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Diffstat (limited to 'source/blender/draw/modes/object_mode.c')
-rw-r--r--source/blender/draw/modes/object_mode.c1061
1 files changed, 1061 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..5a9582bd319
--- /dev/null
+++ b/source/blender/draw/modes/object_mode.c
@@ -0,0 +1,1061 @@
+/*
+ * 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_camera_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BKE_camera.h"
+#include "BKE_global.h"
+
+#include "ED_view3d.h"
+#include "ED_view3d.h"
+
+#include "GPU_shader.h"
+
+#include "UI_resources.h"
+
+#include "draw_mode_engines.h"
+#include "draw_common.h"
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern GlobalsUboStorage ts;
+
+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_common_globals_lib_glsl[];
+
+/* *********** LISTS *********** */
+/* keep it under MAX_PASSES */
+typedef struct OBJECT_PassList {
+ struct DRWPass *non_meshes;
+ struct DRWPass *ob_center;
+ struct DRWPass *outlines;
+ struct DRWPass *outlines_search;
+ struct DRWPass *outlines_expand;
+ struct DRWPass *outlines_fade1;
+ struct DRWPass *outlines_fade2;
+ struct DRWPass *outlines_fade3;
+ struct DRWPass *outlines_fade4;
+ struct DRWPass *outlines_fade5;
+ struct DRWPass *outlines_resolve;
+ struct DRWPass *grid;
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_wire;
+} OBJECT_PassList;
+
+/* keep it under MAX_BUFFERS */
+typedef struct OBJECT_FramebufferList {
+ struct GPUFrameBuffer *outlines;
+ struct GPUFrameBuffer *blur;
+} OBJECT_FramebufferList;
+
+/* keep it under MAX_TEXTURES */
+typedef struct OBJECT_TextureList {
+ struct GPUTexture *outlines_depth_tx;
+ struct GPUTexture *outlines_color_tx;
+ struct GPUTexture *outlines_blur_tx;
+} OBJECT_TextureList;
+
+/* keep it under MAX_STORAGE */
+typedef struct OBJECT_StorageList {
+ struct g_data *g_data;
+} OBJECT_StorageList;
+
+typedef struct OBJECT_Data {
+ void *engine_type;
+ void *fbl;
+ void *txl;
+ OBJECT_PassList *psl;
+ void *stl;
+} OBJECT_Data;
+
+/* *********** STATIC *********** */
+
+typedef struct g_data{
+ /* Empties */
+ DRWShadingGroup *plain_axes;
+ DRWShadingGroup *cube;
+ DRWShadingGroup *circle;
+ DRWShadingGroup *sphere;
+ DRWShadingGroup *cone;
+ DRWShadingGroup *single_arrow;
+ DRWShadingGroup *single_arrow_line;
+ DRWShadingGroup *arrows;
+ DRWShadingGroup *axis_names;
+
+ /* Speaker */
+ DRWShadingGroup *speaker;
+
+ /* Lamps */
+ DRWShadingGroup *lamp_center;
+ DRWShadingGroup *lamp_center_group;
+ 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;
+ DRWShadingGroup *lamp_hemi;
+ DRWShadingGroup *lamp_spot_cone;
+ DRWShadingGroup *lamp_spot_blend;
+ DRWShadingGroup *lamp_spot_pyramid;
+ DRWShadingGroup *lamp_spot_blend_rect;
+
+ /* Helpers */
+ DRWShadingGroup *relationship_lines;
+
+ /* Objects Centers */
+ DRWShadingGroup *center_active;
+ DRWShadingGroup *center_selected;
+ DRWShadingGroup *center_deselected;
+
+ /* Camera */
+ DRWShadingGroup *camera;
+ DRWShadingGroup *camera_tria;
+ DRWShadingGroup *camera_focus;
+ DRWShadingGroup *camera_clip;
+ DRWShadingGroup *camera_clip_points;
+ DRWShadingGroup *camera_mist;
+ DRWShadingGroup *camera_mist_points;
+
+ /* Outlines */
+ DRWShadingGroup *outlines_active;
+ DRWShadingGroup *outlines_active_group;
+ DRWShadingGroup *outlines_select;
+ DRWShadingGroup *outlines_select_group;
+ DRWShadingGroup *outlines_transform;
+
+} g_data; /* Transient data */
+
+static struct {
+ struct GPUShader *outline_resolve_sh;
+ struct GPUShader *outline_detect_sh;
+ struct GPUShader *outline_fade_sh;
+ struct GPUShader *grid_sh;
+ float camera_pos[3];
+ float grid_settings[5];
+ float grid_mat[4][4];
+ int grid_flag;
+ int zpos_flag;
+ int zneg_flag;
+} 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),
+};
+
+/* *********** FUNCTIONS *********** */
+
