/* * Copyright 2016, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Blender Institute * */ /** \file blender/draw/modes/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_camera_types.h" #include "DNA_view3d_types.h" #include "DNA_world_types.h" #include "BKE_camera.h" #include "BKE_global.h" #include "ED_view3d.h" #include "ED_view3d.h" #include "GPU_shader.h" #include "UI_resources.h" #include "draw_mode_engines.h" #include "draw_common.h" extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ extern GlobalsUboStorage ts; 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_common_globals_lib_glsl[]; /* *********** LISTS *********** */ /* keep it under MAX_PASSES */ typedef struct OBJECT_PassList { struct DRWPass *non_meshes; struct DRWPass *ob_center; struct DRWPass *outlines; struct DRWPass *outlines_search; struct DRWPass *outlines_expand; struct DRWPass *outlines_fade1; struct DRWPass *outlines_fade2; struct DRWPass *outlines_fade3; struct DRWPass *outlines_fade4; struct DRWPass *outlines_fade5; struct DRWPass *outlines_resolve; struct DRWPass *grid; struct DRWPass *bone_solid; struct DRWPass *bone_wire; } OBJECT_PassList; /* keep it under MAX_BUFFERS */ typedef struct OBJECT_FramebufferList { struct GPUFrameBuffer *outlines; struct GPUFrameBuffer *blur; } OBJECT_FramebufferList; /* keep it under MAX_TEXTURES */ typedef struct OBJECT_TextureList { struct GPUTexture *outlines_depth_tx; struct GPUTexture *outlines_color_tx; struct GPUTexture *outlines_blur_tx; } OBJECT_TextureList; /* keep it under MAX_STORAGE */ typedef struct OBJECT_StorageList { struct g_data *g_data; } OBJECT_StorageList; typedef struct OBJECT_Data { void *engine_type; void *fbl; void *txl; OBJECT_PassList *psl; void *stl; } OBJECT_Data; /* *********** STATIC *********** */ typedef struct g_data{ /* Empties */ DRWShadingGroup *plain_axes; DRWShadingGroup *cube; DRWShadingGroup *circle; DRWShadingGroup *sphere; DRWShadingGroup *cone; DRWShadingGroup *single_arrow; DRWShadingGroup *single_arrow_line; DRWShadingGroup *arrows; DRWShadingGroup *axis_names; /* Speaker */ DRWShadingGroup *speaker; /* Lamps */ DRWShadingGroup *lamp_center; DRWShadingGroup *lamp_center_group; 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; DRWShadingGroup *lamp_hemi; DRWShadingGroup *lamp_spot_cone; DRWShadingGroup *lamp_spot_blend; DRWShadingGroup *lamp_spot_pyramid; DRWShadingGroup *lamp_spot_blend_rect; /* Helpers */ DRWShadingGroup *relationship_lines; /* Objects Centers */ DRWShadingGroup *center_active; DRWShadingGroup *center_selected; DRWShadingGroup *center_deselected; /* Camera */ DRWShadingGroup *camera; DRWShadingGroup *camera_tria; DRWShadingGroup *camera_focus; DRWShadingGroup *camera_clip; DRWShadingGroup *camera_clip_points; DRWShadingGroup *camera_mist; DRWShadingGroup *camera_mist_points; /* Outlines */ DRWShadingGroup *outlines_active; DRWShadingGroup *outlines_active_group; DRWShadingGroup *outlines_select; DRWShadingGroup *outlines_select_group; DRWShadingGroup *outlines_transform; } g_data; /* Transient data */ static struct { struct GPUShader *outline_resolve_sh; struct GPUShader *outline_detect_sh; struct GPUShader *outline_fade_sh; struct GPUShader *grid_sh; float camera_pos[3]; float grid_settings[5]; float grid_mat[4][4]; int grid_flag; int zpos_flag; int zneg_flag; } 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), }; /* *********** FUNCTIONS *********** */ static void OBJECT_engine_init(void *vedata) { OBJECT_TextureList *txl = ((OBJECT_Data *)vedata)->txl; OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl; float *viewport_size = DRW_viewport_size_get(); DRWFboTexture tex[2] = {{&txl->outlines_depth_tx, DRW_BUF_DEPTH_24}, {&txl->outlines_color_tx, DRW_BUF_RGBA_8}}; DRW_framebuffer_init(&fbl->outlines, (int)viewport_size[0], (int)viewport_size[1], tex, 2); DRWFboTexture blur_tex = {&txl->outlines_blur_tx, DRW_BUF_RGBA_8}; DRW_framebuffer_init(&fbl->blur, (int)viewport_size[0], (int)viewport_size[1], &blur_tex, 1); if (!e_data.outline_resolve_sh) { e_data.outline_resolve_sh = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL); } if (!e_data.outline_detect_sh) { e_data.outline_detect_sh = DRW_shader_create_fullscreen(datatoc_object_outline_detect_frag_glsl, NULL); } if (!e_data.outline_fade_sh) { e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL); } if (!e_data.grid_sh) { e_data.grid_sh = DRW_shader_create_with_lib(datatoc_object_grid_vert_glsl, NULL, datatoc_object_grid_frag_glsl, datatoc_common_globals_lib_glsl, NULL); } { /* Grid precompute */ float viewinvmat[4][4], winmat[4][4], invwinmat[4][4], viewmat[4][4]; const bContext *C = DRW_get_context(); View3D *v3d = CTX_wm_view3d(C); Scene *scene = CTX_data_scene(C); RegionView3D *rv3d = CTX_wm_region_view3d(C); float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL); float grid_res, offs; const bool show_axis_x = v3d->gridflag & V3D_SHOW_X; const bool show_axis_y = v3d->gridflag & V3D_SHOW_Y; const bool show_axis_z = v3d->gridflag & V3D_SHOW_Z; const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR); DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW); DRW_viewport_matrix_get(viewinvmat, DRW_MAT_VIEWINV); /* Setup camera pos */ copy_v3_v3(e_data.camera_pos, viewinvmat[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} }; /* invert the proj matrix */ invert_m4_m4(invwinmat, winmat); /* 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]); /* normalize */ } fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f; grid_res = fabsf(tanf(fov)) / grid_scale; /* Grid matrix polygon offset (fix depth fighting) */ /* see ED_view3d_polygon_offset */ offs = winmat[3][2] * -0.0025f; 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 { float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1])); grid_res = viewdist / grid_scale; /* Grid matrix polygon offset (fix depth fighting) */ /* see ED_view3d_polygon_offset */ offs = 0.00001f * viewdist; if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) { e_data.grid_flag = PLANE_YZ; e_data.grid_flag |= SHOW_AXIS_Y; e_data.grid_flag |= SHOW_AXIS_Z; e_data.grid_flag |= SHOW_GRID; } else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { e_data.grid_flag = PLANE_XY; e_data.grid_flag |= SHOW_AXIS_X; e_data.grid_flag |= SHOW_AXIS_Y; e_data.grid_flag |= SHOW_GRID; } else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) { e_data.grid_flag = PLANE_XZ; e_data.grid_flag |= SHOW_AXIS_X; e_data.grid_flag |= SHOW_AXIS_Z; e_data.grid_flag |= SHOW_GRID; } 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; } } /* Z axis if needed */ if ((rv3d->view == RV3D_VIEW_USER) && show_axis_z) { e_data.zpos_flag = SHOW_AXIS_Z; float zvec[4] = {0.0f, 0.0f, -1.0f, 0.0f}; mul_m4_v4(viewinvmat, zvec); /* z axis : chose the most facing plane */ if (fabsf(zvec[0]) < fabsf(zvec[1])) { e_data.zpos_flag |= (PLANE_XZ | SHOW_AXIS_X); } else { e_data.zpos_flag |= (PLANE_YZ | SHOW_AXIS_Y); } 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; } } else { e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS; } winmat[3][2] -= offs; mul_m4_m4m4(e_data.grid_mat, winmat, viewmat); e_data.grid_settings[0] = v3d->far / 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 / log(v3d->gridsubdiv) : 0.0; /* 1/log(gridSubdiv) */ } } static void OBJECT_engine_free(void) { if (e_data.outline_resolve_sh) DRW_shader_free(e_data.outline_resolve_sh); if (e_data.outline_detect_sh) DRW_shader_free(e_data.outline_detect_sh); if (e_data.outline_fade_sh) DRW_shader_free(e_data.outline_fade_sh); if (e_data.grid_sh) DRW_shader_free(e_data.grid_sh); } static DRWShadingGroup *shgroup_outline(DRWPass *pass, const float col[4], struct GPUShader *sh) { DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_vec4(grp, "color", col, 1); return grp; } static void OBJECT_cache_init(void *vedata) { OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; OBJECT_TextureList *txl = ((OBJECT_Data *)vedata)->txl; OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(g_data), "g_data"); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE; psl->outlines = DRW_pass_create("Outlines Pass", state); struct GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); /* Select */ stl->g_data->outlines_select = shgroup_outline(psl->outlines, ts.colorSelect, sh); stl->g_data->outlines_select_group = shgroup_outline(psl->outlines, ts.colorGroupActive, sh); /* Transform */ stl->g_data->outlines_transform = shgroup_outline(psl->outlines, ts.colorTransform, sh); /* Active */ stl->g_data->outlines_active = shgroup_outline(psl->outlines, ts.colorActive, sh); stl->g_data->outlines_active_group = shgroup_outline(psl->outlines, ts.colorGroupActive, sh); } { DRWState state = DRW_STATE_WRITE_COLOR; struct Batch *quad = DRW_cache_fullscreen_quad_get(); static float alphaOcclu = 0.35f; static float one = 1.0f; static float alpha1 = 5.0f / 6.0f; static float alpha2 = 4.0f / 5.0f; static float alpha3 = 3.0f / 4.0f; static float alpha4 = 2.0f / 3.0f; static float alpha5 = 1.0f / 2.0f; static bool bTrue = true; static bool bFalse = false; psl->outlines_search = DRW_pass_create("Outlines Expand Pass", state); DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search); DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0); DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1); DRW_shgroup_uniform_buffer(grp, "sceneDepth", &dtxl->depth, 2); DRW_shgroup_uniform_float(grp, "alphaOcclu", &alphaOcclu, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state); grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_expand); DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0); DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1); DRW_shgroup_uniform_float(grp, "alpha", &one, 1); DRW_shgroup_uniform_bool(grp, "doExpand", &bTrue, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_fade1 = DRW_pass_create("Outlines Fade 1 Pass", state); grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade1); DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0); DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1); DRW_shgroup_uniform_float(grp, "alpha", &alpha1, 1); DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_fade2 = DRW_pass_create("Outlines Fade 2 Pass", state); grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade2); DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0); DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1); DRW_shgroup_uniform_float(grp, "alpha", &alpha2, 1); DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_fade3 = DRW_pass_create("Outlines Fade 3 Pass", state); grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade3); DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0); DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1); DRW_shgroup_uniform_float(grp, "alpha", &alpha3, 1); DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_fade4 = DRW_pass_create("Outlines Fade 4 Pass", state); grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade4); DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_blur_tx, 0); DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1); DRW_shgroup_uniform_float(grp, "alpha", &alpha4, 1); DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_fade5 = DRW_pass_create("Outlines Fade 5 Pass", state); grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_fade5); DRW_shgroup_uniform_buffer(grp, "outlineColor", &txl->outlines_color_tx, 0); DRW_shgroup_uniform_buffer(grp, "outlineDepth", &txl->outlines_depth_tx, 1); DRW_shgroup_uniform_float(grp, "alpha", &alpha5, 1); DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1); 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 Batch *quad = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_resolve_sh, psl->outlines_resolve); DRW_shgroup_uniform_buffer(grp, "outlineBluredColor", &txl->outlines_blur_tx, 0); DRW_shgroup_call_add(grp, quad, NULL); } { /* Grid pass */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND; psl->grid = DRW_pass_create("Infinite Grid Pass", state); struct