/* * 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 "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_wire; struct DRWPass *bone_envelope; struct DRWPass *relationship; } 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 *relationship_lines; } POSE_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ /* 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; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { /* Solid bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; 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); } { /* distance outline around envelope bones */ DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND; psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state); } { /* Non Meshes Pass (Camera, empties, lamps ...) */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE; psl->relationship = DRW_pass_create("Bone Relationship Pass", state); /* Relationship Lines */ stl->g_data->relationship_lines = shgroup_dynlines_uniform_color(psl->relationship, ts.colorWire); DRW_shgroup_state_enable(stl->g_data->relationship_lines, DRW_STATE_STIPPLE_3); } } /* Add geometry to shadingGroups. 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 manipulators, * and similar functionalities. For now we handle only pose bones. */ if (ob->type == OB_ARMATURE) { if (DRW_pose_mode_armature(ob, draw_ctx->obact)) { DRW_shgroup_armature_pose( ob, psl->bone_solid, psl->bone_wire, psl->bone_envelope, stl->g_data->relationship_lines); } } } /** * 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(); /* Pode armature is handled by pose mode engine. */ if ((ob == active_ob) && ((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; DRW_draw_pass(psl->bone_envelope); DRW_draw_pass(psl->bone_wire); DRW_draw_pass(psl->bone_solid); DRW_draw_pass(psl->relationship); } /* Create collection settings here. * * Be sure to add this function there : * source/blender/draw/DRW_engine.h * source/blender/blenkernel/intern/layer.c * source/blenderplayer/bad_level_call_stubs/stubs.c * * And relevant collection settings to : * source/blender/makesrna/intern/rna_scene.c * source/blender/blenkernel/intern/layer.c */ #if 0 void POSE_collection_settings_create(CollectionEngineSettings *ces) { BLI_assert(ces); // BKE_collection_engine_property_add_int(ces, "foo", 37); } #endif static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data); DrawEngineType draw_engine_pose_type = { NULL, NULL, N_("PoseMode"), &POSE_data_size, NULL, NULL, &POSE_cache_init, &POSE_cache_populate, NULL, NULL, &POSE_draw_scene, NULL, NULL, };