+static void OBJECT_engine_init(void *vedata)
+{
+ OBJECT_TextureList *txl = ((OBJECT_Data *)vedata)->txl;
+ OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
+
+ float *viewport_size = DRW_viewport_size_get();
+
+ DRWFboTexture tex[2] = {{&txl->outlines_depth_tx, DRW_BUF_DEPTH_24},
+ {&txl->outlines_color_tx, DRW_BUF_RGBA_8}};
+ DRW_framebuffer_init(&fbl->outlines,
+ (int)viewport_size[0], (int)viewport_size[1],
+ tex, 2);
+
+ DRWFboTexture blur_tex = {&txl->outlines_blur_tx, DRW_BUF_RGBA_8};
+ DRW_framebuffer_init(&fbl->blur,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &blur_tex, 1);
+
+ if (!e_data.outline_resolve_sh) {
+ e_data.outline_resolve_sh = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL);
+ }
+
+ if (!e_data.outline_detect_sh) {
+ e_data.outline_detect_sh = DRW_shader_create_fullscreen(datatoc_object_outline_detect_frag_glsl, NULL);
+ }
+
+ if (!e_data.outline_fade_sh) {
+ e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
+ }
+
+ if (!e_data.grid_sh) {
+ 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);
+ }
+
+ {
+ /* Grid precompute */
+ float viewinvmat[4][4], winmat[4][4], invwinmat[4][4], viewmat[4][4];
+ const bContext *C = DRW_get_context();
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+ RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
+ float grid_res, offs;
+
+ const bool show_axis_x = v3d->gridflag & V3D_SHOW_X;
+ const bool show_axis_y = v3d->gridflag & V3D_SHOW_Y;
+ const bool show_axis_z = v3d->gridflag & V3D_SHOW_Z;
+ const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR);
+
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_get(viewinvmat, DRW_MAT_VIEWINV);
+
+ /* Setup camera pos */
+ copy_v3_v3(e_data.camera_pos, viewinvmat[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}
+ };
+ /* invert the proj matrix */
+ invert_m4_m4(invwinmat, winmat);
+
+ /* 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]); /* normalize */
+ }
+
+ fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
+ grid_res = fabsf(tanf(fov)) / grid_scale;
+
+ /* Grid matrix polygon offset (fix depth fighting) */
+ /* see ED_view3d_polygon_offset */
+ offs = winmat[3][2] * -0.0025f;
+
+ 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 {
+ float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
+ grid_res = viewdist / grid_scale;
+
+ /* Grid matrix polygon offset (fix depth fighting) */
+ /* see ED_view3d_polygon_offset */
+ offs = 0.00001f * viewdist;
+ if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
+ e_data.grid_flag = PLANE_YZ;
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ e_data.grid_flag |= SHOW_AXIS_Z;
+ e_data.grid_flag |= SHOW_GRID;
+ }
+ else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
+ e_data.grid_flag = PLANE_XY;
+ e_data.grid_flag |= SHOW_AXIS_X;
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ e_data.grid_flag |= SHOW_GRID;
+ }
+ else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
+ e_data.grid_flag = PLANE_XZ;
+ e_data.grid_flag |= SHOW_AXIS_X;
+ e_data.grid_flag |= SHOW_AXIS_Z;
+ e_data.grid_flag |= SHOW_GRID;
+ }
+ 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;
+ }
+ }
+
+ /* 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(viewinvmat, 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;
+ }
+ }
+ else {
+ e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
+ }
+
+ winmat[3][2] -= offs;
+ mul_m4_m4m4(e_data.grid_mat, winmat, viewmat);
+
+ e_data.grid_settings[0] = v3d->far / 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 / log(v3d->gridsubdiv) : 0.0; /* 1/log(gridSubdiv) */
+ }
+}
+
+static void OBJECT_engine_free(void)
+{
+ if (e_data.outline_resolve_sh)
+ DRW_shader_free(e_data.outline_resolve_sh);
+ if (e_data.outline_detect_sh)
+ DRW_shader_free(e_data.outline_detect_sh);
+ if (e_data.outline_fade_sh)
+ DRW_shader_free(e_data.outline_fade_sh);
