;
+
+typedef struct OBJECT_FramebufferList {
+ struct GPUFrameBuffer *outlines_fb;
+ struct GPUFrameBuffer *blur_fb;
+ struct GPUFrameBuffer *expand_fb;
+ struct GPUFrameBuffer *ghost_fb;
+} OBJECT_FramebufferList;
+
+typedef struct OBJECT_StorageList {
+ struct OBJECT_PrivateData *g_data;
+} OBJECT_StorageList;
+
+typedef struct OBJECT_Data {
+ void *engine_type;
+ OBJECT_FramebufferList *fbl;
+ DRWViewportEmptyList *txl;
+ OBJECT_PassList *psl;
+ OBJECT_StorageList *stl;
+} OBJECT_Data;
+
+/* *********** STATIC *********** */
+
+typedef struct OBJECT_ShadingGroupList {
+ /* Reference only */
+ struct DRWPass *non_meshes;
+ struct DRWPass *image_empties;
+ struct DRWPass *spot_shapes;
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_outline;
+ struct DRWPass *bone_wire;
+ struct DRWPass *bone_envelope;
+ struct DRWPass *bone_axes;
+
+ /* Empties */
+ DRWShadingGroup *plain_axes;
+ DRWShadingGroup *cube;
+ DRWShadingGroup *circle;
+ DRWShadingGroup *sphere;
+ DRWShadingGroup *sphere_solid;
+ DRWShadingGroup *cylinder;
+ DRWShadingGroup *capsule_cap;
+ DRWShadingGroup *capsule_body;
+ DRWShadingGroup *cone;
+ DRWShadingGroup *single_arrow;
+ DRWShadingGroup *single_arrow_line;
+ DRWShadingGroup *empty_axes;
+
+ /* Force Field */
+ DRWShadingGroup *field_wind;
+ DRWShadingGroup *field_force;
+ DRWShadingGroup *field_vortex;
+ DRWShadingGroup *field_curve_sta;
+ DRWShadingGroup *field_curve_end;
+ DRWShadingGroup *field_tube_limit;
+ DRWShadingGroup *field_cone_limit;
+
+ /* Grease Pencil */
+ DRWShadingGroup *gpencil_axes;
+
+ /* Speaker */
+ DRWShadingGroup *speaker;
+
+ /* Probe */
+ DRWShadingGroup *probe_cube;
+ DRWShadingGroup *probe_planar;
+ DRWShadingGroup *probe_grid;
+
+ /* MetaBalls */
+ DRWShadingGroup *mball_handle;
+
+ /* Lamps */
+ DRWShadingGroup *lamp_center;
+ DRWShadingGroup *lamp_groundpoint;
+ DRWShadingGroup *lamp_groundline;
+ DRWShadingGroup *lamp_circle;
+ DRWShadingGroup *lamp_circle_shadow;
+ DRWShadingGroup *lamp_sunrays;
+ DRWShadingGroup *lamp_distance;
+ DRWShadingGroup *lamp_buflimit;
+ DRWShadingGroup *lamp_buflimit_points;
+ DRWShadingGroup *lamp_area_sphere;
+ DRWShadingGroup *lamp_area_square;
+ DRWShadingGroup *lamp_area_disk;
+ DRWShadingGroup *lamp_hemi;
+ DRWShadingGroup *lamp_spot_cone;
+ DRWShadingGroup *lamp_spot_blend;
+ DRWShadingGroup *lamp_spot_pyramid;
+ DRWShadingGroup *lamp_spot_blend_rect;
+ DRWShadingGroup *lamp_spot_volume;
+ DRWShadingGroup *lamp_spot_volume_rect;
+ DRWShadingGroup *lamp_spot_volume_outside;
+ DRWShadingGroup *lamp_spot_volume_rect_outside;
+
+ /* Helpers */
+ DRWShadingGroup *relationship_lines;
+ DRWShadingGroup *constraint_lines;
+
+ /* Camera */
+ DRWShadingGroup *camera;
+ DRWShadingGroup *camera_frame;
+ DRWShadingGroup *camera_tria;
+ DRWShadingGroup *camera_focus;
+ DRWShadingGroup *camera_clip;
+ DRWShadingGroup *camera_clip_points;
+ DRWShadingGroup *camera_mist;
+ DRWShadingGroup *camera_mist_points;
+ DRWShadingGroup *camera_stereo_plane;
+ DRWShadingGroup *camera_stereo_volume;
+ DRWShadingGroup *camera_stereo_volume_wires;
+ ListBase camera_path;
+
+ /* Wire */
+ DRWShadingGroup *wire;
+ DRWShadingGroup *wire_active;
+ DRWShadingGroup *wire_select;
+ DRWShadingGroup *wire_transform;
+ /* Wire (duplicator) */
+ DRWShadingGroup *wire_dupli;
+ DRWShadingGroup *wire_dupli_select;
+
+ /* Points */
+ DRWShadingGroup *points;
+ DRWShadingGroup *points_active;
+ DRWShadingGroup *points_select;
+ DRWShadingGroup *points_transform;
+ /* Points (duplicator) */
+ DRWShadingGroup *points_dupli;
+ DRWShadingGroup *points_dupli_select;
+
+ /* Texture Space */
+ DRWShadingGroup *texspace;
+} OBJECT_ShadingGroupList;
+
+typedef struct OBJECT_PrivateData {
+ OBJECT_ShadingGroupList sgl;
+ OBJECT_ShadingGroupList sgl_ghost;
+
+ /* Outlines */
+ DRWShadingGroup *outlines_active;
+ DRWShadingGroup *outlines_select;
+ DRWShadingGroup *outlines_select_dupli;
+ DRWShadingGroup *outlines_transform;
+
+ /* Lightprobes */
+ DRWShadingGroup *lightprobes_cube_select;
+ DRWShadingGroup *lightprobes_cube_select_dupli;
+ DRWShadingGroup *lightprobes_cube_active;
+ DRWShadingGroup *lightprobes_cube_transform;
+
+ DRWShadingGroup *lightprobes_planar_select;
+ DRWShadingGroup *lightprobes_planar_select_dupli;
+ DRWShadingGroup *lightprobes_planar_active;
+ DRWShadingGroup *lightprobes_planar_transform;
+
+ /* Objects Centers */
+ DRWShadingGroup *center_active;
+ DRWShadingGroup *center_selected;
+ DRWShadingGroup *center_deselected;
+ DRWShadingGroup *center_selected_lib;
+ DRWShadingGroup *center_deselected_lib;
+
+ /* Outlines id offset (accessed as an array) */
+ int id_ofs_active;
+ int id_ofs_select;
+ int id_ofs_select_dupli;
+ int id_ofs_transform;
+
+ int id_ofs_prb_active;
+ int id_ofs_prb_select;
+ int id_ofs_prb_select_dupli;
+ int id_ofs_prb_transform;
+
+ bool xray_enabled;
+} OBJECT_PrivateData; /* Transient data */
+
+static struct {
+ /* Instance Data format */
+ struct GPUVertFormat *particle_format;
+ struct GPUVertFormat *empty_image_format;
+ struct GPUVertFormat *empty_image_wire_format;
+
+ /* fullscreen shaders */
+ GPUShader *outline_prepass_sh;
+ GPUShader *outline_prepass_wire_sh;
+ GPUShader *outline_resolve_sh;
+ GPUShader *outline_resolve_aa_sh;
+ GPUShader *outline_detect_sh;
+ GPUShader *outline_detect_wire_sh;
+ GPUShader *outline_fade_sh;
+ GPUShader *outline_fade_large_sh;
+
+ /* regular shaders */
+ GPUShader *object_empty_image_sh;
+ GPUShader *object_empty_image_wire_sh;
+ GPUShader *grid_sh;
+ GPUShader *part_dot_sh;
+ GPUShader *part_prim_sh;
+ GPUShader *part_axis_sh;
+ GPUShader *lightprobe_grid_sh;
+ GPUShader *loose_points_sh;
+ float camera_pos[3];
+ float grid_settings[5];
+ float grid_mesh_size;
+ int grid_flag;
+ float grid_axes[3];
+ int zpos_flag;
+ int zneg_flag;
+ float zplane_axes[3];
+ float inv_viewport_size[2];
+ bool draw_grid;
+ /* Temp buffer textures */
+ struct GPUTexture *outlines_depth_tx;
+ struct GPUTexture *outlines_id_tx;
+ struct GPUTexture *outlines_color_tx;
+ struct GPUTexture *outlines_blur_tx;
+
+ ListBase smoke_domains;
+} e_data = {NULL}; /* Engine data */
+
+
+enum {
+ SHOW_AXIS_X = (1 << 0),
+ SHOW_AXIS_Y = (1 << 1),
+ SHOW_AXIS_Z = (1 << 2),
+ SHOW_GRID = (1 << 3),
+ PLANE_XY = (1 << 4),
+ PLANE_XZ = (1 << 5),
+ PLANE_YZ = (1 << 6),
+ CLIP_ZPOS = (1 << 7),
+ CLIP_ZNEG = (1 << 8),
+ GRID_BACK = (1 << 9),
+};
+
+/* Prototypes. */
+static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color);
+
+/* *********** FUNCTIONS *********** */
+
+static void OBJECT_engine_init(void *vedata)
+{
+ OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
+
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ if (DRW_state_is_fbo()) {
+ e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
+ &draw_engine_object_type);
+ /* XXX TODO GPU_R16UI can overflow, it would cause no harm
+ * (only bad colored or missing outlines) but we should
+ * use 32bits only if the scene have that many objects */
+ e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI,
+ &draw_engine_object_type);
+
+ GPU_framebuffer_ensure_config(&fbl->outlines_fb, {
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)
+ });
+
+ e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ &draw_engine_object_type);
+
+ GPU_framebuffer_ensure_config(&fbl->expand_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)
+ });
+
+ e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ &draw_engine_object_type);
+
+ GPU_framebuffer_ensure_config(&fbl->blur_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx)
+ });
+ }
+
+ /* Shaders */
+ if (!e_data.outline_resolve_sh) {
+ /* Outline */
+ e_data.outline_prepass_sh = DRW_shader_create_3D(datatoc_object_outline_prepass_frag_glsl, NULL);
+
+ e_data.outline_prepass_wire_sh = DRW_shader_create(
+ datatoc_object_outline_prepass_vert_glsl,
+ datatoc_object_outline_prepass_geom_glsl,
+ datatoc_object_outline_prepass_frag_glsl, NULL);
+
+ e_data.outline_resolve_sh = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL);
+
+ e_data.outline_resolve_aa_sh = DRW_shader_create_with_lib(
+ datatoc_common_fullscreen_vert_glsl, NULL,
+ datatoc_object_outline_resolve_frag_glsl,
+ datatoc_common_fxaa_lib_glsl,
+ "#define FXAA_ALPHA\n"
+ "#define USE_FXAA\n");
+
+ e_data.outline_detect_sh = DRW_shader_create_with_lib(
+ datatoc_common_fullscreen_vert_glsl, NULL,
+ datatoc_object_outline_detect_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ NULL);
+
+ e_data.outline_detect_wire_sh = DRW_shader_create_with_lib(
+ datatoc_common_fullscreen_vert_glsl, NULL,
+ datatoc_object_outline_detect_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define WIRE\n");
+
+
+ e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
+ e_data.outline_fade_large_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, "#define LARGE_OUTLINE\n");
+
+ /* Empty images */
+# define EMPTY_IMAGE_SHADER_DEFINES \
+ "#define DEPTH_UNCHANGED " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_DEFAULT) "\n" \
+ "#define DEPTH_FRONT " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_FRONT) "\n" \
+ "#define DEPTH_BACK " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_BACK) "\n"
+
+ e_data.object_empty_image_sh = DRW_shader_create(
+ datatoc_object_empty_image_vert_glsl, NULL,
+ datatoc_object_empty_image_frag_glsl,
+ EMPTY_IMAGE_SHADER_DEFINES);
+
+ e_data.object_empty_image_wire_sh = DRW_shader_create(
+ datatoc_object_empty_image_vert_glsl, NULL,
+ datatoc_object_empty_image_frag_glsl,
+ EMPTY_IMAGE_SHADER_DEFINES
+ "#define USE_WIRE\n");
+
+# undef EMPTY_IMAGE_SHADER_DEFINES
+
+ /* Grid */
+ e_data.grid_sh = DRW_shader_create_with_lib(
+ datatoc_object_grid_vert_glsl, NULL,
+ datatoc_object_grid_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+
+ /* Particles */
+ e_data.part_prim_sh = DRW_shader_create(
+ datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+
+ e_data.part_axis_sh = DRW_shader_create(
+ datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl,
+ "#define USE_AXIS\n");
+
+ e_data.part_dot_sh = DRW_shader_create(
+ datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
+
+ /* Lightprobes */
+ e_data.lightprobe_grid_sh = DRW_shader_create(
+ datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL);
+
+ /* Loose Points */
+ e_data.loose_points_sh = DRW_shader_create_3D(datatoc_object_loose_points_frag_glsl, NULL);
+ }
+
+ {
+ /* Grid precompute */
+ float invviewmat[4][4], invwinmat[4][4];
+ float viewmat[4][4], winmat[4][4];
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
+ float grid_res;
+
+ const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
+ const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
+ const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
+ const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0;
+ e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
+
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV);
+ DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
+
+ /* Setup camera pos */
+ copy_v3_v3(e_data.camera_pos, invviewmat[3]);
+
+ /* if perps */
+ if (winmat[3][3] == 0.0f) {
+ float fov;
+ float viewvecs[2][4] = {
+ {1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f}
+ };
+
+ /* convert the view vectors to view space */
+ for (int i = 0; i < 2; i++) {
+ mul_m4_v4(invwinmat, viewvecs[i]);
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
+ }
+
+ fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
+ grid_res = fabsf(tanf(fov)) / grid_scale;
+
+ e_data.grid_flag = (1 << 4); /* XY plane */
+ if (show_axis_x)
+ e_data.grid_flag |= SHOW_AXIS_X;
+ if (show_axis_y)
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ if (show_floor)
+ e_data.grid_flag |= SHOW_GRID;
+
+ }
+ else {
+ if (rv3d->view != RV3D_VIEW_USER) {
+ /* Allow 3 more subdivisions. */
