/* * 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 blender/draw/intern/draw_common.c * \ingroup draw */ #include "DRW_render.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "UI_resources.h" #include "BKE_object.h" #include "BKE_global.h" #include "BKE_colorband.h" #include "draw_common.h" #include "draw_builtin_shader.h" #if 0 #define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \ ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0) #endif #define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \ ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f) /* Colors & Constant */ struct DRW_Global G_draw = {0}; static bool weight_ramp_custom = false; static ColorBand weight_ramp_copy; static struct GPUTexture *DRW_create_weight_colorramp_texture(void); void DRW_globals_update(void) { GlobalsUboStorage *gb = &G_draw.block; UI_GetThemeColor4fv(TH_WIRE, gb->colorWire); UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit); UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive); UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect); UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect); UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary); UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform); UI_GetThemeColor4fv(TH_LAMP, gb->colorLamp); UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker); UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera); UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty); UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex); UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect); UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced); UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData); UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive); UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect); UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam); UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp); UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease); UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight); UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect); UI_GetThemeColor4fv(TH_FACE, gb->colorFace); UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect); UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal); UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal); UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal); UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot); UI_GetThemeColor4fv(TH_BACK, gb->colorBackground); /* Custom median color to slightly affect the edit mesh colors. */ interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f); copy_v3_fl(gb->colorEditMeshMiddle, dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */ interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f); /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from black, * with a darker background we need a more faded color. */ interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f); #ifdef WITH_FREESTYLE UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle); UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle); #else zero_v4(gb->colorEdgeFreestyle); zero_v4(gb->colorFaceFreestyle); #endif /* Curve */ UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree); UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto); UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect); UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign); UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp); UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree); UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto); UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect); UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign); UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp); UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline); UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline); UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline); UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline); UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline); UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose); UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame); /* Grid */ UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid); /* emphasise division lines lighter instead of darker, if background is darker than grid */ UI_GetThemeColorShade4fv( TH_GRID, (gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f > gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ? 