/* * 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 "DRW_engine.h" #include "DRW_render.h" #include "DNA_armature_types.h" #include "DNA_view3d_types.h" #include "ED_view3d.h" #include "draw_common.h" #include "draw_mode_engines.h" /* *********** LISTS *********** */ typedef struct EDIT_ARMATURE_PassList { struct DRWPass *bone_solid[2]; struct DRWPass *bone_transp[2]; struct DRWPass *bone_wire[2]; struct DRWPass *bone_outline[2]; struct DRWPass *bone_envelope[2]; struct DRWPass *bone_axes; struct DRWPass *relationship[2]; } 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 { bool transparent_bones; } 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; const DRWContextState *draw_ctx = DRW_context_state_get(); if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); } stl->g_data->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); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND_ALPHA; psl->bone_axes = DRW_pass_create("Bone Axes Pass", state); } } static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob) { bArmature *arm = ob->data; if (ob->type == OB_ARMATURE) { if (arm->edbo) { EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl; EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); int ghost = (ob->dtx & OB_DRAWXRAY) ? 1 : 0; bool transp = (stl->g_data->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 = NULL, /* Not needed in edit mode. */ }; DRW_shgroup_armature_edit(ob, passes, transp); } } } 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(); 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; } DRW_draw_pass(psl->bone_envelope[0]); /* For performance reason, avoid blending on MS target. */ 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_solid[1]) || !DRW_pass_is_empty(psl->bone_transp[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 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, };