+ grid_scale /= powf(v3d->gridsubdiv, 3);
+ }
+
+ float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
+ grid_res = viewdist / grid_scale;
+
+ if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
+ e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
+ }
+ else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
+ e_data.grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
+ }
+ else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
+ e_data.grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
+ }
+ else { /* RV3D_VIEW_USER */
+ e_data.grid_flag = PLANE_XY;
+ if (show_axis_x) {
+ e_data.grid_flag |= SHOW_AXIS_X;
+ }
+ if (show_axis_y) {
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ }
+ if (show_floor) {
+ e_data.grid_flag |= SHOW_GRID;
+ }
+ }
+ }
+
+ e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
+ e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
+ e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
+
+ /* Z axis if needed */
+ if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
+ e_data.zpos_flag = SHOW_AXIS_Z;
+
+ float zvec[4] = {0.0f, 0.0f, -1.0f, 0.0f};
+ mul_m4_v4(invviewmat, zvec);
+
+ /* z axis : chose the most facing plane */
+ if (fabsf(zvec[0]) < fabsf(zvec[1])) {
+ e_data.zpos_flag |= PLANE_XZ;
+ }
+ else {
+ e_data.zpos_flag |= PLANE_YZ;
+ }
+
+ e_data.zneg_flag = e_data.zpos_flag;
+
+ /* Persp : If camera is below floor plane, we switch clipping
+ * Ortho : If eye vector is looking up, we switch clipping */
+ if (((winmat[3][3] == 0.0f) && (e_data.camera_pos[2] > 0.0f)) ||
+ ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f)))
+ {
+ e_data.zpos_flag |= CLIP_ZPOS;
+ e_data.zneg_flag |= CLIP_ZNEG;
+ }
+ else {
+ e_data.zpos_flag |= CLIP_ZNEG;
+ e_data.zneg_flag |= CLIP_ZPOS;
+ }
+
+ e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
+ e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
+ e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
+
+ }
+ else {
+ e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
+ }
+
+ float dist;
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
+ Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
+ dist = ((Camera *)(camera_object->data))->clipend;
+ }
+ else {
+ dist = v3d->far;
+ }
+
+ e_data.grid_settings[0] = dist / 2.0f; /* gridDistance */
+ e_data.grid_settings[1] = grid_res; /* gridResolution */
+ e_data.grid_settings[2] = grid_scale; /* gridScale */
+ e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
+ e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) : 0.0f; /* 1/log(gridSubdiv) */
+
+ if (winmat[3][3] == 0.0f) {
+ e_data.grid_mesh_size = dist;
+ }
+ else {
+ float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
+ e_data.grid_mesh_size = viewdist * dist;
+ }
+ }
+
+ copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
+ invert_v2(e_data.inv_viewport_size);
+}
+
+static void OBJECT_engine_free(void)
+{
+ MEM_SAFE_FREE(e_data.particle_format);
+ MEM_SAFE_FREE(e_data.empty_image_format);
+ MEM_SAFE_FREE(e_data.empty_image_wire_format);
+ DRW_SHADER_FREE_SAFE(e_data.outline_prepass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_prepass_wire_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_resolve_aa_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_detect_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_detect_wire_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_fade_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_fade_large_sh);
+ DRW_SHADER_FREE_SAFE(e_data.object_empty_image_sh);
+ DRW_SHADER_FREE_SAFE(e_data.object_empty_image_wire_sh);
+ DRW_SHADER_FREE_SAFE(e_data.grid_sh);
+ DRW_SHADER_FREE_SAFE(e_data.part_prim_sh);
+ DRW_SHADER_FREE_SAFE(e_data.part_axis_sh);
+ DRW_SHADER_FREE_SAFE(e_data.part_dot_sh);
+ DRW_SHADER_FREE_SAFE(e_data.lightprobe_grid_sh);
+ DRW_SHADER_FREE_SAFE(e_data.loose_points_sh);
+}
+
+static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader *sh)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
+
+ return grp;
+}
+
+/* currently same as 'shgroup_outline', new function to avoid confustion */
+static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], GPUShader *sh)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+
+ return grp;
+}
+
+/* currently same as 'shgroup_outline', new function to avoid confustion */
+static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUShader *sh)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+ DRW_shgroup_uniform_vec4(grp, "innerColor", ts.colorEditMeshMiddle, 1);
+
+ return grp;
+}
+
+static int *shgroup_theme_id_to_probe_outline_counter(
+ OBJECT_StorageList *stl, int theme_id, const int base_flag)
+{
+ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_prb_select_dupli;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_prb_transform;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return &stl->g_data->id_ofs_prb_active;
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_prb_select;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_prb_transform;
+ }
+}
+
+static int *shgroup_theme_id_to_outline_counter(
+ OBJECT_StorageList *stl, int theme_id, const int base_flag)
+{
+ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_select_dupli;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_transform;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return &stl->g_data->id_ofs_active;
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_select;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_transform;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_probe_planar_outline_shgrp(
+ OBJECT_StorageList *stl, int theme_id)
+{
+ /* does not increment counter */
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->lightprobes_planar_active;
+ case TH_SELECT:
+ return stl->g_data->lightprobes_planar_select;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_planar_transform;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_probe_cube_outline_shgrp(
+ OBJECT_StorageList *stl, int theme_id, const int base_flag)
+{
+ /* does not increment counter */
+ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return stl->g_data->lightprobes_cube_select_dupli;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_cube_transform;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->lightprobes_cube_active;
+ case TH_SELECT:
+ return stl->g_data->lightprobes_cube_select;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_cube_transform;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(
+ OBJECT_StorageList *stl, int theme_id, const int base_flag)
+{
+ int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag);
+ *counter += 1;
+
+ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return stl->g_data->outlines_select_dupli;
+ case TH_TRANSFORM:
+ return stl->g_data->outlines_transform;
+ default:
+ return NULL;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->outlines_active;
+ case TH_SELECT:
+ return stl->g_data->outlines_select;
+ case TH_TRANSFORM:
+ return stl->g_data->outlines_transform;
+ default:
+ return NULL;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_wire(
+ OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag)
+{
+ if (UNLIKELY(base_flag & BASE_FROM_SET)) {
+ return sgl->wire_dupli;
+ }
+ else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return sgl->wire_dupli_select;
+ case TH_TRANSFORM:
+ return sgl->wire_transform;
+ default:
+ return sgl->wire_dupli;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return sgl->wire_active;
+ case TH_SELECT:
+ return sgl->wire_select;
+ case TH_TRANSFORM:
+ return sgl->wire_transform;
+ default:
+ return sgl->wire;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_point(
+ OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag)
+{
+ if (UNLIKELY(base_flag & BASE_FROM_SET)) {
+ return sgl->points_dupli;
+ }
+ else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
+ switch (theme_id) {
+ case TH_ACTIVE:
+ case TH_SELECT:
+ return sgl->points_dupli_select;
+ case TH_TRANSFORM:
+ return sgl->points_transform;
+ default:
+ return sgl->points_dupli;
+ }
+ }
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return sgl->points_active;
+ case TH_SELECT:
+ return sgl->points_select;
+ case TH_TRANSFORM:
+ return sgl->points_transform;
+ default:
+ return sgl->points;
+ }
+}
+
+static void image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2])
+{
+ float ima_x, ima_y;
+ if (ima) {
+ ima_x = size[0];
+ ima_y = size[1];
+ }
+ else {
+ /* if no image, make it a 1x1 empty square, honor scale & offset */
+ ima_x = ima_y = 1.0f;
+ }
+ /* Get the image aspect even if the buffer is invalid */
+ float sca_x = 1.0f, sca_y = 1.0f;
+ if (ima) {
+ if (ima->aspx > ima->aspy) {
+ sca_y = ima->aspy / ima->aspx;
+ }
+ else if (ima->aspx < ima->aspy) {
+ sca_x = ima->aspx / ima->aspy;
+ }
+ }
+
+ const float scale_x_inv = ima_x * sca_x;
+ const float scale_y_inv = ima_y * sca_y;
+ if (scale_x_inv > scale_y_inv) {
+ r_image_aspect[0] = 1.0f;
+ r_image_aspect[1] = scale_y_inv / scale_x_inv;
+ }
+ else {
+ r_image_aspect[0] = scale_x_inv / scale_y_inv;
+ r_image_aspect[1] = 1.0f;
+ }
+}
+
+static void DRW_shgroup_empty_image(
+ OBJECT_ShadingGroupList *sgl, Object *ob, const float color[3], RegionView3D *rv3d)
+{
+ /* TODO: 'StereoViews', see draw_empty_image. */
+
+ if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d))
+ return;
+
+ /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, see: T59347 */
+ int size[2] = {0};
+
+ GPUTexture *tex = NULL;
+
+ if (ob->data != NULL) {
+ tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, 0.0f);
+ if (tex) {
+ size[0] = GPU_texture_width(tex);
+ size[1] = GPU_texture_height(tex);
+ }
+ }
+
+ CLAMP_MIN(size[0], 1);
+ CLAMP_MIN(size[1], 1);
+
+ float image_aspect[2];
+ image_calc_aspect(ob->data, size, image_aspect);
+
+ /* OPTI(fclem) We need sorting only for transparent images. If an image as no alpha channel and
+ * ob->col[3] == 1.0f, we could remove it from the sorting pass. */
+
+ if (tex && (ob->col[3] > 0.0f)) {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.object_empty_image_sh, sgl->image_empties);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
+ DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
+ DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
+ DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
+ DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
+ DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
+ DRW_shgroup_uniform_vec4(grp, "objectColor", ob->col, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_image_plane_get(), ob->obmat);
+ }
+
+ {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.object_empty_image_wire_sh, sgl->non_meshes);
+ /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
+ DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
+ DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
+ DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
+ DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
+ DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
+ DRW_shgroup_uniform_vec3(grp, "color", color, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_image_plane_wire_get(), ob->obmat);
+ }
+}
+
+static void OBJECT_cache_init(void *vedata)
+{
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ OBJECT_PrivateData *g_data;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH);
+ const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f);
+ const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) || (outline_width > 4.0f);
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ g_data = stl->g_data;
+ g_data->xray_enabled = XRAY_ENABLED(draw_ctx->v3d) && (draw_ctx->v3d->shading.type < OB_MATERIAL);
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
+
+ GPUShader *sh = e_data.outline_prepass_sh;