20 : -10, gb->colorGridEmphasise); /* Grid Axis */ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX); UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY); UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ); UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect); UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline); UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, gb->colorLampNoAlpha); gb->sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize; gb->sizeLampCircle = U.pixelsize * 9.0f; gb->sizeLampCircleShadow = gb->sizeLampCircle + U.pixelsize * 3.0f; /* M_SQRT2 to be at least the same size of the old square */ gb->sizeVertex = U.pixelsize * (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f)); gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE); gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */ gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2))); /* Color management. */ if (DRW_state_is_image_render()) { float *color = gb->UBO_FIRST_COLOR; do { /* TODO more accurate transform. */ srgb_to_linearrgb_v4(color, color); color += 4; } while (color != gb->UBO_LAST_COLOR); } if (G_draw.block_ubo == NULL) { G_draw.block_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), gb); } DRW_uniformbuffer_update(G_draw.block_ubo, gb); if (!G_draw.ramp) { ColorBand ramp = {0}; float *colors; int col_size; ramp.tot = 3; ramp.data[0].a = 1.0f; ramp.data[0].b = 1.0f; ramp.data[0].pos = 0.0f; ramp.data[1].a = 1.0f; ramp.data[1].g = 1.0f; ramp.data[1].pos = 0.5f; ramp.data[2].a = 1.0f; ramp.data[2].r = 1.0f; ramp.data[2].pos = 1.0f; BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size); G_draw.ramp = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL); MEM_freeN(colors); } /* Weight Painting color ramp texture */ bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0; if (weight_ramp_custom != user_weight_ramp || (user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) { DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp); } if (G_draw.weight_ramp == NULL) { weight_ramp_custom = user_weight_ramp; memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)); G_draw.weight_ramp = DRW_create_weight_colorramp_texture(); } } /* ********************************* SHGROUP ************************************* */ extern char datatoc_animviz_mpath_lines_vert_glsl[]; extern char datatoc_animviz_mpath_lines_geom_glsl[]; extern char datatoc_animviz_mpath_points_vert_glsl[]; extern char datatoc_volume_velocity_vert_glsl[]; extern char datatoc_armature_axes_vert_glsl[]; extern char datatoc_armature_sphere_solid_vert_glsl[]; extern char datatoc_armature_sphere_solid_frag_glsl[]; extern char datatoc_armature_sphere_outline_vert_glsl[]; extern char datatoc_armature_envelope_solid_vert_glsl[]; extern char datatoc_armature_envelope_solid_frag_glsl[]; extern char datatoc_armature_envelope_outline_vert_glsl[]; extern char datatoc_armature_envelope_distance_frag_glsl[]; extern char datatoc_armature_shape_solid_vert_glsl[]; extern char datatoc_armature_shape_solid_frag_glsl[]; extern char datatoc_armature_shape_outline_vert_glsl[]; extern char datatoc_armature_shape_outline_geom_glsl[]; extern char datatoc_armature_stick_vert_glsl[]; extern char datatoc_armature_stick_frag_glsl[]; extern char datatoc_armature_dof_vert_glsl[]; extern char datatoc_common_globals_lib_glsl[]; extern char datatoc_common_world_clip_lib_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; extern char datatoc_object_mball_handles_vert_glsl[]; extern char datatoc_object_empty_axes_vert_glsl[]; typedef struct COMMON_Shaders { struct GPUShader *shape_outline; struct GPUShader *shape_solid; struct GPUShader *bone_axes; struct GPUShader *bone_envelope; struct GPUShader *bone_envelope_distance; struct GPUShader *bone_envelope_outline; struct GPUShader *bone_sphere; struct GPUShader *bone_sphere_outline; struct GPUShader *bone_stick; struct GPUShader *bone_dofs; struct GPUShader *mpath_line_sh; struct GPUShader *mpath_points_sh; struct GPUShader *volume_velocity_needle_sh; struct GPUShader *volume_velocity_sh; struct GPUShader *empty_axes_sh; struct GPUShader *mball_handles; } COMMON_Shaders; static COMMON_Shaders g_shaders[DRW_SHADER_SLOT_LEN] = {{NULL}}; static struct { struct GPUVertFormat *instance_screenspace; struct GPUVertFormat *instance_color; struct GPUVertFormat *instance_screen_aligned; struct GPUVertFormat *instance_scaled; struct GPUVertFormat *instance_sized; struct GPUVertFormat *instance_outline; struct GPUVertFormat *instance; struct GPUVertFormat *instance_camera; struct GPUVertFormat *instance_distance_lines; struct GPUVertFormat *instance_spot; struct GPUVertFormat *instance_bone; struct GPUVertFormat *instance_bone_dof; struct GPUVertFormat *instance_bone_stick; struct GPUVertFormat *instance_bone_outline; struct GPUVertFormat *instance_bone_envelope; struct GPUVertFormat *instance_bone_envelope_distance; struct GPUVertFormat *instance_bone_envelope_outline; struct GPUVertFormat *instance_mball_handles; struct