2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 * Copyright 2016, Blender Foundation.
19 /** \file \ingroup draw
22 #include "DRW_render.h"
24 #include "GPU_shader.h"
25 #include "GPU_texture.h"
27 #include "UI_resources.h"
29 #include "BKE_object.h"
30 #include "BKE_global.h"
31 #include "BKE_colorband.h"
33 #include "draw_common.h"
36 #define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
37 ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
39 #define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
40 ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
42 /* Colors & Constant */
43 struct DRW_Global G_draw = {0};
45 static bool weight_ramp_custom = false;
46 static ColorBand weight_ramp_copy;
48 static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
50 void DRW_globals_update(void)
52 GlobalsUboStorage *gb = &G_draw.block;
54 UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
55 UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
56 UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
57 UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
58 UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
59 UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
60 UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
61 UI_GetThemeColor4fv(TH_LAMP, gb->colorLamp);
62 UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
63 UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
64 UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
65 UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
66 UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
67 UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
68 UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
69 UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
70 UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
72 UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
73 UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
74 UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
75 UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
76 UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
77 UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
78 UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
79 UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
80 UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
81 UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
82 UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
83 UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
85 /* Custom median color to slightly affect the edit mesh colors. */
86 interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
87 copy_v3_fl(gb->colorEditMeshMiddle, dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
89 interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
90 /* Was 50% in 2.7x since the background was lighter making it easier to tell the color from black,
91 * with a darker background we need a more faded color. */
92 interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
95 UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
96 UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
98 zero_v4(gb->colorEdgeFreestyle);
99 zero_v4(gb->colorFaceFreestyle);
103 UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
104 UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
105 UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
106 UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
107 UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
108 UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
109 UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
110 UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
111 UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
112 UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
113 UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
114 UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
115 UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
116 UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
117 UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
119 UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
121 UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
124 UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
125 /* emphasise division lines lighter instead of darker, if background is darker than grid */
126 UI_GetThemeColorShade4fv(
128 (gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
129 gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
130 20 : -10, gb->colorGridEmphasise);
132 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
133 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
134 UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
136 UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
137 UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
138 UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, gb->colorLampNoAlpha);
140 gb->sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
141 gb->sizeLampCircle = U.pixelsize * 9.0f;
142 gb->sizeLampCircleShadow = gb->sizeLampCircle + U.pixelsize * 3.0f;
