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_engine.h"
23 #include "DRW_render.h"
25 #include "DNA_userdef_types.h"
26 #include "DNA_armature_types.h"
27 #include "DNA_constraint_types.h"
28 #include "DNA_camera_types.h"
29 #include "DNA_curve_types.h"
30 #include "DNA_mesh_types.h"
31 #include "DNA_meta_types.h"
32 #include "DNA_modifier_types.h"
33 #include "DNA_object_force_types.h"
34 #include "DNA_lightprobe_types.h"
35 #include "DNA_particle_types.h"
36 #include "DNA_rigidbody_types.h"
37 #include "DNA_smoke_types.h"
38 #include "DNA_view3d_types.h"
39 #include "DNA_world_types.h"
42 #include "BKE_camera.h"
43 #include "BKE_constraint.h"
44 #include "BKE_curve.h"
45 #include "BKE_editmesh.h"
46 #include "BKE_mball.h"
48 #include "BKE_modifier.h"
49 #include "BKE_movieclip.h"
50 #include "BKE_object.h"
51 #include "BKE_particle.h"
52 #include "BKE_tracking.h"
54 #include "ED_view3d.h"
56 #include "GPU_batch.h"
58 #include "GPU_shader.h"
59 #include "GPU_texture.h"
61 #include "MEM_guardedalloc.h"
63 #include "UI_resources.h"
65 #include "draw_mode_engines.h"
66 #include "draw_manager_text.h"
67 #include "draw_common.h"
69 #include "DEG_depsgraph_query.h"
71 extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
72 extern char datatoc_object_outline_prepass_vert_glsl[];
73 extern char datatoc_object_outline_prepass_geom_glsl[];
74 extern char datatoc_object_outline_prepass_frag_glsl[];
75 extern char datatoc_object_outline_resolve_frag_glsl[];
76 extern char datatoc_object_outline_detect_frag_glsl[];
77 extern char datatoc_object_outline_expand_frag_glsl[];
78 extern char datatoc_object_grid_frag_glsl[];
79 extern char datatoc_object_grid_vert_glsl[];
80 extern char datatoc_object_empty_image_frag_glsl[];
81 extern char datatoc_object_empty_image_vert_glsl[];
82 extern char datatoc_object_lightprobe_grid_vert_glsl[];
83 extern char datatoc_object_loose_points_frag_glsl[];
84 extern char datatoc_object_particle_prim_vert_glsl[];
85 extern char datatoc_object_particle_dot_vert_glsl[];
86 extern char datatoc_object_particle_dot_frag_glsl[];
87 extern char datatoc_common_globals_lib_glsl[];
88 extern char datatoc_common_fxaa_lib_glsl[];
89 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
90 extern char datatoc_gpu_shader_flat_id_frag_glsl[];
91 extern char datatoc_common_fullscreen_vert_glsl[];
92 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
93 extern char datatoc_gpu_shader_3D_vert_glsl[];
95 /* *********** LISTS *********** */
96 typedef struct OBJECT_PassList {
97 struct DRWPass *non_meshes[2];
98 struct DRWPass *image_empties[2];
99 struct DRWPass *spot_shapes[2];
100 struct DRWPass *ob_center;
101 struct DRWPass *outlines;
102 struct DRWPass *outlines_search;
103 struct DRWPass *outlines_expand;
104 struct DRWPass *outlines_bleed;
105 struct DRWPass *outlines_resolve;
106 struct DRWPass *grid;
107 struct DRWPass *bone_solid[2];
108 struct DRWPass *bone_outline[2];
109 struct DRWPass *bone_wire[2];
110 struct DRWPass *bone_envelope[2];
111 struct DRWPass *bone_axes[2];
112 struct DRWPass *particle;
113 struct DRWPass *lightprobes;
116 typedef struct OBJECT_FramebufferList {
117 struct GPUFrameBuffer *outlines_fb;
118 struct GPUFrameBuffer *blur_fb;