GPUVertFormat *dynlines_color; } g_formats = {NULL}; void DRW_globals_free(void) { struct GPUVertFormat **format = &g_formats.instance_screenspace; for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) { MEM_SAFE_FREE(*format); } for (int j = 0; j < DRW_SHADER_SLOT_LEN; j++) { struct GPUShader **shader = &g_shaders[j].shape_outline; for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) { DRW_SHADER_FREE_SAFE(*shader); } } } void DRW_shgroup_world_clip_planes_from_rv3d(DRWShadingGroup *shgrp, const RegionView3D *rv3d) { int world_clip_planes_len = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6; DRW_shgroup_uniform_vec4(shgrp, "WorldClipPlanes", rv3d->clip[0], world_clip_planes_len); DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES); } DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR); DRW_shgroup_instance_format(g_formats.dynlines_color, { {"pos", DRW_ATTR_FLOAT, 3}, {"color", DRW_ATTR_FLOAT, 4} }); DRWShadingGroup *grp = DRW_shgroup_line_batch_create_with_format(sh, pass, g_formats.dynlines_color); return grp; } DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const float color[4]) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR); static float dash_width = 6.0f; static float dash_factor = 0.5f; DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_uniform_vec2(grp, "viewport_size", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1); DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1); DRW_shgroup_uniform_int_copy(grp, "colors_len", 0); /* "simple" mode */ return grp; } DRWShadingGroup *shgroup_dynpoints_uniform_color( DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot) { GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_slot); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_state_enable(grp, DRW_STATE_POINT); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot) { GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE, shader_slot); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot) { GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT, shader_slot); DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", color, 1); DRW_shgroup_state_enable(grp, DRW_STATE_POINT); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_screenspace( DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot) { GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_slot); DRW_shgroup_instance_format(g_formats.instance_screenspace, { {"world_pos", DRW_ATTR_FLOAT, 3}, {"color", DRW_ATTR_FLOAT, 3} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screenspace); DRW_shgroup_uniform_float(grp, "size", size, 1); DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_solid(DRWPass *pass, struct GPUBatch *geom) { static float light[3] = {0.0f, 0.0f, 1.0f}; GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR); DRW_shgroup_instance_format(g_formats.instance_color, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"color", DRW_ATTR_FLOAT, 4} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color); DRW_shgroup_uniform_vec3(grp, "light", light, 1); return grp; } DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom) { GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR); DRW_shgroup_instance_format(g_formats.instance_color, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"color", DRW_ATTR_FLOAT, 4} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color); return grp; } DRWShadingGroup *shgroup_instance_screen_aligned( DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { GPUShader *sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_slot); DRW_shgroup_instance_format(g_formats.instance_screen_aligned, { {"color", DRW_ATTR_FLOAT, 3}, {"size", DRW_ATTR_FLOAT, 1}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, shader_slot); DRW_shgroup_instance_format(g_formats.instance_scaled, { {"color", DRW_ATTR_FLOAT, 3}, {"size", DRW_ATTR_FLOAT, 3}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_scaled); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_slot); DRW_shgroup_instance_format(g_formats.instance_sized, { {"color", DRW_ATTR_FLOAT, 4}, {"size", DRW_ATTR_FLOAT, 1}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized); DRW_shgroup_state_disable(grp, DRW_STATE_BLEND); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_slot); DRW_shgroup_instance_format(g_formats.instance_sized, { {"color", DRW_ATTR_FLOAT, 4}, {"size", DRW_ATTR_FLOAT, 1}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { COMMON_Shaders *sh_data = &g_shaders[shader_slot]; const char *world_clip_lib_or_empty = (shader_slot == DRW_SHADER_SLOT_CLIPPED) ? datatoc_common_world_clip_lib_glsl : ""; const char *world_clip_def_or_empty = (shader_slot == DRW_SHADER_SLOT_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : ""; if (sh_data->empty_axes_sh == NULL) { sh_data->empty_axes_sh = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_axes_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, }); } DRW_shgroup_instance_format(g_formats.instance_sized, { {"color", DRW_ATTR_FLOAT, 3}, {"size", DRW_ATTR_FLOAT, 1}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_data->empty_axes_sh, pass, geom, g_formats.instance_sized); DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_outline(DRWPass *pass, struct GPUBatch *geom, int *baseid) { GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE); DRW_shgroup_instance_format(g_formats.instance_outline, { {"callId", DRW_ATTR_INT, 1}, {"size", DRW_ATTR_FLOAT, 1}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_outline); DRW_shgroup_uniform_int(grp, "baseId", baseid, 1); return grp; } DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_CAMERA, shader_slot); DRW_shgroup_instance_format(g_formats.instance_camera, { {"color", DRW_ATTR_FLOAT, 3}, {"corners", DRW_ATTR_FLOAT, 8}, {"depth", DRW_ATTR_FLOAT, 1}, {"tria", DRW_ATTR_FLOAT, 4}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_camera); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES, shader_slot); static float point_size = 4.0f; DRW_shgroup_instance_format(g_formats.instance_distance_lines, { {"color", DRW_ATTR_FLOAT, 3}, {"start", DRW_ATTR_FLOAT, 1}, {"end", DRW_ATTR_FLOAT, 1}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines); DRW_shgroup_uniform_float(grp, "size", &point_size, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot) { GPUShader *sh_inst = DRW_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, shader_slot); static const int True = true; static const int False = false; DRW_shgroup_instance_format(g_formats.instance_spot, { {"color", DRW_ATTR_FLOAT, 3}, {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16} }); DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_spot); DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1); DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1); DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_axes == NULL) { sh_data->bone_axes = DRW_shader_create( datatoc_armature_axes_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_color, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"color", DRW_ATTR_FLOAT, 4} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_axes, pass, DRW_cache_bone_arrows_get(), g_formats.instance_color); DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2); return grp; } DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_envelope_outline == NULL) { sh_data->bone_envelope_outline = DRW_shader_create( datatoc_armature_envelope_outline_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, { {"headSphere", DRW_ATTR_FLOAT, 4}, {"tailSphere", DRW_ATTR_FLOAT, 4}, {"outlineColorSize", DRW_ATTR_FLOAT, 4}, {"xAxis", DRW_ATTR_FLOAT, 3} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_envelope_outline, pass, DRW_cache_bone_envelope_outline_get(), g_formats.instance_bone_envelope_outline); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); return grp; } DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_envelope_distance == NULL) { sh_data->bone_envelope_distance = DRW_shader_create( datatoc_armature_envelope_solid_vert_glsl, NULL, datatoc_armature_envelope_distance_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, { {"headSphere", DRW_ATTR_FLOAT, 4}, {"tailSphere", DRW_ATTR_FLOAT, 4}, {"xAxis", DRW_ATTR_FLOAT, 3} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_envelope_distance, pass, DRW_cache_bone_envelope_solid_get(), g_formats.instance_bone_envelope_distance); return grp; } DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_envelope == NULL) { sh_data->bone_envelope = DRW_shader_create( datatoc_armature_envelope_solid_vert_glsl, NULL, datatoc_armature_envelope_solid_frag_glsl, "#define SMOOTH_ENVELOPE\n"); } DRW_shgroup_instance_format(g_formats.instance_bone_envelope, { {"headSphere", DRW_ATTR_FLOAT, 4}, {"tailSphere", DRW_ATTR_FLOAT, 4}, {"boneColor", DRW_ATTR_FLOAT, 3}, {"stateColor", DRW_ATTR_FLOAT, 3}, {"xAxis", DRW_ATTR_FLOAT, 3} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_envelope, pass, DRW_cache_bone_envelope_solid_get(), g_formats.instance_bone_envelope); DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f); return grp; } DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->mball_handles == NULL) { sh_data->mball_handles = DRW_shader_create( datatoc_object_mball_handles_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_mball_handles, { {"ScaleTranslationMatrix", DRW_ATTR_FLOAT, 12}, {"radius", DRW_ATTR_FLOAT, 1}, {"color", DRW_ATTR_FLOAT, 3} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->mball_handles, pass, DRW_cache_screenspace_circle_get(), g_formats.instance_mball_handles); DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2); return