+
+ if (g_data->xray_enabled) {
+ sh = e_data.outline_prepass_wire_sh;
+ }
+
+ g_data->outlines_select = shgroup_outline(psl->outlines, &g_data->id_ofs_select, sh);
+ g_data->outlines_select_dupli = shgroup_outline(psl->outlines, &g_data->id_ofs_select_dupli, sh);
+ g_data->outlines_transform = shgroup_outline(psl->outlines, &g_data->id_ofs_transform, sh);
+ g_data->outlines_active = shgroup_outline(psl->outlines, &g_data->id_ofs_active, sh);
+
+ g_data->id_ofs_select = 0;
+ g_data->id_ofs_select_dupli = 0;
+ g_data->id_ofs_active = 0;
+ g_data->id_ofs_transform = 0;
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_POINT;
+ DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
+ struct GPUBatch *sphere = DRW_cache_sphere_get();
+ struct GPUBatch *quad = DRW_cache_quad_get();
+
+ /* Cubemap */
+ g_data->lightprobes_cube_select = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select);
+ g_data->lightprobes_cube_select_dupli = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select_dupli);
+ g_data->lightprobes_cube_active = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_active);
+ g_data->lightprobes_cube_transform = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_transform);
+
+ /* Planar */
+ g_data->lightprobes_planar_select = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select);
+ g_data->lightprobes_planar_select_dupli = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select_dupli);
+ g_data->lightprobes_planar_active = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_active);
+ g_data->lightprobes_planar_transform = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_transform);
+
+ g_data->id_ofs_prb_select = 0;
+ g_data->id_ofs_prb_select_dupli = 0;
+ g_data->id_ofs_prb_active = 0;
+ g_data->id_ofs_prb_transform = 0;
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR;
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
+ /* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */
+ float alphaOcclu = (g_data->xray_enabled) ? 1.0f : 0.35f;
+
+ psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
+
+ GPUShader *sh = (g_data->xray_enabled) ? e_data.outline_detect_wire_sh : e_data.outline_detect_sh;
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu);
+ DRW_shgroup_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ /* This is the bleed pass if do_outline_expand is false. */
+ GPUShader *fade_sh = (do_large_expand) ? e_data.outline_fade_large_sh : e_data.outline_fade_sh;
+ psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state);
+
+ grp = DRW_shgroup_create(fade_sh, psl->outlines_expand);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx);
+ DRW_shgroup_uniform_bool_copy(grp, "doExpand", do_outline_expand);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state);
+
+ if (do_outline_expand) {
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_bleed);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx);
+ DRW_shgroup_uniform_bool_copy(grp, "doExpand", false);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
+ psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state);
+
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
+ GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx : &e_data.outlines_color_tx;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_resolve_aa_sh, psl->outlines_resolve);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx);
+ DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
+ /* Grid pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
+ psl->grid = DRW_pass_create("Infinite Grid Pass", state);
+
+ struct GPUBatch *geom = DRW_cache_grid_get();
+ float grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
+ static float mat[4][4];
+ unit_m4(mat);
+
+ /* Create 3 quads to render ordered transparency Z axis */
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
+ DRW_shgroup_uniform_vec3(grp, "cameraPos", e_data.camera_pos, 1);
+ DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
+ DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size);
+ DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size);
+ DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, geom, mat);
+
+ grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, geom, mat);
+
+ grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, geom, mat);
+ }
+
+ for (int i = 0; i < 2; ++i) {
+ OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
+
+ /* Solid bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ sgl->bone_solid = psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state);
+ sgl->bone_outline = psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
+
+ /* Wire bones */
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
+ sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
+
+ /* distance outline around envelope bones */
+ state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
+ sgl->bone_envelope = psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass", state);
+
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state);
+ }
+
+ for (int i = 0; i < 2; ++i) {
+ OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
+
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ struct GPUBatch *geom;
+ struct GPUShader *sh;
+
+ DRWState state =
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_POINT | DRW_STATE_WIRE;
+ sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state);
+
+ state = DRW_STATE_WRITE_COLOR |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_WIRE;
+ sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state);
+
+ /* Empties */
+ geom = DRW_cache_plain_axes_get();
+ sgl->plain_axes = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_cube_get();
+ sgl->cube = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ sgl->circle = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_sphere_get();
+ sgl->sphere = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_sphere_get();
+ sgl->sphere_solid = shgroup_instance_solid(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_cylinder_get();
+ sgl->cylinder = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_capsule_cap_get();
+ sgl->capsule_cap = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_capsule_body_get();
+ sgl->capsule_body = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_cone_get();
+ sgl->cone = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_single_arrow_get();
+ sgl->single_arrow = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ sgl->single_arrow_line = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_bone_arrows_get();
+ sgl->empty_axes = shgroup_instance_empty_axes(sgl->non_meshes, geom);
+
+ /* Force Field */
+ geom = DRW_cache_field_wind_get();
+ sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom);
+
+ geom = DRW_cache_field_force_get();
+ sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
+
+ geom = DRW_cache_field_vortex_get();
+ sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom);
+
+ geom = DRW_cache_screenspace_circle_get();
+ sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
+
+ /* Grease Pencil */
+ geom = DRW_cache_gpencil_axes_get();
+ sgl->gpencil_axes = shgroup_instance(sgl->non_meshes, geom);
+
+ /* Speaker */
+ geom = DRW_cache_speaker_get();
+ sgl->speaker = shgroup_instance(sgl->non_meshes, geom);
+
+ /* Probe */
+ static float probeSize = 14.0f;
+ geom = DRW_cache_lightprobe_cube_get();
+ sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize);
+
+ geom = DRW_cache_lightprobe_grid_get();
+ sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize);
+
+ static float probePlanarSize = 20.0f;
+ geom = DRW_cache_lightprobe_planar_get();
+ sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize);
+
+ /* Camera */
+ geom = DRW_cache_camera_get();
+ sgl->camera = shgroup_camera_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_camera_frame_get();
+ sgl->camera_frame = shgroup_camera_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_camera_tria_get();
+ sgl->camera_tria = shgroup_camera_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_plain_axes_get();
+ sgl->camera_focus = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom);
+ sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ sgl->camera_clip_points = shgroup_distance_lines_instance(sgl->non_meshes, geom);
+ sgl->camera_mist_points = shgroup_distance_lines_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_quad_get();
+ sgl->camera_stereo_plane = shgroup_instance_alpha(sgl->non_meshes, geom);
+
+ geom = DRW_cache_cube_get();
+ sgl->camera_stereo_volume = shgroup_instance_alpha(sgl->non_meshes, geom);
+
+ geom = DRW_cache_empty_cube_get();
+ sgl->camera_stereo_volume_wires = shgroup_instance(sgl->non_meshes, geom);
+
+ BLI_listbase_clear(&sgl->camera_path);
+
+ /* Texture Space */
+ geom = DRW_cache_empty_cube_get();
+ sgl->texspace = shgroup_instance(sgl->non_meshes, geom);
+
+ /* Wires (for loose edges) */
+ sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ sgl->wire = shgroup_wire(sgl->non_meshes, ts.colorWire, sh);
+ sgl->wire_select = shgroup_wire(sgl->non_meshes, ts.colorSelect, sh);
+ sgl->wire_transform = shgroup_wire(sgl->non_meshes, ts.colorTransform, sh);
+ sgl->wire_active = shgroup_wire(sgl->non_meshes, ts.colorActive, sh);
+ /* Wire (duplicator) */
+ sgl->wire_dupli = shgroup_wire(sgl->non_meshes, ts.colorDupli, sh);
+ sgl->wire_dupli_select = shgroup_wire(sgl->non_meshes, ts.colorDupliSelect, sh);
+
+ /* Points (loose points) */
+ sh = e_data.loose_points_sh;
+ sgl->points = shgroup_points(sgl->non_meshes, ts.colorWire, sh);
+ sgl->points_select = shgroup_points(sgl->non_meshes, ts.colorSelect, sh);
+ sgl->points_transform = shgroup_points(sgl->non_meshes, ts.colorTransform, sh);
+ sgl->points_active = shgroup_points(sgl->non_meshes, ts.colorActive, sh);
+ /* Points (duplicator) */
+ sgl->points_dupli = shgroup_points(sgl->non_meshes, ts.colorDupli, sh);
+ sgl->points_dupli_select = shgroup_points(sgl->non_meshes, ts.colorDupliSelect, sh);
+ DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND);
+
+ /* Metaballs Handles */
+ sgl->mball_handle = shgroup_instance_mball_handles(sgl->non_meshes);
+
+ /* Lamps */
+ /* TODO
+ * for now we create multiple times the same VBO with only lamp center coordinates
+ * but ideally we would only create it once */
+
+ /* start with buflimit because we don't want stipples */
+ geom = DRW_cache_single_line_get();
+ sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom);
+
+ sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, ts.colorLampNoAlpha, &ts.sizeLampCenter);
+
+ geom = DRW_cache_lamp_get();
+ sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &ts.sizeLampCircle);
+ geom = DRW_cache_lamp_shadows_get();
+ sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &ts.sizeLampCircleShadow);
+
+ geom = DRW_cache_lamp_sunrays_get();
+ sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &ts.sizeLampCircle);
+
+ sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, ts.colorLamp);
+ sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, ts.colorLamp);
+
+ geom = DRW_cache_screenspace_circle_get();
+ sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_area_square_get();
+ sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_area_disk_get();
+ sgl->lamp_area_disk = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_hemi_get();
+ sgl->lamp_hemi = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ sgl->lamp_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ sgl->lamp_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_spot_get();
+ sgl->lamp_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ sgl->lamp_spot_blend = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_spot_square_get();
+ sgl->lamp_spot_pyramid = shgroup_instance(sgl->non_meshes, geom);
