/* * 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/modes/object_mode.c * \ingroup draw */ #include "DRW_engine.h" #include "DRW_render.h" #include "DNA_userdef_types.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_camera_types.h" #include "DNA_curve_types.h" #include "DNA_mesh_types.h" #include "DNA_meta_types.h" #include "DNA_modifier_types.h" #include "DNA_object_force_types.h" #include "DNA_lightprobe_types.h" #include "DNA_particle_types.h" #include "DNA_rigidbody_types.h" #include "DNA_smoke_types.h" #include "DNA_view3d_types.h" #include "DNA_world_types.h" #include "BKE_anim.h" #include "BKE_camera.h" #include "BKE_constraint.h" #include "BKE_curve.h" #include "BKE_editmesh.h" #include "BKE_mball.h" #include "BKE_mesh.h" #include "BKE_modifier.h" #include "BKE_movieclip.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_tracking.h" #include "ED_view3d.h" #include "GPU_batch.h" #include "GPU_draw.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "MEM_guardedalloc.h" #include "UI_resources.h" #include "draw_mode_engines.h" #include "draw_manager_text.h" #include "draw_common.h" #include "draw_builtin_shader.h" #include "DEG_depsgraph_query.h" extern char datatoc_common_world_clip_lib_glsl[]; extern char datatoc_object_outline_prepass_vert_glsl[]; extern char datatoc_object_outline_prepass_geom_glsl[]; extern char datatoc_object_outline_prepass_frag_glsl[]; extern char datatoc_object_outline_resolve_frag_glsl[]; extern char datatoc_object_outline_detect_frag_glsl[]; extern char datatoc_object_outline_expand_frag_glsl[]; extern char datatoc_object_grid_frag_glsl[]; extern char datatoc_object_grid_vert_glsl[]; extern char datatoc_object_empty_image_frag_glsl[]; extern char datatoc_object_empty_image_vert_glsl[]; extern char datatoc_object_lightprobe_grid_vert_glsl[]; extern char datatoc_object_loose_points_frag_glsl[]; extern char datatoc_object_particle_prim_vert_glsl[]; extern char datatoc_object_particle_dot_vert_glsl[]; extern char datatoc_object_particle_dot_frag_glsl[]; extern char datatoc_common_globals_lib_glsl[]; extern char datatoc_common_fxaa_lib_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_flat_id_frag_glsl[]; extern char datatoc_common_fullscreen_vert_glsl[]; extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; /* *********** LISTS *********** */ typedef struct OBJECT_PassList { struct DRWPass *non_meshes[2]; struct DRWPass *image_empties[2]; struct DRWPass *spot_shapes[2]; struct DRWPass *ob_center; struct DRWPass *outlines; struct DRWPass *outlines_search; struct DRWPass *outlines_expand; struct DRWPass *outlines_bleed; struct DRWPass *outlines_resolve; struct DRWPass *grid; struct DRWPass *bone_solid[2]; struct DRWPass *bone_outline[2]; struct DRWPass *bone_wire[2]; struct DRWPass *bone_envelope[2]; struct DRWPass *bone_axes[2]; struct DRWPass *particle; struct DRWPass *lightprobes; } OBJECT_PassList; typedef struct OBJECT_FramebufferList { struct GPUFrameBuffer *outlines_fb; struct GPUFrameBuffer *blur_fb; struct GPUFrameBuffer *expand_fb; struct GPUFrameBuffer *ghost_fb; } OBJECT_FramebufferList; typedef struct OBJECT_StorageList { struct OBJECT_PrivateData *g_data; } OBJECT_StorageList; typedef struct OBJECT_Data { void *engine_type; OBJECT_FramebufferList *fbl; DRWViewportEmptyList *txl; OBJECT_PassList *psl; OBJECT_StorageList *stl; } OBJECT_Data; typedef struct OBJECT_Shaders { /* fullscreen shaders */ GPUShader *outline_prepass; GPUShader *outline_prepass_wire; GPUShader *outline_resolve; GPUShader *outline_resolve_aa; GPUShader *outline_detect; GPUShader *outline_detect_wire; GPUShader *outline_fade; GPUShader *outline_fade_large; /* regular shaders */ GPUShader *object_empty_image; GPUShader *object_empty_image_wire; GPUShader *grid; GPUShader *part_dot; GPUShader *part_prim; GPUShader *part_axis; GPUShader *lightprobe_grid; GPUShader *loose_points; } OBJECT_Shaders; /* *********** STATIC *********** */ typedef struct OBJECT_ShadingGroupList { /* Reference only */ struct DRWPass *non_meshes; struct DRWPass *image_empties; struct DRWPass *spot_shapes; struct DRWPass *bone_solid; struct DRWPass *bone_outline; struct DRWPass *bone_wire; struct DRWPass *bone_envelope; struct DRWPass *bone_axes; /* Empties */ DRWShadingGroup *plain_axes; DRWShadingGroup *cube; DRWShadingGroup *circle; DRWShadingGroup *sphere; DRWShadingGroup *sphere_solid; DRWShadingGroup *cylinder; DRWShadingGroup *capsule_cap; DRWShadingGroup *capsule_body; DRWShadingGroup *cone; DRWShadingGroup *single_arrow; DRWShadingGroup *single_arrow_line; DRWShadingGroup *empty_axes; /* Force Field */ DRWShadingGroup *field_wind; DRWShadingGroup *field_force; DRWShadingGroup *field_vortex; DRWShadingGroup *field_curve_sta; DRWShadingGroup *field_curve_end; DRWShadingGroup *field_tube_limit; DRWShadingGroup *field_cone_limit; /* Grease Pencil */ DRWShadingGroup *gpencil_axes; /* Speaker */ DRWShadingGroup *speaker; /* Probe */ DRWShadingGroup *probe_cube; DRWShadingGroup *probe_planar; DRWShadingGroup *probe_grid; /* MetaBalls */ DRWShadingGroup *mball_handle; /* Lamps */ DRWShadingGroup *lamp_center; DRWShadingGroup *lamp_groundpoint; DRWShadingGroup *lamp_groundline; DRWShadingGroup *lamp_circle; DRWShadingGroup *lamp_circle_shadow; DRWShadingGroup *lamp_sunrays; DRWShadingGroup *lamp_distance; DRWShadingGroup *lamp_buflimit; DRWShadingGroup *lamp_buflimit_points; DRWShadingGroup *lamp_area_sphere; DRWShadingGroup *lamp_area_square; DRWShadingGroup *lamp_area_disk; DRWShadingGroup *lamp_hemi; DRWShadingGroup *lamp_spot_cone; DRWShadingGroup *lamp_spot_blend; DRWShadingGroup *lamp_spot_pyramid; DRWShadingGroup *lamp_spot_blend_rect; DRWShadingGroup *lamp_spot_volume; DRWShadingGroup *lamp_spot_volume_rect; DRWShadingGroup *lamp_spot_volume_outside; DRWShadingGroup *lamp_spot_volume_rect_outside; /* Helpers */ DRWShadingGroup *relationship_lines; DRWShadingGroup *constraint_lines; /* Camera */ DRWShadingGroup *camera; DRWShadingGroup *camera_frame; DRWShadingGroup *camera_tria; DRWShadingGroup *camera_focus; DRWShadingGroup *camera_clip; DRWShadingGroup *camera_clip_points; DRWShadingGroup *camera_mist; DRWShadingGroup *camera_mist_points; DRWShadingGroup *camera_stereo_plane; DRWShadingGroup *camera_stereo_volume; DRWShadingGroup *camera_stereo_volume_wires; ListBase camera_path; /* Wire */ DRWShadingGroup *wire; DRWShadingGroup *wire_active; DRWShadingGroup *wire_select; DRWShadingGroup *wire_transform; /* Wire (duplicator) */ DRWShadingGroup *wire_dupli; DRWShadingGroup *wire_dupli_select; /* Points */ DRWShadingGroup *points; DRWShadingGroup *points_active; DRWShadingGroup *points_select; DRWShadingGroup *points_transform; /* Points (duplicator) */ DRWShadingGroup *points_dupli; DRWShadingGroup *points_dupli_select; /* Texture Space */ DRWShadingGroup *texspace; } OBJECT_ShadingGroupList; typedef struct OBJECT_PrivateData { OBJECT_ShadingGroupList sgl; OBJECT_ShadingGroupList sgl_ghost; /* Outlines */ DRWShadingGroup *outlines_active; DRWShadingGroup *outlines_select; DRWShadingGroup *outlines_select_dupli; DRWShadingGroup *outlines_transform; /* Lightprobes */ DRWShadingGroup *lightprobes_cube_select; DRWShadingGroup *lightprobes_cube_select_dupli; DRWShadingGroup *lightprobes_cube_active; DRWShadingGroup *lightprobes_cube_transform; DRWShadingGroup *lightprobes_planar_select; DRWShadingGroup *lightprobes_planar_select_dupli; DRWShadingGroup *lightprobes_planar_active; DRWShadingGroup *lightprobes_planar_transform; /* Objects Centers */ DRWShadingGroup *center_active; DRWShadingGroup *center_selected; DRWShadingGroup *center_deselected; DRWShadingGroup *center_selected_lib; DRWShadingGroup *center_deselected_lib; /* Outlines id offset (accessed as an array) */ int id_ofs_active; int id_ofs_select; int id_ofs_select_dupli; int id_ofs_transform; int id_ofs_prb_active; int id_ofs_prb_select; int id_ofs_prb_select_dupli; int id_ofs_prb_transform; bool xray_enabled; } OBJECT_PrivateData; /* Transient data */ static struct { /* Instance Data format */ struct GPUVertFormat *particle_format; struct GPUVertFormat *empty_image_format; struct GPUVertFormat *empty_image_wire_format; OBJECT_Shaders sh_data[DRW_SHADER_SLOT_LEN]; float camera_pos[3]; float grid_settings[5]; float grid_mesh_size; int grid_flag; float grid_axes[3]; int zpos_flag; int zneg_flag; float zplane_axes[3]; float inv_viewport_size[2]; bool draw_grid; /* Temp buffer textures */ struct GPUTexture *outlines_depth_tx; struct GPUTexture *outlines_id_tx; struct GPUTexture *outlines_color_tx; struct GPUTexture *outlines_blur_tx; ListBase smoke_domains; } e_data = {NULL}; /* Engine data */ enum { SHOW_AXIS_X = (1 << 0), SHOW_AXIS_Y = (1 << 1), SHOW_AXIS_Z = (1 << 2), SHOW_GRID = (1 << 3), PLANE_XY = (1 << 4), PLANE_XZ = (1 << 5), PLANE_YZ = (1 << 6), CLIP_ZPOS = (1 << 7), CLIP_ZNEG = (1 << 8), GRID_BACK = (1 << 9), }; /* Prototypes. */ static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color); /* *********** FUNCTIONS *********** */ static void OBJECT_engine_init(void *vedata) { OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl; const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; if (DRW_state_is_fbo()) { e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); /* XXX TODO GPU_R16UI can overflow, it would cause no harm * (only bad colored or missing outlines) but we should * use 32bits only if the scene have that many objects */ e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->outlines_fb, { GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx), GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx) }); e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->expand_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx) }); e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->blur_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx) }); } /* Shaders */ const DRWContextState *draw_ctx = DRW_context_state_get(); OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_slot]; const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0; const char *world_clip_lib_or_empty = is_clip ? datatoc_common_world_clip_lib_glsl : ""; const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : ""; if (!sh_data->outline_resolve) { /* Outline */ sh_data->outline_prepass = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL}, .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, }); sh_data->outline_prepass_wire = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_outline_prepass_vert_glsl, NULL}, .geom = (const char *[]){world_clip_lib_or_empty, datatoc_object_outline_prepass_geom_glsl, NULL}, .