144 /* M_SQRT2 to be at least the same size of the old square */
145 gb->sizeVertex = U.pixelsize * (max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
146 gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
147 gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
148 gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
150 /* Color management. */
151 if (DRW_state_is_image_render()) {
152 float *color = gb->UBO_FIRST_COLOR;
154 /* TODO more accurate transform. */
155 srgb_to_linearrgb_v4(color, color);
157 } while (color != gb->UBO_LAST_COLOR);
160 if (G_draw.block_ubo == NULL) {
161 G_draw.block_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), gb);
164 DRW_uniformbuffer_update(G_draw.block_ubo, gb);
167 ColorBand ramp = {0};
172 ramp.data[0].a = 1.0f;
173 ramp.data[0].b = 1.0f;
174 ramp.data[0].pos = 0.0f;
175 ramp.data[1].a = 1.0f;
176 ramp.data[1].g = 1.0f;
177 ramp.data[1].pos = 0.5f;
178 ramp.data[2].a = 1.0f;
179 ramp.data[2].r = 1.0f;
180 ramp.data[2].pos = 1.0f;
182 BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
184 G_draw.ramp = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL);
189 /* Weight Painting color ramp texture */
190 bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
192 if (weight_ramp_custom != user_weight_ramp ||
193 (user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0))
195 DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
198 if (G_draw.weight_ramp == NULL) {
199 weight_ramp_custom = user_weight_ramp;
200 memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
202 G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
206 /* ********************************* SHGROUP ************************************* */
208 extern char datatoc_animviz_mpath_lines_vert_glsl[];
209 extern char datatoc_animviz_mpath_lines_geom_glsl[];
210 extern char datatoc_animviz_mpath_points_vert_glsl[];
212 extern char datatoc_volume_velocity_vert_glsl[];
214 extern char datatoc_armature_axes_vert_glsl[];
215 extern char datatoc_armature_sphere_solid_vert_glsl[];
216 extern char datatoc_armature_sphere_solid_frag_glsl[];
217 extern char datatoc_armature_sphere_outline_vert_glsl[];
218 extern char datatoc_armature_envelope_solid_vert_glsl[];
219 extern char datatoc_armature_envelope_solid_frag_glsl[];
220 extern char datatoc_armature_envelope_outline_vert_glsl[];
221 extern char datatoc_armature_envelope_distance_frag_glsl[];
222 extern char datatoc_armature_shape_solid_vert_glsl[];
223 extern char datatoc_armature_shape_solid_frag_glsl[];
224 extern char datatoc_armature_shape_outline_vert_glsl[];
225 extern char datatoc_armature_shape_outline_geom_glsl[];
226 extern char datatoc_armature_stick_vert_glsl[];
227 extern char datatoc_armature_stick_frag_glsl[];
228 extern char datatoc_armature_dof_vert_glsl[];
230 extern char datatoc_common_globals_lib_glsl[];
231 extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
233 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
234 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
235 extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
237 extern char datatoc_object_mball_handles_vert_glsl[];
238 extern char datatoc_object_empty_axes_vert_glsl[];
240 typedef struct COMMON_Shaders {
241 struct GPUShader *shape_outline;
242 struct GPUShader *shape_solid;
243 struct GPUShader *bone_axes;
244 struct GPUShader *bone_envelope;
245 struct GPUShader *bone_envelope_distance;
246 struct GPUShader *bone_envelope_outline;
247 struct GPUShader *bone_sphere;
248 struct GPUShader *bone_sphere_outline;
249 struct GPUShader *bone_stick;
250 struct GPUShader *bone_dofs;
252 struct GPUShader *mpath_line_sh;
253 struct GPUShader *mpath_points_sh;
255 struct GPUShader *volume_velocity_needle_sh;
256 struct GPUShader *volume_velocity_sh;
257 struct GPUShader *empty_axes_sh;
259 struct GPUShader *mball_handles;
262 static COMMON_Shaders g_shaders[GPU_SHADER_CFG_LEN] = {{NULL}};
265 struct GPUVertFormat *instance_screenspace;
266 struct GPUVertFormat *instance_color;
267 struct GPUVertFormat *instance_screen_aligned;
268 struct GPUVertFormat *instance_scaled;
269 struct GPUVertFormat *instance_sized;
270 struct GPUVertFormat *instance_outline;
271 struct GPUVertFormat *instance;
272 struct GPUVertFormat *instance_camera;
273 struct GPUVertFormat *instance_distance_lines;
274 struct GPUVertFormat *instance_spot;
275 struct GPUVertFormat *instance_bone;
276 struct GPUVertFormat *instance_bone_dof;
277 struct GPUVertFormat *instance_bone_stick;
278 struct GPUVertFormat *instance_bone_outline;
279 struct GPUVertFormat *instance_bone_envelope;
280 struct GPUVertFormat *instance_bone_envelope_distance;
281 struct GPUVertFormat *instance_bone_envelope_outline;
282 struct GPUVertFormat *instance_mball_handles;
283 struct GPUVertFormat *dynlines_color;
284 } g_formats = {NULL};
286 void DRW_globals_free(void)
288 struct GPUVertFormat **format = &g_formats.instance_screenspace;
289 for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) {
290 MEM_SAFE_FREE(*format);
293 for (int j = 0; j < GPU_SHADER_CFG_LEN; j++) {
294 struct GPUShader **shader = &g_shaders[j].shape_outline;