+
+ geom = DRW_cache_square_get();
+ sgl->lamp_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom);
+
+ /* -------- STIPPLES ------- */
+
+ /* Relationship Lines */
+ sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, ts.colorWire);
+ sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, ts.colorGridAxisZ);
+
+ /* Force Field Curve Guide End (here because of stipple) */
+ /* TODO port to shader stipple */
+ geom = DRW_cache_screenspace_circle_get();
+ sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom);
+
+ /* Force Field Limits */
+ /* TODO port to shader stipple */
+ geom = DRW_cache_field_tube_limit_get();
+ sgl->field_tube_limit = shgroup_instance_scaled(sgl->non_meshes, geom);
+
+ /* TODO port to shader stipple */
+ geom = DRW_cache_field_cone_limit_get();
+ sgl->field_cone_limit = shgroup_instance_scaled(sgl->non_meshes, geom);
+
+ /* Spot shapes */
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_CULL_FRONT;
+ sgl->spot_shapes = psl->spot_shapes[i] = DRW_pass_create("Spot Shape Pass", state);
+
+ geom = DRW_cache_lamp_spot_volume_get();
+ sgl->lamp_spot_volume = shgroup_instance_alpha(sgl->spot_shapes, geom);
+
+ geom = DRW_cache_lamp_spot_square_volume_get();
+ sgl->lamp_spot_volume_rect = shgroup_instance_alpha(sgl->spot_shapes, geom);
+
+ geom = DRW_cache_lamp_spot_volume_get();
+ sgl->lamp_spot_volume_outside = shgroup_instance_alpha(sgl->spot_shapes, geom);
+ DRW_shgroup_state_disable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_FRONT);
+ DRW_shgroup_state_enable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_BACK);
+
+ geom = DRW_cache_lamp_spot_square_volume_get();
+ sgl->lamp_spot_volume_rect_outside = shgroup_instance_alpha(sgl->spot_shapes, geom);
+ DRW_shgroup_state_disable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_FRONT);
+ DRW_shgroup_state_enable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_BACK);
+ }
+
+ {
+ /* Object Center pass grouped by State */
+ DRWShadingGroup *grp;
+ static float outlineWidth, size;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
+ psl->ob_center = DRW_pass_create("Obj Center Pass", state);
+
+ outlineWidth = 1.0f * U.pixelsize;
+ size = U.obcenter_dia * U.pixelsize + outlineWidth;
+
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+
+ /* Active */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_float(grp, "size", &size, 1);
+ DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorActive, 1);
+ DRW_shgroup_uniform_vec4(grp, "outlineColor", ts.colorOutline, 1);
+ stl->g_data->center_active = grp;
+
+ /* Select */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorSelect, 1);
+ stl->g_data->center_selected = grp;
+
+ /* Deselect */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorDeselect, 1);
+ stl->g_data->center_deselected = grp;
+
+ /* Select (library) */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorLibrarySelect, 1);
+ stl->g_data->center_selected_lib = grp;
+
+ /* Deselect (library) */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorLibrary, 1);
+ stl->g_data->center_deselected_lib = grp;
+ }
+
+ {
+ /* Particle Pass */
+ psl->particle = DRW_pass_create(
+ "Particle Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_POINT | DRW_STATE_BLEND);
+ }
+}
+
+static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
+{
+ MetaBall *mb = ob->data;
+
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
+ {
+ float scamat[3][3];
+ copy_m3_m4(scamat, ob->obmat);
+ /* Get the normalized inverse matrix to extract only
+ * the scale of Scamat */
+ float iscamat[3][3];
+ invert_m3_m3(iscamat, scamat);
+ normalize_m3(iscamat);
+ mul_m3_m3_post(scamat, iscamat);
+
+ copy_v3_v3(draw_scale_xform[0], scamat[0]);
+ copy_v3_v3(draw_scale_xform[1], scamat[1]);
+ copy_v3_v3(draw_scale_xform[2], scamat[2]);
+ }
+
+ for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) {
+ /* draw radius */
+ float world_pos[3];
+ mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
+ draw_scale_xform[0][3] = world_pos[0];
+ draw_scale_xform[1][3] = world_pos[1];
+ draw_scale_xform[2][3] = world_pos[2];
+
+ DRW_shgroup_call_dynamic_add(sgl->mball_handle, draw_scale_xform, &ml->rad, color);
+ }
+}
+
+static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
+{
+ Lamp *la = ob->data;
+ float *color;
+ int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
+ static float zero = 0.0f;
+
+ typedef struct LampEngineData {
+ DrawData dd;
+ float shape_mat[4][4];
+ float spot_blend_mat[4][4];
+ } LampEngineData;
+
+ LampEngineData *lamp_engine_data =
+ (LampEngineData *)DRW_drawdata_ensure(
+ &ob->id,
+ &draw_engine_object_type,
+ sizeof(LampEngineData),
+ NULL,
+ NULL);
+
+ float (*shapemat)[4] = lamp_engine_data->shape_mat;
+ float (*spotblendmat)[4] = lamp_engine_data->spot_blend_mat;
+
+ if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
+ /* Don't draw the center if it's selected or active */
+ if (theme_id == TH_LAMP) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_center, ob->obmat[3]);
+ }
+ }
+
+ /* First circle */
+ DRW_shgroup_call_dynamic_add(sgl->lamp_circle, ob->obmat[3], color);
+
+ /* draw dashed outer circle for shadow */
+ DRW_shgroup_call_dynamic_add(sgl->lamp_circle_shadow, ob->obmat[3], color);
+
+ /* Distance */
+ if (ELEM(la->type, LA_SUN, LA_AREA)) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_distance, color, &zero, &la->dist, ob->obmat);
+ }
+
+ copy_m4_m4(shapemat, ob->obmat);
+
+ if (la->type == LA_SUN) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_sunrays, ob->obmat[3], color);
+ }
+ else if (la->type == LA_SPOT) {
+ float size[3], sizemat[4][4];
+ static float one = 1.0f;
+ float cone_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f};
+ float cone_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f};
+ float blend = 1.0f - pow2f(la->spotblend);
+ size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist;
+ size[2] = cosf(la->spotsize * 0.5f) * la->dist;
+
+ size_to_mat4(sizemat, size);
+ mul_m4_m4m4(shapemat, ob->obmat, sizemat);
+
+ size[0] = size[1] = blend; size[2] = 1.0f;
+ size_to_mat4(sizemat, size);
+ translate_m4(sizemat, 0.0f, 0.0f, -1.0f);
+ rotate_m4(sizemat, 'X', (float)(M_PI / 2));
+ mul_m4_m4m4(spotblendmat, shapemat, sizemat);
+
+ if (la->mode & LA_SQUARE) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_pyramid, color, &one, shapemat);
+
+ /* hide line if it is zero size or overlaps with outer border,
+ * previously it adjusted to always to show it but that seems
+ * confusing because it doesn't show the actual blend size */
+ if (blend != 0.0f && blend != 1.0f) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend_rect, color, &one, spotblendmat);
+ }
+
+ if (la->mode & LA_SHOW_CONE) {
+
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect, cone_inside, &one, shapemat);
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect_outside, cone_outside, &one, shapemat);
+ }
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_cone, color, shapemat);
+
+ /* hide line if it is zero size or overlaps with outer border,
+ * previously it adjusted to always to show it but that seems
+ * confusing because it doesn't show the actual blend size */
+ if (blend != 0.0f && blend != 1.0f) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend, color, &one, spotblendmat);
+ }
+
+ if (la->mode & LA_SHOW_CONE) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume, cone_inside, &one, shapemat);
+ DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_outside, cone_outside, &one, shapemat);
+ }
+ }
+
+ DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
+ DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
+ }
+ else if (la->type == LA_AREA) {
+ float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
+
+ if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
+ size[1] = la->area_sizey / la->area_size;
+ size_to_mat4(sizemat, size);
+ mul_m4_m4m4(shapemat, shapemat, sizemat);
+ }
+
+ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_area_disk, color, &la->area_size, shapemat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_area_square, color, &la->area_size, shapemat);
+ }
+ }
+
+ if (ELEM(la->type, LA_LOCAL, LA_SPOT)) {
+ /* We only want position not scale. */
+ shapemat[0][0] = shapemat[1][1] = shapemat[2][2] = 1.0f;
+ shapemat[0][1] = shapemat[0][2] = 0.0f;
+ shapemat[1][0] = shapemat[1][2] = 0.0f;
+ shapemat[2][0] = shapemat[2][1] = 0.0f;
+ DRW_shgroup_call_dynamic_add(sgl->lamp_area_sphere, color, &la->area_size, shapemat);
+ }
+
+ /* Line and point going to the ground */
+ DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
+}
+
+static GPUBatch *batch_camera_path_get(
+ ListBase *camera_paths, const MovieTrackingReconstruction *reconstruction)
+{
+ GPUBatch *geom;
+ static GPUVertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attr_len == 0) {
+ attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ }
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, reconstruction->camnr);
+
+ MovieReconstructedCamera *camera = reconstruction->cameras;
+ for (int a = 0; a < reconstruction->camnr; a++, camera++) {
+ GPU_vertbuf_attr_set(vbo, attr_id.pos, a, camera->mat[3]);
+ }
+
+ geom = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
+
+ /* Store the batch to do cleanup after drawing. */
+ BLI_addtail(camera_paths, BLI_genericNodeN(geom));
+ return geom;
+}
+
+static void batch_camera_path_free(ListBase *camera_paths)
+{
+ LinkData *link;
+ while ((link = BLI_pophead(camera_paths))) {
+ GPUBatch *camera_path = link->data;
+ GPU_batch_discard(camera_path);
+ MEM_freeN(link);
+ }
+}
+
+static bool camera_view3d_is_stereo3d(Scene *scene, View3D *v3d)
+{
+ return (scene->r.scemode & R_MULTIVIEW) != 0 &&
+ (v3d->stereo3d_flag);
+}
+
+static void camera_stereo3d(
+ OBJECT_ShadingGroupList *sgl,
+ Scene *scene, ViewLayer *view_layer, View3D *v3d,
+ Object *ob, Camera *cam,
+ const float vec[4][3], float drawsize, const float scale[3])
+{
+ const bool is_select = DRW_state_is_select();
+ static float drwtria_dummy[2][2][2] = {{{0}}};
+ const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f;
+ float origin[2][3] = {{0}};
+ const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
+
+ const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
+ const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
+ const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME);
+
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ for (int eye = 0; eye < 2; eye++) {
+ float obmat[4][4];
+ ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
+
+ BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[eye], obmat);
+
+ copy_v2_v2(cam->drwcorners[eye][0], vec[0]);
+ copy_v2_v2(cam->drwcorners[eye][1], vec[1]);
+ copy_v2_v2(cam->drwcorners[eye][2], vec[2]);
+ copy_v2_v2(cam->drwcorners[eye][3], vec[3]);
+
+ cam->drwdepth[eye] = vec[0][2];
+
+ if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) {
+ const float shift_x =
+ ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) - cam->shiftx) *
+ (drawsize * scale[0] * fac));
+
+ for (int i = 0; i < 4; i++) {
+ cam->drwcorners[eye][i][0] += shift_x;
+ }
+ }
+
+ /* Dummy triangle, draw on top of existent lines so it is invisible. */
+ copy_v2_v2(drwtria_dummy[eye][0], cam->drwcorners[eye][0]);
+ copy_v2_v2(drwtria_dummy[eye][1], cam->drwcorners[eye][0]);
+
+ if (is_stereo3d_cameras) {
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_frame, color, cam->drwcorners[eye],
+ &cam->drwdepth[eye], cam->drwtria, obmat);
+
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera, color, cam->drwcorners[eye],
+ &cam->drwdepth[eye], drwtria_dummy[eye], obmat);
+ }
+
+ /* Connecting line. */
+ mul_m4_v3(obmat, origin[eye]);
+ }
+
+ /* Draw connecting lines. */
+ if (is_stereo3d_cameras) {