+ if (e_data.grid_sh)
+ DRW_shader_free(e_data.grid_sh);
+}
+
+static DRWShadingGroup *shgroup_outline(DRWPass *pass, const float col[4], struct GPUShader *sh)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+
+ return grp;
+}
+
+static void OBJECT_cache_init(void *vedata)
+{
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_TextureList *txl = ((OBJECT_Data *)vedata)->txl;
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(g_data), "g_data");
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
+ psl->outlines = DRW_pass_create("Outlines Pass", state);
+
+ struct GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ /* Select */
+ stl->g_data->outlines_select = shgroup_outline(psl->outlines, ts.colorSelect, sh);
+ stl->g_data->outlines_select_group = shgroup_outline(psl->outlines, ts.colorGroupActive, sh);
+
+ /* Transform */
+ stl->g_data->outlines_transform = shgroup_outline(psl->outlines, ts.colorTransform, sh);
+
+ /* Active */
+ stl->g_data->outlines_active = shgroup_outline(psl->outlines, ts.colorActive, sh);
+ stl->g_data->outlines_active_group = shgroup_outline(psl->outlines, ts.colorGroupActive, sh);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR;
+ struct Batch *quad = DRW_cache_fullscreen_quad_get();
+ static float alphaOcclu = 0.35f;
+ static float one = 1.0f;
+ static float alpha1 = 5.0f / 6.0f;
+ static float alpha2 = 4.0f / 5.0f;
+ static float alpha3 = 3.0f / 4.0f;
+ static float alpha4 = 2.0f / 3.0f;
+ static float alpha5 = 1.0f / 2.0f;
+ static bool bTrue = true;
+ static bool bFalse = false;
+
+ psl->outlines_search = DRW_pass_create("Outlines Expand Pass", state);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search);
+ DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0);
+ DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
+ DRW_shgroup_uniform_buffer(grp, "sceneDepth", &dtxl->depth, 2);
+ DRW_shgroup_uniform_float(grp, "alphaOcclu", &alphaOcclu, 1);
+ 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_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0);
+ DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
+ DRW_shgroup_uniform_float(grp, "alpha", &one, 1);
+ DRW_shgroup_uniform_bool(grp, "doExpand", &bTrue, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_fade1 = DRW_pass_create("Outlines Fade 1 Pass", state);
+
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade1);
+ DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0);
+ DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
+ DRW_shgroup_uniform_float(grp, "alpha", &alpha1, 1);
+ DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_fade2 = DRW_pass_create("Outlines Fade 2 Pass", state);
+
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade2);
+ DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0);
+ DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
+ DRW_shgroup_uniform_float(grp, "alpha", &alpha2, 1);
+ DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_fade3 = DRW_pass_create("Outlines Fade 3 Pass", state);
+
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade3);
+ DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0);
+ DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
+ DRW_shgroup_uniform_float(grp, "alpha", &alpha3, 1);
+ DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_fade4 = DRW_pass_create("Outlines Fade 4 Pass", state);
+
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade4);
+ DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0);
+ DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
+ DRW_shgroup_uniform_float(grp, "alpha", &alpha4, 1);
+ DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_fade5 = DRW_pass_create("Outlines Fade 5 Pass", state);
+
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade5);
+ DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0);
+ DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1);
+ DRW_shgroup_uniform_float(grp, "alpha", &alpha5, 1);
+ 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 Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_resolve_sh, psl->outlines_resolve);
+ DRW_shgroup_uniform_buffer(grp, "outlineBluredColor", &txl->outlines_blur_tx, 0);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
+ /* Grid pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ psl->grid = DRW_pass_create("Infinite Grid Pass", state);
+
+ struct Batch *quad = DRW_cache_fullscreen_quad_get();
+ 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_mat4(grp, "ViewProjectionOffsetMatrix", (float *)e_data.grid_mat);
+ DRW_shgroup_uniform_vec3(grp, "cameraPos", e_data.camera_pos, 1);
+ DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
+ DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo, 0);
+ DRW_shgroup_call_add(grp, quad, mat);
+
+ grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1);
+ DRW_shgroup_call_add(grp, quad, mat);
+
+ grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1);
+ DRW_shgroup_call_add(grp, quad, mat);
+ }
+
+ {
+ /* Solid bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
+ }
+
+ {
+ /* Wire bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
+ }
+
+ {
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ struct Batch *geom;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT;
+ state |= DRW_STATE_WIRE;
+ psl->non_meshes = DRW_pass_create("Non Meshes Pass", state);
+
+ /* Empties */
+ geom = DRW_cache_plain_axes_get();
+ stl->g_data->plain_axes = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_cube_get();
+ stl->g_data->cube = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ stl->g_data->circle = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_empty_sphere_get();
+ stl->g_data->sphere = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_empty_cone_get();
+ stl->g_data->cone = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_arrow_get();
+ stl->g_data->single_arrow = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ stl->g_data->single_arrow_line = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_arrows_get();
+ stl->g_data->arrows = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_axis_names_get();
+ stl->g_data->axis_names = shgroup_instance_axis_names(psl->non_meshes, geom);
+
+ /* Speaker */
+ geom = DRW_cache_speaker_get();
+ stl->g_data->speaker = shgroup_instance(psl->non_meshes, geom);
+
+ /* Camera */
+ geom = DRW_cache_camera_get();
+ stl->g_data->camera = shgroup_camera_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_camera_tria_get();
+ stl->g_data->camera_tria = shgroup_camera_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_plain_axes_get();
+ stl->g_data->camera_focus = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ stl->g_data->camera_clip = shgroup_distance_lines_instance(psl->non_meshes, geom);
+ stl->g_data->camera_mist = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ stl->g_data->camera_clip_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
+ stl->g_data->camera_mist_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ /* 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();
+ stl->g_data->lamp_buflimit = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ stl->g_data->lamp_center = shgroup_dynpoints_uniform_color(psl->non_meshes, ts.colorLampNoAlpha, &ts.sizeLampCenter);
+ stl->g_data->lamp_center_group = shgroup_dynpoints_uniform_color(psl->non_meshes, ts.colorGroup, &ts.sizeLampCenter);
+
+ geom = DRW_cache_lamp_get();
+ stl->g_data->lamp_circle = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle);
+ stl->g_data->lamp_circle_shadow = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircleShadow);
+
+ geom = DRW_cache_lamp_sunrays_get();
