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/*
* 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;
} POSE_PrivateData; /* Transient data */
static struct {
struct GPUShader *bone_selection_sh;
} e_data = {NULL};
static float blend_color[4] = {0.0, 0.0, 0.0, 0.5};
/* *********** 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_SELECTION);
}
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;
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 | 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;
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 | 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_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 |
DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
}
{
if (POSE_is_bone_selection_overlay_active()) {
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", blend_color, 1);
stl->g_data->bone_selection_shgrp = grp;
}
}
}
static bool POSE_is_driven_by_active_armature(Object *ob)
{
Object *armature = modifiers_isDeformedByArmature(ob);
if (armature) {
const DRWContextState *draw_ctx = DRW_context_state_get();
bool is_active = DRW_pose_mode_armature(armature, draw_ctx->obact);
if (!is_active && armature->proxy_from) {
is_active = DRW_pose_mode_armature(armature->proxy_from, draw_ctx->obact);
}
return is_active;
}
else {
Object *meshDeform = modifiers_isDeformedByMeshDeform(ob);
if (meshDeform) {
return POSE_is_driven_by_active_armature(meshDeform);
}
}
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 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)) {
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() && POSE_is_driven_by_active_armature(ob)) {
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call_object_add(stl->g_data->bone_selection_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->base_flag & BASE_SELECTED)) &&
((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,
};
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