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[0]);
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[1]);
+ }
+
+ /* Draw convergence plane. */
+ if (is_stereo3d_plane && !is_select) {
+ static float convergence_distance_neg;
+ float axis_center[3];
+ float convergence_plane[4][2];
+ float offset;
+
+ mid_v3_v3v3(axis_center, origin[0], origin[1]);
+
+ for (int i = 0; i < 4; i++) {
+ mid_v2_v2v2(convergence_plane[i], cam->drwcorners[0][i], cam->drwcorners[1][i]);
+ }
+
+ offset = cam->stereo.convergence_distance / cam->drwdepth[0];
+
+ for (int i = 0; i < 4; i++) {
+ convergence_plane[i][0] -= 2.0f * cam->shiftx;
+ convergence_plane[i][1] -= 2.0f * cam->shifty;
+ mul_v2_fl(convergence_plane[i], offset);
+ }
+
+ convergence_distance_neg = -cam->stereo.convergence_distance;
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_frame, color, convergence_plane,
+ &convergence_distance_neg, cam->drwtria, cam->drwnormalmat);
+
+ if (v3d->stereo3d_convergence_alpha > 0.0f) {
+ /* We are using a -1,1 quad for this shading group, so we need to
+ * scale and transform it to match the convergence plane border. */
+ static float one = 1.0f;
+ float plane_mat[4][4], scale_mat[4][4];
+ float scale_factor[3] = {1.0f, 1.0f, 1.0f};
+ float color_plane[4] = {0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha};
+
+ const float height = convergence_plane[1][1] - convergence_plane[0][1];
+ const float width = convergence_plane[2][0] - convergence_plane[0][0];
+
+ scale_factor[0] = width * 0.5f;
+ scale_factor[1] = height * 0.5f;
+
+ copy_m4_m4(plane_mat, cam->drwnormalmat);
+ translate_m4(plane_mat, 0.0f, 0.0f, -cam->stereo.convergence_distance);
+ size_to_mat4(scale_mat, scale_factor);
+ mul_m4_m4_post(plane_mat, scale_mat);
+
+ DRW_shgroup_call_dynamic_add(sgl->camera_stereo_plane, color_plane, &one, plane_mat);
+ }
+ }
+
+ /* Draw convergence volume. */
+ if (is_stereo3d_volume && !is_select) {
+ static float one = 1.0f;
+ float color_volume[3][4] = {{0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha},
+ {1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha},
+ {0.0f, 0.0f, 0.0f, 0.0f}};
+
+ for (int eye = 0; eye < 2; eye++) {
+ float winmat[4][4], viewinv[4][4], viewmat[4][4], persmat[4][4], persinv[4][4];
+ ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
+
+ BKE_camera_multiview_window_matrix(&scene->r, ob, viewnames[eye], winmat);
+ BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], viewinv);
+
+ invert_m4_m4(viewmat, viewinv);
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ invert_m4_m4(persinv, persmat);
+
+ DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume, color_volume[eye], &one, persinv);
+ DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv);
+ }
+ }
+}
+
+static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+
+ Camera *cam = ob->data;
+ const Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
+ const bool is_select = DRW_state_is_select();
+ const bool is_active = (ob == camera_object);
+ const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
+ const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0;
+ const bool is_stereo3d = is_active && camera_view3d_is_stereo3d(scene, v3d);
+ const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
+ const bool is_stereo3d_cameras = (ob == scene->camera) &&
+ is_multiview &&
+ is_stereo3d_view &&
+ (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS);
+ const bool is_selection_camera_stereo = is_select &&
+ look_through && is_multiview &&
+ is_stereo3d_view;
+
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ float vec[4][3], asp[2], shift[2], scale[3], drawsize;
+
+ /* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */
+ if (is_selection_camera_stereo) {
+ scale[0] = 1.0f;
+ scale[1] = 1.0f;
+ scale[2] = 1.0f;
+ }
+ else {
+ scale[0] = 1.0f / len_v3(ob->obmat[0]);
+ scale[1] = 1.0f / len_v3(ob->obmat[1]);
+ scale[2] = 1.0f / len_v3(ob->obmat[2]);
+ }
+
+ BKE_camera_view_frame_ex(scene, cam, cam->drawsize, false, scale,
+ asp, shift, &drawsize, vec);
+
+ /* Frame coords */
+ copy_v2_v2(cam->drwcorners[0][0], vec[0]);
+ copy_v2_v2(cam->drwcorners[0][1], vec[1]);
+ copy_v2_v2(cam->drwcorners[0][2], vec[2]);
+ copy_v2_v2(cam->drwcorners[0][3], vec[3]);
+
+ /* depth */
+ cam->drwdepth[0] = vec[0][2];
+
+ /* tria */
+ cam->drwtria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]);
+ cam->drwtria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
+ cam->drwtria[1][0] = shift[0];
+ cam->drwtria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
+
+ if (look_through && !is_stereo3d_cameras) {
+ /* Only draw the frame. */
+ float mat[4][4];
+ if (is_selection_camera_stereo) {
+ /* Make sure selection uses the same matrix for camera as the one used while viewing. */
+ const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
+ BKE_camera_multiview_model_matrix(&scene->r, ob, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, mat);
+ }
+ else {
+ copy_m4_m4(mat, ob->obmat);
+ }
+
+ /* TODO (dfelinto): Disabling this for now since it is extremely wrong.
+ * Besides selection and multiview still works bad even on its finest day. */
+ if (!is_multiview) {
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_frame, color, cam->drwcorners[0],
+ &cam->drwdepth[0], cam->drwtria, mat);
+ }
+ }
+ else if (!look_through) {
+ if (!is_stereo3d_cameras) {
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera, color, cam->drwcorners[0],
+ &cam->drwdepth[0], cam->drwtria, ob->obmat);
+ }
+
+ /* Active cam */
+ if (is_active) {
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_tria, color,
+ cam->drwcorners[0], &cam->drwdepth[0], cam->drwtria, ob->obmat);
+ }
+ }
+
+ /* draw the rest in normalize object space */
+ normalize_m4_m4(cam->drwnormalmat, ob->obmat);
+
+ if (cam->flag & CAM_SHOWLIMITS) {
+ static float col[3] = {0.5f, 0.5f, 0.25f}, col_hi[3] = {1.0f, 1.0f, 0.5f};
+ float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f};
+ float focusdist = BKE_camera_object_dof_distance(ob);
+
+ copy_m4_m4(cam->drwfocusmat, cam->drwnormalmat);
+ translate_m4(cam->drwfocusmat, 0.0f, 0.0f, -focusdist);
+ size_to_mat4(sizemat, size);
+ mul_m4_m4m4(cam->drwfocusmat, cam->drwfocusmat, sizemat);
+
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_focus, (is_active ? col_hi : col),
+ &cam->drawsize, cam->drwfocusmat);
+
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_clip, color,
+ &cam->clipsta, &cam->clipend, cam->drwnormalmat);
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_clip_points, (is_active ? col_hi : col),
+ &cam->clipsta, &cam->clipend, cam->drwnormalmat);
+ }
+
+ if (cam->flag & CAM_SHOWMIST) {
+ World *world = scene->world;
+
+ if (world) {
+ static float col[3] = {0.5f, 0.5f, 0.5f}, col_hi[3] = {1.0f, 1.0f, 1.0f};
+ world->mistend = world->miststa + world->mistdist;
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_mist, color,
+ &world->miststa, &world->mistend, cam->drwnormalmat);
+ DRW_shgroup_call_dynamic_add(
+ sgl->camera_mist_points, (is_active ? col_hi : col),
+ &world->miststa, &world->mistend, cam->drwnormalmat);
+ }
+ }
+
+ /* Stereo cameras drawing. */
+ if (is_stereo3d) {
+ camera_stereo3d(sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale);
+ }
+
+ /* Motion Tracking. */
+ MovieClip *clip = BKE_object_movieclip_get(scene, ob, false);
+ if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) && (clip != NULL)) {
+ BLI_assert(BLI_listbase_is_empty(&sgl->camera_path));
+ const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) &&
+ ((v3d->shading.type != OB_SOLID) ||
+ ((v3d->shading.flag & XRAY_FLAG(v3d)) == 0));
+
+ MovieTracking *tracking = &clip->tracking;
+ /* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */
+ int track_index = 1;
+
+ uchar text_color_selected[4], text_color_unselected[4];
+ float bundle_color_unselected[4], bundle_color_solid[4];
+
+ UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
+ UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected);
+ UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected);
+ UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid);
+
+ float camera_mat[4][4];
+ BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat);
+
+ float bundle_scale_mat[4][4];
+ if (is_solid_bundle) {
+ scale_m4_fl(bundle_scale_mat, v3d->bundle_size);
+ }
+
+ for (MovieTrackingObject *tracking_object = tracking->objects.first;
+ tracking_object != NULL;
+ tracking_object = tracking_object->next)
+ {
+ float tracking_object_mat[4][4];
+
+ if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
+ copy_m4_m4(tracking_object_mat, camera_mat);
+ }
+ else {
+ const int framenr = BKE_movieclip_remap_scene_to_clip_frame(clip, DEG_get_ctime(draw_ctx->depsgraph));
+ float object_mat[4][4];
+ BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object, framenr, object_mat);
+
+ invert_m4(object_mat);
+ mul_m4_m4m4(tracking_object_mat, cam->drwnormalmat, object_mat);
+ }
+
+ ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
+ for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) {
+
+ if ((track->flag & TRACK_HAS_BUNDLE) == 0) {
+ continue;
+ }
+
+ bool is_selected = TRACK_SELECTED(track);
+
+ float bundle_mat[4][4];
+ copy_m4_m4(bundle_mat, tracking_object_mat);
+ translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
+
+ float *bundle_color;
+ if (track->flag & TRACK_CUSTOMCOLOR) {
+ bundle_color = track->color;
+ }
+ else if (is_solid_bundle) {
+ bundle_color = bundle_color_solid;
+ }
+ else if (is_selected) {
+ bundle_color = color;
+ }
+ else {
+ bundle_color = bundle_color_unselected;
+ }
+
+ if (is_select) {
+ DRW_select_load_id(camera_object->select_color | (track_index << 16));
+ track_index++;
+ }
+
+ if (is_solid_bundle) {
+
+ if (is_selected) {
+ DRW_shgroup_empty_ex(sgl,
+ bundle_mat,
+ &v3d->bundle_size,
+ v3d->bundle_drawtype,
+ color);
+ }
+
+ float bundle_color_v4[4] = {
+ bundle_color[0],
+ bundle_color[1],
+ bundle_color[2],
+ 1.0f,
+ };
+
+ mul_m4_m4m4(bundle_mat, bundle_mat, bundle_scale_mat);
+ DRW_shgroup_call_dynamic_add(sgl->sphere_solid,
+ bundle_mat,
+ bundle_color_v4);
+ }
+ else {
+ DRW_shgroup_empty_ex(sgl,
+ bundle_mat,
+ &v3d->bundle_size,
+ v3d->bundle_drawtype,
+ bundle_color);
+ }
+
+ if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) {
+ struct DRWTextStore *dt = DRW_text_cache_ensure();
+
+ DRW_text_cache_add(dt,
+ bundle_mat[3],
+ track->name,
+ strlen(track->name),
+ 10, 0,
+ DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
+ is_selected ? text_color_selected : text_color_unselected);
+ }
+ }
+
+ if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) && !is_select) {
+ MovieTrackingReconstruction *reconstruction;
+ reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object);
+
+ if (reconstruction->camnr) {
+ static float camera_path_color[4];
+ UI_GetThemeColor4fv(TH_CAMERA_PATH, camera_path_color);
+
+ GPUBatch *geom = batch_camera_path_get(&sgl->camera_path, reconstruction);
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ DRWShadingGroup *shading_group = DRW_shgroup_create(shader, sgl->non_meshes);
+ DRW_shgroup_uniform_vec4(shading_group, "color", camera_path_color, 1);
+ DRW_shgroup_call_add(shading_group, geom, camera_mat);
+ }
+ }
+ }
+ }
+}
+
+static void DRW_shgroup_empty_ex(
+ OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color)
+{
+ switch (draw_type) {
+ case OB_PLAINAXES:
+ DRW_shgroup_call_dynamic_add(sgl->plain_axes, color, draw_size, mat);
+ break;
+ case OB_SINGLE_ARROW:
+ DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, draw_size, mat);
+ DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, draw_size, mat);
+ break;
+ case OB_CUBE:
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, draw_size, mat);
+ break;
+ case OB_CIRCLE:
+ DRW_shgroup_call_dynamic_add(sgl->circle, color, draw_size, mat);
+ break;
+ case OB_EMPTY_SPHERE:
+ DRW_shgroup_call_dynamic_add(sgl->sphere, color, draw_size, mat);
+ break;
+ case OB_EMPTY_CONE:
+ DRW_shgroup_call_dynamic_add(sgl->cone, color, draw_size, mat);
+ break;
+ case OB_ARROWS:
+ DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, draw_size, mat);
+ break;
+ case OB_EMPTY_IMAGE:
+ BLI_assert(!"Should never happen, use DRW_shgroup_empty instead.");
+ break;
+ }
+}
+
+static void DRW_shgroup_empty(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer, RegionView3D *rv3d)
+{
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ switch (ob->empty_drawtype) {
+ case OB_PLAINAXES:
+ case OB_SINGLE_ARROW:
+ case OB_CUBE:
+ case OB_CIRCLE:
+ case OB_EMPTY_SPHERE:
+ case OB_EMPTY_CONE:
+ case OB_ARROWS:
+ DRW_shgroup_empty_ex(sgl, ob->obmat, &ob->empty_drawsize, ob->empty_drawtype, color);
+ break;
+ case OB_EMPTY_IMAGE:
+ DRW_shgroup_empty_image(sgl, ob, color, rv3d);
+ break;
+ }
+}
+
+static void DRW_shgroup_forcefield(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
+{
+ int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ float *color = DRW_color_background_blend_get(theme_id);
+ PartDeflect *pd = ob->pd;
+ Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL;
+
+ /* TODO Move this to depsgraph */
+ float tmp[3];
+ copy_v3_fl(pd->drawvec1, ob->empty_drawsize);
+
+ switch (pd->forcefield) {
+ case PFIELD_WIND:
+ pd->drawvec1[2] = pd->f_strength;
+ break;
+ case PFIELD_VORTEX:
+ if (pd->f_strength < 0.0f) {
+ pd->drawvec1[1] = -pd->drawvec1[1];
+ }
+ break;
+ case PFIELD_GUIDE:
+ if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) {
+ where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL);
+ where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL);
+ }
+ break;
+ }
+
+ if (pd->falloff == PFIELD_FALL_TUBE) {
+ pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f;
+ pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
+
+ pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f;
+ pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
+ }
+ else if (pd->falloff == PFIELD_FALL_CONE) {
+ float radius, distance;
+
+ radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
+ distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
+ pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius);
+ pd->drawvec_falloff_max[2] = distance * cosf(radius);
+
+ radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
+ distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
+
+ pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius);
+ pd->drawvec_falloff_min[2] = distance * cosf(radius);
+ }
+ /* End of things that should go to depthgraph */
+
+ switch (pd->forcefield) {
+ case PFIELD_WIND:
+ DRW_shgroup_call_dynamic_add(sgl->field_wind, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_FORCE:
+ DRW_shgroup_call_dynamic_add(sgl->field_force, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_VORTEX:
+ DRW_shgroup_call_dynamic_add(sgl->field_vortex, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_GUIDE:
+ if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) {
+ DRW_shgroup_call_dynamic_add(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat);
+ DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->f_strength, ob->obmat);
+ }
+ break;
+ }
+
+ if (pd->falloff == PFIELD_FALL_SPHERE) {
+ /* as last, guide curve alters it */
+ if ((pd->flag & PFIELD_USEMAX) != 0) {
+ DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->maxdist, ob->obmat);
+ }
+
+ if ((pd->flag & PFIELD_USEMIN) != 0) {
+ DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->mindist, ob->obmat);
+ }
+ }
+ else if (pd->falloff == PFIELD_FALL_TUBE) {
+ if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
+ DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
+ }
+
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat);
+ }
+ }
+ else if (pd->falloff == PFIELD_FALL_CONE) {
+ if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
+ DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
+ }
+
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat);
+ }
+ }
+}
+
+static void DRW_shgroup_volume_extra(
+ OBJECT_ShadingGroupList *sgl,
+ Object *ob, ViewLayer *view_layer, Scene *scene, ModifierData *md)
+{
+ SmokeModifierData *smd = (SmokeModifierData *)md;
+ SmokeDomainSettings *sds = smd->domain;
+ float *color;
+ float one = 1.0f;
+
+ if (sds == NULL) {
+ return;
+ }
+
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ /* Small cube showing voxel size. */
+ float voxel_cubemat[4][4] = {{0.0f}};
+ voxel_cubemat[0][0] = 1.0f / (float)sds->res[0];
+ voxel_cubemat[1][1] = 1.0f / (float)sds->res[1];
+ voxel_cubemat[2][2] = 1.0f / (float)sds->res[2];
+ voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f;
+ voxel_cubemat[3][3] = 1.0f;
+ translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f);
+ mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat);
+
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, voxel_cubemat);
+
+ /* Don't show smoke before simulation starts, this could be made an option in the future. */
+ if (!sds->draw_velocity || !sds->fluid || CFRA < sds->point_cache[0]->startframe) {
+ return;
+ }
+
+ const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE);
+ int line_count = (use_needle) ? 6 : 1;
+ int slice_axis = -1;
+ line_count *= sds->res[0] * sds->res[1] * sds->res[2];
+
+ if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
+ sds->axis_slice_method == AXIS_SLICE_SINGLE)
+ {
+ float invviewmat[4][4];
+ DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
+
+ const int axis = (sds->slice_axis == SLICE_AXIS_AUTO)
+ ? axis_dominant_v3_single(invviewmat[2])
+ : sds->slice_axis - 1;
+ slice_axis = axis;
+ line_count /= sds->res[axis];
+ }
+
+ GPU_create_smoke_velocity(smd);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(volume_velocity_shader_get(use_needle), sgl->non_meshes);
+ DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x);
+ DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y);
+ DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z);
+ DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale);
+ DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
+ DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis);
+ DRW_shgroup_call_procedural_lines_add(grp, line_count, ob->obmat);
+
+ BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
+}
+
+static void volumes_free_smoke_textures(void)
+{
+ /* Free Smoke Textures after rendering */
+ /* XXX This is a waste of processing and GPU bandwidth if nothing
+ * is updated. But the problem is since Textures are stored in the
+ * modifier we don't want them to take precious VRAM if the
+ * modifier is not used for display. We should share them for
+ * all viewport in a redraw at least. */
+ for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
+ SmokeModifierData *smd = (SmokeModifierData *)link->data;
+ GPU_free_smoke_velocity(smd);
+ }
+ BLI_freelistN(&e_data.smoke_domains);
+}
+
+static void DRW_shgroup_gpencil(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
+{
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ DRW_shgroup_call_dynamic_add(sgl->gpencil_axes, color, &ob->empty_drawsize, ob->obmat);
+}
+
+static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
+{
+ float *color;
+ static float one = 1.0f;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ DRW_shgroup_call_dynamic_add(sgl->speaker, color, &one, ob->obmat);
+}
+
+typedef struct OBJECT_LightProbeEngineData {
+ DrawData dd;
+
+ float increment_x[3];
+ float increment_y[3];
+ float increment_z[3];
+ float corner[3];
+} OBJECT_LightProbeEngineData;
+
+static void DRW_shgroup_lightprobe(OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, ViewLayer *view_layer)
+{
+ float *color;
+ static float one = 1.0f;
+ LightProbe *prb = (LightProbe *)ob->data;
+ bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
+ int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
+
+ OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure(
+ &ob->id,
+ &draw_engine_object_type,
+ sizeof(OBJECT_LightProbeEngineData),
+ NULL,
+ NULL);
+
+ if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) {
+ int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag);
+
+ if (prb->type == LIGHTPROBE_TYPE_GRID) {
+ /* Update transforms */
+ float cell_dim[3], half_cell_dim[3];
+ cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x);
+ cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y);
+ cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z);
+
+ mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
+
+ /* First cell. */
+ copy_v3_fl(prb_data->corner, -1.0f);
+ add_v3_v3(prb_data->corner, half_cell_dim);
+ mul_m4_v3(ob->obmat, prb_data->corner);
+
+ /* Opposite neighbor cell. */
+ copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
+ add_v3_v3(prb_data->increment_x, half_cell_dim);
+ add_v3_fl(prb_data->increment_x, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_x);
+ sub_v3_v3(prb_data->increment_x, prb_data->corner);
+
+ copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
+ add_v3_v3(prb_data->increment_y, half_cell_dim);
+ add_v3_fl(prb_data->increment_y, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_y);
+ sub_v3_v3(prb_data->increment_y, prb_data->corner);
+
+ copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
+ add_v3_v3(prb_data->increment_z, half_cell_dim);
+ add_v3_fl(prb_data->increment_z, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_z);
+ sub_v3_v3(prb_data->increment_z, prb_data->corner);
+
+ uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.lightprobe_grid_sh, psl->lightprobes);
+ DRW_shgroup_uniform_int_copy(grp, "call_id", *call_id);
+ DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
+ DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
+ DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
+ DRW_shgroup_call_procedural_points_add(grp, cell_count, NULL);
+ }
+ else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
+ float draw_size = 1.0f;
+ float probe_cube_mat[4][4];
+ // prb_data->draw_size = prb->data_draw_size * 0.1f;
+ // unit_m4(prb_data->probe_cube_mat);
+ // copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
+
+ DRWShadingGroup *grp = shgroup_theme_id_to_probe_cube_outline_shgrp(stl, theme_id, ob->base_flag);
+ /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
+ * to keep the call ids correct. */
+ zero_m4(probe_cube_mat);
+ DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, probe_cube_mat);
+ }
+ else {
+ float draw_size = 1.0f;
+ DRWShadingGroup *grp = shgroup_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
+ DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, ob->obmat);
+ }
+
+ *call_id += 1;
+ }
+
+ switch (prb->type) {
+ case LIGHTPROBE_TYPE_PLANAR:
+ DRW_shgroup_call_dynamic_add(sgl->probe_planar, ob->obmat[3], color);
+ break;
+ case LIGHTPROBE_TYPE_GRID:
+ DRW_shgroup_call_dynamic_add(sgl->probe_grid, ob->obmat[3], color);
+ break;
+ case LIGHTPROBE_TYPE_CUBE:
+ default:
+ DRW_shgroup_call_dynamic_add(sgl->probe_cube, ob->obmat[3], color);
+ break;
+ }
+
+
+
+ if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
+ float mat[4][4];
+ copy_m4_m4(mat, ob->obmat);
+ normalize_m4(mat);
+
+ DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, &ob->empty_drawsize, mat);
+ DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, &ob->empty_drawsize, mat);
+
+ copy_m4_m4(mat, ob->obmat);
+ zero_v3(mat[2]);
+
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, mat);
+ }
+
+ if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) {
+
+ prb->distfalloff = (1.0f - prb->falloff) * prb->distinf;
+ prb->distgridinf = prb->distinf;
+
+ if (prb->type == LIGHTPROBE_TYPE_GRID) {