+ stl->g_data->lamp_sunrays = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle);
+
+ stl->g_data->lamp_groundline = shgroup_groundlines_uniform_color(psl->non_meshes, ts.colorLamp);
+ stl->g_data->lamp_groundpoint = shgroup_groundpoints_uniform_color(psl->non_meshes, ts.colorLamp);
+
+ geom = DRW_cache_lamp_area_get();
+ stl->g_data->lamp_area = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_hemi_get();
+ stl->g_data->lamp_hemi = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ stl->g_data->lamp_distance = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ stl->g_data->lamp_buflimit_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_spot_get();
+ stl->g_data->lamp_spot_cone = shgroup_spot_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ stl->g_data->lamp_spot_blend = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_spot_square_get();
+ stl->g_data->lamp_spot_pyramid = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_square_get();
+ stl->g_data->lamp_spot_blend_rect = shgroup_instance(psl->non_meshes, geom);
+
+ /* Relationship Lines */
+ stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->non_meshes, ts.colorWire);
+ DRW_shgroup_state_set(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3);
+ }
+
+ {
+ /* 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;
+
+ struct 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;
+ }
+}
+
+static void DRW_shgroup_lamp(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl)
+{
+ Lamp *la = ob->data;
+ float *color;
+ int theme_id = DRW_object_wire_theme_get(ob, sl, &color);
+ static float zero = 0.0f;
+
+ float **la_mats = (float **)DRW_object_engine_data_get(ob, &draw_engine_object_type);
+ if (*la_mats == NULL) {
+ /* we need 2 matrices */
+ *la_mats = MEM_mallocN(sizeof(float) * 16 * 2, "Lamp Object Mode Matrices");
+ }
+
+ float (*shapemat)[4], (*spotblendmat)[4];
+ shapemat = (float (*)[4])(*la_mats);
+ spotblendmat = (float (*)[4])(*la_mats + 16);
+
+ /* Don't draw the center if it's selected or active */
+ if (theme_id == TH_GROUP)
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_center_group, ob->obmat[3]);
+ else if (theme_id == TH_LAMP)
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_center, ob->obmat[3]);
+
+ /* First circle */
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_circle, ob->obmat[3], color);
+
+ /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
+ if (la->type != LA_HEMI) {
+ if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_circle_shadow, ob->obmat[3], color);
+ }
+ }
+
+ /* Distance */
+ if (ELEM(la->type, LA_HEMI, LA_SUN, LA_AREA)) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_distance, color, &zero, &la->dist, ob->obmat);
+ }
+
+ copy_m4_m4(shapemat, ob->obmat);
+
+ if (la->type == LA_SUN) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_sunrays, ob->obmat[3], color);
+ }
+ else if (la->type == LA_SPOT) {
+ float size[3], sizemat[4][4];
+ static float one = 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', M_PI / 2.0f);
+ mul_m4_m4m4(spotblendmat, shapemat, sizemat);
+
+ if (la->mode & LA_SQUARE) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->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_dynamic_call_add(stl->g_data->lamp_spot_blend_rect, color, &one, spotblendmat);
+ }
+ }
+ else {
+ DRW_shgroup_dynamic_call_add(stl->g_data->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_dynamic_call_add(stl->g_data->lamp_spot_blend, color, &one, spotblendmat);
+ }
+ }
+
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
+ }
+ else if (la->type == LA_HEMI) {
+ static float hemisize = 2.0f;
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_hemi, color, &hemisize, shapemat);
+ }
+ else if (la->type == LA_AREA) {
+ float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
+
+ if (la->area_shape == LA_AREA_RECT) {