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, }); sh_data->outline_resolve = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL); sh_data->outline_resolve_aa = DRW_shader_create_with_lib( datatoc_common_fullscreen_vert_glsl, NULL, datatoc_object_outline_resolve_frag_glsl, datatoc_common_fxaa_lib_glsl, "#define FXAA_ALPHA\n" "#define USE_FXAA\n"); sh_data->outline_detect = DRW_shader_create_with_lib( datatoc_common_fullscreen_vert_glsl, NULL, datatoc_object_outline_detect_frag_glsl, datatoc_common_globals_lib_glsl, NULL); sh_data->outline_detect_wire = DRW_shader_create_with_lib( datatoc_common_fullscreen_vert_glsl, NULL, datatoc_object_outline_detect_frag_glsl, datatoc_common_globals_lib_glsl, "#define WIRE\n"); sh_data->outline_fade = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL); sh_data->outline_fade_large = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, "#define LARGE_OUTLINE\n"); /* Empty images */ { const char *empty_image_defs = ( "#define DEPTH_UNCHANGED " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_DEFAULT) "\n" "#define DEPTH_FRONT " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_FRONT) "\n" "#define DEPTH_BACK " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_BACK) "\n"); sh_data->object_empty_image = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_image_vert_glsl, NULL}, .frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, empty_image_defs, NULL}, }); sh_data->object_empty_image_wire = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_image_vert_glsl, NULL}, .frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, "#define USE_WIRE\n", empty_image_defs, NULL}, }); } /* Grid */ sh_data->grid = DRW_shader_create_with_lib( datatoc_object_grid_vert_glsl, NULL, datatoc_object_grid_frag_glsl, datatoc_common_globals_lib_glsl, NULL); /* Particles */ sh_data->part_prim = DRW_shader_create( datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL); sh_data->part_axis = DRW_shader_create( datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, "#define USE_AXIS\n"); sh_data->part_dot = DRW_shader_create( datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL); /* Lightprobes */ sh_data->lightprobe_grid = DRW_shader_create( datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL); /* Loose Points */ sh_data->loose_points = DRW_shader_create_from_arrays({ .vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL}, .frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, NULL}, }); } { /* Grid precompute */ float invviewmat[4][4], invwinmat[4][4]; float viewmat[4][4], winmat[4][4]; View3D *v3d = draw_ctx->v3d; Scene *scene = draw_ctx->scene; RegionView3D *rv3d = draw_ctx->rv3d; float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL); float grid_res; const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0; const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0; const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0; const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0; e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor; DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW); DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV); DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV); /* Setup camera pos */ copy_v3_v3(e_data.camera_pos, invviewmat[3]); /* if perps */ if (winmat[3][3] == 0.0f) { float fov; float viewvecs[2][4] = { {1.0f, -1.0f, -1.0f, 1.0f}, {-1.0f, 1.0f, -1.0f, 1.0f} }; /* convert the view vectors to view space */ for (int i = 0; i < 2; i++) { mul_m4_v4(invwinmat, viewvecs[i]); mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */ } fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f; grid_res = fabsf(tanf(fov)) / grid_scale; e_data.grid_flag = (1 << 4); /* XY plane */ if (show_axis_x) { e_data.grid_flag |= SHOW_AXIS_X; } if (show_axis_y) { e_data.grid_flag |= SHOW_AXIS_Y; } if (show_floor) { e_data.grid_flag |= SHOW_GRID; } } else { if (rv3d->view != RV3D_VIEW_USER) { /* Allow 3 more subdivisions. */ grid_scale /= powf(v3d->gridsubdiv, 3); } float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1])); grid_res = viewdist / grid_scale; if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) { e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; } else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { e_data.grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK; } else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) { e_data.grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK; } else { /* RV3D_VIEW_USER */ e_data.grid_flag = PLANE_XY; if (show_axis_x) { e_data.grid_flag |= SHOW_AXIS_X; } if (show_axis_y) { e_data.grid_flag |= SHOW_AXIS_Y; } if (show_floor) { e_data.grid_flag |= SHOW_GRID; } } } e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0); e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0); e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0); /* Z axis if needed */ if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) { e_data.zpos_flag = SHOW_AXIS_Z; float zvec[4] = {0.0f, 0.0f, -1.0f, 0.0f}; mul_m4_v4(invviewmat, zvec); /* z axis : chose the most facing plane */ if (fabsf(zvec[0]) < fabsf(zvec[1])) { e_data.zpos_flag |= PLANE_XZ; } else { e_data.zpos_flag |= PLANE_YZ; } e_data.zneg_flag = e_data.zpos_flag; /* Persp : If camera is below floor plane, we switch clipping * Ortho : If eye vector is looking up, we switch clipping */ if (((winmat[3][3] == 0.0f) && (e_data.camera_pos[2] > 0.0f)) || ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f))) { e_data.zpos_flag |= CLIP_ZPOS; e_data.zneg_flag |= CLIP_ZNEG; } else { e_data.zpos_flag |= CLIP_ZNEG; e_data.zneg_flag |= CLIP_ZPOS; } e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0); e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0); e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0); } else { e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS; } float dist; if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) { Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera); dist = ((Camera *)(camera_object->data))->clipend; } else { dist = v3d->far; } e_data.grid_settings[0] = dist / 2.0f; /* gridDistance */ e_data.grid_settings[1] = grid_res; /* gridResolution */ e_data.grid_settings[2] = grid_scale; /* gridScale */ e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */ e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) : 0.0f; /* 1/log(gridSubdiv) */ if (winmat[3][3] == 0.0f) { e_data.grid_mesh_size = dist; } else { float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1])); e_data.grid_mesh_size = viewdist * dist; } } copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get()); invert_v2(e_data.inv_viewport_size); } static void OBJECT_engine_free(void) { MEM_SAFE_FREE(e_data.particle_format); MEM_SAFE_FREE(e_data.empty_image_format); MEM_SAFE_FREE(e_data.empty_image_wire_format); for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { OBJECT_Shaders *sh_data = &e_data.sh_data[sh_data_index]; GPUShader **sh_data_as_array = (GPUShader **)sh_data; for (int i = 0; i < (sizeof(OBJECT_Shaders) / sizeof(GPUShader *)); i++) { DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); } } } static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader *sh, eDRW_ShaderSlot shader_slot) { DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_int(grp, "baseId", ofs, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } /* currently same as 'shgroup_outline', new function to avoid confustion */ static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], GPUShader *sh, eDRW_ShaderSlot shader_slot) { DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", col, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } /* currently same as 'shgroup_outline', new function to avoid confustion */ static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUShader *sh, eDRW_ShaderSlot shader_slot) { DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", col, 1); DRW_shgroup_uniform_vec4(grp, "innerColor", G_draw.block.colorEditMeshMiddle, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } return grp; } static int *shgroup_theme_id_to_probe_outline_counter( OBJECT_StorageList *stl, int theme_id, const int base_flag) { if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { switch (theme_id) { case TH_ACTIVE: case TH_SELECT: return &stl->g_data->id_ofs_prb_select_dupli; case TH_TRANSFORM: default: return &stl->g_data->id_ofs_prb_transform; } } switch (theme_id) { case TH_ACTIVE: return &stl->g_data->id_ofs_prb_active; case TH_SELECT: return &stl->g_data->id_ofs_prb_select; case TH_TRANSFORM: default: return &stl->g_data->id_ofs_prb_transform; } } static int *shgroup_theme_id_to_outline_counter( OBJECT_StorageList *stl, int theme_id, const int base_flag) { if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { switch (theme_id) { case TH_ACTIVE: case TH_SELECT: return &stl->g_data->id_ofs_select_dupli; case TH_TRANSFORM: default: return &stl->g_data->id_ofs_transform; } } switch (theme_id) { case TH_ACTIVE: return &stl->g_data->id_ofs_active; case TH_SELECT: return &stl->g_data->id_ofs_select; case TH_TRANSFORM: default: return &stl->g_data->id_ofs_transform; } } static DRWShadingGroup *shgroup_theme_id_to_probe_planar_outline_shgrp( OBJECT_StorageList *stl, int theme_id) { /* does not increment counter */ switch (theme_id) { case TH_ACTIVE: return stl->g_data->lightprobes_planar_active; case TH_SELECT: return stl->g_data->lightprobes_planar_select; case TH_TRANSFORM: default: return stl->g_data->lightprobes_planar_transform; } } static DRWShadingGroup *shgroup_theme_id_to_probe_cube_outline_shgrp( OBJECT_StorageList *stl, int theme_id, const int base_flag) { /* does not increment counter */ if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { switch (theme_id) { case TH_ACTIVE: case TH_SELECT: return stl->g_data->lightprobes_cube_select_dupli; case TH_TRANSFORM: default: return stl->g_data->lightprobes_cube_transform; } } switch (theme_id) { case TH_ACTIVE: return stl->g_data->lightprobes_cube_active; case TH_SELECT: return stl->g_data->lightprobes_cube_select; case TH_TRANSFORM: default: return stl->g_data->lightprobes_cube_transform; } } static DRWShadingGroup *shgroup_theme_id_to_outline_or_null( OBJECT_StorageList *stl, int theme_id, const int base_flag) { int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag); *counter += 1; if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { switch (theme_id) { case TH_ACTIVE: case TH_SELECT: return stl->g_data->outlines_select_dupli; case TH_TRANSFORM: return stl->g_data->outlines_transform; default: return NULL; } } switch (theme_id) { case TH_ACTIVE: return stl->g_data->outlines_active; case TH_SELECT: return stl->g_data->outlines_select; case TH_TRANSFORM: return stl->g_data->outlines_transform; default: return NULL; } } static DRWShadingGroup *shgroup_theme_id_to_wire( OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag) { if (UNLIKELY(base_flag & BASE_FROM_SET)) { return sgl->wire_dupli; } else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { switch (theme_id) { case TH_ACTIVE: case TH_SELECT: return sgl->wire_dupli_select; case TH_TRANSFORM: return sgl->wire_transform; default: return sgl->wire_dupli; } } switch (theme_id) { case TH_ACTIVE: return sgl->wire_active; case TH_SELECT: return sgl->wire_select; case TH_TRANSFORM: return sgl->wire_transform; default: return sgl->wire; } } static DRWShadingGroup *shgroup_theme_id_to_point( OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag) { if (UNLIKELY(base_flag & BASE_FROM_SET)) { return sgl->points_dupli; } else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) { switch (theme_id) { case TH_ACTIVE: case TH_SELECT: return sgl->points_dupli_select; case TH_TRANSFORM: return sgl->points_transform; default: return sgl->points_dupli; } } switch (theme_id) { case TH_ACTIVE: return sgl->points_active; case TH_SELECT: return sgl->points_select; case TH_TRANSFORM: return sgl->points_transform; default: return sgl->points; } } static void image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2]) { float ima_x, ima_y; if (ima) { ima_x = size[0]; ima_y = size[1]; } else { /* if no image, make it a 1x1 empty square, honor scale & offset */ ima_x = ima_y = 1.0f; } /* Get the image aspect even if the buffer is invalid */ float sca_x = 1.0f, sca_y = 1.0f; if (ima) { if (ima->aspx > ima->aspy) { sca_y = ima->aspy / ima->aspx; } else if (ima->aspx < ima->aspy) { sca_x = ima->aspx / ima->aspy; } } const float scale_x_inv = ima_x * sca_x; const float scale_y_inv = ima_y * sca_y; if (scale_x_inv > scale_y_inv) { r_image_aspect[0] = 1.0f; r_image_aspect[1] = scale_y_inv / scale_x_inv; } else { r_image_aspect[0] = scale_x_inv / scale_y_inv; r_image_aspect[1] = 1.0f; } } static void DRW_shgroup_empty_image( OBJECT_Shaders *sh_data, OBJECT_ShadingGroupList *sgl, Object *ob, const float color[3], RegionView3D *rv3d, eDRW_ShaderSlot shader_slot) { /* TODO: 'StereoViews', see draw_empty_image. */ if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d)) { return; } /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, see: T59347 */ int size[2] = {0}; GPUTexture *tex = NULL; if (ob->data != NULL) { tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, 0.0f); if (tex) { size[0] = GPU_texture_width(tex); size[1] = GPU_texture_height(tex); } } CLAMP_MIN(size[0], 1); CLAMP_MIN(size[1], 1); float image_aspect[2]; image_calc_aspect(ob->data, size, image_aspect); /* OPTI(fclem) We need sorting only for transparent images. If an image as no alpha channel and * ob->col[3] == 1.0f, we could remove it from the sorting pass. */ if (tex && (ob->col[3] > 0.0f)) { DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image, sgl->image_empties); DRW_shgroup_uniform_texture(grp, "image", tex); /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */ DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]); DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]); DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth); DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1); DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1); DRW_shgroup_uniform_vec4(grp, "objectColor", ob->col, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } DRW_shgroup_call_add(grp, DRW_cache_image_plane_get(), ob->obmat); } { DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image_wire, sgl->non_meshes); /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */ DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]); DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]); DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth); DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1); DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1); DRW_shgroup_uniform_vec3(grp, "color", color, 1); if (shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d); } DRW_shgroup_call_add(grp, DRW_cache_image_plane_wire_get(), ob->obmat); } } static void OBJECT_cache_init(void *vedata) { const GlobalsUboStorage *gb = &G_draw.block; OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); OBJECT_PrivateData *g_data; const DRWContextState *draw_ctx = DRW_context_state_get(); OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_slot]; const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH); const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f); const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) || (outline_width > 4.0f); if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } g_data = stl->g_data; g_data->xray_enabled = XRAY_ENABLED(draw_ctx->v3d) && (draw_ctx->v3d->shading.type < OB_MATERIAL); { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE; psl->outlines = DRW_pass_create("Outlines Depth Pass", state); GPUShader *sh = sh_data->outline_prepass; if (g_data->xray_enabled) { sh = sh_data->outline_prepass_wire; } g_data->outlines_select = shgroup_outline(psl->outlines, &g_data->id_ofs_select, sh, draw_ctx->shader_slot); g_data->outlines_select_dupli = shgroup_outline(psl->outlines, &g_data->id_ofs_select_dupli, sh, draw_ctx->shader_slot); g_data->outlines_transform = shgroup_outline(psl->outlines, &g_data->id_ofs_transform, sh, draw_ctx->shader_slot); g_data->outlines_active = shgroup_outline(psl->outlines, &g_data->id_ofs_active, sh, draw_ctx->shader_slot); g_data->id_ofs_select = 0; g_data->id_ofs_select_dupli = 0; g_data->id_ofs_active = 0; g_data->id_ofs_transform = 0; } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_POINT; DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state); struct GPUBatch *sphere = DRW_cache_sphere_get(); struct GPUBatch *quad = DRW_cache_quad_get(); /* Cubemap */ g_data->lightprobes_cube_select = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select); g_data->lightprobes_cube_select_dupli = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select_dupli); g_data->lightprobes_cube_active = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_active); g_data->lightprobes_cube_transform = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_transform); /* Planar */ g_data->lightprobes_planar_select = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select); g_data->lightprobes_planar_select_dupli = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select_dupli); g_data->lightprobes_planar_active = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_active); g_data->lightprobes_planar_transform = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_transform); g_data->id_ofs_prb_select = 0; g_data->id_ofs_prb_select_dupli = 0; g_data->id_ofs_prb_active = 0; g_data->id_ofs_prb_transform = 0; } { DRWState state = DRW_STATE_WRITE_COLOR; struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); /* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */ float alphaOcclu = (g_data->xray_enabled) ? 1.0f : 0.35f; psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state); GPUShader *sh = (g_data->xray_enabled) ? sh_data->outline_detect_wire : sh_data->outline_detect; DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search); DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx); DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx); DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu); DRW_shgroup_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4); DRW_shgroup_call_add(grp, quad, NULL); /* This is the bleed pass if do_outline_expand is false. */ GPUShader *fade_sh = (do_large_expand) ? sh_data->outline_fade_large : sh_data->outline_fade; psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state); grp = DRW_shgroup_create(fade_sh, psl->outlines_expand); DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx); DRW_shgroup_uniform_bool_copy(grp, "doExpand", do_outline_expand); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state); if (do_outline_expand) { grp = DRW_shgroup_create(sh_data->outline_fade, psl->outlines_bleed); DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx); DRW_shgroup_uniform_bool_copy(grp, "doExpand", false); DRW_shgroup_call_add(grp, quad, NULL); } } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND; psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state); struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx : &e_data.outlines_color_tx; DRWShadingGroup *grp = DRW_shgroup_create(sh_data->outline_resolve_aa, psl->outlines_resolve); DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx); DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1); DRW_shgroup_call_add(grp, quad, NULL); } { /* Grid pass */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND; psl->grid = DRW_pass_create("Infinite Grid Pass", state); struct GPUBatch *geom = DRW_cache_grid_get(); float grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f; static float mat[4][4]; unit_m4(mat); /* Create 3 quads to render ordered transparency Z axis */ DRWShadingGroup *grp = DRW_shgroup_create(sh_data->grid, psl->grid); DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1); DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1); DRW_shgroup_uniform_vec3(grp, "cameraPos", e_data.camera_pos, 1); DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1); DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size); DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size); DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_call_add(grp, geom, mat); grp = DRW_shgroup_create(sh_data->grid, psl->grid); DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1); DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_call_add(grp, geom, mat); grp = DRW_shgroup_create(sh_data->grid, psl->grid); DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1); DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_call_add(grp, geom, mat); } for (int i = 0; i < 2; ++i) { OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; /* Solid bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; sgl->bone_solid = psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state); sgl->bone_outline = 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; sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state); /* distance outline around envelope bones */ state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT; sgl->bone_envelope = 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_WIRE; sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state); } for (int i = 0; i < 2; ++i) { OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; /* Non Meshes Pass (Camera, empties, lamps ...) */ struct GPUBatch *geom; struct GPUShader *sh; DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_POINT | DRW_STATE_WIRE; sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state); state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_WIRE; sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state); /* Empties */ geom = DRW_cache_plain_axes_get(); sgl->plain_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_empty_cube_get(); sgl->cube = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_circle_get(); sgl->circle = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_empty_sphere_get(); sgl->sphere = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_sphere_get(); sgl->sphere_solid = shgroup_instance_solid(sgl->non_meshes, geom); geom = DRW_cache_empty_cylinder_get(); sgl->cylinder = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_empty_capsule_cap_get(); sgl->capsule_cap = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_empty_capsule_body_get(); sgl->capsule_body = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_empty_cone_get(); sgl->cone = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_single_arrow_get(); sgl->single_arrow = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_single_line_get(); sgl->single_arrow_line = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_bone_arrows_get(); sgl->empty_axes = shgroup_instance_empty_axes(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Force Field */ geom = DRW_cache_field_wind_get(); sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_field_force_get(); sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_field_vortex_get(); sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_screenspace_circle_get(); sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Grease Pencil */ geom = DRW_cache_gpencil_axes_get(); sgl->gpencil_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Speaker */ geom = DRW_cache_speaker_get(); sgl->speaker = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Probe */ static float probeSize = 14.0f; geom = DRW_cache_lightprobe_cube_get(); sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot); geom = DRW_cache_lightprobe_grid_get(); sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_slot); static float probePlanarSize = 20.0f; geom = DRW_cache_lightprobe_planar_get(); sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, draw_ctx->shader_slot); /* Camera */ geom = DRW_cache_camera_get(); sgl->camera = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_camera_frame_get(); sgl->camera_frame = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_camera_tria_get(); sgl->camera_tria = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_plain_axes_get(); sgl->camera_focus = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_single_line_get(); sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_single_line_endpoints_get(); sgl->camera_clip_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); sgl->camera_mist_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_quad_get(); sgl->camera_stereo_plane = shgroup_instance_alpha(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_cube_get(); sgl->camera_stereo_volume = shgroup_instance_alpha(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_empty_cube_get(); sgl->camera_stereo_volume_wires = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); BLI_listbase_clear(&sgl->camera_path); /* Texture Space */ geom = DRW_cache_empty_cube_get(); sgl->texspace = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Wires (for loose edges) */ sh = DRW_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR, draw_ctx->shader_slot); sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_slot); sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_slot); sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_slot); sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_slot); /* Wire (duplicator) */ sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_slot); sgl->wire_dupli_select = shgroup_wire(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_slot); /* Points (loose points) */ sh = sh_data->loose_points; sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_slot); sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_slot); sgl->points_transform = shgroup_points(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_slot); sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_slot); /* Points (duplicator) */ sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_slot); sgl->points_dupli_select = shgroup_points(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_slot); DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND); DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND); DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND); DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND); DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND); DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND); /* Metaballs Handles */ sgl->mball_handle = shgroup_instance_mball_handles(sgl->non_meshes); /* Lamps */ /* TODO * for now we create multiple times the same VBO with only lamp center coordinates * but ideally we would only create it once */ /* start with buflimit because we don't want stipples */ geom = DRW_cache_single_line_get(); sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->shader_slot); geom = DRW_cache_lamp_get(); sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot); geom = DRW_cache_lamp_shadows_get(); sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, draw_ctx->shader_slot); geom = DRW_cache_lamp_sunrays_get(); sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_slot); sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_slot); sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_slot); geom = DRW_cache_screenspace_circle_get(); sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_area_square_get(); sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_area_disk_get(); sgl->lamp_area_disk = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_hemi_get(); sgl->lamp_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_single_line_get(); sgl->lamp_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_single_line_endpoints_get(); sgl->lamp_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_spot_get(); sgl->lamp_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_circle_get(); sgl->lamp_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_spot_square_get(); sgl->lamp_spot_pyramid = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); geom = DRW_cache_square_get(); sgl->lamp_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_slot); /* -------- STIPPLES ------- */ /* Relationship Lines */ sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorWire); sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorGridAxisZ); /* Force Field Curve Guide End (here because of stipple) */ /* TODO port to shader stipple */ geom = DRW_cache_screenspace_circle_get(); sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Force Field Limits */ /* TODO port to shader stipple */ geom = DRW_cache_field_tube_limit_get(); sgl->field_tube_limit = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot); /* TODO port to shader stipple */ geom = DRW_cache_field_cone_limit_get(); sgl->field_cone_limit = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_slot); /* Spot shapes */ state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_CULL_FRONT; sgl->spot_shapes = psl->spot_shapes[i] = DRW_pass_create("Spot Shape Pass", state); geom = DRW_cache_lamp_spot_volume_get(); sgl->lamp_spot_volume = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_spot_square_volume_get(); sgl->lamp_spot_volume_rect = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_slot); geom = DRW_cache_lamp_spot_volume_get(); sgl->lamp_spot_volume_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_slot); DRW_shgroup_state_disable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_FRONT); DRW_shgroup_state_enable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_BACK); geom = DRW_cache_lamp_spot_square_volume_get(); sgl->lamp_spot_volume_rect_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_slot); DRW_shgroup_state_disable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_FRONT); DRW_shgroup_state_enable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_BACK); } { /* Object Center pass grouped by State */ DRWShadingGroup *grp; static float outlineWidth, size; DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT; psl->ob_center = DRW_pass_create("Obj Center Pass", state); outlineWidth = 1.0f * U.pixelsize; size = U.obcenter_dia * U.pixelsize + outlineWidth; GPUShader *sh = DRW_shader_get_builtin_shader( GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->shader_slot); /* Active */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_float(grp, "size", &size, 1); DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1); DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1); DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1); if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); } stl->g_data->center_active = grp; /* Select */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1); if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); } stl->g_data->center_selected = grp; /* Deselect */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1); if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); } stl->g_data->center_deselected = grp; /* Select (library) */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1); if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); } stl->g_data->center_selected_lib = grp; /* Deselect (library) */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1); if (draw_ctx->shader_slot == DRW_SHADER_SLOT_CLIPPED) { DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d); } stl->g_data->center_deselected_lib = grp; } { /* Particle Pass */ psl->particle = DRW_pass_create( "Particle Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_POINT | DRW_STATE_BLEND); } } static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) { MetaBall *mb = ob->data; float *color; DRW_object_wire_theme_get(ob, view_layer, &color); float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */ { float scamat[3][3]; copy_m3_m4(scamat, ob->obmat); /* Get the normalized inverse matrix to extract only * the scale of Scamat */ float iscamat[3][3]; invert_m3_m3(iscamat, scamat); normalize_m3(iscamat); mul_m3_m3_post(scamat, iscamat); copy_v3_v3(draw_scale_xform[0], scamat[0]); copy_v3_v3(draw_scale_xform[1], scamat[1]); copy_v3_v3(draw_scale_xform[2], scamat[2]); } for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) { /* draw radius */ float world_pos[3]; mul_v3_m4v3(world_pos, ob->obmat, &ml->x); draw_scale_xform[0][3] = world_pos[0]; draw_scale_xform[1][3] = world_pos[1]; draw_scale_xform[2][3] = world_pos[2]; DRW_shgroup_call_dynamic_add(sgl->mball_handle, draw_scale_xform, &ml->rad, color); } } static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) { Lamp *la = ob->data; float *color; int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color); static float zero = 0.0f; typedef struct LampEngineData { DrawData dd; float shape_mat[4][4]; float spot_blend_mat[4][4]; } LampEngineData; LampEngineData *lamp_engine_data = (LampEngineData *)DRW_drawdata_ensure( &ob->id, &draw_engine_object_type, sizeof(LampEngineData), NULL, NULL); float (*shapemat)[4] = lamp_engine_data->shape_mat; float (*spotblendmat)[4] = lamp_engine_data->spot_blend_mat; if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) { /* Don't draw the center if it's selected or active */ if (theme_id == TH_LAMP) { DRW_shgroup_call_dynamic_add(sgl->lamp_center, ob->obmat[3]); } } /* First circle */ DRW_shgroup_call_dynamic_add(sgl->lamp_circle, ob->obmat[3], color); /* draw dashed outer circle for shadow */ DRW_shgroup_call_dynamic_add(sgl->lamp_circle_shadow, ob->obmat[3], color); /* Distance */ if (ELEM(la->type, LA_SUN, LA_AREA)) { DRW_shgroup_call_dynamic_add(sgl->lamp_distance, color, &zero, &la->dist, ob->obmat); } copy_m4_m4(shapemat, ob->obmat); if (la->type == LA_SUN) { DRW_shgroup_call_dynamic_add(sgl->lamp_sunrays, ob->obmat[3], color); } else if (la->type == LA_SPOT) { float size[3], sizemat[4][4]; static float one = 1.0f; float cone_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f}; float cone_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f}; float blend = 1.0f - pow2f(la->spotblend); size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist; size[2] = cosf(la->spotsize * 0.5f) * la->dist; size_to_mat4(sizemat, size); mul_m4_m4m4(shapemat, ob->obmat, sizemat); size[0] = size[1] = blend; size[2] = 1.0f; size_to_mat4(sizemat, size); translate_m4(sizemat, 0.0f, 0.0f, -1.0f); rotate_m4(sizemat, 'X', (float)(M_PI / 2)); mul_m4_m4m4(spotblendmat, shapemat, sizemat); if (la->mode & LA_SQUARE) { DRW_shgroup_call_dynamic_add(sgl->lamp_spot_pyramid, color, &one, shapemat); /* hide line if it is zero size or overlaps with outer border, * previously it adjusted to always to show it but that seems * confusing because it doesn't show the actual blend size */ if (blend != 0.0f && blend != 1.0f) { DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend_rect, color, &one, spotblendmat); } if (la->mode & LA_SHOW_CONE) { DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect, cone_inside, &one, shapemat); DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect_outside, cone_outside, &one, shapemat); } } else { DRW_shgroup_call_dynamic_add(sgl->lamp_spot_cone, color, shapemat); /* hide line if it is zero size or overlaps with outer border, * previously it adjusted to always to show it but that seems * confusing because it doesn't show the actual blend size */ if (blend != 0.0f && blend != 1.0f) { DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend, color, &one, spotblendmat); } if (la->mode & LA_SHOW_CONE) { DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume, cone_inside, &one, shapemat); DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_outside, cone_outside, &one, shapemat); } } DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat); DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat); } else if (la->type == LA_AREA) { float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4]; if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) { size[1] = la->area_sizey / la->area_size; size_to_mat4(sizemat, size); mul_m4_m4m4(shapemat, shapemat, sizemat); } if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) { DRW_shgroup_call_dynamic_add(sgl->lamp_area_disk, color, &la->area_size, shapemat); } else { DRW_shgroup_call_dynamic_add(sgl->lamp_area_square, color, &la->area_size, shapemat); } } if (ELEM(la->type, LA_LOCAL, LA_SPOT)) { /* We only want position not scale. */ shapemat[0][0] = shapemat[1][1] = shapemat[2][2] = 1.0f; shapemat[0][1] = shapemat[0][2] = 0.0f; shapemat[1][0] = shapemat[1][2] = 0.0f; shapemat[2][0] = shapemat[2][1] = 0.0f; DRW_shgroup_call_dynamic_add(sgl->lamp_area_sphere, color, &la->area_size, shapemat); } /* Line and point going to the ground */ DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]); DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]); } static GPUBatch *batch_camera_path_get( ListBase *camera_paths, const MovieTrackingReconstruction *reconstruction) { GPUBatch *geom; static GPUVertFormat format = { 0 }; static struct { uint pos; } attr_id; if (format.attr_len == 0) { attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); } GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, reconstruction->camnr); MovieReconstructedCamera *camera = reconstruction->cameras; for (int a = 0; a < reconstruction->camnr; a++, camera++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, a, camera->mat[3]); } geom = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); /* Store the batch to do cleanup after drawing. */ BLI_addtail(camera_paths, BLI_genericNodeN(geom)); return geom; } static void batch_camera_path_free(ListBase *camera_paths) { LinkData *link; while ((link = BLI_pophead(camera_paths))) { GPUBatch *camera_path = link->data; GPU_batch_discard(camera_path); MEM_freeN(link); } } static bool camera_view3d_is_stereo3d(Scene *scene, View3D *v3d) { return (scene->r.scemode & R_MULTIVIEW) != 0 && (v3d->stereo3d_flag); } static void camera_stereo3d( OBJECT_ShadingGroupList *sgl, Scene *scene, ViewLayer *view_layer, View3D *v3d, Object *ob, Camera *cam, const float vec[4][3], float drawsize, const float scale[3]) { const bool is_select = DRW_state_is_select(); static float drwtria_dummy[2][2][2] = {{{0}}}; const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f; float origin[2][3] = {{0}}; const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME}; const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D); const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D); const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME); float *color; DRW_object_wire_theme_get(ob, view_layer, &color); for (int eye = 0; eye < 2; eye++) { float obmat[4][4]; ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]); BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[eye], obmat); copy_v2_v2(cam->drwcorners[eye][0], vec[0]); copy_v2_v2(cam->drwcorners[eye][1], vec[1]); copy_v2_v2(cam->drwcorners[eye][2], vec[2]); copy_v2_v2(cam->drwcorners[eye][3], vec[3]); cam->drwdepth[eye] = vec[0][2]; if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) { const float shift_x = ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) - cam->shiftx) * (drawsize * scale[0] * fac)); for (int i = 0; i < 4; i++) { cam->drwcorners[eye][i][0] += shift_x; } } /* Dummy triangle, draw on top of existent lines so it is invisible. */ copy_v2_v2(drwtria_dummy[eye][0], cam->drwcorners[eye][0]); copy_v2_v2(drwtria_dummy[eye][1], cam->drwcorners[eye][0]); if (is_stereo3d_cameras) { DRW_shgroup_call_dynamic_add( sgl->camera_frame, color, cam->drwcorners[eye], &cam->drwdepth[eye], cam->drwtria, obmat); DRW_shgroup_call_dynamic_add( sgl->camera, color, cam->drwcorners[eye], &cam->drwdepth[eye], drwtria_dummy[eye], obmat); } /* Connecting line. */ mul_m4_v3(obmat, origin[eye]); } /* Draw connecting lines. */ if (is_stereo3d_cameras) { DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[0]); DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[1]); } /* Draw convergence plane. */ if (is_stereo3d_plane && !is_select) { static float convergence_distance_neg; float axis_center[3]; float convergence_plane[4][2]; float offset; mid_v3_v3v3(axis_center, origin[0], origin[1]); for (int i = 0; i < 4; i++) { mid_v2_v2v2(convergence_plane[i], cam->drwcorners[0][i], cam->drwcorners[1][i]); } offset = cam->stereo.convergence_distance / cam->drwdepth[0]; for (int i = 0; i < 4; i++) { convergence_plane[i][0] -= 2.0f * cam->shiftx; convergence_plane[i][1] -= 2.0f * cam->shifty; mul_v2_fl(convergence_plane[i], offset); } convergence_distance_neg = -cam->stereo.convergence_distance; DRW_shgroup_call_dynamic_add( sgl->camera_frame, color, convergence_plane, &convergence_distance_neg, cam->drwtria, cam->drwnormalmat); if (v3d->stereo3d_convergence_alpha > 0.0f) { /* We are using a -1,1 quad for this shading group, so we need to * scale and transform it to match the convergence plane border. */ static float one = 1.0f; float plane_mat[4][4], scale_mat[4][4]; float scale_factor[3] = {1.0f, 1.0f, 1.0f}; float color_plane[4] = {0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha}; const float height = convergence_plane[1][1] - convergence_plane[0][1]; const float width = convergence_plane[2][0] - convergence_plane[0][0]; scale_factor[0] = width * 0.5f; scale_factor[1] = height * 0.5f; copy_m4_m4(plane_mat, cam->drwnormalmat); translate_m4(plane_mat, 0.0f, 0.0f, -cam->stereo.convergence_distance); size_to_mat4(scale_mat, scale_factor); mul_m4_m4_post(plane_mat, scale_mat); DRW_shgroup_call_dynamic_add(sgl->camera_stereo_plane, color_plane, &one, plane_mat); } } /* Draw convergence volume. */ if (is_stereo3d_volume && !is_select) { static float one = 1.0f; float color_volume[3][4] = {{0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha}, {1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha}, {0.0f, 0.0f, 0.0f, 0.0f}}; for (int eye = 0; eye < 2; eye++) { float winmat[4][4], viewinv[4][4], viewmat[4][4], persmat[4][4], persinv[4][4]; ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]); BKE_camera_multiview_window_matrix(&scene->r, ob, viewnames[eye], winmat); BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], viewinv); invert_m4_m4(viewmat, viewinv); mul_m4_m4m4(persmat, winmat, viewmat); invert_m4_m4(persinv, persmat); DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume, color_volume[eye], &one, persinv); DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv); } } } static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) { const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; Scene *scene = draw_ctx->scene; RegionView3D *rv3d = draw_ctx->rv3d; Camera *cam = ob->data; const Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera); const bool is_select = DRW_state_is_select(); const bool is_active = (ob == camera_object); const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB)); const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0; const bool is_stereo3d = is_active && camera_view3d_is_stereo3d(scene, v3d); const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D); const bool is_stereo3d_cameras = (ob == scene->camera) && is_multiview && is_stereo3d_view && (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS); const bool is_selection_camera_stereo = is_select && look_through && is_multiview && is_stereo3d_view; float *color; DRW_object_wire_theme_get(ob, view_layer, &color); float vec[4][3], asp[2], shift[2], scale[3], drawsize; /* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */ if (is_selection_camera_stereo) { scale[0] = 1.0f; scale[1] = 1.0f; scale[2] = 1.0f; } else { scale[0] = 1.0f / len_v3(ob->obmat[0]); scale[1] = 1.0f / len_v3(ob->obmat[1]); scale[2] = 1.0f / len_v3(ob->obmat[2]); } BKE_camera_view_frame_ex(scene, cam, cam->drawsize, false, scale, asp, shift, &drawsize, vec); /* Frame coords */ copy_v2_v2(cam->drwcorners[0][0], vec[0]); copy_v2_v2(cam->drwcorners[0][1], vec[1]); copy_v2_v2(cam->drwcorners[0][2], vec[2]); copy_v2_v2(cam->drwcorners[0][3], vec[3]); /* depth */ cam->drwdepth[0] = vec[0][2]; /* tria */ cam->drwtria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]); cam->drwtria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]); cam->drwtria[1][0] = shift[0]; cam->drwtria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]); if (look_through && !is_stereo3d_cameras) { /* Only draw the frame. */ float mat[4][4]; if (is_selection_camera_stereo) { /* Make sure selection uses the same matrix for camera as the one used while viewing. */ const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID; BKE_camera_multiview_model_matrix(&scene->r, ob, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, mat); } else { copy_m4_m4(mat, ob->obmat); } /* TODO (dfelinto): Disabling this for now since it is extremely wrong. * Besides selection and multiview still works bad even on its finest day. */ if (!is_multiview) { DRW_shgroup_call_dynamic_add( sgl->camera_frame, color, cam->drwcorners[0], &cam->drwdepth[0], cam->drwtria, mat); } } else if (!look_through) { if (!is_stereo3d_cameras) { DRW_shgroup_call_dynamic_add( sgl->camera, color, cam->drwcorners[0], &cam->drwdepth[0], cam->drwtria, ob->obmat); } /* Active cam */ if (is_active) { DRW_shgroup_call_dynamic_add( sgl->camera_tria, color, cam->drwcorners[0], &cam->drwdepth[0], cam->drwtria, ob->obmat); } } /* draw the rest in normalize object space */ normalize_m4_m4(cam->drwnormalmat, ob->obmat); if (cam->flag & CAM_SHOWLIMITS) { static float col[4] = {0.5f, 0.5f, 0.25f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 0.5f, 1.0f}; float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f}; float focusdist = BKE_camera_object_dof_distance(ob); copy_m4_m4(cam->drwfocusmat, cam->drwnormalmat); translate_m4(cam->drwfocusmat, 0.0f, 0.0f, -focusdist); size_to_mat4(sizemat, size); mul_m4_m4m4(cam->drwfocusmat, cam->drwfocusmat, sizemat); DRW_shgroup_call_dynamic_add( sgl->camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->drwfocusmat); DRW_shgroup_call_dynamic_add( sgl->camera_clip, color, &cam->clipsta, &cam->clipend, cam->drwnormalmat); DRW_shgroup_call_dynamic_add( sgl->camera_clip_points, (is_active ? col_hi : col), &cam->clipsta, &cam->clipend, cam->drwnormalmat); } if (cam->flag & CAM_SHOWMIST) { World *world = scene->world; if (world) { static float col[4] = {0.5f, 0.5f, 0.5f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 1.0f, 1.0f}; world->mistend = world->miststa + world->mistdist; DRW_shgroup_call_dynamic_add( sgl->camera_mist, color, &world->miststa, &world->mistend, cam->drwnormalmat); DRW_shgroup_call_dynamic_add( sgl->camera_mist_points, (is_active ? col_hi : col), &world->miststa, &world->mistend, cam->drwnormalmat); } } /* Stereo cameras drawing. */ if (is_stereo3d) { camera_stereo3d(sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale); } /* Motion Tracking. */ MovieClip *clip = BKE_object_movieclip_get(scene, ob, false); if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) && (clip != NULL)) { BLI_assert(BLI_listbase_is_empty(&sgl->camera_path)); const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) && ((v3d->shading.type != OB_SOLID) || ((v3d->shading.flag & XRAY_FLAG(v3d)) == 0)); MovieTracking *tracking = &clip->tracking; /* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */ int track_index = 1; uchar text_color_selected[4], text_color_unselected[4]; float bundle_color_unselected[4], bundle_color_solid[4]; UI_GetThemeColor4ubv(TH_SELECT, text_color_selected); UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected); UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected); UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid); float camera_mat[4][4]; BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat); float bundle_scale_mat[4][4]; if (is_solid_bundle) { scale_m4_fl(bundle_scale_mat, v3d->bundle_size); } for (MovieTrackingObject *tracking_object = tracking->objects.first; tracking_object != NULL; tracking_object = tracking_object->next) { float tracking_object_mat[4][4]; if (tracking_object->flag & TRACKING_OBJECT_CAMERA) { copy_m4_m4(tracking_object_mat, camera_mat); } else { const int framenr = BKE_movieclip_remap_scene_to_clip_frame(clip, DEG_get_ctime(draw_ctx->depsgraph)); float object_mat[4][4]; BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object, framenr, object_mat); invert_m4(object_mat); mul_m4_m4m4(tracking_object_mat, cam->drwnormalmat, object_mat); } ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object); for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) { if ((track->flag & TRACK_HAS_BUNDLE) == 0) { continue; } bool is_selected = TRACK_SELECTED(track); float bundle_mat[4][4]; copy_m4_m4(bundle_mat, tracking_object_mat); translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]); float *bundle_color; if (track->flag & TRACK_CUSTOMCOLOR) { bundle_color = track->color; } else if (is_solid_bundle) { bundle_color = bundle_color_solid; } else if (is_selected) { bundle_color = color; } else { bundle_color = bundle_color_unselected; } if (is_select) { DRW_select_load_id(camera_object->select_color | (track_index << 16)); track_index++; } if (is_solid_bundle) { if (is_selected) { DRW_shgroup_empty_ex(sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, color); } float bundle_color_v4[4] = { bundle_color[0], bundle_color[1], bundle_color[2], 1.0f, }; mul_m4_m4m4(bundle_mat, bundle_mat, bundle_scale_mat); DRW_shgroup_call_dynamic_add(sgl->sphere_solid, bundle_mat, bundle_color_v4); } else { DRW_shgroup_empty_ex(sgl, bundle_mat, &v3d->bundle_size, v3d->bundle_drawtype, bundle_color); } if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) { struct DRWTextStore *dt = DRW_text_cache_ensure(); DRW_text_cache_add(dt, bundle_mat[3], track->name, strlen(track->name), 10, 0, DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, is_selected ? text_color_selected : text_color_unselected); } } if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) && !is_select) { MovieTrackingReconstruction *reconstruction; reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object); if (reconstruction->camnr) { static float camera_path_color[4]; UI_GetThemeColor4fv(TH_CAMERA_PATH, camera_path_color); GPUBatch *geom = batch_camera_path_get(&sgl->camera_path, reconstruction); GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); DRWShadingGroup *shading_group = DRW_shgroup_create(shader, sgl->non_meshes); DRW_shgroup_uniform_vec4(shading_group, "color", camera_path_color, 1); DRW_shgroup_call_add(shading_group, geom, camera_mat); } } } } } static void DRW_shgroup_empty_ex( OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color) { switch (draw_type) { case OB_PLAINAXES: DRW_shgroup_call_dynamic_add(sgl->plain_axes, color, draw_size, mat); break; case OB_SINGLE_ARROW: DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, draw_size, mat); DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, draw_size, mat); break; case OB_CUBE: DRW_shgroup_call_dynamic_add(sgl->cube, color, draw_size, mat); break; case OB_CIRCLE: DRW_shgroup_call_dynamic_add(sgl->circle, color, draw_size, mat); break; case OB_EMPTY_SPHERE: DRW_shgroup_call_dynamic_add(sgl->sphere, color, draw_size, mat); break; case OB_EMPTY_CONE: DRW_shgroup_call_dynamic_add(sgl->cone, color, draw_size, mat); break; case OB_ARROWS: DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, draw_size, mat); break; case OB_EMPTY_IMAGE: BLI_assert(!"Should never happen, use DRW_shgroup_empty instead."); break; } } static void DRW_shgroup_empty( OBJECT_Shaders *sh_data, OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer, RegionView3D *rv3d, eDRW_ShaderSlot shader_slot) { float *color; DRW_object_wire_theme_get(ob, view_layer, &color); switch (ob->empty_drawtype) { case OB_PLAINAXES: case OB_SINGLE_ARROW: case OB_CUBE: case OB_CIRCLE: case OB_EMPTY_SPHERE: case OB_EMPTY_CONE: case OB_ARROWS: DRW_shgroup_empty_ex(sgl, ob->obmat, &ob->empty_drawsize, ob->empty_drawtype, color); break; case OB_EMPTY_IMAGE: DRW_shgroup_empty_image(sh_data, sgl, ob, color, rv3d, shader_slot); break; } } static void DRW_shgroup_forcefield(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) { int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); float *color = DRW_color_background_blend_get(theme_id); PartDeflect *pd = ob->pd; Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL; /* TODO Move this to depsgraph */ float tmp[3]; copy_v3_fl(pd->drawvec1, ob->empty_drawsize); switch (pd->forcefield) { case PFIELD_WIND: pd->drawvec1[2] = pd->f_strength; break; case PFIELD_VORTEX: if (pd->f_strength < 0.0f) { pd->drawvec1[1] = -pd->drawvec1[1]; } break; case PFIELD_GUIDE: if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) { where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL); where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL); } break; } if (pd->falloff == PFIELD_FALL_TUBE) { pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f; pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f; pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f; pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f; } else if (pd->falloff == PFIELD_FALL_CONE) { float radius, distance; radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f); distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f; pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius); pd->drawvec_falloff_max[2] = distance * cosf(radius); radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f); distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f; pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius); pd->drawvec_falloff_min[2] = distance * cosf(radius); } /* End of things that should go to depthgraph */ switch (pd->forcefield) { case PFIELD_WIND: DRW_shgroup_call_dynamic_add(sgl->field_wind, color, &pd->drawvec1, ob->obmat); break; case PFIELD_FORCE: DRW_shgroup_call_dynamic_add(sgl->field_force, color, &pd->drawvec1, ob->obmat); break; case PFIELD_VORTEX: DRW_shgroup_call_dynamic_add(sgl->field_vortex, color, &pd->drawvec1, ob->obmat); break; case PFIELD_GUIDE: if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) { DRW_shgroup_call_dynamic_add(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat); DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->f_strength, ob->obmat); } break; } if (pd->falloff == PFIELD_FALL_SPHERE) { /* as last, guide curve alters it */ if ((pd->flag & PFIELD_USEMAX) != 0) { DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->maxdist, ob->obmat); } if ((pd->flag & PFIELD_USEMIN) != 0) { DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->mindist, ob->obmat); } } else if (pd->falloff == PFIELD_FALL_TUBE) { if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) { DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat); } if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) { DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat); } } else if (pd->falloff == PFIELD_FALL_CONE) { if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) { DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat); } if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) { DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat); } } } static void DRW_shgroup_volume_extra( OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer, Scene *scene, ModifierData *md) { SmokeModifierData *smd = (SmokeModifierData *)md; SmokeDomainSettings *sds = smd->domain; float *color; float one = 1.0f; if (sds == NULL) { return; } DRW_object_wire_theme_get(ob, view_layer, &color); /* Small cube showing voxel size. */ float voxel_cubemat[4][4] = {{0.0f}}; voxel_cubemat[0][0] = 1.0f / (float)sds->res[0]; voxel_cubemat[1][1] = 1.0f / (float)sds->res[1]; voxel_cubemat[2][2] = 1.0f / (float)sds->res[2]; voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f; voxel_cubemat[3][3] = 1.0f; translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f); mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat); DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, voxel_cubemat); /* Don't show smoke before simulation starts, this could be made an option in the future. */ if (!sds->draw_velocity || !sds->fluid || CFRA < sds->point_cache[0]->startframe) { return; } const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE); int line_count = (use_needle) ? 6 : 1; int slice_axis = -1; line_count *= sds->res[0] * sds->res[1] * sds->res[2]; if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED && sds->axis_slice_method == AXIS_SLICE_SINGLE) { float invviewmat[4][4]; DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV); const int axis = (sds->slice_axis == SLICE_AXIS_AUTO) ? axis_dominant_v3_single(invviewmat[2]) : sds->slice_axis - 1; slice_axis = axis; line_count /= sds->res[axis]; } GPU_create_smoke_velocity(smd); DRWShadingGroup *grp = DRW_shgroup_create(volume_velocity_shader_get(use_needle), sgl->non_meshes); DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x); DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y); DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z); DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale); DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth); DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis); DRW_shgroup_call_procedural_lines_add(grp, line_count, ob->obmat); BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd)); } static void volumes_free_smoke_textures(void) { /* Free Smoke Textures after rendering */ /* XXX This is a waste of processing and GPU bandwidth if nothing * is updated. But the problem is since Textures are stored in the * modifier we don't want them to take precious VRAM if the * modifier is not used for display. We should share them for * all viewport in a redraw at least. */ for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) { SmokeModifierData *smd = (SmokeModifierData *)link->data; GPU_free_smoke_velocity(smd); } BLI_freelistN(&e_data.smoke_domains); } static void DRW_shgroup_gpencil(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) { float *color; DRW_object_wire_theme_get(ob, view_layer, &color); DRW_shgroup_call_dynamic_add(sgl->gpencil_axes, color, &ob->empty_drawsize, ob->obmat); } static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer) { float *color; static float one = 1.0f; DRW_object_wire_theme_get(ob, view_layer, &color); DRW_shgroup_call_dynamic_add(sgl->speaker, color, &one, ob->obmat); } typedef struct OBJECT_LightProbeEngineData { DrawData dd; float increment_x[3]; float increment_y[3]; float increment_z[3]; float corner[3]; } OBJECT_LightProbeEngineData; static void DRW_shgroup_lightprobe( OBJECT_Shaders *sh_data, OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, ViewLayer *view_layer) { float *color; static float one = 1.0f; LightProbe *prb = (LightProbe *)ob->data; bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0); int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color); OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure( &ob->id, &draw_engine_object_type, sizeof(OBJECT_LightProbeEngineData), NULL, NULL); if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) { int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag); if (prb->type == LIGHTPROBE_TYPE_GRID) { /* Update transforms */ float cell_dim[3], half_cell_dim[3]; cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x); cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y); cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z); mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f); /* First cell. */ copy_v3_fl(prb_data->corner, -1.0f); add_v3_v3(prb_data->corner, half_cell_dim); mul_m4_v3(ob->obmat, prb_data->corner); /* Opposite neighbor cell. */ copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f); add_v3_v3(prb_data->increment_x, half_cell_dim); add_v3_fl(prb_data->increment_x, -1.0f); mul_m4_v3(ob->obmat, prb_data->increment_x); sub_v3_v3(prb_data->increment_x, prb_data->corner); copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f); add_v3_v3(prb_data->increment_y, half_cell_dim); add_v3_fl(prb_data->increment_y, -1.0f); mul_m4_v3(ob->obmat, prb_data->increment_y); sub_v3_v3(prb_data->increment_y, prb_data->corner); copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]); add_v3_v3(prb_data->increment_z, half_cell_dim); add_v3_fl(prb_data->increment_z, -1.0f); mul_m4_v3(ob->obmat, prb_data->increment_z); sub_v3_v3(prb_data->increment_z, prb_data->corner); uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z; DRWShadingGroup *grp = DRW_shgroup_create(sh_data->lightprobe_grid, psl->lightprobes); DRW_shgroup_uniform_int_copy(grp, "call_id", *call_id); DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */ DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1); DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1); DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1); DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1); DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1); DRW_shgroup_call_procedural_points_add(grp, cell_count, NULL); } else if (prb->type == LIGHTPROBE_TYPE_CUBE) { float draw_size = 1.0f; float probe_cube_mat[4][4]; // prb_data->draw_size = prb->data_draw_size * 0.1f; // unit_m4(prb_data->probe_cube_mat); // copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]); DRWShadingGroup *grp = shgroup_theme_id_to_probe_cube_outline_shgrp(stl, theme_id, ob->base_flag); /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose * to keep the call ids correct. */ zero_m4(probe_cube_mat); DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, probe_cube_mat); } else { float draw_size = 1.0f; DRWShadingGroup *grp = shgroup_theme_id_to_probe_planar_outline_shgrp(stl, theme_id); DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, ob->obmat); } *call_id += 1; } switch (prb->type) { case LIGHTPROBE_TYPE_PLANAR: DRW_shgroup_call_dynamic_add(sgl->probe_planar, ob->obmat[3], color); break; case LIGHTPROBE_TYPE_GRID: DRW_shgroup_call_dynamic_add(sgl->probe_grid, ob->obmat[3], color); break; case LIGHTPROBE_TYPE_CUBE: default: DRW_shgroup_call_dynamic_add(sgl->probe_cube, ob->obmat[3], color); break; } if (prb->type == LIGHTPROBE_TYPE_PLANAR) { float mat[4][4]; copy_m4_m4(mat, ob->obmat); normalize_m4(mat); DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, &ob->empty_drawsize, mat); DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, &ob->empty_drawsize, mat); copy_m4_m4(mat, ob->obmat); zero_v3(mat[2]); DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, mat); } if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) { prb->distfalloff = (1.0f - prb->falloff) * prb->distinf; prb->distgridinf = prb->distinf; if (prb->type == LIGHTPROBE_TYPE_GRID) { prb->distfalloff += 1.0f; prb->distgridinf += 1.0f; } if (prb->type == LIGHTPROBE_TYPE_GRID || prb->attenuation_type == LIGHTPROBE_SHAPE_BOX) { DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distgridinf, ob->obmat); DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distfalloff, ob->obmat); } else if (prb->type == LIGHTPROBE_TYPE_PLANAR) { float rangemat[4][4]; copy_m4_m4(rangemat, ob->obmat); normalize_v3(rangemat[2]); mul_v3_fl(rangemat[2], prb->distinf); DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat); copy_m4_m4(rangemat, ob->obmat); normalize_v3(rangemat[2]); mul_v3_fl(rangemat[2], prb->distfalloff); DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat); } else { DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distgridinf, ob->obmat); DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distfalloff, ob->obmat); } } if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) { if (prb->type != LIGHTPROBE_TYPE_PLANAR) { float (*obmat)[4], *dist; if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) { dist = &prb->distpar; /* TODO object parallax */ obmat = ob->obmat; } else { dist = &prb->distinf; obmat = ob->obmat; } if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) { DRW_shgroup_call_dynamic_add(sgl->cube, color, dist, obmat); } else { DRW_shgroup_call_dynamic_add(sgl->sphere, color, dist, obmat); } } } if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) { if (prb->type != LIGHTPROBE_TYPE_PLANAR) { static const float cubefacemat[6][4][4] = { {{0.0, 0.0, -1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}}, {{0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}}, {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}}, {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}}, {{1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}}, {{-1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}}, }; for (int i = 0; i < 6; ++i) { float clipmat[4][4]; normalize_m4_m4(clipmat, ob->obmat); mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]); DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &prb->clipsta, &prb->clipend, clipmat); DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat); } } } /* Line and point going to the ground */ if (prb->type == LIGHTPROBE_TYPE_CUBE) { DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]); DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]); } } static void DRW_shgroup_relationship_lines( OBJECT_ShadingGroupList *sgl, Depsgraph *depsgraph, Scene *scene, Object *ob) { if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) { DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->orig); DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]); } if (ob->rigidbody_constraint) { Object *rbc_ob1 = ob->rigidbody_constraint->ob1; Object *rbc_ob2 = ob->rigidbody_constraint->ob2; if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) { DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob1->obmat[3]); DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]); } if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) { DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob2->obmat[3]); DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]); } } /* Drawing the constraint lines */ if (!BLI_listbase_is_empty(&ob->constraints)) { bConstraint *curcon; bConstraintOb *cob; ListBase *list = &ob->constraints; cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT); for (curcon = list->first; curcon; curcon = curcon->next) { if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) { /* special case for object solver and follow track constraints because they don't fill * constraint targets properly (design limitation -- scene is needed for their target * but it can't be accessed from get_targets callback) */ Object *camob = NULL; if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) { bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data; camob = data->camera ? data->camera : scene->camera; } else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) { bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data; camob = data->camera ? data->camera : scene->camera; } if (camob) { DRW_shgroup_call_dynamic_add(sgl->constraint_lines, camob->obmat[3]); DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]); } } else { const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon); if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) { ListBase targets = {NULL, NULL}; bConstraintTarget *ct; cti->get_constraint_targets(curcon, &targets); for (ct = targets.first; ct; ct = ct->next) { /* calculate target's matrix */ if (cti->get_target_matrix) { cti->get_target_matrix(depsgraph, curcon, cob, ct, DEG_get_ctime(depsgraph)); } else { unit_m4(ct->matrix); } DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ct->matrix[3]); DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]); } if (cti->flush_constraint_targets) { cti->flush_constraint_targets(curcon, &targets, 1); } } } } BKE_constraints_clear_evalob(cob); } } static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer, View3D *v3d) { if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) { return; } const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob); DRWShadingGroup *shgroup; if (ob == OBACT(view_layer)) { shgroup = stl->g_data->center_active; } else if (ob->base_flag & BASE_SELECTED) { if (is_library) { shgroup = stl->g_data->center_selected_lib; } else { shgroup = stl->g_data->center_selected; } } else if (v3d->flag & V3D_DRAW_CENTERS) { if (is_library) { shgroup = stl->g_data->center_deselected_lib; } else { shgroup = stl->g_data->center_deselected; } } else { return; } DRW_shgroup_call_dynamic_add(shgroup, ob->obmat[3]); } static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id) { if (ob->data == NULL) { return; } ID *ob_data = ob->data; float *texcoloc = NULL; float *texcosize = NULL; switch (GS(ob_data->name)) { case ID_ME: BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize); break; case ID_CU: { Curve *cu = (Curve *)ob_data; if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) { BKE_curve_texspace_calc(cu); } texcoloc = cu->loc; texcosize = cu->size; break; } case ID_MB: { MetaBall *mb = (MetaBall *)ob_data; texcoloc = mb->loc; texcosize = mb->size; break; } default: BLI_assert(0); } float tmp[4][4] = {{0.0f}}, one = 1.0f; tmp[0][0] = texcosize[0]; tmp[1][1] = texcosize[1]; tmp[2][2] = texcosize[2]; tmp[3][0] = texcoloc[0]; tmp[3][1] = texcoloc[1]; tmp[3][2] = texcoloc[2]; tmp[3][3] = 1.0f; mul_m4_m4m4(tmp, ob->obmat, tmp); float color[4]; UI_GetThemeColor4fv(theme_id, color); DRW_shgroup_call_dynamic_add(sgl->texspace, color, &one, tmp); } static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id) { float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f; BoundBox bb_local; if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) { return; } BoundBox *bb = BKE_object_boundbox_get(ob); if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL, OB_ARMATURE, OB_LATTICE)) { const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f}; bb = &bb_local; BKE_boundbox_init_from_minmax(bb, min, max); } UI_GetThemeColor4fv(theme_id, color); BKE_boundbox_calc_center_aabb(bb, center); BKE_boundbox_calc_size_aabb(bb, size); switch (ob->boundtype) { case OB_BOUND_BOX: size_to_mat4(tmp, size); copy_v3_v3(tmp[3], center); mul_m4_m4m4(tmp, ob->obmat, tmp); DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, tmp); break; case OB_BOUND_SPHERE: size[0] = max_fff(size[0], size[1], size[2]); size[1] = size[2] = size[0]; size_to_mat4(tmp, size); copy_v3_v3(tmp[3], center); mul_m4_m4m4(tmp, ob->obmat, tmp); DRW_shgroup_call_dynamic_add(sgl->sphere, color, &one, tmp); break; case OB_BOUND_CYLINDER: size[0] = max_ff(size[0], size[1]); size[1] = size[0]; size_to_mat4(tmp, size); copy_v3_v3(tmp[3], center); mul_m4_m4m4(tmp, ob->obmat, tmp); DRW_shgroup_call_dynamic_add(sgl->cylinder, color, &one, tmp); break; case OB_BOUND_CONE: size[0] = max_ff(size[0], size[1]); size[1] = size[0]; size_to_mat4(tmp, size); copy_v3_v3(tmp[3], center); /* Cone batch has base at 0 and is pointing towards +Y. */ swap_v3_v3(tmp[1], tmp[2]); tmp[3][2] -= size[2]; mul_m4_m4m4(tmp, ob->obmat, tmp); DRW_shgroup_call_dynamic_add(sgl->cone, color, &one, tmp); break; case OB_BOUND_CAPSULE: size[0] = max_ff(size[0], size[1]); size[1] = size[0]; scale_m4_fl(tmp, size[0]); copy_v2_v2(tmp[3], center); tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]); mul_m4_m4m4(final_mat, ob->obmat, tmp); DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat); negate_v3(tmp[2]); tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]); mul_m4_m4m4(final_mat, ob->obmat, tmp); DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat); tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f); mul_m4_m4m4(final_mat, ob->obmat, tmp); DRW_shgroup_call_dynamic_add(sgl->capsule_body, color, &one, final_mat); break; } } static void OBJECT_cache_populate_particles( OBJECT_Shaders *sh_data, Object *ob, OBJECT_PassList *psl) { for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) { if (!psys_check_enabled(ob, psys, false)) { continue; } if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { continue; } ParticleSettings *part = psys->part; int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; static float mat[4][4]; unit_m4(mat); if (draw_as != PART_DRAW_PATH) { struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys); DRWShadingGroup *shgrp = NULL; static int screen_space[2] = {0, 1}; static float def_prim_col[3] = {0.5f, 0.5f, 0.5f}; static float def_sec_col[3] = {1.0f, 1.0f, 1.0f}; /* Dummy particle format for instancing to work. */ DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTR_FLOAT, 1}}); Material *ma = give_current_material(ob, part->omat); switch (draw_as) { case PART_DRAW_DOT: shgrp = DRW_shgroup_create(sh_data->part_dot, psl->particle); DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1); DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1); DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1); DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1); DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp); DRW_shgroup_call_add(shgrp, geom, mat); break; case PART_DRAW_CROSS: shgrp = DRW_shgroup_instance_create( sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS), e_data.particle_format); DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp); DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1); DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1); break; case PART_DRAW_CIRC: shgrp = DRW_shgroup_instance_create( sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC), e_data.particle_format); DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp); DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1); DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[1], 1); break; case PART_DRAW_AXIS: shgrp = DRW_shgroup_instance_create( sh_data->part_axis, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS), e_data.particle_format); DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1); break; default: break; } if (shgrp) { if (draw_as != PART_DRAW_DOT) { DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1); DRW_shgroup_instance_batch(shgrp, geom); } } } } } static void OBJECT_cache_populate(void *vedata, Object *ob) { OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; const DRWContextState *draw_ctx = DRW_context_state_get(); const bool is_edit_mode = (ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob); ViewLayer *view_layer = draw_ctx->view_layer; Scene *scene = draw_ctx->scene; View3D *v3d = draw_ctx->v3d; RegionView3D *rv3d = draw_ctx->rv3d; ModifierData *md = NULL; int theme_id = TH_UNDEFINED; const int ob_visibility = DRW_object_visibility_in_active_context(ob); OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_slot]; /* Handle particles first in case the emitter itself shouldn't be rendered. */ if (ob_visibility & OB_VISIBLE_PARTICLES) { OBJECT_cache_populate_particles(sh_data, ob, psl); } if ((ob_visibility & OB_VISIBLE_SELF) == 0) { return; } const bool do_outlines = (draw_ctx->v3d->flag & V3D_SELECT_OUTLINE) && ((ob->base_flag & BASE_SELECTED) != 0) && ((DRW_object_is_renderable(ob) && (ob->dt > OB_WIRE)) || (ob->dt == OB_WIRE)); const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0); const bool hide_object_extra = (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) != 0; if (do_outlines) { if (!BKE_object_is_in_editmode(ob) && !