+ prb->distfalloff += 1.0f;
+ prb->distgridinf += 1.0f;
+ }
+
+ if (prb->type == LIGHTPROBE_TYPE_GRID ||
+ prb->attenuation_type == LIGHTPROBE_SHAPE_BOX)
+ {
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distgridinf, ob->obmat);
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distfalloff, ob->obmat);
+ }
+ else if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
+ float rangemat[4][4];
+ copy_m4_m4(rangemat, ob->obmat);
+ normalize_v3(rangemat[2]);
+ mul_v3_fl(rangemat[2], prb->distinf);
+
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
+
+ copy_m4_m4(rangemat, ob->obmat);
+ normalize_v3(rangemat[2]);
+ mul_v3_fl(rangemat[2], prb->distfalloff);
+
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distgridinf, ob->obmat);
+ DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distfalloff, ob->obmat);
+ }
+ }
+
+ if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) {
+ if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
+ float (*obmat)[4], *dist;
+
+ if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
+ dist = &prb->distpar;
+ /* TODO object parallax */
+ obmat = ob->obmat;
+ }
+ else {
+ dist = &prb->distinf;
+ obmat = ob->obmat;
+ }
+
+ if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) {
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, dist, obmat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(sgl->sphere, color, dist, obmat);
+ }
+ }
+ }
+
+ if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) {
+ if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
+ static const float cubefacemat[6][4][4] = {
+ {{0.0, 0.0, -1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{-1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ };
+
+ for (int i = 0; i < 6; ++i) {
+ float clipmat[4][4];
+ normalize_m4_m4(clipmat, ob->obmat);
+ mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
+
+ DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
+ DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
+ }
+ }
+ }
+
+ /* Line and point going to the ground */
+ if (prb->type == LIGHTPROBE_TYPE_CUBE) {
+ DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
+ }
+}
+
+static void DRW_shgroup_relationship_lines(
+ OBJECT_ShadingGroupList *sgl,
+ Depsgraph *depsgraph,
+ Scene *scene,
+ Object *ob)
+{
+ if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->orig);
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
+ }
+
+ if (ob->rigidbody_constraint) {
+ Object *rbc_ob1 = ob->rigidbody_constraint->ob1;
+ Object *rbc_ob2 = ob->rigidbody_constraint->ob2;
+ if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) {
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob1->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
+ }
+ if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) {
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob2->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
+ }
+ }
+
+ /* Drawing the constraint lines */
+ if (!BLI_listbase_is_empty(&ob->constraints)) {
+ bConstraint *curcon;
+ bConstraintOb *cob;
+ ListBase *list = &ob->constraints;
+
+ cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
+
+ for (curcon = list->first; curcon; curcon = curcon->next) {
+ if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
+ /* special case for object solver and follow track constraints because they don't fill
+ * constraint targets properly (design limitation -- scene is needed for their target
+ * but it can't be accessed from get_targets callback) */
+
+ Object *camob = NULL;
+
+ if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
+ bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data;
+
+ camob = data->camera ? data->camera : scene->camera;
+ }
+ else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) {
+ bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data;
+
+ camob = data->camera ? data->camera : scene->camera;
+ }
+
+ if (camob) {
+ DRW_shgroup_call_dynamic_add(sgl->constraint_lines, camob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]);
+ }
+ }
+ else {
+ const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon);
+
+ if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) {
+ ListBase targets = {NULL, NULL};
+ bConstraintTarget *ct;
+
+ cti->get_constraint_targets(curcon, &targets);
+
+ for (ct = targets.first; ct; ct = ct->next) {
+ /* calculate target's matrix */
+ if (cti->get_target_matrix) {
+ cti->get_target_matrix(depsgraph,
+ curcon,
+ cob,
+ ct,
+ DEG_get_ctime(depsgraph));
+ }
+ else {
+ unit_m4(ct->matrix);
+ }
+
+ DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ct->matrix[3]);
+ DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]);
+ }
+
+ if (cti->flush_constraint_targets) {
+ cti->flush_constraint_targets(curcon, &targets, 1);
+ }
+ }
+ }
+ }
+
+ BKE_constraints_clear_evalob(cob);
+ }
+}
+
+static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer, View3D *v3d)
+{
+ if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) {
+ return;
+ }
+ const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob);
+ DRWShadingGroup *shgroup;
+
+ if (ob == OBACT(view_layer)) {
+ shgroup = stl->g_data->center_active;
+ }
+ else if (ob->base_flag & BASE_SELECTED) {
+ if (is_library) {
+ shgroup = stl->g_data->center_selected_lib;
+ }
+ else {
+ shgroup = stl->g_data->center_selected;
+ }
+ }
+ else if (v3d->flag & V3D_DRAW_CENTERS) {
+ if (is_library) {
+ shgroup = stl->g_data->center_deselected_lib;
+ }
+ else {
+ shgroup = stl->g_data->center_deselected;
+ }
+ }
+ else {
+ return;
+ }
+
+ DRW_shgroup_call_dynamic_add(shgroup, ob->obmat[3]);
+}
+
+static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
+{
+ if (ob->data == NULL) {
+ return;
+ }
+
+ ID *ob_data = ob->data;
+ float *texcoloc = NULL;
+ float *texcosize = NULL;
+
+ switch (GS(ob_data->name)) {
+ case ID_ME:
+ BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
+ break;
+ case ID_CU:
+ {
+ Curve *cu = (Curve *)ob_data;
+ if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
+ BKE_curve_texspace_calc(cu);
+ }
+ texcoloc = cu->loc;
+ texcosize = cu->size;
+ break;
+ }
+ case ID_MB:
+ {
+ MetaBall *mb = (MetaBall *)ob_data;
+ texcoloc = mb->loc;
+ texcosize = mb->size;
+ break;
+ }
+ default:
+ BLI_assert(0);
+ }
+
+ float tmp[4][4] = {{0.0f}}, one = 1.0f;
+ tmp[0][0] = texcosize[0];
+ tmp[1][1] = texcosize[1];
+ tmp[2][2] = texcosize[2];
+ tmp[3][0] = texcoloc[0];
+ tmp[3][1] = texcoloc[1];
+ tmp[3][2] = texcoloc[2];
+ tmp[3][3] = 1.0f;
+
+ mul_m4_m4m4(tmp, ob->obmat, tmp);
+
+ float color[4];
+ UI_GetThemeColor4fv(theme_id, color);
+
+ DRW_shgroup_call_dynamic_add(sgl->texspace, color, &one, tmp);
+}
+
+static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
+{
+ float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f;
+ BoundBox bb_local;
+
+ if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) {
+ return;
+ }
+
+ BoundBox *bb = BKE_object_boundbox_get(ob);
+
+ if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT,
+ OB_MBALL, OB_ARMATURE, OB_LATTICE))
+ {
+ const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
+ bb = &bb_local;
+ BKE_boundbox_init_from_minmax(bb, min, max);
+ }
+
+ UI_GetThemeColor4fv(theme_id, color);
+ BKE_boundbox_calc_center_aabb(bb, center);
+ BKE_boundbox_calc_size_aabb(bb, size);
+
+ switch (ob->boundtype) {
+ case OB_BOUND_BOX:
+ size_to_mat4(tmp, size);
+ copy_v3_v3(tmp[3], center);
+ mul_m4_m4m4(tmp, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, tmp);
+ break;
+ case OB_BOUND_SPHERE:
+ size[0] = max_fff(size[0], size[1], size[2]);
+ size[1] = size[2] = size[0];
+ size_to_mat4(tmp, size);
+ copy_v3_v3(tmp[3], center);
+ mul_m4_m4m4(tmp, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->sphere, color, &one, tmp);
+ break;
+ case OB_BOUND_CYLINDER:
+ size[0] = max_ff(size[0], size[1]);
+ size[1] = size[0];
+ size_to_mat4(tmp, size);
+ copy_v3_v3(tmp[3], center);
+ mul_m4_m4m4(tmp, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->cylinder, color, &one, tmp);
+ break;
+ case OB_BOUND_CONE:
+ size[0] = max_ff(size[0], size[1]);
+ size[1] = size[0];
+ size_to_mat4(tmp, size);
+ copy_v3_v3(tmp[3], center);
+ /* Cone batch has base at 0 and is pointing towards +Y. */
+ swap_v3_v3(tmp[1], tmp[2]);
+ tmp[3][2] -= size[2];
+ mul_m4_m4m4(tmp, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->cone, color, &one, tmp);
+ break;
+ case OB_BOUND_CAPSULE:
+ size[0] = max_ff(size[0], size[1]);
+ size[1] = size[0];
+ scale_m4_fl(tmp, size[0]);
+ copy_v2_v2(tmp[3], center);
+ tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]);
+ mul_m4_m4m4(final_mat, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat);
+ negate_v3(tmp[2]);
+ tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]);
+ mul_m4_m4m4(final_mat, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat);
+ tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f);
+ mul_m4_m4m4(final_mat, ob->obmat, tmp);
+ DRW_shgroup_call_dynamic_add(sgl->capsule_body, color, &one, final_mat);
+ break;
+ }
+}
+
+static void OBJECT_cache_populate_particles(Object *ob,
+ OBJECT_PassList *psl)
+{
+ for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
+ continue;
+ }
+
+ ParticleSettings *part = psys->part;
+ int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ static float mat[4][4];
+ unit_m4(mat);
+
+ if (draw_as != PART_DRAW_PATH) {
+ struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
+ DRWShadingGroup *shgrp = NULL;
+ static int screen_space[2] = {0, 1};
+ static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
+ static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
+
+ /* Dummy particle format for instancing to work. */
+ DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTRIB_FLOAT, 1}});
+
+ Material *ma = give_current_material(ob, part->omat);
+
+ switch (draw_as) {
+ case PART_DRAW_DOT:
+ shgrp = DRW_shgroup_create(e_data.part_dot_sh, psl->particle);
+ DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
+ DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1);
+ DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
+ DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1);
+ DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
+ DRW_shgroup_call_add(shgrp, geom, mat);
+ break;
+ case PART_DRAW_CROSS:
+ shgrp = DRW_shgroup_instance_create(
+ e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS),
+ e_data.particle_format);
+ DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
+ DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
+ DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
+ break;
+ case PART_DRAW_CIRC:
+ shgrp = DRW_shgroup_instance_create(
+ e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC),
+ e_data.particle_format);
+ DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
+ DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
+ DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[1], 1);
+ break;
+ case PART_DRAW_AXIS:
+ shgrp = DRW_shgroup_instance_create(
+ e_data.part_axis_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS),
+ e_data.particle_format);
+ DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
+ break;
+ default:
+ break;
+ }
+
+ if (shgrp) {
+ if (draw_as != PART_DRAW_DOT) {
+ DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
+ DRW_shgroup_instance_batch(shgrp, geom);
+ }
+ }
+ }
+ }
+}
+
+static void OBJECT_cache_populate(void *vedata, Object *ob)
+{
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_edit_mode = (ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob);
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ Scene *scene = draw_ctx->scene;
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ModifierData *md = NULL;
+ int theme_id = TH_UNDEFINED;
+ const int ob_visibility = DRW_object_visibility_in_active_context(ob);