119 struct GPUFrameBuffer *expand_fb;
120 struct GPUFrameBuffer *ghost_fb;
121 } OBJECT_FramebufferList;
123 typedef struct OBJECT_StorageList {
124 struct OBJECT_PrivateData *g_data;
125 } OBJECT_StorageList;
127 typedef struct OBJECT_Data {
129 OBJECT_FramebufferList *fbl;
130 DRWViewportEmptyList *txl;
131 OBJECT_PassList *psl;
132 OBJECT_StorageList *stl;
135 typedef struct OBJECT_Shaders {
136 /* fullscreen shaders */
137 GPUShader *outline_prepass;
138 GPUShader *outline_prepass_wire;
139 GPUShader *outline_resolve;
140 GPUShader *outline_resolve_aa;
141 GPUShader *outline_detect;
142 GPUShader *outline_detect_wire;
143 GPUShader *outline_fade;
144 GPUShader *outline_fade_large;
146 /* regular shaders */
147 GPUShader *object_empty_image;
148 GPUShader *object_empty_image_wire;
151 GPUShader *part_prim;
152 GPUShader *part_axis;
153 GPUShader *lightprobe_grid;
154 GPUShader *loose_points;
157 /* *********** STATIC *********** */
159 typedef struct OBJECT_ShadingGroupList {
161 struct DRWPass *non_meshes;
162 struct DRWPass *image_empties;
163 struct DRWPass *spot_shapes;
164 struct DRWPass *bone_solid;
165 struct DRWPass *bone_outline;
166 struct DRWPass *bone_wire;
167 struct DRWPass *bone_envelope;
168 struct DRWPass *bone_axes;
171 DRWShadingGroup *plain_axes;
172 DRWShadingGroup *cube;
173 DRWShadingGroup *circle;
174 DRWShadingGroup *sphere;
175 DRWShadingGroup *sphere_solid;
176 DRWShadingGroup *cylinder;
177 DRWShadingGroup *capsule_cap;
178 DRWShadingGroup *capsule_body;
179 DRWShadingGroup *cone;
180 DRWShadingGroup *single_arrow;
181 DRWShadingGroup *single_arrow_line;
182 DRWShadingGroup *empty_axes;
185 DRWShadingGroup *field_wind;
186 DRWShadingGroup *field_force;
187 DRWShadingGroup *field_vortex;
188 DRWShadingGroup *field_curve_sta;
189 DRWShadingGroup *field_curve_end;
190 DRWShadingGroup *field_tube_limit;
191 DRWShadingGroup *field_cone_limit;
194 DRWShadingGroup *gpencil_axes;
197 DRWShadingGroup *speaker;
200 DRWShadingGroup *probe_cube;
201 DRWShadingGroup *probe_planar;
202 DRWShadingGroup *probe_grid;
205 DRWShadingGroup *mball_handle;
208 DRWShadingGroup *lamp_center;
209 DRWShadingGroup *lamp_groundpoint;
210 DRWShadingGroup *lamp_groundline;
211 DRWShadingGroup *lamp_circle;
212 DRWShadingGroup *lamp_circle_shadow;
213 DRWShadingGroup *lamp_sunrays;
214 DRWShadingGroup *lamp_distance;
215 DRWShadingGroup *lamp_buflimit;
216 DRWShadingGroup *lamp_buflimit_points;
217 DRWShadingGroup *lamp_area_sphere;
218 DRWShadingGroup *lamp_area_square;
219 DRWShadingGroup *lamp_area_disk;
220 DRWShadingGroup *lamp_hemi;
221 DRWShadingGroup *lamp_spot_cone;
222 DRWShadingGroup *lamp_spot_blend;
223 DRWShadingGroup *lamp_spot_pyramid;
224 DRWShadingGroup *lamp_spot_blend_rect;
225 DRWShadingGroup *lamp_spot_volume;
226 DRWShadingGroup *lamp_spot_volume_rect;
227 DRWShadingGroup *lamp_spot_volume_outside;
228 DRWShadingGroup *lamp_spot_volume_rect_outside;
231 DRWShadingGroup *relationship_lines;
232 DRWShadingGroup *constraint_lines;
235 DRWShadingGroup *camera;
236 DRWShadingGroup *camera_frame;
237 DRWShadingGroup *camera_tria;
238 DRWShadingGroup *camera_focus;
239 DRWShadingGroup *camera_clip;
240 DRWShadingGroup *camera_clip_points;