295 for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) {
296 DRW_SHADER_FREE_SAFE(*shader);
301 void DRW_shgroup_world_clip_planes_from_rv3d(DRWShadingGroup *shgrp, const RegionView3D *rv3d)
303 int world_clip_planes_len = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
304 DRW_shgroup_uniform_vec4(shgrp, "WorldClipPlanes", rv3d->clip[0], world_clip_planes_len);
305 DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
308 DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig sh_cfg)
310 GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_FLAT_COLOR, sh_cfg);
312 DRW_shgroup_instance_format(g_formats.dynlines_color, {
313 {"pos", DRW_ATTR_FLOAT, 3},
314 {"color", DRW_ATTR_FLOAT, 4},
317 DRWShadingGroup *grp = DRW_shgroup_line_batch_create_with_format(sh, pass, g_formats.dynlines_color);
318 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
319 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
324 DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const float color[4])
326 GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
328 static float dash_width = 6.0f;
329 static float dash_factor = 0.5f;
330 DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
331 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
332 DRW_shgroup_uniform_vec2(grp, "viewport_size", DRW_viewport_size_get(), 1);
333 DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1);
334 DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1);
335 DRW_shgroup_uniform_int_copy(grp, "colors_len", 0); /* "simple" mode */
340 DRWShadingGroup *shgroup_dynpoints_uniform_color(
341 DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg)
343 GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, sh_cfg);
345 DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
346 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
347 DRW_shgroup_uniform_float(grp, "size", size, 1);
348 DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
349 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
350 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
355 DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
357 GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDLINE, sh_cfg);
359 DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
360 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
361 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
362 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
367 DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
369 GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDPOINT, sh_cfg);
371 DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
372 DRW_shgroup_uniform_vec4(grp, "color", color, 1);
373 DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
374 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
375 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
380 DRWShadingGroup *shgroup_instance_screenspace(
381 DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg)
383 GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, sh_cfg);
385 DRW_shgroup_instance_format(g_formats.instance_screenspace, {
386 {"world_pos", DRW_ATTR_FLOAT, 3},
387 {"color", DRW_ATTR_FLOAT, 3},
390 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screenspace);
391 DRW_shgroup_uniform_float(grp, "size", size, 1);
392 DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
393 DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
394 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
395 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
400 DRWShadingGroup *shgroup_instance_solid(DRWPass *pass, struct GPUBatch *geom)
402 static float light[3] = {0.0f, 0.0f, 1.0f};
403 GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR);
405 DRW_shgroup_instance_format(g_formats.instance_color, {
406 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
407 {"color", DRW_ATTR_FLOAT, 4},
410 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
411 DRW_shgroup_uniform_vec3(grp, "light", light, 1);
416 DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom)
418 GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
420 DRW_shgroup_instance_format(g_formats.instance_color, {
421 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
422 {"color", DRW_ATTR_FLOAT, 4},
425 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
430 DRWShadingGroup *shgroup_instance_screen_aligned(
431 DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
433 GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, sh_cfg);
435 DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
436 {"color", DRW_ATTR_FLOAT, 3},
437 {"size", DRW_ATTR_FLOAT, 1},
438 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
441 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
442 DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
443 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
444 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
449 DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
451 GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, sh_cfg);
453 DRW_shgroup_instance_format(g_formats.instance_scaled, {