Batch *quad = DRW_cache_fullscreen_quad_get(); /* Create 3 quads to render ordered transparency Z axis */ DRWShadingGroup *grp = DRW_shgroup_create(e_data.grid_sh, psl->grid); DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1); DRW_shgroup_uniform_mat4(grp, "ViewProjectionOffsetMatrix", (float *)e_data.grid_mat); 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(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1); DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo, 0); DRW_shgroup_call_add(grp, quad, NULL); grp = DRW_shgroup_create(e_data.grid_sh, psl->grid); DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1); DRW_shgroup_call_add(grp, quad, NULL); grp = DRW_shgroup_create(e_data.grid_sh, psl->grid); DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1); DRW_shgroup_call_add(grp, quad, NULL); } { /* Solid bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; psl->bone_solid = DRW_pass_create("Bone Solid Pass", state); } { /* Wire bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND; psl->bone_wire = DRW_pass_create("Bone Wire Pass", state); } { /* Non Meshes Pass (Camera, empties, lamps ...) */ struct Batch *geom; DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT; state |= DRW_STATE_WIRE; psl->non_meshes = DRW_pass_create("Non Meshes Pass", state); /* Empties */ geom = DRW_cache_plain_axes_get(); stl->g_data->plain_axes = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_cube_get(); stl->g_data->cube = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_circle_get(); stl->g_data->circle = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_empty_sphere_get(); stl->g_data->sphere = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_empty_cone_get(); stl->g_data->cone = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_single_arrow_get(); stl->g_data->single_arrow = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_single_line_get(); stl->g_data->single_arrow_line = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_arrows_get(); stl->g_data->arrows = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_axis_names_get(); stl->g_data->axis_names = shgroup_instance_axis_names(psl->non_meshes, geom); /* Speaker */ geom = DRW_cache_speaker_get(); stl->g_data->speaker = shgroup_instance(psl->non_meshes, geom); /* Camera */ geom = DRW_cache_camera_get(); stl->g_data->camera = shgroup_camera_instance(psl->non_meshes, geom); geom = DRW_cache_camera_tria_get(); stl->g_data->camera_tria = shgroup_camera_instance(psl->non_meshes, geom); geom = DRW_cache_plain_axes_get(); stl->g_data->camera_focus = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_single_line_get(); stl->g_data->camera_clip = shgroup_distance_lines_instance(psl->non_meshes, geom); stl->g_data->camera_mist = shgroup_distance_lines_instance(psl->non_meshes, geom); geom = DRW_cache_single_line_endpoints_get(); stl->g_data->camera_clip_points = shgroup_distance_lines_instance(psl->non_meshes, geom); stl->g_data->camera_mist_points = shgroup_distance_lines_instance(psl->non_meshes, geom); /* 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(); stl->g_data->lamp_buflimit = shgroup_distance_lines_instance(psl->non_meshes, geom); stl->g_data->lamp_center = shgroup_dynpoints_uniform_color(psl->non_meshes, ts.colorLampNoAlpha, &ts.sizeLampCenter); stl->g_data->lamp_center_group = shgroup_dynpoints_uniform_color(psl->non_meshes, ts.colorGroup, &ts.sizeLampCenter); geom = DRW_cache_lamp_get(); stl->g_data->lamp_circle = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle); stl->g_data->lamp_circle_shadow = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircleShadow); geom = DRW_cache_lamp_sunrays_get(); stl->g_data->lamp_sunrays = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle); stl->g_data->lamp_groundline = shgroup_groundlines_uniform_color(psl->non_meshes, ts.colorLamp); stl->g_data->lamp_groundpoint = shgroup_groundpoints_uniform_color(psl->non_meshes, ts.colorLamp); geom = DRW_cache_lamp_area_get(); stl->g_data->lamp_area = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_lamp_hemi_get(); stl->g_data->lamp_hemi = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_single_line_get(); stl->g_data->lamp_distance = shgroup_distance_lines_instance(psl->non_meshes, geom); geom = DRW_cache_single_line_endpoints_get(); stl->g_data->lamp_buflimit_points = shgroup_distance_lines_instance(psl->non_meshes, geom); geom = DRW_cache_lamp_spot_get(); stl->g_data->lamp_spot_cone = shgroup_spot_instance(psl->non_meshes, geom); geom = DRW_cache_circle_get(); stl->g_data->lamp_spot_blend = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_lamp_spot_square_get(); stl->g_data->lamp_spot_pyramid = shgroup_instance(psl->non_meshes, geom); geom = DRW_cache_square_get(); stl->g_data->lamp_spot_blend_rect = shgroup_instance(psl->non_meshes, geom); /* Relationship Lines */ stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->non_meshes, ts.colorWire); DRW_shgroup_state_set(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3); } { /* 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; struct GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA); /* 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", ts.colorActive, 1); DRW_shgroup_uniform_vec4(grp, "outlineColor", ts.colorOutline, 1); stl->g_data->center_active = grp; /* Select */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", ts.colorSelect, 1); stl->g_data->center_selected = grp; /* Deselect */ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center); DRW_shgroup_uniform_vec4(grp, "color", ts.colorDeselect, 1); stl->g_data->center_deselected = grp; } } static void DRW_shgroup_lamp(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl) { Lamp *la = ob->data; float *color; int theme_id = DRW_object_wire_theme_get(ob, sl, &color); static float zero = 0.0f; float **la_mats = (float **)DRW_object_engine_data_get(ob, &draw_engine_object_type); if (*la_mats == NULL) { /* we need 2 matrices */ *la_mats = MEM_mallocN(sizeof(float) * 16 * 2, "Lamp Object Mode Matrices"); } float (*shapemat)[4], (*spotblendmat)[4]; shapemat = (float (*)[4])*la_mats; spotblendmat = (float (*)[4])*la_mats + 16; /* Don't draw the center if it's selected or active */ if (theme_id == TH_GROUP) DRW_shgroup_dynamic_call_add(stl->g_data->lamp_center_group, ob->obmat[3]); else if (theme_id == TH_LAMP) DRW_shgroup_dynamic_call_add(stl->g_data->lamp_center, ob->obmat[3]); /* First circle */ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_circle, ob->obmat[3], color); /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */ if (la->type != LA_HEMI) { if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) { DRW_shgroup_dynamic_call_add(stl->g_data->lamp_circle_shadow, ob->obmat[3], color); } } /* Distance */ if (ELEM(la->type, LA_HEMI, LA_SUN, LA_AREA)) { DRW_shgroup_dynamic_call_add(stl->g_data->lamp_distance, color, &zero, &la->dist, ob->obmat); } copy_m4_m4(shapemat, ob->obmat); if (la->type == LA_SUN) { DRW_shgroup_dynamic_call_add(stl->g_data->lamp_sunrays, ob->obmat[3], color); } else if (la->type == LA_SPOT) { float size[3], sizemat[4][4]; static float one = 1.0f; 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', M_PI / 2.0f); mul_m4_m4m4(spotblendmat, shapemat, sizemat); if (la->mode & LA_SQUARE) { DRW_shgroup_dynamic_call_add(stl->g_data->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_dynamic_call_add(stl->g_data->lamp_spot_blend_rect, color, &one, spotblendmat); } } else { DRW_shgroup_dynamic_call_add(stl->g_data->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_dynamic_call_add(stl->g_data->lamp_spot_blend, color, &one, spotblendmat); } } DRW_shgroup_dynamic_call_add(stl->g_data->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat); DRW_shgroup_dynamic_call_add(stl->g_data->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat); } else if (la->type == LA_HEMI) { static float hemisize = 2.0f; DRW_shgroup_dynamic_call_add(stl->g_data->lamp_hemi, color, &hemisize, shapemat); } else