grp; } /* Only works with batches with adjacency infos. */ DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct GPUBatch *geom) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->shape_outline == NULL) { sh_data->shape_outline = DRW_shader_create( datatoc_armature_shape_outline_vert_glsl, datatoc_armature_shape_outline_geom_glsl, datatoc_gpu_shader_flat_color_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone_outline, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"outlineColorSize", DRW_ATTR_FLOAT, 4} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->shape_outline, pass, geom, g_formats.instance_bone_outline); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); return grp; } DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatch *geom, bool transp) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->shape_solid == NULL) { sh_data->shape_solid = DRW_shader_create( datatoc_armature_shape_solid_vert_glsl, NULL, datatoc_armature_shape_solid_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"boneColor", DRW_ATTR_FLOAT, 3}, {"stateColor", DRW_ATTR_FLOAT, 3} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->shape_solid, pass, geom, g_formats.instance_bone); DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f); return grp; } DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_sphere == NULL) { sh_data->bone_sphere = DRW_shader_create( datatoc_armature_sphere_solid_vert_glsl, NULL, datatoc_armature_sphere_solid_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"boneColor", DRW_ATTR_FLOAT, 3}, {"stateColor", DRW_ATTR_FLOAT, 3} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_sphere, pass, DRW_cache_bone_point_get(), g_formats.instance_bone); /* More transparent than the shape to be less distractive. */ DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.4f : 1.0f); return grp; } DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_sphere_outline == NULL) { sh_data->bone_sphere_outline = DRW_shader_create( datatoc_armature_sphere_outline_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone_outline, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"outlineColorSize", DRW_ATTR_FLOAT, 4} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_sphere_outline, pass, DRW_cache_bone_point_wire_outline_get(), g_formats.instance_bone_outline); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); return grp; } DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_stick == NULL) { sh_data->bone_stick = DRW_shader_create( datatoc_armature_stick_vert_glsl, NULL, datatoc_armature_stick_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone_stick, { {"boneStart", DRW_ATTR_FLOAT, 3}, {"boneEnd", DRW_ATTR_FLOAT, 3}, {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port theses to uchar color */ {"boneColor", DRW_ATTR_FLOAT, 4}, {"headColor", DRW_ATTR_FLOAT, 4}, {"tailColor", DRW_ATTR_FLOAT, 4} }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_stick, pass, DRW_cache_bone_stick_get(), g_formats.instance_bone_stick); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_float_copy(grp, "stickSize", 5.0f * U.pixelsize); return grp; } struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->bone_dofs == NULL) { sh_data->bone_dofs = DRW_shader_create( datatoc_armature_dof_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); } DRW_shgroup_instance_format(g_formats.instance_bone_dof, { {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16}, {"color", DRW_ATTR_FLOAT, 4}, {"amin", DRW_ATTR_FLOAT, 2}, {"amax", DRW_ATTR_FLOAT, 2}, }); DRWShadingGroup *grp = DRW_shgroup_instance_create( sh_data->bone_dofs, pass, geom, g_formats.instance_bone_dof); return grp; } struct GPUShader *mpath_line_shader_get(void) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->mpath_line_sh == NULL) { sh_data->mpath_line_sh = DRW_shader_create_with_lib( datatoc_animviz_mpath_lines_vert_glsl, datatoc_animviz_mpath_lines_geom_glsl, datatoc_gpu_shader_3D_smooth_color_frag_glsl, datatoc_common_globals_lib_glsl, NULL); } return sh_data->mpath_line_sh; } struct GPUShader *mpath_points_shader_get(void) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (sh_data->mpath_points_sh == NULL) { sh_data->mpath_points_sh = DRW_shader_create_with_lib( datatoc_animviz_mpath_points_vert_glsl, NULL, datatoc_gpu_shader_point_varying_color_frag_glsl, datatoc_common_globals_lib_glsl, NULL); } return sh_data->mpath_points_sh; } struct GPUShader *volume_velocity_shader_get(bool use_needle) { COMMON_Shaders *sh_data = &g_shaders[DRW_SHADER_SLOT_DEFAULT]; if (use_needle) { if (sh_data->volume_velocity_needle_sh == NULL) { sh_data->volume_velocity_needle_sh = DRW_shader_create( datatoc_volume_velocity_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, "#define