454 {"color", DRW_ATTR_FLOAT, 3},
455 {"size", DRW_ATTR_FLOAT, 3},
456 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
459 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_scaled);
460 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
461 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
466 DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
468 GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg);
470 DRW_shgroup_instance_format(g_formats.instance_sized, {
471 {"color", DRW_ATTR_FLOAT, 4},
472 {"size", DRW_ATTR_FLOAT, 1},
473 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
476 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
477 DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
478 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
479 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
484 DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
486 GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg);
488 DRW_shgroup_instance_format(g_formats.instance_sized, {
489 {"color", DRW_ATTR_FLOAT, 4},
490 {"size", DRW_ATTR_FLOAT, 1},
491 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
494 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
495 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
496 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
501 DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
503 COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
504 const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
505 const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
506 if (sh_data->empty_axes_sh == NULL) {
507 sh_data->empty_axes_sh = GPU_shader_create_from_arrays({
508 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_axes_vert_glsl, NULL},
509 .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
510 .defs = (const char *[]){world_clip_def_or_empty, NULL},
514 DRW_shgroup_instance_format(g_formats.instance_sized, {
515 {"color", DRW_ATTR_FLOAT, 3},
516 {"size", DRW_ATTR_FLOAT, 1},
517 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
520 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_data->empty_axes_sh, pass, geom, g_formats.instance_sized);
521 DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
522 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
523 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
528 DRWShadingGroup *shgroup_instance_outline(DRWPass *pass, struct GPUBatch *geom, int *baseid)
530 GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE);
532 DRW_shgroup_instance_format(g_formats.instance_outline, {
533 {"callId", DRW_ATTR_INT, 1},
534 {"size", DRW_ATTR_FLOAT, 1},
535 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
538 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_outline);
539 DRW_shgroup_uniform_int(grp, "baseId", baseid, 1);
544 DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
546 GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_CAMERA, sh_cfg);
548 DRW_shgroup_instance_format(g_formats.instance_camera, {
549 {"color", DRW_ATTR_FLOAT, 3},
550 {"corners", DRW_ATTR_FLOAT, 8},
551 {"depth", DRW_ATTR_FLOAT, 1},
552 {"tria", DRW_ATTR_FLOAT, 4},
553 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
556 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_camera);
557 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
558 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
563 DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
565 GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_DISTANCE_LINES, sh_cfg);
566 static float point_size = 4.0f;
568 DRW_shgroup_instance_format(g_formats.instance_distance_lines, {
569 {"color", DRW_ATTR_FLOAT, 3},
570 {"start", DRW_ATTR_FLOAT, 1},
571 {"end", DRW_ATTR_FLOAT, 1},
572 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
575 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines);
576 DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
577 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
578 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
583 DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
585 GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, sh_cfg);
586 static const int True = true;
587 static const int False = false;
589 DRW_shgroup_instance_format(g_formats.instance_spot, {
590 {"color", DRW_ATTR_FLOAT, 3},
591 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
594 DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_spot);
595 DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
596 DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
597 DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
598 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
599 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
604 DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass)
606 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
607 if (sh_data->bone_axes == NULL) {
608 sh_data->bone_axes = DRW_shader_create(
609 datatoc_armature_axes_vert_glsl, NULL,
610 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
613 DRW_shgroup_instance_format(g_formats.instance_color, {
614 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