+ size[1] = la->area_sizey / la->area_size;
+ size_to_mat4(sizemat, size);
+ mul_m4_m4m4(shapemat, shapemat, sizemat);
+ }
+
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_area, color, &la->area_size, shapemat);
+ }
+
+ /* Line and point going to the ground */
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_groundline, ob->obmat[3]);
+ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_groundpoint, ob->obmat[3]);
+}
+
+static void DRW_shgroup_camera(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl)
+{
+ const struct bContext *C = DRW_get_context();
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+
+ Camera *cam = ob->data;
+ const bool is_active = (ob == v3d->camera);
+ float *color;
+ DRW_object_wire_theme_get(ob, sl, &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]);
+
+ DRW_shgroup_dynamic_call_add(stl->g_data->camera, color, cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat);
+
+ /* Active cam */
+ if (is_active) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->camera_tria, color, cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat);
+ }
+
+ /* draw the rest in normalize object space */
+ copy_m4_m4(cam->drwnormalmat, ob->obmat);
+ normalize_m4(cam->drwnormalmat);
+
+ 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_dynamic_call_add(stl->g_data->camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->drwfocusmat);
+
+ DRW_shgroup_dynamic_call_add(stl->g_data->camera_clip, color, &cam->clipsta, &cam->clipend, cam->drwnormalmat);
+ DRW_shgroup_dynamic_call_add(stl->g_data->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_dynamic_call_add(stl->g_data->camera_mist, color, &world->miststa, &world->mistend, cam->drwnormalmat);
+ DRW_shgroup_dynamic_call_add(stl->g_data->camera_mist_points, (is_active ? col_hi : col), &world->miststa, &world->mistend, cam->drwnormalmat);
+ }
+ }
+}
+
+static void DRW_shgroup_empty(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl)
+{
+ float *color;
+ DRW_object_wire_theme_get(ob, sl, &color);
+
+ switch (ob->empty_drawtype) {
+ case OB_PLAINAXES:
+ DRW_shgroup_dynamic_call_add(stl->g_data->plain_axes, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_SINGLE_ARROW:
+ DRW_shgroup_dynamic_call_add(stl->g_data->single_arrow, color, &ob->empty_drawsize, ob->obmat);
+ DRW_shgroup_dynamic_call_add(stl->g_data->single_arrow_line, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CUBE:
+ DRW_shgroup_dynamic_call_add(stl->g_data->cube, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CIRCLE:
+ DRW_shgroup_dynamic_call_add(stl->g_data->circle, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_SPHERE:
+ DRW_shgroup_dynamic_call_add(stl->g_data->sphere, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_CONE:
+ DRW_shgroup_dynamic_call_add(stl->g_data->cone, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_ARROWS:
+ DRW_shgroup_dynamic_call_add(stl->g_data->arrows, color, &ob->empty_drawsize, ob->obmat);
+ DRW_shgroup_dynamic_call_add(stl->g_data->axis_names, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ }
+}
+
+static void DRW_shgroup_speaker(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl)
+{
+ float *color;
+ static float one = 1.0f;
+ DRW_object_wire_theme_get(ob, sl, &color);
+
+ DRW_shgroup_dynamic_call_add(stl->g_data->speaker, color, &one, ob->obmat);
+}
+
+static void DRW_shgroup_relationship_lines(OBJECT_StorageList *stl, Object *ob)
+{
+ if (ob->parent) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->relationship_lines, ob->obmat[3]);
+ DRW_shgroup_dynamic_call_add(stl->g_data->relationship_lines, ob->parent->obmat[3]);
+ }
+}
+
+static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob)
+{
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->center_selected, ob->obmat[3]);
+ }
+ else if (0) {
+ DRW_shgroup_dynamic_call_add(stl->g_data->center_deselected, ob->obmat[3]);