((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT))) { struct GPUBatch *geom; /* This fixes only the biggest case which is a plane in ortho view. */ int flat_axis = 0; bool is_flat_object_viewed_from_side = ( (rv3d->persp == RV3D_ORTHO) && DRW_object_is_flat(ob, &flat_axis) && DRW_object_axis_orthogonal_to_view(ob, flat_axis)); if (stl->g_data->xray_enabled || is_flat_object_viewed_from_side) { geom = DRW_cache_object_edge_detection_get(ob, NULL); } else { geom = DRW_cache_object_surface_get(ob); } if (geom) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); DRWShadingGroup *shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag); if (shgroup != NULL) { DRW_shgroup_call_object_add(shgroup, geom, ob); } } } } switch (ob->type) { case OB_MESH: { if (hide_object_extra) { break; } Mesh *me = ob->data; if (me->totedge == 0) { if (!is_edit_mode) { struct GPUBatch *geom = DRW_cache_mesh_all_verts_get(ob); if (geom) { if (theme_id == TH_UNDEFINED) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } DRWShadingGroup *shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag); DRW_shgroup_call_object_add(shgroup, geom, ob); } } } else { /* Kind of expensive in edit mode. Only show if in wireframe mode. */ bool has_edit_mesh_cage = false; /* TODO: Should be its own function. */ if (is_edit_mode) { BMEditMesh *embm = me->edit_btmesh; has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final); } if (!is_edit_mode || (((v3d->shading.type < OB_SOLID) || (ob->dt == OB_WIRE)) && has_edit_mesh_cage)) { struct GPUBatch *geom = DRW_cache_mesh_loose_edges_get(ob); if (geom) { if (theme_id == TH_UNDEFINED) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); DRW_shgroup_call_object_add(shgroup, geom, ob); } } } break; } case OB_SURF: { if (hide_object_extra) { break; } struct GPUBatch *geom = DRW_cache_surf_edge_wire_get(ob); if (geom == NULL) { break; } if (theme_id == TH_UNDEFINED) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); DRW_shgroup_call_object_add(shgroup, geom, ob); break; } case OB_LATTICE: { if (!is_edit_mode) { if (hide_object_extra) { break; } struct GPUBatch *geom = DRW_cache_lattice_wire_get(ob, false); if (theme_id == TH_UNDEFINED) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); DRW_shgroup_call_object_add(shgroup, geom, ob); } break; } case OB_CURVE: { if (!is_edit_mode) { if (hide_object_extra) { break; } struct GPUBatch *geom = DRW_cache_curve_edge_wire_get(ob); if (theme_id == TH_UNDEFINED) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); DRW_shgroup_call_object_add(shgroup, geom, ob); } break; } case OB_MBALL: { if (!is_edit_mode) { DRW_shgroup_mball_handles(sgl, ob, view_layer); } break; } case OB_LAMP: if (hide_object_extra) { break; } DRW_shgroup_lamp(sgl, ob, view_layer); break; case OB_CAMERA: if (hide_object_extra) { break; } DRW_shgroup_camera(sgl, ob, view_layer); break; case OB_EMPTY: if (hide_object_extra) { break; } DRW_shgroup_empty(sh_data, sgl, ob, view_layer, rv3d, draw_ctx->shader_slot); break; case OB_GPENCIL: if (hide_object_extra) { break; } /* in all modes except object mode hide always */ if (draw_ctx->object_mode != OB_MODE_OBJECT) { break; } DRW_shgroup_gpencil(sgl, ob, view_layer); break; case OB_SPEAKER: if (hide_object_extra) { break; } DRW_shgroup_speaker(sgl, ob, view_layer); break; case OB_LIGHTPROBE: if (hide_object_extra) { break; } DRW_shgroup_lightprobe(sh_data, stl, psl, ob, view_layer); break; case OB_ARMATURE: { if ((v3d->flag2 & V3D_RENDER_OVERRIDE) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES)) { break; } bArmature *arm = ob->data; if (arm->edbo == NULL) { if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, draw_ctx->obact)) { DRWArmaturePasses passes = { .bone_solid = sgl->bone_solid, .bone_outline = sgl->bone_outline, .bone_wire = sgl->bone_wire, .bone_envelope = sgl->bone_envelope, .bone_axes = sgl->bone_axes, .relationship_lines = NULL, /* Don't draw relationship lines */ }; DRW_shgroup_armature_object(ob, view_layer, passes); } } break; } case OB_FONT: { if (hide_object_extra) { break; } Curve *cu = (Curve *)ob->data; bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f; if (!has_surface) { struct GPUBatch *geom = DRW_cache_text_edge_wire_get(ob); if (geom) { if (theme_id == TH_UNDEFINED) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag); DRW_shgroup_call_object_add(shgroup, geom, ob); } } break; } default: break; } if (ob->pd && ob->pd->forcefield) { DRW_shgroup_forcefield(sgl, ob, view_layer); } if (ob->dt == OB_BOUNDBOX) { if (theme_id == TH_UNDEFINED) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } DRW_shgroup_bounds(sgl, ob, theme_id); } /* don't show object extras in set's */ if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) { if ((draw_ctx->object_mode & (OB_MODE_ALL_PAINT | OB_MODE_ALL_PAINT_GPENCIL)) == 0) { DRW_shgroup_object_center(stl, ob, view_layer, v3d); } if (show_relations && !DRW_state_is_select()) { DRW_shgroup_relationship_lines(sgl, draw_ctx->depsgraph, scene, ob); } const bool draw_extra = (ob->dtx != 0); if (draw_extra && (theme_id == TH_UNDEFINED)) { theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL); } if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) { struct DRWTextStore *dt = DRW_text_cache_ensure(); uchar color[4]; UI_GetThemeColor4ubv(theme_id, color); DRW_text_cache_add( dt, ob->obmat[3], ob->id.name + 2, strlen(ob->id.name + 2), 10, 0, DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, color); } if ((ob->dtx & OB_TEXSPACE) && ELEM(ob->type, OB_MESH, OB_CURVE, OB_MBALL)) { DRW_shgroup_texture_space(sgl, ob, theme_id); } /* Don't draw bounding box again if draw type is bound box. */ if (ob->dtx & OB_DRAWBOUNDOX && ob->dt != OB_BOUNDBOX) { DRW_shgroup_bounds(sgl, ob, theme_id); } if (ob->dtx & OB_AXIS) { float *color, axes_size = 1.0f; DRW_object_wire_theme_get(ob, view_layer, &color); DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, &axes_size, ob->obmat); } if ((md = modifiers_findByType(ob, eModifierType_Smoke)) && (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && (((SmokeModifierData *)md)->domain != NULL)) { DRW_shgroup_volume_extra(sgl, ob, view_layer, scene, md); } } } static void OBJECT_cache_finish(void *vedata) { OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties); DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties); } static void OBJECT_draw_scene(void *vedata) { OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl; OBJECT_PrivateData *g_data = stl->g_data; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); int id_len_select = g_data->id_ofs_select; int id_len_select_dupli = g_data->id_ofs_select_dupli; int id_len_active = g_data->id_ofs_active; int id_len_transform = g_data->id_ofs_transform; int id_len_prb_select = g_data->id_ofs_prb_select; int id_len_prb_select_dupli = g_data->id_ofs_prb_select_dupli; int id_len_prb_active = g_data->id_ofs_prb_active; int id_len_prb_transform = g_data->id_ofs_prb_transform; int outline_calls = id_len_select + id_len_select_dupli + id_len_active + id_len_transform; outline_calls += id_len_prb_select + id_len_prb_select_dupli + id_len_prb_active + id_len_prb_transform; float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; // DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); DRW_draw_pass(stl->g_data->sgl.spot_shapes); DRW_draw_pass(stl->g_data->sgl.bone_solid); DRW_draw_pass(stl->g_data->sgl.bone_wire); DRW_draw_pass(stl->g_data->sgl.bone_outline); DRW_draw_pass(stl->g_data->sgl.non_meshes); DRW_draw_pass(psl->particle); DRW_draw_pass(stl->g_data->sgl.bone_axes); MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) DRW_draw_pass(stl->g_data->sgl.image_empties); if (DRW_state_is_fbo() && outline_calls > 0) { DRW_stats_group_start("Outlines"); g_data->id_ofs_active = 1; g_data->id_ofs_select = g_data->id_ofs_active + id_len_active + id_len_prb_active + 1; g_data->id_ofs_select_dupli = g_data->id_ofs_select + id_len_select + id_len_prb_select + 1; g_data->id_ofs_transform = g_data->id_ofs_select_dupli + id_len_select_dupli + id_len_prb_select_dupli + 1; g_data->id_ofs_prb_active = g_data->id_ofs_active + id_len_active; g_data->id_ofs_prb_select = g_data->id_ofs_select + id_len_select; g_data->id_ofs_prb_select_dupli = g_data->id_ofs_select_dupli + id_len_select_dupli; g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_len_transform; /* Render filled polygon on a separate framebuffer */ GPU_framebuffer_bind(fbl->outlines_fb); GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f); DRW_draw_pass(psl->outlines); DRW_draw_pass(psl->lightprobes); /* Search outline pixels */ GPU_framebuffer_bind(fbl->blur_fb); DRW_draw_pass(psl->outlines_search); /* Expand outline to form a 3px wide line */ GPU_framebuffer_bind(fbl->expand_fb); DRW_draw_pass(psl->outlines_expand); /* Bleed color so the AA can do it's stuff */ GPU_framebuffer_bind(fbl->blur_fb); DRW_draw_pass(psl->outlines_bleed); /* restore main framebuffer */ GPU_framebuffer_bind(dfbl->default_fb); DRW_stats_group_end(); } else if (DRW_state_is_select()) { /* Render probes spheres/planes so we can select them. */ DRW_draw_pass(psl->lightprobes); } if (DRW_state_is_fbo()) { if (e_data.draw_grid) { GPU_framebuffer_bind(dfbl->color_only_fb); DRW_draw_pass(psl->grid); } /* Combine with scene buffer last */ if (outline_calls > 0) { DRW_draw_pass(psl->outlines_resolve); } } volumes_free_smoke_textures(); batch_camera_path_free(&stl->g_data->sgl.camera_path); if (!DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_solid) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.image_empties) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes)) { if (DRW_state_is_fbo()) { /* meh, late init to not request a depth buffer we won't use. */ const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->ghost_fb, { GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), GPU_ATTACHMENT_TEXTURE(dtxl->color), }); GPU_framebuffer_bind(fbl->ghost_fb); GPU_framebuffer_clear_depth(fbl->ghost_fb, 1.0f); } else if (DRW_state_is_select()) { /* XXX `GPU_depth_range` is not a perfect solution * since very distant geometries can still be occluded. * Also the depth test precision of these geometries is impaired. * However solves the selection for the vast majority of cases. */ GPU_depth_range(0.0f, 0.01f); } DRW_draw_pass(stl->g_data->sgl_ghost.spot_shapes); DRW_draw_pass(stl->g_data->sgl_ghost.bone_solid); DRW_draw_pass(stl->g_data->sgl_ghost.bone_wire); DRW_draw_pass(stl->g_data->sgl_ghost.bone_outline); DRW_draw_pass(stl->g_data->sgl_ghost.non_meshes); DRW_draw_pass(stl->g_data->sgl_ghost.image_empties); DRW_draw_pass(stl->g_data->sgl_ghost.bone_axes); if (DRW_state_is_select()) { GPU_depth_range(0.0f, 1.0f); } } batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path); DRW_draw_pass(psl->ob_center); } static const DrawEngineDataSize OBJECT_data_size = DRW_VIEWPORT_DATA_SIZE(OBJECT_Data); DrawEngineType draw_engine_object_type = { NULL, NULL, N_("ObjectMode"), &OBJECT_data_size, &OBJECT_engine_init, &OBJECT_engine_free, &OBJECT_cache_init, &OBJECT_cache_populate, &OBJECT_cache_finish, NULL, &OBJECT_draw_scene, NULL, NULL, };