615 {"color", DRW_ATTR_FLOAT, 4},
618 DRWShadingGroup *grp = DRW_shgroup_instance_create(
620 pass, DRW_cache_bone_arrows_get(),
621 g_formats.instance_color);
622 DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
627 DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass)
629 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
630 if (sh_data->bone_envelope_outline == NULL) {
631 sh_data->bone_envelope_outline = DRW_shader_create(
632 datatoc_armature_envelope_outline_vert_glsl, NULL,
633 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
636 DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, {
637 {"headSphere", DRW_ATTR_FLOAT, 4},
638 {"tailSphere", DRW_ATTR_FLOAT, 4},
639 {"outlineColorSize", DRW_ATTR_FLOAT, 4},
640 {"xAxis", DRW_ATTR_FLOAT, 3},
643 DRWShadingGroup *grp = DRW_shgroup_instance_create(
644 sh_data->bone_envelope_outline,
645 pass, DRW_cache_bone_envelope_outline_get(),
646 g_formats.instance_bone_envelope_outline);
647 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
652 DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass)
654 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
655 if (sh_data->bone_envelope_distance == NULL) {
656 sh_data->bone_envelope_distance = DRW_shader_create(
657 datatoc_armature_envelope_solid_vert_glsl, NULL,
658 datatoc_armature_envelope_distance_frag_glsl, NULL);
661 DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, {
662 {"headSphere", DRW_ATTR_FLOAT, 4},
663 {"tailSphere", DRW_ATTR_FLOAT, 4},
664 {"xAxis", DRW_ATTR_FLOAT, 3},
667 DRWShadingGroup *grp = DRW_shgroup_instance_create(
668 sh_data->bone_envelope_distance,
669 pass, DRW_cache_bone_envelope_solid_get(),
670 g_formats.instance_bone_envelope_distance);
675 DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp)
677 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
678 if (sh_data->bone_envelope == NULL) {
679 sh_data->bone_envelope = DRW_shader_create(
680 datatoc_armature_envelope_solid_vert_glsl, NULL,
681 datatoc_armature_envelope_solid_frag_glsl, "#define SMOOTH_ENVELOPE\n");
684 DRW_shgroup_instance_format(g_formats.instance_bone_envelope, {
685 {"headSphere", DRW_ATTR_FLOAT, 4},
686 {"tailSphere", DRW_ATTR_FLOAT, 4},
687 {"boneColor", DRW_ATTR_FLOAT, 3},
688 {"stateColor", DRW_ATTR_FLOAT, 3},
689 {"xAxis", DRW_ATTR_FLOAT, 3},
692 DRWShadingGroup *grp = DRW_shgroup_instance_create(
693 sh_data->bone_envelope,
694 pass, DRW_cache_bone_envelope_solid_get(),
695 g_formats.instance_bone_envelope);
696 DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
701 DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass, eGPUShaderConfig sh_cfg)
703 COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
704 if (sh_data->mball_handles == NULL) {
705 bool is_clip = (sh_cfg == GPU_SHADER_CFG_CLIPPED);
706 const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
707 const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
708 sh_data->mball_handles = GPU_shader_create_from_arrays({
709 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_mball_handles_vert_glsl, NULL},
710 .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
711 .defs = (const char *[]){world_clip_def_or_empty, NULL},
715 DRW_shgroup_instance_format(g_formats.instance_mball_handles, {
716 {"ScaleTranslationMatrix", DRW_ATTR_FLOAT, 12},
717 {"radius", DRW_ATTR_FLOAT, 1},
718 {"color", DRW_ATTR_FLOAT, 3},
721 DRWShadingGroup *grp = DRW_shgroup_instance_create(
722 sh_data->mball_handles, pass,
723 DRW_cache_screenspace_circle_get(),
724 g_formats.instance_mball_handles);
725 DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
726 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
727 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
732 /* Only works with batches with adjacency infos. */
733 DRWShadingGroup *shgroup_instance_bone_shape_outline(
734 DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
736 COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
737 if (sh_data->shape_outline == NULL) {
738 const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
739 const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
740 sh_data->shape_outline = GPU_shader_create_from_arrays({
741 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_outline_vert_glsl, NULL},
742 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_outline_geom_glsl, NULL},
743 .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
744 .defs = (const char *[]){world_clip_def_or_empty, NULL},
748 DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
749 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
750 {"outlineColorSize", DRW_ATTR_FLOAT, 4},
753 DRWShadingGroup *grp = DRW_shgroup_instance_create(
754 sh_data->shape_outline,
755 pass, geom, g_formats.instance_bone_outline);
756 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
757 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
758 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
763 DRWShadingGroup *shgroup_instance_bone_shape_solid(
764 DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg)
766 COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