USE_NEEDLE"); } return sh_data->volume_velocity_needle_sh; } else { if (sh_data->volume_velocity_sh == NULL) { sh_data->volume_velocity_sh = DRW_shader_create( datatoc_volume_velocity_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); } return sh_data->volume_velocity_sh; } } /* ******************************************** COLOR UTILS *********************************************** */ /* TODO FINISH */ /** * Get the wire color theme_id of an object based on it's state * \a r_color is a way to get a pointer to the static color var associated */ int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color) { const DRWContextState *draw_ctx = DRW_context_state_get(); const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT); const bool active = (view_layer->basact && view_layer->basact->object == ob); /* confusing logic here, there are 2 methods of setting the color * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id. * * note: no theme yet for 'colindex' */ int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE; if (is_edit) { /* fallback to TH_WIRE */ } else if (((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) { theme_id = TH_TRANSFORM; } else { /* Sets the 'theme_id' or fallback to wire */ if ((ob->base_flag & BASE_SELECTED) != 0) { theme_id = (active) ? TH_ACTIVE : TH_SELECT; } else { if (ob->type == OB_LAMP) theme_id = TH_LAMP; else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER; else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA; else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY; else if (ob->type == OB_LIGHTPROBE) theme_id = TH_EMPTY; /* TODO add lightprobe color */ /* fallback to TH_WIRE */ } } if (r_color != NULL) { if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) { *r_color = G_draw.block.colorDupli; } else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) { switch (theme_id) { case TH_ACTIVE: case TH_SELECT: *r_color = G_draw.block.colorDupliSelect; break; case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break; default: *r_color = G_draw.block.colorDupli; break; } } else { switch (theme_id) { case TH_WIRE_EDIT: *r_color = G_draw.block.colorWireEdit; break; case TH_ACTIVE: *r_color = G_draw.block.colorActive; break; case TH_SELECT: *r_color = G_draw.block.colorSelect; break; case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break; case TH_SPEAKER: *r_color = G_draw.block.colorSpeaker; break; case TH_CAMERA: *r_color = G_draw.block.colorCamera; break; case TH_EMPTY: *r_color = G_draw.block.colorEmpty; break; case TH_LAMP: *r_color = G_draw.block.colorLamp; break; default: *r_color = G_draw.block.colorWire; break; } } } return theme_id; } /* XXX This is very stupid, better find something more general. */ float *DRW_color_background_blend_get(int theme_id) { static float colors[11][4]; float *ret; switch (theme_id) { case TH_WIRE_EDIT: ret = colors[0]; break; case TH_ACTIVE: ret = colors[1]; break; case TH_SELECT: ret = colors[2]; break; case TH_TRANSFORM: ret = colors[5]; break; case TH_SPEAKER: ret = colors[6]; break; case TH_CAMERA: ret = colors[7]; break; case TH_EMPTY: ret = colors[8]; break; case TH_LAMP: ret = colors[9]; break; default: ret = colors[10]; break; } UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret); return ret; } bool DRW_object_is_flat(Object *ob, int *axis) { float dim[3]; if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { /* Non-meshes object cannot be considered as flat. */ return false; } BKE_object_dimensions_get(ob, dim); if (dim[0] == 0.0f) { *axis = 0; return true; } else if (dim[1] == 0.0f) { *axis = 1; return true; } else if (dim[2] == 0.0f) { *axis = 2; return true; } return false; } bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis) { float ob_rot[3][3], invviewmat[4][4]; DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV); BKE_object_rot_to_mat3(ob, ob_rot, true); float dot = dot_v3v3(ob_rot[axis], invviewmat[2]); if (fabsf(dot) < 1e-3) { return true; } return false; } static void DRW_evaluate_weight_to_color(const float weight, float result[4]) { if (U.flag & USER_CUSTOM_RANGE) { BKE_colorband_evaluate(&U.coba_weight, weight, result); } else { /* Use gamma correction to even out the color bands: * increasing widens yellow/cyan vs red/green/blue. * Gamma 1.0 produces the original 2.79 color ramp. */ const float gamma = 1.5f; float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)}; hsv_to_rgb_v(hsv, result); for (int i = 0; i < 3; i++) { result[i] = pow(result[i], 1.0f / gamma); } } } static GPUTexture *DRW_create_weight_colorramp_texture(void) { char error[256]; float pixels[256][4]; for (int i = 0 ; i < 256 ; i ++) { DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]); pixels[i][3] = 1.0f; } return GPU_texture_create_1D(256, GPU_RGBA8, pixels[0], error); }