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Diffstat (limited to 'source/blender/draw/modes/pose_mode.c')
-rw-r--r-- | source/blender/draw/modes/pose_mode.c | 355 |
1 files changed, 0 insertions, 355 deletions
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c deleted file mode 100644 index 91e4e2335de..00000000000 --- a/source/blender/draw/modes/pose_mode.c +++ /dev/null @@ -1,355 +0,0 @@ -/* - * 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. - * - * Copyright 2016, Blender Foundation. - */ - -/** \file - * \ingroup draw - */ -#include "BKE_modifier.h" - -#include "DNA_modifier_types.h" -#include "DNA_view3d_types.h" - -#include "DRW_engine.h" -#include "DRW_render.h" - -#include "ED_view3d.h" - -/* If builtin shaders are needed */ -#include "GPU_shader.h" - -#include "draw_common.h" -#include "draw_mode_engines.h" - -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; -extern char datatoc_pose_selection_vert_glsl[]; - -/* *********** LISTS *********** */ -/** - * All lists are per viewport specific datas. - * They are all free when viewport changes engines - * or is free itself. Use #POSE_engine_init() to - * initialize most of them and #POSE_cache_init() - * for #POSE_PassList - */ - -typedef struct POSE_PassList { - struct DRWPass *bone_solid[2]; - struct DRWPass *bone_transp[2]; - struct DRWPass *bone_outline[2]; - struct DRWPass *bone_wire[2]; - struct DRWPass *bone_envelope[2]; - struct DRWPass *bone_axes; - struct DRWPass *relationship[2]; - struct DRWPass *bone_selection; -} POSE_PassList; - -typedef struct POSE_StorageList { - struct POSE_PrivateData *g_data; -} POSE_StorageList; - -typedef struct POSE_Data { - void *engine_type; - DRWViewportEmptyList *fbl; - DRWViewportEmptyList *txl; - POSE_PassList *psl; - POSE_StorageList *stl; -} POSE_Data; - -/* *********** STATIC *********** */ - -typedef struct POSE_PrivateData { - DRWShadingGroup *bone_selection_shgrp; - DRWShadingGroup *bone_selection_invert_shgrp; - GHash *custom_shapes[2]; - float blend_color[4]; - float blend_color_invert[4]; - bool transparent_bones; -} POSE_PrivateData; /* Transient data */ - -static struct { - struct GPUShader *bone_selection_sh; -} e_data = {NULL}; - -/* *********** FUNCTIONS *********** */ -static bool POSE_is_bone_selection_overlay_active(void) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - const View3D *v3d = draw_ctx->v3d; - return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) && draw_ctx->object_pose; -} - -static void POSE_engine_init(void *UNUSED(vedata)) -{ - if (!e_data.bone_selection_sh) { - e_data.bone_selection_sh = DRW_shader_create_with_lib( - datatoc_pose_selection_vert_glsl, - NULL, - datatoc_gpu_shader_uniform_color_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - } -} - -static void POSE_engine_free(void) -{ - DRW_SHADER_FREE_SAFE(e_data.bone_selection_sh); -} - -/* Here init all passes and shading groups - * Assume that all Passes are NULL */ -static void POSE_cache_init(void *vedata) -{ - POSE_PassList *psl = ((POSE_Data *)vedata)->psl; - POSE_StorageList *stl = ((POSE_Data *)vedata)->stl; - const DRWContextState *draw_ctx = DRW_context_state_get(); - View3D *v3d = draw_ctx->v3d; - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); - } - POSE_PrivateData *ppd = stl->g_data; - ppd->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE); - - for (int i = 0; i < 2; i++) { - /* Solid bones */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; - psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH); - psl->bone_transp[i] = DRW_pass_create("Bone Transp Pass", state | DRW_STATE_BLEND_ALPHA); - - /* Bones Outline */ - state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - 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_ALPHA; - psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state); - - /* distance outline around envelope bones */ - state = DRW_STATE_BLEND_ADD | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | - DRW_STATE_CULL_FRONT; - 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_BLEND_ALPHA; - psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state); - - ppd->custom_shapes[i] = BLI_ghash_ptr_new(__func__); - } - - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND_ALPHA; - psl->bone_axes = DRW_pass_create("Bone Axes Pass", state); - } - - { - if (POSE_is_bone_selection_overlay_active()) { - const float alpha = (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) ? - 0.0f : - v3d->overlay.xray_alpha_bone; - copy_v4_fl4(ppd->blend_color, 0.0f, 0.0f, 0.0f, alpha); - copy_v4_fl4(ppd->blend_color_invert, 0.0f, 0.0f, 0.0f, pow(alpha, 4)); - DRWShadingGroup *grp; - psl->bone_selection = DRW_pass_create( - "Bone Selection", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA); - grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection); - DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color, 1); - stl->g_data->bone_selection_shgrp = grp; - grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection); - DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color_invert, 1); - stl->g_data->bone_selection_invert_shgrp = grp; - } - } -} - -static bool