767 if (sh_data->shape_solid == NULL) {
768 const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
769 const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
770 sh_data->shape_solid = GPU_shader_create_from_arrays({
771 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_solid_vert_glsl, NULL},
772 .frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
773 .defs = (const char *[]){world_clip_def_or_empty, NULL},
777 DRW_shgroup_instance_format(g_formats.instance_bone, {
778 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
779 {"boneColor", DRW_ATTR_FLOAT, 3},
780 {"stateColor", DRW_ATTR_FLOAT, 3},
783 DRWShadingGroup *grp = DRW_shgroup_instance_create(
784 sh_data->shape_solid,
785 pass, geom, g_formats.instance_bone);
786 DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
787 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
788 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
793 DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp)
795 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
796 if (sh_data->bone_sphere == NULL) {
797 sh_data->bone_sphere = DRW_shader_create(
798 datatoc_armature_sphere_solid_vert_glsl, NULL,
799 datatoc_armature_sphere_solid_frag_glsl, NULL);
802 DRW_shgroup_instance_format(g_formats.instance_bone, {
803 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
804 {"boneColor", DRW_ATTR_FLOAT, 3},
805 {"stateColor", DRW_ATTR_FLOAT, 3},
808 DRWShadingGroup *grp = DRW_shgroup_instance_create(
809 sh_data->bone_sphere,
810 pass, DRW_cache_bone_point_get(), g_formats.instance_bone);
811 /* More transparent than the shape to be less distractive. */
812 DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.4f : 1.0f);
817 DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass)
819 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
820 if (sh_data->bone_sphere_outline == NULL) {
821 sh_data->bone_sphere_outline = DRW_shader_create(
822 datatoc_armature_sphere_outline_vert_glsl, NULL,
823 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
826 DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
827 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
828 {"outlineColorSize", DRW_ATTR_FLOAT, 4},
831 DRWShadingGroup *grp = DRW_shgroup_instance_create(
832 sh_data->bone_sphere_outline,
833 pass, DRW_cache_bone_point_wire_outline_get(),
834 g_formats.instance_bone_outline);
835 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
840 DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass, eGPUShaderConfig sh_cfg)
842 COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
843 if (sh_data->bone_stick == NULL) {
844 const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
845 const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
846 sh_data->bone_stick = GPU_shader_create_from_arrays({
847 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_stick_vert_glsl, NULL},
848 .frag = (const char *[]){datatoc_armature_stick_frag_glsl, NULL},
849 .defs = (const char *[]){world_clip_def_or_empty, NULL},
853 DRW_shgroup_instance_format(g_formats.instance_bone_stick, {
854 {"boneStart", DRW_ATTR_FLOAT, 3},
855 {"boneEnd", DRW_ATTR_FLOAT, 3},
856 {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port theses to uchar color */
857 {"boneColor", DRW_ATTR_FLOAT, 4},
858 {"headColor", DRW_ATTR_FLOAT, 4},
859 {"tailColor", DRW_ATTR_FLOAT, 4},
862 DRWShadingGroup *grp = DRW_shgroup_instance_create(
864 pass, DRW_cache_bone_stick_get(),
865 g_formats.instance_bone_stick);
866 DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
867 DRW_shgroup_uniform_float_copy(grp, "stickSize", 5.0f * U.pixelsize);
868 if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
869 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
874 struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom)
876 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
877 if (sh_data->bone_dofs == NULL) {
878 sh_data->bone_dofs = DRW_shader_create(
879 datatoc_armature_dof_vert_glsl, NULL,
880 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
883 DRW_shgroup_instance_format(g_formats.instance_bone_dof, {
884 {"InstanceModelMatrix", DRW_ATTR_FLOAT, 16},
885 {"color", DRW_ATTR_FLOAT, 4},
886 {"amin", DRW_ATTR_FLOAT, 2},
887 {"amax", DRW_ATTR_FLOAT, 2},
890 DRWShadingGroup *grp = DRW_shgroup_instance_create(
893 g_formats.instance_bone_dof);
898 struct GPUShader *mpath_line_shader_get(void)
900 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
901 if (sh_data->mpath_line_sh == NULL) {
902 sh_data->mpath_line_sh = DRW_shader_create_with_lib(
903 datatoc_animviz_mpath_lines_vert_glsl,
904 datatoc_animviz_mpath_lines_geom_glsl,
905 datatoc_gpu_shader_3D_smooth_color_frag_glsl,
906 datatoc_common_globals_lib_glsl,
909 return sh_data->mpath_line_sh;
913 struct GPUShader *mpath_points_shader_get(void)
915 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
916 if (sh_data->mpath_points_sh == NULL) {
917 sh_data->mpath_points_sh = DRW_shader_create_with_lib(
918 datatoc_animviz_mpath_points_vert_glsl,
920 datatoc_gpu_shader_point_varying_color_frag_glsl,
921 datatoc_common_globals_lib_glsl,
