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Diffstat (limited to 'source/blender/draw/modes/pose_mode.c')
-rw-r--r--source/blender/draw/modes/pose_mode.c355
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,
-};