+ }
+}
+
+static void OBJECT_cache_populate(void *vedata, Object *ob)
+{
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ const struct bContext *C = DRW_get_context();
+ Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
+
+ //CollectionEngineSettings *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, "");
+
+ //bool do_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_wire");
+ bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
+
+ switch (ob->type) {
+ case OB_MESH:
+ {
+ Object *obedit = scene->obedit;
+ int theme_id = DRW_object_wire_theme_get(ob, sl, NULL);
+ if (ob != obedit) {
+ if (do_outlines) {
+ struct Batch *geom = DRW_cache_surface_get(ob);
+ switch (theme_id) {
+ case TH_ACTIVE:
+ DRW_shgroup_call_add(stl->g_data->outlines_active, geom, ob->obmat);
+ break;
+ case TH_SELECT:
+ DRW_shgroup_call_add(stl->g_data->outlines_select, geom, ob->obmat);
+ break;
+ case TH_GROUP_ACTIVE:
+ DRW_shgroup_call_add(stl->g_data->outlines_select_group, geom, ob->obmat);
+ break;
+ case TH_TRANSFORM:
+ DRW_shgroup_call_add(stl->g_data->outlines_transform, geom, ob->obmat);
+ break;
+ }
+ }
+ }
+ }
+ break;
+ case OB_LAMP:
+ DRW_shgroup_lamp(stl, ob, sl);
+ break;
+ case OB_CAMERA:
+ DRW_shgroup_camera(stl, ob, sl);
+ break;
+ case OB_EMPTY:
+ DRW_shgroup_empty(stl, ob, sl);
+ break;
+ case OB_SPEAKER:
+ DRW_shgroup_speaker(stl, ob, sl);
+ break;
+ case OB_ARMATURE:
+ {
+ bArmature *arm = ob->data;
+ if (arm->edbo == NULL) {
+ DRW_shgroup_armature_object(ob, sl, ((OBJECT_Data *)vedata)->psl->bone_solid,
+ ((OBJECT_Data *)vedata)->psl->bone_wire,
+ stl->g_data->relationship_lines);
+ }
+ }
+ break;
+ default:
+ break;
+ }
+
+ DRW_shgroup_object_center(stl, ob);
+ DRW_shgroup_relationship_lines(stl, ob);
+}
+
+static void OBJECT_draw_scene(void *vedata)
+{
+
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
+ OBJECT_TextureList *txl = ((OBJECT_Data *)vedata)->txl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ /* Render filled polygon on a separate framebuffer */
+ DRW_framebuffer_bind(fbl->outlines);
+ DRW_framebuffer_clear(true, true, false, clearcol, 1.0f);
+ DRW_draw_pass(psl->outlines);
+
+ /* detach textures */
+ DRW_framebuffer_texture_detach(txl->outlines_depth_tx);
+
+ /* Search outline pixels */
+ DRW_framebuffer_bind(fbl->blur);
+ DRW_draw_pass(psl->outlines_search);
+
+ /* Expand and fade gradually */
+ DRW_framebuffer_bind(fbl->outlines);
+ DRW_draw_pass(psl->outlines_expand);
+
+ DRW_framebuffer_bind(fbl->blur);
+ DRW_draw_pass(psl->outlines_fade1);
+
+ DRW_framebuffer_bind(fbl->outlines);
+ DRW_draw_pass(psl->outlines_fade2);
+
+ DRW_framebuffer_bind(fbl->blur);
+ DRW_draw_pass(psl->outlines_fade3);
+
+ DRW_framebuffer_bind(fbl->outlines);
+ DRW_draw_pass(psl->outlines_fade4);
+
+ DRW_framebuffer_bind(fbl->blur);
+ DRW_draw_pass(psl->outlines_fade5);
+
+ /* reattach */
+ DRW_framebuffer_texture_attach(fbl->outlines, txl->outlines_depth_tx, 0);
+ DRW_framebuffer_bind(dfbl->default_fb);
+
+ /* This needs to be drawn after the oultine */
+ DRW_draw_pass(psl->bone_wire);
+ DRW_draw_pass(psl->bone_solid);
+ DRW_draw_pass(psl->non_meshes);
+ DRW_draw_pass(psl->ob_center);
+ DRW_draw_pass(psl->grid);
+
+ /* Combine with scene buffer last */
+ DRW_draw_pass(psl->outlines_resolve);
+}
+
+void OBJECT_collection_settings_create(IDProperty *props)
+{
+ BLI_assert(props &&
+ props->type == IDP_GROUP &&
+ props->subtype == IDP_GROUP_SUB_MODE_OBJECT);
+ BKE_collection_engine_property_add_int(props, "show_wire", false);
+ BKE_collection_engine_property_add_int(props, "show_backface_culling", false);
+}
+
+DrawEngineType draw_engine_object_type = {
+ NULL, NULL,
+ N_("ObjectMode"),
+ &OBJECT_engine_init,
+ &OBJECT_engine_free,
+ &OBJECT_cache_init,
+ &OBJECT_cache_populate,
+ NULL,
+ NULL,
+ &OBJECT_draw_scene
+};