924 return sh_data->mpath_points_sh;
927 struct GPUShader *volume_velocity_shader_get(bool use_needle)
929 COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
931 if (sh_data->volume_velocity_needle_sh == NULL) {
932 sh_data->volume_velocity_needle_sh = DRW_shader_create(
933 datatoc_volume_velocity_vert_glsl, NULL,
934 datatoc_gpu_shader_flat_color_frag_glsl, "#define USE_NEEDLE");
936 return sh_data->volume_velocity_needle_sh;
939 if (sh_data->volume_velocity_sh == NULL) {
940 sh_data->volume_velocity_sh = DRW_shader_create(
941 datatoc_volume_velocity_vert_glsl, NULL,
942 datatoc_gpu_shader_flat_color_frag_glsl, NULL);
944 return sh_data->volume_velocity_sh;
948 /* ******************************************** COLOR UTILS *********************************************** */
952 * Get the wire color theme_id of an object based on it's state
953 * \a r_color is a way to get a pointer to the static color var associated
955 int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
957 const DRWContextState *draw_ctx = DRW_context_state_get();
958 const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
959 const bool active = (view_layer->basact && view_layer->basact->object == ob);
960 /* confusing logic here, there are 2 methods of setting the color
961 * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
963 * note: no theme yet for 'colindex' */
964 int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
967 /* fallback to TH_WIRE */
969 else if (((G.moving & G_TRANSFORM_OBJ) != 0) &&
970 ((ob->base_flag & BASE_SELECTED) != 0))
972 theme_id = TH_TRANSFORM;
975 /* Sets the 'theme_id' or fallback to wire */
976 if ((ob->base_flag & BASE_SELECTED) != 0) {
977 theme_id = (active) ? TH_ACTIVE : TH_SELECT;
980 if (ob->type == OB_LAMP) theme_id = TH_LAMP;
981 else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
982 else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
983 else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
984 else if (ob->type == OB_LIGHTPROBE) theme_id = TH_EMPTY; /* TODO add lightprobe color */
985 /* fallback to TH_WIRE */
989 if (r_color != NULL) {
990 if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
991 *r_color = G_draw.block.colorDupli;
993 else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
996 case TH_SELECT: *r_color = G_draw.block.colorDupliSelect; break;
997 case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break;
998 default: *r_color = G_draw.block.colorDupli; break;
1003 case TH_WIRE_EDIT: *r_color = G_draw.block.colorWireEdit; break;
1004 case TH_ACTIVE: *r_color = G_draw.block.colorActive; break;
1005 case TH_SELECT: *r_color = G_draw.block.colorSelect; break;
1006 case TH_TRANSFORM: *r_color = G_draw.block.colorTransform; break;
1007 case TH_SPEAKER: *r_color = G_draw.block.colorSpeaker; break;
1008 case TH_CAMERA: *r_color = G_draw.block.colorCamera; break;
1009 case TH_EMPTY: *r_color = G_draw.block.colorEmpty; break;
1010 case TH_LAMP: *r_color = G_draw.block.colorLamp; break;
1011 default: *r_color = G_draw.block.colorWire; break;
1019 /* XXX This is very stupid, better find something more general. */
1020 float *DRW_color_background_blend_get(int theme_id)
1022 static float colors[11][4];
1026 case TH_WIRE_EDIT: ret = colors[0]; break;
1027 case TH_ACTIVE: ret = colors[1]; break;
1028 case TH_SELECT: ret = colors[2]; break;
1029 case TH_TRANSFORM: ret = colors[5]; break;
1030 case TH_SPEAKER: ret = colors[6]; break;
1031 case TH_CAMERA: ret = colors[7]; break;
1032 case TH_EMPTY: ret = colors[8]; break;
1033 case TH_LAMP: ret = colors[9]; break;
1034 default: ret = colors[10]; break;
1037 UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
1043 bool DRW_object_is_flat(Object *ob, int *axis)
1047 if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
1048 /* Non-meshes object cannot be considered as flat. */
1052 BKE_object_dimensions_get(ob, dim);
1053 if (dim[0] == 0.0f) {
1057 else if (dim[1] == 0.0f) {
1061 else if (dim[2] == 0.0f) {
1068 bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
1070 float ob_rot[3][3], invviewmat[4][4];
1071 DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
1072 BKE_object_rot_to_mat3(ob, ob_rot, true);
1073 float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
1074 if (fabsf(dot) < 1e-3) {
1081 static void DRW_evaluate_weight_to_color(const float weight, float result[4])
1083 if (U.flag & USER_CUSTOM_RANGE) {
1084 BKE_colorband_evaluate(&U.coba_weight, weight, result);
1087 /* Use gamma correction to even out the color bands:
1088 * increasing widens yellow/cyan vs red/green/blue.
1089 * Gamma 1.0 produces the original 2.79 color ramp. */
1090 const float gamma = 1.5f;
1091 float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
1093 hsv_to_rgb_v(hsv, result);
1095 for (int i = 0; i < 3; i++) {
1096 result[i] = pow(result[i], 1.0f / gamma);
1101 static GPUTexture *DRW_create_weight_colorramp_texture(void)
1104 float pixels[256][4];
1105 for (int i = 0 ; i < 256 ; i ++) {
1106 DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
1107 pixels[i][3] = 1.0f;
1110 return GPU_texture_create_1D(256, GPU_RGBA8, pixels[0], error);