+
+ /* Handle particles first in case the emitter itself shouldn't be rendered. */
+ if (ob_visibility & OB_VISIBLE_PARTICLES) {
+ OBJECT_cache_populate_particles(ob, psl);
+ }
+
+ if ((ob_visibility & OB_VISIBLE_SELF) == 0) {
+ return;
+ }
+
+ const bool do_outlines = (draw_ctx->v3d->flag & V3D_SELECT_OUTLINE) && ((ob->base_flag & BASE_SELECTED) != 0) &&
+ ((DRW_object_is_renderable(ob) && (ob->dt > OB_WIRE)) || (ob->dt == OB_WIRE));
+ const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0);
+ const bool hide_object_extra = (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) != 0;
+
+ if (do_outlines) {
+ if (!BKE_object_is_in_editmode(ob) &&
+ !((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT)))
+ {
+ struct GPUBatch *geom;
+
+ /* This fixes only the biggest case which is a plane in ortho view. */
+ int flat_axis = 0;
+ bool is_flat_object_viewed_from_side = (
+ (rv3d->persp == RV3D_ORTHO) &&
+ DRW_object_is_flat(ob, &flat_axis) &&
+ DRW_object_axis_orthogonal_to_view(ob, flat_axis));
+
+ if (stl->g_data->xray_enabled || is_flat_object_viewed_from_side) {
+ geom = DRW_cache_object_edge_detection_get(ob, NULL);
+ }
+ else {
+ geom = DRW_cache_object_surface_get(ob);
+ }
+
+ if (geom) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag);
+ if (shgroup != NULL) {
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ }
+ }
+
+ switch (ob->type) {
+ case OB_MESH:
+ {
+ if (hide_object_extra) {
+ break;
+ }
+ Mesh *me = ob->data;
+ if (me->totedge == 0) {
+ if (!is_edit_mode) {
+ struct GPUBatch *geom = DRW_cache_mesh_all_verts_get(ob);
+ if (geom) {
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ }
+ else {
+ /* Kind of expensive in edit mode. Only show if in wireframe mode. */
+ bool has_edit_mesh_cage = false;
+ /* TODO: Should be its own function. */
+ if (is_edit_mode) {
+ BMEditMesh *embm = me->edit_btmesh;
+ has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
+ }
+ if (!is_edit_mode ||
+ (((v3d->shading.type < OB_SOLID) || (ob->dt == OB_WIRE)) && has_edit_mesh_cage))
+ {
+ struct GPUBatch *geom = DRW_cache_mesh_loose_edges_get(ob);
+ if (geom) {
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ }
+ break;
+ }
+ case OB_SURF:
+ {
+ if (hide_object_extra) {
+ break;
+ }
+ struct GPUBatch *geom = DRW_cache_surf_edge_wire_get(ob);
+ if (geom == NULL) {
+ break;
+ }
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ break;
+ }
+ case OB_LATTICE:
+ {
+ if (!is_edit_mode) {
+ if (hide_object_extra) {
+ break;
+ }
+ struct GPUBatch *geom = DRW_cache_lattice_wire_get(ob, false);
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ break;
+ }
+ case OB_CURVE:
+ {
+ if (!is_edit_mode) {
+ if (hide_object_extra) {
+ break;
+ }
+ struct GPUBatch *geom = DRW_cache_curve_edge_wire_get(ob);
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ break;
+ }
+ case OB_MBALL:
+ {
+ if (!is_edit_mode) {
+ DRW_shgroup_mball_handles(sgl, ob, view_layer);
+ }
+ break;
+ }
+ case OB_LAMP:
+ if (hide_object_extra) {
+ break;
+ }
+ DRW_shgroup_lamp(sgl, ob, view_layer);
+ break;
+ case OB_CAMERA:
+ if (hide_object_extra) {
+ break;
+ }
+ DRW_shgroup_camera(sgl, ob, view_layer);
+ break;
+ case OB_EMPTY:
+ if (hide_object_extra) {
+ break;
+ }
+ DRW_shgroup_empty(sgl, ob, view_layer, rv3d);
+ break;
+ case OB_GPENCIL:
+ if (hide_object_extra) {
+ break;
+ }
+ /* in all modes except object mode hide always */
+ if (draw_ctx->object_mode != OB_MODE_OBJECT) {
+ break;
+ }
+ DRW_shgroup_gpencil(sgl, ob, view_layer);
+ break;
+ case OB_SPEAKER:
+ if (hide_object_extra) {
+ break;
+ }
+ DRW_shgroup_speaker(sgl, ob, view_layer);
+ break;
+ case OB_LIGHTPROBE:
+ if (hide_object_extra) {
+ break;
+ }
+ DRW_shgroup_lightprobe(stl, psl, ob, view_layer);
+ break;
+ case OB_ARMATURE:
+ {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) ||
+ (v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES))
+ {
+ break;
+ }
+ bArmature *arm = ob->data;
+ if (arm->edbo == NULL) {
+ if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, draw_ctx->obact)) {
+ DRWArmaturePasses passes = {
+ .bone_solid = sgl->bone_solid,
+ .bone_outline = sgl->bone_outline,
+ .bone_wire = sgl->bone_wire,
+ .bone_envelope = sgl->bone_envelope,
+ .bone_axes = sgl->bone_axes,
+ .relationship_lines = NULL, /* Don't draw relationship lines */
+ };
+ DRW_shgroup_armature_object(ob, view_layer, passes);
+ }
+ }
+ break;
+ }
+ case OB_FONT:
+ {
+ if (hide_object_extra) {
+ break;
+ }
+ Curve *cu = (Curve *)ob->data;
+ bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f;
+ if (!has_surface) {
+ struct GPUBatch *geom = DRW_cache_text_edge_wire_get(ob);
+ if (geom) {
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ break;
+ }
+ default:
+ break;
+ }
+
+ if (ob->pd && ob->pd->forcefield) {
+ DRW_shgroup_forcefield(sgl, ob, view_layer);
+ }
+
+ if (ob->dt == OB_BOUNDBOX) {
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRW_shgroup_bounds(sgl, ob, theme_id);
+ }
+
+ /* don't show object extras in set's */
+ if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
+ if ((draw_ctx->object_mode & (OB_MODE_ALL_PAINT | OB_MODE_ALL_PAINT_GPENCIL)) == 0) {
+ DRW_shgroup_object_center(stl, ob, view_layer, v3d);
+ }
+
+ if (show_relations && !DRW_state_is_select()) {
+ DRW_shgroup_relationship_lines(sgl, draw_ctx->depsgraph, scene, ob);
+ }
+
+ const bool draw_extra = (ob->dtx != 0);
+ if (draw_extra && (theme_id == TH_UNDEFINED)) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+
+ if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) {
+ struct DRWTextStore *dt = DRW_text_cache_ensure();
+
+ uchar color[4];
+ UI_GetThemeColor4ubv(theme_id, color);
+
+ DRW_text_cache_add(
+ dt, ob->obmat[3],
+ ob->id.name + 2, strlen(ob->id.name + 2),
+ 10, 0, DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, color);
+ }
+
+ if ((ob->dtx & OB_TEXSPACE) && ELEM(ob->type, OB_MESH, OB_CURVE, OB_MBALL)) {
+ DRW_shgroup_texture_space(sgl, ob, theme_id);
+ }
+
+ /* Don't draw bounding box again if draw type is bound box. */
+ if (ob->dtx & OB_DRAWBOUNDOX && ob->dt != OB_BOUNDBOX) {
+ DRW_shgroup_bounds(sgl, ob, theme_id);
+ }
+
+ if (ob->dtx & OB_AXIS) {
+ float *color, axes_size = 1.0f;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, &axes_size, ob->obmat);
+ }
+
+ if ((md = modifiers_findByType(ob, eModifierType_Smoke)) &&
+ (modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
+ (((SmokeModifierData *)md)->domain != NULL))
+ {
+ DRW_shgroup_volume_extra(sgl, ob, view_layer, scene, md);
+ }
+ }
+}
+
+static void OBJECT_cache_finish(void *vedata)
+{
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+
+ DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties);
+ DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties);
+}
+
+static void OBJECT_draw_scene(void *vedata)
+{
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
+ OBJECT_PrivateData *g_data = stl->g_data;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ int id_ct_select = g_data->id_ofs_select;
+ int id_ct_select_dupli = g_data->id_ofs_select_dupli;
+ int id_ct_active = g_data->id_ofs_active;
+ int id_ct_transform = g_data->id_ofs_transform;
+
+ int id_ct_prb_select = g_data->id_ofs_prb_select;
+ int id_ct_prb_select_dupli = g_data->id_ofs_prb_select_dupli;
+ int id_ct_prb_active = g_data->id_ofs_prb_active;
+ int id_ct_prb_transform = g_data->id_ofs_prb_transform;
+
+ int outline_calls = id_ct_select + id_ct_select_dupli + id_ct_active + id_ct_transform;
+ outline_calls += id_ct_prb_select + id_ct_prb_select_dupli + id_ct_prb_active + id_ct_prb_transform;
+
+ float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
+
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
+
+ DRW_draw_pass(stl->g_data->sgl.spot_shapes);
+ DRW_draw_pass(stl->g_data->sgl.bone_solid);
+ DRW_draw_pass(stl->g_data->sgl.bone_wire);
+ DRW_draw_pass(stl->g_data->sgl.bone_outline);
+ DRW_draw_pass(stl->g_data->sgl.non_meshes);
+ DRW_draw_pass(psl->particle);
+ DRW_draw_pass(stl->g_data->sgl.bone_axes);
+
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
+
+ DRW_draw_pass(stl->g_data->sgl.image_empties);
+
+ if (DRW_state_is_fbo() && outline_calls > 0) {
+ DRW_stats_group_start("Outlines");
+
+ g_data->id_ofs_active = 1;
+ g_data->id_ofs_select = g_data->id_ofs_active + id_ct_active + id_ct_prb_active + 1;
+ g_data->id_ofs_select_dupli = g_data->id_ofs_select + id_ct_select + id_ct_prb_select + 1;
+ g_data->id_ofs_transform = g_data->id_ofs_select_dupli + id_ct_select_dupli + id_ct_prb_select_dupli + 1;
+
+ g_data->id_ofs_prb_active = g_data->id_ofs_active + id_ct_active;
+ g_data->id_ofs_prb_select = g_data->id_ofs_select + id_ct_select;
+ g_data->id_ofs_prb_select_dupli = g_data->id_ofs_select_dupli + id_ct_select_dupli;
+ g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_ct_transform;
+
+ /* Render filled polygon on a separate framebuffer */
+ GPU_framebuffer_bind(fbl->outlines_fb);
+ GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f);
+ DRW_draw_pass(psl->outlines);
+ DRW_draw_pass(psl->lightprobes);
+
+ /* Search outline pixels */
+ GPU_framebuffer_bind(fbl->blur_fb);
+ DRW_draw_pass(psl->outlines_search);
+
+ /* Expand outline to form a 3px wide line */
+ GPU_framebuffer_bind(fbl->expand_fb);
+ DRW_draw_pass(psl->outlines_expand);
+
+ /* Bleed color so the AA can do it's stuff */
+ GPU_framebuffer_bind(fbl->blur_fb);
+ DRW_draw_pass(psl->outlines_bleed);
+
+ /* restore main framebuffer */
+ GPU_framebuffer_bind(dfbl->default_fb);
+ DRW_stats_group_end();
+ }
+ else if (DRW_state_is_select()) {
+ /* Render probes spheres/planes so we can select them. */
+ DRW_draw_pass(psl->lightprobes);
+ }
+
+ if (DRW_state_is_fbo()) {
+ if (e_data.draw_grid) {
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->grid);
+ }
+
+ /* Combine with scene buffer last */
+ if (outline_calls > 0) {
+ DRW_draw_pass(psl->outlines_resolve);
+ }
+ }
+
+ volumes_free_smoke_textures();
+ batch_camera_path_free(&stl->g_data->sgl.camera_path);
+
+ if (!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_solid) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.image_empties) ||
+ !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes))
+ {
+ if (DRW_state_is_fbo()) {
+ /* meh, late init to not request a depth buffer we won't use. */
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
+ GPU_framebuffer_ensure_config(&fbl->ghost_fb, {
+ GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
+ GPU_ATTACHMENT_TEXTURE(dtxl->color),
+ });
+
+ GPU_framebuffer_bind(fbl->ghost_fb);
+ GPU_framebuffer_clear_depth(fbl->ghost_fb, 1.0f);
+ }
+ else if (DRW_state_is_select()) {
+ /* XXX `GPU_depth_range` is not a perfect solution
+ * since very distant geometries can still be occluded.
+ * Also the depth test precision of these geometries is impaired.
+ * However solves the selection for the vast majority of cases. */
+ GPU_depth_range(0.0f, 0.01f);
+ }
+
+ DRW_draw_pass(stl->g_data->sgl_ghost.spot_shapes);
+ DRW_draw_pass(stl->g_data->sgl_ghost.bone_solid);
+ DRW_draw_pass(stl->g_data->sgl_ghost.bone_wire);
+ DRW_draw_pass(stl->g_data->sgl_ghost.bone_outline);
+ DRW_draw_pass(stl->g_data->sgl_ghost.non_meshes);
+ DRW_draw_pass(stl->g_data->sgl_ghost.image_empties);
+ DRW_draw_pass(stl->g_data->sgl_ghost.bone_axes);
+
+ if (DRW_state_is_select()) {
+ GPU_depth_range(0.0f, 1.0f);
+ }
+ }
+
+ batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path);
+
+ DRW_draw_pass(psl->ob_center);
+}
+
+static const DrawEngineDataSize OBJECT_data_size = DRW_VIEWPORT_DATA_SIZE(OBJECT_Data);
+
+DrawEngineType draw_engine_object_type = {
+ NULL, NULL,
+ N_("ObjectMode"),
+ &OBJECT_data_size,
+ &OBJECT_engine_init,
+ &OBJECT_engine_free,
+ &OBJECT_cache_init,
+ &OBJECT_cache_populate,
+ &OBJECT_cache_finish,
+ NULL,
+ &OBJECT_draw_scene,
+ NULL,
+ NULL,
+};