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Diffstat (limited to 'source/blender/draw/modes/object_mode.c')
-rw-r--r-- | source/blender/draw/modes/object_mode.c | 2992 |
1 files changed, 2992 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..e9455a843f5 --- /dev/null +++ b/source/blender/draw/modes/object_mode.c @@ -0,0 +1,2992 @@ +/* + * 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_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_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; + ListBase camera_path; + + /* Wire */ + DRWShadingGroup *wire; + DRWShadingGroup *wire_active; + DRWShadingGroup *wire_select; + DRWShadingGroup *wire_transform; + + /* Points */ + DRWShadingGroup *points; + DRWShadingGroup *points_active; + DRWShadingGroup *points_select; + DRWShadingGroup *points_transform; + + /* 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_transform; + + /* Lightprobes */ + DRWShadingGroup *lightprobes_cube_select; + DRWShadingGroup *lightprobes_cube_active; + DRWShadingGroup *lightprobes_cube_transform; + + DRWShadingGroup *lightprobes_planar_select; + 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 */ + int id_ofs_active; + int id_ofs_select; + int id_ofs_transform; + int id_ofs_prb_active; + int id_ofs_prb_select; + 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; + + /* 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; + float camera_pos[3]; + float screenvecs[3][4]; + float grid_settings[5]; + int grid_flag; + float grid_normal[3]; + float grid_axes[3]; + int zpos_flag; + int zneg_flag; + float zplane_normal[3]; + 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); + + /* 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); + } + + { + /* 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; + if (show_axis_y) { + e_data.grid_flag |= SHOW_AXIS_Y; + } + { + e_data.grid_flag |= SHOW_AXIS_Z; + } + if (show_floor) { + e_data.grid_flag |= SHOW_GRID; + e_data.grid_flag |= GRID_BACK; + } + } + else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { + 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_flag |= GRID_BACK; + } + } + else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) { + e_data.grid_flag = PLANE_XZ; + if (show_axis_x) { + e_data.grid_flag |= SHOW_AXIS_X; + } + { + e_data.grid_flag |= SHOW_AXIS_Z; + } + if (show_floor) { + e_data.grid_flag |= SHOW_GRID; + e_data.grid_flag |= 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_normal[0] = (float)((e_data.grid_flag & PLANE_YZ) != 0); + e_data.grid_normal[1] = (float)((e_data.grid_flag & PLANE_XZ) != 0); + e_data.grid_normal[2] = (float)((e_data.grid_flag & PLANE_XY) != 0); + + 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); + + /* Vectors to recover pixel world position. Fix grid precision issue. */ + /* Using pixel at z = 0.0f in ndc space : gives average precision between + * near and far plane. Note that it might not be the best choice. */ + copy_v4_fl4(e_data.screenvecs[0], 1.0f, -1.0f, 0.0f, 1.0f); + copy_v4_fl4(e_data.screenvecs[1], -1.0f, 1.0f, 0.0f, 1.0f); + copy_v4_fl4(e_data.screenvecs[2], -1.0f, -1.0f, 0.0f, 1.0f); + + for (int i = 0; i < 3; i++) { + /* Doing 2 steps to recover world position of the corners of the frustum. + * Using the inverse perspective matrix is giving very low precision output. */ + mul_m4_v4(invwinmat, e_data.screenvecs[i]); + e_data.screenvecs[i][0] /= e_data.screenvecs[i][3]; /* perspective divide */ + e_data.screenvecs[i][1] /= e_data.screenvecs[i][3]; /* perspective divide */ + e_data.screenvecs[i][2] /= e_data.screenvecs[i][3]; /* perspective divide */ + e_data.screenvecs[i][3] = 1.0f; + /* main instability come from this one */ + /* TODO : to make things even more stable, don't use + * invviewmat and derive vectors from camera properties */ + mul_m4_v4(invviewmat, e_data.screenvecs[i]); + } + + sub_v3_v3(e_data.screenvecs[0], e_data.screenvecs[2]); + sub_v3_v3(e_data.screenvecs[1], e_data.screenvecs[2]); + + /* 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_normal[0] = (float)((e_data.zpos_flag & PLANE_YZ) != 0); + e_data.zplane_normal[1] = (float)((e_data.zpos_flag & PLANE_XZ) != 0); + e_data.zplane_normal[2] = (float)((e_data.zpos_flag & PLANE_XY) != 0); + + 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) */ + } + + 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.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); +} + +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); + + return grp; +} + +static int *shgroup_theme_id_to_probe_outline_counter( + OBJECT_StorageList *stl, int theme_id) +{ + 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) +{ + 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) +{ + /* does not increment counter */ + 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( + OBJECT_StorageList *stl, int theme_id, DRWShadingGroup *fallback) +{ + int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id); + *counter += 1; + + 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 fallback; + } +} + +static DRWShadingGroup *shgroup_theme_id_to_wire_or( + OBJECT_ShadingGroupList *sgl, int theme_id, DRWShadingGroup *fallback) +{ + 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 fallback; + } +} + +static DRWShadingGroup *shgroup_theme_id_to_point_or( + OBJECT_ShadingGroupList *sgl, int theme_id, DRWShadingGroup *fallback) +{ + 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 fallback; + } +} + +static void image_calc_aspect(Image *ima, ImageUser *iuser, float r_image_aspect[2]) +{ + float ima_x, ima_y; + if (ima) { + int w, h; + BKE_image_get_size(ima, iuser, &w, &h); + ima_x = w; + ima_y = h; + } + 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_image_empty_visible_in_view3d(ob, rv3d)) + return; + + GPUTexture *tex = ob->data ? + GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, 0.0f) : + NULL; + + float image_aspect[2]; + image_calc_aspect(ob->data, ob->iuser, 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_vec4(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(); + /* TODO : use dpi setting for enabling the second pass */ + const bool do_outline_expand = false; + + 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_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_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_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_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_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; + /* Reminder : bool uniforms need to be 4 bytes. */ + static const int bTrue = true; + static const int bFalse = false; + + 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, 3); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state); + + grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_expand); + DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx); + DRW_shgroup_uniform_bool(grp, "doExpand", (do_outline_expand) ? &bTrue : &bFalse, 1); + 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(grp, "doExpand", &bFalse, 1); + 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, "planeNormal", e_data.zplane_normal, 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, "screenvecs[0]", e_data.screenvecs[0], 3); + 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(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1); + DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo); + DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); + 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, "planeNormal", e_data.grid_normal, 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, "planeNormal", e_data.zplane_normal, 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); + + 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); + + /* Points (loose points) */ + sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR); + 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); + + /* 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); + float cone_spot_alpha = 0.5f; + + geom = DRW_cache_lamp_spot_volume_get(); + sgl->lamp_spot_volume = shgroup_instance_alpha(sgl->spot_shapes, geom, cone_spot_alpha); + + geom = DRW_cache_lamp_spot_square_volume_get(); + sgl->lamp_spot_volume_rect = shgroup_instance_alpha(sgl->spot_shapes, geom, cone_spot_alpha); + + cone_spot_alpha = 0.3f; + geom = DRW_cache_lamp_spot_volume_get(); + sgl->lamp_spot_volume_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, cone_spot_alpha); + 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, cone_spot_alpha); + 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; + + /* 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[3] = {0.0f, 0.0f, 0.0f}; + float cone_outside[3] = {1.0f, 1.0f, 1.0f}; + 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 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_active = (ob == camera_object); + const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB)); + float *color; + DRW_object_wire_theme_get(ob, view_layer, &color); + + float vec[4][3], asp[2], shift[2], scale[3], drawsize; + + 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], vec[0]); + copy_v2_v2(cam->drwcorners[1], vec[1]); + copy_v2_v2(cam->drwcorners[2], vec[2]); + copy_v2_v2(cam->drwcorners[3], vec[3]); + + /* depth */ + cam->drwdepth = 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) { + /* Only draw the frame. */ + DRW_shgroup_call_dynamic_add( + sgl->camera_frame, color, cam->drwcorners, + &cam->drwdepth, cam->drwtria, ob->obmat); + } + else { + DRW_shgroup_call_dynamic_add( + sgl->camera, color, cam->drwcorners, + &cam->drwdepth, cam->drwtria, ob->obmat); + + /* Active cam */ + if (is_active) { + DRW_shgroup_call_dynamic_add( + sgl->camera_tria, color, + cam->drwcorners, &cam->drwdepth, 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); + } + } + + /* 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_select = DRW_state_is_select(); + 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(draw_ctx->depsgraph, 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); + + 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); + /* 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_is_visible_in_active_context(ob->parent)) { + DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->parent->obmat[3]); + 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_is_visible_in_active_context(rbc_ob1)) { + 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_is_visible_in_active_context(rbc_ob2)) { + 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(); + 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; + + /* Handle particles first in case the emitter itself shouldn't be rendered. */ + if (ob->type == OB_MESH) { + OBJECT_cache_populate_particles(ob, psl); + } + + if (DRW_object_is_visible_in_active_context(ob) == false) { + 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(stl, theme_id, NULL); + if (shgroup != NULL) { + DRW_shgroup_call_object_add(shgroup, geom, ob); + } + } + } + } + + switch (ob->type) { + case OB_MESH: + { + if (hide_object_extra) { + break; + } + if (ob != draw_ctx->object_edit) { + Mesh *me = ob->data; + if (me->totedge == 0) { + struct GPUBatch *geom = DRW_cache_mesh_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_or(sgl, theme_id, sgl->points); + DRW_shgroup_call_object_add(shgroup, geom, ob); + } + } + else { + 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_or(sgl, theme_id, sgl->wire); + DRW_shgroup_call_object_add(shgroup, geom, ob); + } + } + } + break; + } + case OB_SURF: + break; + case OB_LATTICE: + { + if (ob != draw_ctx->object_edit && !BKE_object_is_in_editmode(ob)) { + 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_or(sgl, theme_id, sgl->wire); + DRW_shgroup_call_object_add(shgroup, geom, ob); + } + break; + } + case OB_CURVE: + { + if (ob != draw_ctx->object_edit) { + 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_or(sgl, theme_id, sgl->wire); + DRW_shgroup_call_object_add(shgroup, geom, ob); + } + break; + } + case OB_MBALL: + { + if (ob != draw_ctx->object_edit) { + 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->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; + } + 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_FROMDUPLI)) == 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_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_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_active + id_ct_transform; + outline_calls += id_ct_prb_select + 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); + + /* This needs to be drawn after the oultine */ + 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.image_empties); + DRW_draw_pass(stl->g_data->sgl.bone_axes); + + MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) + + 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_transform = g_data->id_ofs_select + id_ct_select + id_ct_prb_select + 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_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, +}; |