POSE_is_driven_by_active_armature(Object *ob) -{ - Object *ob_arm = modifiers_isDeformedByArmature(ob); - if (ob_arm) { - const DRWContextState *draw_ctx = DRW_context_state_get(); - bool is_active = DRW_pose_mode_armature(ob_arm, draw_ctx->obact); - if (!is_active && ob_arm->proxy_from) { - is_active = DRW_pose_mode_armature(ob_arm->proxy_from, draw_ctx->obact); - } - return is_active; - } - else { - Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob); - if (ob_mesh_deform) { - return POSE_is_driven_by_active_armature(ob_mesh_deform); - } - } - return false; -} - -/* Add geometry to shading groups. Execute for each objects */ -static void POSE_cache_populate(void *vedata, Object *ob) -{ - POSE_PassList *psl = ((POSE_Data *)vedata)->psl; - POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - /* In the future this will allow us to implement face gizmos, - * and similar functionalities. For now we handle only pose bones. */ - - if (ob->type == OB_ARMATURE) { - if ((draw_ctx->v3d->flag2 & V3D_HIDE_OVERLAYS) || - (draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES)) { - return; - } - if (DRW_pose_mode_armature(ob, draw_ctx->obact)) { - int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0; - bool transp = (ppd->transparent_bones || (ob->dt <= OB_WIRE)) || - XRAY_FLAG_ENABLED(draw_ctx->v3d); - - DRWArmaturePasses passes = { - .bone_solid = (transp) ? psl->bone_transp[ghost] : psl->bone_solid[ghost], - .bone_outline = psl->bone_outline[ghost], - .bone_wire = psl->bone_wire[ghost], - .bone_envelope = psl->bone_envelope[ghost], - .bone_axes = psl->bone_axes, - .relationship_lines = psl->relationship[ghost], - .custom_shapes = ppd->custom_shapes[transp], - }; - DRW_shgroup_armature_pose(ob, passes, transp); - } - } - else if (ob->type == OB_MESH && !DRW_state_is_select() && - POSE_is_bone_selection_overlay_active()) { - struct GPUBatch *geom = DRW_cache_object_surface_get(ob); - if (geom) { - if (POSE_is_driven_by_active_armature(ob)) { - DRW_shgroup_call(ppd->bone_selection_shgrp, geom, ob); - } - else { - DRW_shgroup_call(ppd->bone_selection_invert_shgrp, geom, ob); - } - } - } -} - -static void POSE_cache_finish(void *vedata) -{ - POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data; - - /* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */ - for (int i = 0; i < 2; i++) { - BLI_ghash_free(ppd->custom_shapes[i], NULL, NULL); - } -} - -/** - * Return true if armature should be handled by the pose mode engine. - */ -bool DRW_pose_mode_armature(Object *ob, Object *active_ob) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - - /* Pose armature is handled by pose mode engine. */ - if (((ob == active_ob) || (ob->mode & OB_MODE_POSE)) && - ((draw_ctx->object_mode & OB_MODE_POSE) != 0)) { - return true; - } - - /* Armature parent is also handled by pose mode engine. */ - if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) { - if (ob == draw_ctx->object_pose) { - return true; - } - } - - return false; -} - -/* Draw time ! Control rendering pipeline from here */ -static void POSE_draw_scene(void *vedata) -{ - POSE_PassList *psl = ((POSE_Data *)vedata)->psl; - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active(); - - if (DRW_state_is_select()) { - DRW_draw_pass(psl->bone_outline[0]); - DRW_draw_pass(psl->bone_solid[0]); - DRW_draw_pass(psl->bone_wire[0]); - DRW_draw_pass(psl->bone_outline[1]); - DRW_draw_pass(psl->bone_solid[1]); - DRW_draw_pass(psl->bone_wire[1]); - return; - } - - if (bone_selection_overlay) { - GPU_framebuffer_bind(dfbl->default_fb); - DRW_draw_pass(psl->bone_selection); - GPU_framebuffer_bind(dfbl->depth_only_fb); - GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0); - GPU_framebuffer_bind(dfbl->default_fb); - } - - DRW_draw_pass(psl->bone_envelope[0]); - DRW_draw_pass(psl->bone_transp[0]); - - MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); - - DRW_draw_pass(psl->bone_solid[0]); - DRW_draw_pass(psl->bone_outline[0]); - DRW_draw_pass(psl->bone_wire[0]); - DRW_draw_pass(psl->relationship[0]); - - MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl); - - if (!DRW_pass_is_empty(psl->bone_envelope[1]) || !DRW_pass_is_empty(psl->bone_transp[1]) || - !DRW_pass_is_empty(psl->bone_solid[1]) || !DRW_pass_is_empty(psl->bone_outline[1]) || - !DRW_pass_is_empty(psl->bone_wire[1]) || !DRW_pass_is_empty(psl->relationship[1])) { - if (DRW_state_is_fbo()) { - GPU_framebuffer_bind(dfbl->default_fb); - GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f); - } - - DRW_draw_pass(psl->bone_envelope[1]); - DRW_draw_pass(psl->bone_solid[1]); - DRW_draw_pass(psl->bone_transp[1]); - DRW_draw_pass(psl->bone_outline[1]); - DRW_draw_pass(psl->bone_wire[1]); - DRW_draw_pass(psl->relationship[1]); - } - - /* Draw axes with linesmooth and outside of multisample buffer. */ - DRW_draw_pass(psl->bone_axes); -} - -static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data); - -DrawEngineType draw_engine_pose_type = { - NULL, - NULL, - N_("PoseMode"), - &POSE_data_size, - &POSE_engine_init, - &POSE_engine_free, - &POSE_cache_init, - &POSE_cache_populate, - &POSE_cache_finish, - NULL, - &POSE_draw_scene, - NULL, - NULL, -}; |