if (la->type == LA_AREA) { float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4]; if (la->area_shape == LA_AREA_RECT) { size[1] = la->area_sizey / la->area_size; size_to_mat4(sizemat, size); mul_m4_m4m4(shapemat, shapemat, sizemat); } DRW_shgroup_dynamic_call_add(stl->g_data->lamp_area, color, &la->area_size, shapemat); } /* Line and point going to the ground */ DRW_shgroup_dynamic_call_add(stl->g_data->lamp_groundline, ob->obmat[3]); DRW_shgroup_dynamic_call_add(stl->g_data->lamp_groundpoint, ob->obmat[3]); } static void DRW_shgroup_camera(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl) { const struct bContext *C = DRW_get_context(); View3D *v3d = CTX_wm_view3d(C); Scene *scene = CTX_data_scene(C); Camera *cam = ob->data; const bool is_active = (ob == v3d->camera); float *color; DRW_object_wire_theme_get(ob, sl, &color); float vec[4][3], asp[2], shift[2], scale[3], drawsize; 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], vec[0]); copy_v2_v2(cam->drwcorners[1], vec[1]); copy_v2_v2(cam->drwcorners[2], vec[2]); copy_v2_v2(cam->drwcorners[3], vec[3]); /* depth */ cam->drwdepth = 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]); DRW_shgroup_dynamic_call_add(stl->g_data->camera, color, cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat); /* Active cam */ if (is_active) { DRW_shgroup_dynamic_call_add(stl->g_data->camera_tria, color, cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat); } /* draw the rest in normalize object space */ copy_m4_m4(cam->drwnormalmat, ob->obmat); normalize_m4(cam->drwnormalmat); if (cam->flag & CAM_SHOWLIMITS) { static float col[3] = {0.5f, 0.5f, 0.25f}, col_hi[3] = {1.0f, 1.0f, 0.5f}; 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_dynamic_call_add(stl->g_data->camera_focus, (is_active ? col_hi : col), &cam->drawsize, cam->drwfocusmat); DRW_shgroup_dynamic_call_add(stl->g_data->camera_clip, color, &cam->clipsta, &cam->clipend, cam->drwnormalmat); DRW_shgroup_dynamic_call_add(stl->g_data->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[3] = {0.5f, 0.5f, 0.5f}, col_hi[3] = {1.0f, 1.0f, 1.0f}; world->mistend = world->miststa + world->mistdist; DRW_shgroup_dynamic_call_add(stl->g_data->camera_mist, color, &world->miststa, &world->mistend, cam->drwnormalmat); DRW_shgroup_dynamic_call_add(stl->g_data->camera_mist_points, (is_active ? col_hi : col), &world->miststa, &world->mistend, cam->drwnormalmat); } } } static void DRW_shgroup_empty(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl) { float *color; DRW_object_wire_theme_get(ob, sl, &color); switch (ob->empty_drawtype) { case OB_PLAINAXES: DRW_shgroup_dynamic_call_add(stl->g_data->plain_axes, color, &ob->empty_drawsize, ob->obmat); break; case OB_SINGLE_ARROW: DRW_shgroup_dynamic_call_add(stl->g_data->single_arrow, color, &ob->empty_drawsize, ob->obmat); DRW_shgroup_dynamic_call_add(stl->g_data->single_arrow_line, color, &ob->empty_drawsize, ob->obmat); break; case OB_CUBE: DRW_shgroup_dynamic_call_add(stl->g_data->cube, color, &ob->empty_drawsize, ob->obmat); break; case OB_CIRCLE: DRW_shgroup_dynamic_call_add(stl->g_data->circle, color, &ob->empty_drawsize, ob->obmat); break; case OB_EMPTY_SPHERE: DRW_shgroup_dynamic_call_add(stl->g_data->sphere, color, &ob->empty_drawsize, ob->obmat); break; case OB_EMPTY_CONE: DRW_shgroup_dynamic_call_add(stl->g_data->cone, color, &ob->empty_drawsize, ob->obmat); break; case OB_ARROWS: DRW_shgroup_dynamic_call_add(stl->g_data->arrows, color, &ob->empty_drawsize, ob->obmat); DRW_shgroup_dynamic_call_add(stl->g_data->axis_names, color, &ob->empty_drawsize, ob->obmat); break; } } static void DRW_shgroup_speaker(OBJECT_StorageList *stl, Object *ob, SceneLayer *sl) { float *color; static float one = 1.0f; DRW_object_wire_theme_get(ob, sl, &color); DRW_shgroup_dynamic_call_add(stl->g_data->speaker, color, &one, ob->obmat); } static void DRW_shgroup_relationship_lines(OBJECT_StorageList *stl, Object *ob) { if (ob->parent) { DRW_shgroup_dynamic_call_add(stl->g_data->relationship_lines, ob->obmat[3]); DRW_shgroup_dynamic_call_add(stl->g_data->relationship_lines, ob->parent->obmat[3]); } } static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob) { if ((ob->base_flag & BASE_SELECTED) != 0) { DRW_shgroup_dynamic_call_add(stl->g_data->center_selected, ob->obmat[3]); } else if (0) { DRW_shgroup_dynamic_call_add(stl->g_data->center_deselected, ob->obmat[3]); } } static void OBJECT_cache_populate(void *vedata, Object *ob) { OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; const struct bContext *C = DRW_get_context(); Scene *scene = CTX_data_scene(C); SceneLayer *sl = CTX_data_scene_layer(C); //CollectionEngineSettings *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, ""); //bool do_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_wire"); bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0); switch (ob->type) { case OB_MESH: { Object *obedit = scene->obedit; int theme_id = DRW_object_wire_theme_get(ob, sl, NULL); if (ob != obedit) { if (do_outlines) { struct Batch *geom = DRW_cache_surface_get(ob); switch (theme_id) { case TH_ACTIVE: DRW_shgroup_call_add(stl->g_data->outlines_active, geom, ob->obmat); break; case TH_SELECT: DRW_shgroup_call_add(stl->g_data->outlines_select, geom, ob->obmat); break; case TH_GROUP_ACTIVE: DRW_shgroup_call_add(stl->g_data->outlines_select_group, geom, ob->obmat); break; case TH_TRANSFORM: DRW_shgroup_call_add(stl->g_data->outlines_transform, geom, ob->obmat); break; } } } } break; case OB_LAMP: DRW_shgroup_lamp(stl, ob, sl); break; case OB_CAMERA: DRW_shgroup_camera(stl, ob, sl); break; case OB_EMPTY: DRW_shgroup_empty(stl, ob, sl); break; case OB_SPEAKER: DRW_shgroup_speaker(stl, ob, sl); break; case OB_ARMATURE: { bArmature *arm = ob->data; if (arm->edbo == NULL) { DRW_shgroup_armature_object(ob, sl, ((OBJECT_Data *)vedata)->psl->bone_solid, ((OBJECT_Data *)vedata)->psl->bone_wire, stl->g_data->relationship_lines); } } break; default: break; } DRW_shgroup_object_center(stl, ob); DRW_shgroup_relationship_lines(stl, ob); } static void OBJECT_draw_scene(void *vedata) { OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl; OBJECT_TextureList *txl = ((OBJECT_Data *)vedata)->txl; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Render filled polygon on a separate framebuffer */ DRW_framebuffer_bind(fbl->outlines); DRW_framebuffer_clear(true, true, false, clearcol, 1.0f); DRW_draw_pass(psl->outlines); /* detach textures */ DRW_framebuffer_texture_detach(txl->outlines_depth_tx); /* Search outline pixels */ DRW_framebuffer_bind(fbl->blur); DRW_draw_pass(psl->outlines_search); /* Expand and fade gradually */ DRW_framebuffer_bind(fbl->outlines); DRW_draw_pass(psl->outlines_expand); DRW_framebuffer_bind(fbl->blur); DRW_draw_pass(psl->outlines_fade1); DRW_framebuffer_bind(fbl->outlines); DRW_draw_pass(psl->outlines_fade2); DRW_framebuffer_bind(fbl->blur); DRW_draw_pass(psl->outlines_fade3); DRW_framebuffer_bind(fbl->outlines); DRW_draw_pass(psl->outlines_fade4); DRW_framebuffer_bind(fbl->blur); DRW_draw_pass(psl->outlines_fade5); /* reattach */ DRW_framebuffer_texture_attach(fbl->outlines, txl->outlines_depth_tx, 0); DRW_framebuffer_bind(dfbl->default_fb); /* This needs to be drawn after the oultine */ DRW_draw_pass(psl->bone_wire); DRW_draw_pass(psl->bone_solid); DRW_draw_pass(psl->non_meshes); DRW_draw_pass(psl->ob_center); DRW_draw_pass(psl->grid); /* Combine with scene buffer last */ DRW_draw_pass(psl->outlines_resolve); } void OBJECT_collection_settings_create(IDProperty *props) { BLI_assert(props && props->type == IDP_GROUP && props->subtype == IDP_GROUP_SUB_MODE_OBJECT); BKE_collection_engine_property_add_int(props, "show_wire", false); BKE_collection_engine_property_add_int(props, "show_backface_culling", false); } DrawEngineType draw_engine_object_type = { NULL, NULL, N_("ObjectMode"), &OBJECT_engine_init, &OBJECT_engine_free, &OBJECT_cache_init, &OBJECT_cache_populate, NULL, NULL, &OBJECT_draw_scene };