/* * 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/edit_armature_mode.c * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" #include "DNA_armature_types.h" #include "DNA_view3d_types.h" #include "draw_common.h" #include "draw_mode_engines.h" extern GlobalsUboStorage ts; /* *********** LISTS *********** */ typedef struct EDIT_ARMATURE_PassList { struct DRWPass *bone_solid; struct DRWPass *bone_wire; struct DRWPass *bone_outline; struct DRWPass *bone_envelope; struct DRWPass *bone_axes; struct DRWPass *relationship; } EDIT_ARMATURE_PassList; typedef struct EDIT_ARMATURE_StorageList { struct EDIT_ARMATURE_PrivateData *g_data; } EDIT_ARMATURE_StorageList; typedef struct EDIT_ARMATURE_Data { void *engine_type; DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; EDIT_ARMATURE_PassList *psl; EDIT_ARMATURE_StorageList *stl; } EDIT_ARMATURE_Data; /* *********** STATIC *********** */ typedef struct EDIT_ARMATURE_PrivateData { char pad; /* UNUSED */ } EDIT_ARMATURE_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ static void EDIT_ARMATURE_cache_init(void *vedata) { EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl; EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { /* Solid bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; psl->bone_solid = DRW_pass_create("Bone Solid Pass", state); } { /* Bones Outline */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; psl->bone_outline = DRW_pass_create("Bone Outline Pass", state); } { /* Wire bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND; psl->bone_wire = DRW_pass_create("Bone Wire Pass", state); } { /* distance outline around envelope bones */ DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT; psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND; psl->bone_axes = DRW_pass_create("Bone Axes Pass", state); } { /* Non Meshes Pass (Camera, empties, lamps ...) */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_WIRE; psl->relationship = DRW_pass_create("Bone Relationship Pass", state); } } static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob) { bArmature *arm = ob->data; EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl; if (ob->type == OB_ARMATURE) { if (arm->edbo) { DRWArmaturePasses passes = { .bone_solid = psl->bone_solid, .bone_outline = psl->bone_outline, .bone_wire = psl->bone_wire, .bone_envelope = psl->bone_envelope, .bone_axes = psl->bone_axes, .relationship_lines = psl->relationship, }; DRW_shgroup_armature_edit(ob, passes); } } } static void EDIT_ARMATURE_draw_scene(void *vedata) { EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); 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; DRW_draw_pass(psl->bone_envelope); if (transparent_bones) { DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND); DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH); DRW_draw_pass(psl->bone_solid); } MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl) if (!transparent_bones) { DRW_draw_pass(psl->bone_solid); } DRW_draw_pass(psl->bone_outline); DRW_draw_pass(psl->bone_wire); DRW_draw_pass(psl->relationship); MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) /* Draw axes with linesmooth and outside of multisample buffer. */ DRW_draw_pass(psl->bone_axes); } static const DrawEngineDataSize EDIT_ARMATURE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_ARMATURE_Data); DrawEngineType draw_engine_edit_armature_type = { NULL, NULL, N_("EditArmatureMode"), &EDIT_ARMATURE_data_size, NULL, NULL, &EDIT_ARMATURE_cache_init, &EDIT_ARMATURE_cache_populate, NULL, NULL, &EDIT_ARMATURE_draw_scene, NULL, NULL, };