/* * 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/pose_mode.c * \ingroup draw */ #include "BKE_modifier.h" #include "DNA_modifier_types.h" #include "DNA_view3d_types.h" #include "DRW_engine.h" #include "DRW_render.h" /* If builtin shaders are needed */ #include "GPU_shader.h" #include "draw_common.h" #include "draw_mode_engines.h" extern GlobalsUboStorage ts; /* *********** LISTS *********** */ /* All lists are per viewport specific datas. * They are all free when viewport changes engines * or is free itself. Use POSE_engine_init() to * initialize most of them and POSE_cache_init() * for POSE_PassList */ typedef struct POSE_PassList { struct DRWPass *bone_solid; struct DRWPass *bone_outline; struct DRWPass *bone_wire; struct DRWPass *bone_envelope; struct DRWPass *bone_axes; struct DRWPass *relationship; struct DRWPass *bone_selection; } POSE_PassList; typedef struct POSE_StorageList { struct POSE_PrivateData *g_data; } POSE_StorageList; typedef struct POSE_Data { void *engine_type; DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; POSE_PassList *psl; POSE_StorageList *stl; } POSE_Data; /* *********** STATIC *********** */ typedef struct POSE_PrivateData { DRWShadingGroup *bone_selection_shgrp; DRWShadingGroup *bone_selection_invert_shgrp; float blend_color[4]; float blend_color_invert[4]; } POSE_PrivateData; /* Transient data */ static struct { struct GPUShader *bone_selection_sh; } e_data = {NULL}; /* *********** FUNCTIONS *********** */ static bool POSE_is_bone_selection_overlay_active(void) { const DRWContextState *dcs = DRW_context_state_get(); const View3D *v3d = dcs->v3d; return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) && OBPOSE_FROM_OBACT(dcs->obact); } static void POSE_engine_init(void *UNUSED(vedata)) { if (!e_data.bone_selection_sh) { e_data.bone_selection_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); } } static void POSE_engine_free(void) { } /* Here init all passes and shading groups * Assume that all Passes are NULL */ static void POSE_cache_init(void *vedata) { POSE_PassList *psl = ((POSE_Data *)vedata)->psl; POSE_StorageList *stl = ((POSE_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } POSE_PrivateData *ppd = stl->g_data; { /* Solid bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; psl->bone_solid = DRW_pass_create("Bone Solid Pass", state); } { /* Bones Outline */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; psl->bone_outline = DRW_pass_create("Bone Outline Pass", state); } { /* Wire bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND; psl->bone_wire = DRW_pass_create("Bone Wire Pass", state); } { /* distance outline around envelope bones */ DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT; psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND; psl->bone_axes = DRW_pass_create("Bone Axes Pass", state); } { /* Non Meshes Pass (Camera, empties, lamps ...) */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_WIRE; psl->relationship = DRW_pass_create("Bone Relationship Pass", state); } { if (POSE_is_bone_selection_overlay_active()) { copy_v4_fl4(ppd->blend_color, 0.0f, 0.0f, 0.0f, v3d->overlay.bone_select_alpha); copy_v4_fl4(ppd->blend_color_invert, 0.0f, 0.0f, 0.0f, pow(v3d->overlay.bone_select_alpha, 4)); DRWShadingGroup *grp; psl->bone_selection = DRW_pass_create( "Bone Selection", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND); grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection); DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color, 1); stl->g_data->bone_selection_shgrp = grp; grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection); DRW_shgroup_uniform_vec4(grp, "color", ppd->blend_color_invert, 1); stl->g_data->bone_selection_invert_shgrp = grp; } } } static bool POSE_is_driven_by_active_armature(Object *ob) { Object *ob_arm = modifiers_isDeformedByArmature(ob); if (ob_arm) { const DRWContextState *draw_ctx = DRW_context_state_get(); bool is_active = DRW_pose_mode_armature(ob_arm, draw_ctx->obact); if (!is_active && ob_arm->proxy_from) { is_active = DRW_pose_mode_armature(ob_arm->proxy_from, draw_ctx->obact); } return is_active; } else { Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob); if (ob_mesh_deform) { return POSE_is_driven_by_active_armature(ob_mesh_deform); } } return false; } /* Add geometry to shading groups. Execute for each objects */ static void POSE_cache_populate(void *vedata, Object *ob) { POSE_PassList *psl = ((POSE_Data *)vedata)->psl; POSE_StorageList *stl = ((POSE_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); /* In the future this will allow us to implement face gizmos, * and similar functionalities. For now we handle only pose bones. */ if (ob->type == OB_ARMATURE) { if (draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_BONES) { return; } if (DRW_pose_mode_armature(ob, draw_ctx->obact)) { DRWArmaturePasses passes = { .bone_solid = psl->bone_solid, .bone_outline = psl->bone_outline, .bone_wire = psl->bone_wire, .bone_envelope = psl->bone_envelope, .bone_axes = psl->bone_axes, .relationship_lines = psl->relationship, }; DRW_shgroup_armature_pose(ob, passes); } } else if (ob->type == OB_MESH && !DRW_state_is_select() && POSE_is_bone_selection_overlay_active()) { struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { if (POSE_is_driven_by_active_armature(ob)) { DRW_shgroup_call_object_add(stl->g_data->bone_selection_shgrp, geom, ob); } else { DRW_shgroup_call_object_add(stl->g_data->bone_selection_invert_shgrp, geom, ob); } } } } /** * Return true if armature should be handled by the pose mode engine. */ bool DRW_pose_mode_armature(Object *ob, Object *active_ob) { const DRWContextState *draw_ctx = DRW_context_state_get(); /* Pose armature is handled by pose mode engine. */ if (((ob == active_ob) || (ob->mode & OB_MODE_POSE)) && ((draw_ctx->object_mode & OB_MODE_POSE) != 0)) { return true; } /* Armature parent is also handled by pose mode engine. */ if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) { if (ob == draw_ctx->object_pose) { return true; } } return false; } /* Draw time ! Control rendering pipeline from here */ static void POSE_draw_scene(void *vedata) { POSE_PassList *psl = ((POSE_Data *)vedata)->psl; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0; const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active(); if (DRW_state_is_select()) { DRW_draw_pass(psl->bone_solid); DRW_draw_pass(psl->bone_wire); return; } if (bone_selection_overlay) { GPU_framebuffer_bind(dfbl->default_fb); DRW_draw_pass(psl->bone_selection); GPU_framebuffer_bind(dfbl->depth_only_fb); GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0); GPU_framebuffer_bind(dfbl->default_fb); } DRW_draw_pass(psl->bone_envelope); if (transparent_bones) { DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND); DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH); DRW_draw_pass(psl->bone_solid); } MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl) if (!transparent_bones) { DRW_draw_pass(psl->bone_solid); } DRW_draw_pass(psl->bone_outline); DRW_draw_pass(psl->bone_wire); DRW_draw_pass(psl->relationship); MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) /* Draw axes with linesmooth and outside of multisample buffer. */ DRW_draw_pass(psl->bone_axes); } static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data); DrawEngineType draw_engine_pose_type = { NULL, NULL, N_("PoseMode"), &POSE_data_size, &POSE_engine_init, &POSE_engine_free, &POSE_cache_init, &POSE_cache_populate, NULL, NULL, &POSE_draw_scene, NULL, NULL, };