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Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/intern/draw_manager.c22
-rw-r--r--source/blender/draw/modes/pose_mode.c78
2 files changed, 94 insertions, 6 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index f18e2d119dc..98fe737410f 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1570,6 +1570,15 @@ void DRW_draw_select_loop(
obedit_mode = CTX_MODE_EDIT_ARMATURE;
}
}
+ bool use_bone_selection_overlay = false;
+ if (v3d->overlay.flag &= V3D_OVERLAY_BONE_SELECTION) {
+ if (!(v3d->flag2 &= V3D_RENDER_OVERRIDE)) {
+ Object *obpose = OBPOSE_FROM_OBACT(obact);
+ if (obpose) {
+ use_bone_selection_overlay = true;
+ }
+ }
+ }
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
@@ -1584,8 +1593,17 @@ void DRW_draw_select_loop(
drw_engines_enable_from_mode(obedit_mode);
}
else {
- drw_engines_enable_basic();
- drw_engines_enable_from_object_mode();
+ /* when in pose mode and overlays enable and bone selection overlay
+ active, switch order as the bone selection must have more precedence
+ than the rest of the scene */
+ if (use_bone_selection_overlay) {
+ drw_engines_enable_from_object_mode();
+ drw_engines_enable_basic();
+ }
+ else {
+ drw_engines_enable_basic();
+ drw_engines_enable_from_object_mode();
+ }
}
/* Setup viewport */
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c
index a7fc1da959b..19a93c8c52d 100644
--- a/source/blender/draw/modes/pose_mode.c
+++ b/source/blender/draw/modes/pose_mode.c
@@ -22,10 +22,13 @@
/** \file blender/draw/modes/pose_mode.c
* \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 "DNA_view3d_types.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
@@ -50,6 +53,7 @@ typedef struct POSE_PassList {
struct DRWPass *bone_envelope;
struct DRWPass *bone_axes;
struct DRWPass *relationship;
+ struct DRWPass *bone_selection;
} POSE_PassList;
typedef struct POSE_StorageList {
@@ -67,10 +71,33 @@ typedef struct POSE_Data {
/* *********** STATIC *********** */
typedef struct POSE_PrivateData {
- char pad; /* UNUSED */
+ DRWShadingGroup *bone_selection_shgrp;
} POSE_PrivateData; /* Transient data */
+static struct {
+ struct GPUShader *bone_selection_sh;
+} e_data = {NULL};
+
+static float blend_color[4] = {0.0, 0.0, 0.0, 0.5};
+
/* *********** FUNCTIONS *********** */
+static bool POSE_is_bone_selection_overlay_active(void)
+{
+ const DRWContextState *dcs = DRW_context_state_get();
+ const View3D *v3d = dcs->v3d;
+ return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECTION);
+}
+
+static void POSE_engine_init(void *UNUSED(vedata))
+{
+ if (!e_data.bone_selection_sh) {
+ e_data.bone_selection_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+static void POSE_engine_free(void)
+{
+}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
@@ -120,12 +147,42 @@ static void POSE_cache_init(void *vedata)
DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
}
+
+ {
+ if (POSE_is_bone_selection_overlay_active()) {
+ DRWShadingGroup *grp;
+ psl->bone_selection = DRW_pass_create("Bone Selection", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
+ grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
+ DRW_shgroup_uniform_vec4(grp, "color", blend_color, 1);
+ stl->g_data->bone_selection_shgrp = grp;
+ }
+ }
+}
+
+static bool POSE_is_driven_by_active_armature(Object *ob)
+{
+ Object *armature = modifiers_isDeformedByArmature(ob);
+ if (armature) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ bool is_active = DRW_pose_mode_armature(armature, draw_ctx->obact);
+ if (!is_active && armature->proxy_from) {
+ is_active = DRW_pose_mode_armature(armature->proxy_from, draw_ctx->obact);
+ }
+ return is_active;
+ } else {
+ Object *meshDeform = modifiers_isDeformedByMeshDeform(ob);
+ if (meshDeform) {
+ return POSE_is_driven_by_active_armature(meshDeform);
+ }
+ }
+ 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_StorageList *stl = ((POSE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* In the future this will allow us to implement face manipulators,
@@ -143,6 +200,11 @@ static void POSE_cache_populate(void *vedata, Object *ob)
};
DRW_shgroup_armature_pose(ob, passes);
}
+ } else if (ob->type == OB_MESH && POSE_is_bone_selection_overlay_active() && POSE_is_driven_by_active_armature(ob)) {
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ DRW_shgroup_call_object_add(stl->g_data->bone_selection_shgrp, geom, ob);
+ }
}
}
@@ -178,6 +240,14 @@ static void POSE_draw_scene(void *vedata)
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
+ const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active();
+
+ if(bone_selection_overlay) {
+ GPU_framebuffer_bind(dfbl->default_fb);
+ DRW_draw_pass(psl->bone_selection);
+ GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0);
+ GPU_framebuffer_bind(dfbl->default_fb);
+ }
DRW_draw_pass(psl->bone_envelope);
@@ -228,8 +298,8 @@ DrawEngineType draw_engine_pose_type = {
NULL, NULL,
N_("PoseMode"),
&POSE_data_size,
- NULL,
- NULL,
+ &POSE_engine_init,
+ &POSE_engine_free,
&POSE_cache_init,
&POSE_cache_populate,
NULL,