241 DRWShadingGroup *camera_mist;
242 DRWShadingGroup *camera_mist_points;
243 DRWShadingGroup *camera_stereo_plane;
244 DRWShadingGroup *camera_stereo_volume;
245 DRWShadingGroup *camera_stereo_volume_wires;
246 ListBase camera_path;
249 DRWShadingGroup *wire;
250 DRWShadingGroup *wire_active;
251 DRWShadingGroup *wire_select;
252 DRWShadingGroup *wire_transform;
253 /* Wire (duplicator) */
254 DRWShadingGroup *wire_dupli;
255 DRWShadingGroup *wire_dupli_select;
258 DRWShadingGroup *points;
259 DRWShadingGroup *points_active;
260 DRWShadingGroup *points_select;
261 DRWShadingGroup *points_transform;
262 /* Points (duplicator) */
263 DRWShadingGroup *points_dupli;
264 DRWShadingGroup *points_dupli_select;
267 DRWShadingGroup *texspace;
268 } OBJECT_ShadingGroupList;
270 typedef struct OBJECT_PrivateData {
271 OBJECT_ShadingGroupList sgl;
272 OBJECT_ShadingGroupList sgl_ghost;
275 DRWShadingGroup *outlines_active;
276 DRWShadingGroup *outlines_select;
277 DRWShadingGroup *outlines_select_dupli;
278 DRWShadingGroup *outlines_transform;
281 DRWShadingGroup *lightprobes_cube_select;
282 DRWShadingGroup *lightprobes_cube_select_dupli;
283 DRWShadingGroup *lightprobes_cube_active;
284 DRWShadingGroup *lightprobes_cube_transform;
286 DRWShadingGroup *lightprobes_planar_select;
287 DRWShadingGroup *lightprobes_planar_select_dupli;
288 DRWShadingGroup *lightprobes_planar_active;
289 DRWShadingGroup *lightprobes_planar_transform;
291 /* Objects Centers */
292 DRWShadingGroup *center_active;
293 DRWShadingGroup *center_selected;
294 DRWShadingGroup *center_deselected;
295 DRWShadingGroup *center_selected_lib;
296 DRWShadingGroup *center_deselected_lib;
298 /* Outlines id offset (accessed as an array) */
301 int id_ofs_select_dupli;
302 int id_ofs_transform;
304 int id_ofs_prb_active;
305 int id_ofs_prb_select;
306 int id_ofs_prb_select_dupli;
307 int id_ofs_prb_transform;
310 } OBJECT_PrivateData; /* Transient data */
313 /* Instance Data format */
314 struct GPUVertFormat *particle_format;
315 struct GPUVertFormat *empty_image_format;
316 struct GPUVertFormat *empty_image_wire_format;
318 OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN];
321 float grid_settings[5];
322 float grid_mesh_size;
327 float zplane_axes[3];
328 float inv_viewport_size[2];
330 /* Temp buffer textures */
331 struct GPUTexture *outlines_depth_tx;
332 struct GPUTexture *outlines_id_tx;
333 struct GPUTexture *outlines_color_tx;
334 struct GPUTexture *outlines_blur_tx;
336 ListBase smoke_domains;
337 } e_data = {NULL}; /* Engine data */
341 SHOW_AXIS_X = (1 << 0),
342 SHOW_AXIS_Y = (1 << 1),
343 SHOW_AXIS_Z = (1 << 2),
344 SHOW_GRID = (1 << 3),
348 CLIP_ZPOS = (1 << 7),
349 CLIP_ZNEG = (1 << 8),
350 GRID_BACK = (1 << 9),
354 static void DRW_shgroup_empty_ex(OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color);
356 /* *********** FUNCTIONS *********** */
358 static void OBJECT_engine_init(void *vedata)
360 OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
362 const float *viewport_size = DRW_viewport_size_get();
363 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
365 if (DRW_state_is_fbo()) {
366 e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
367 &draw_engine_object_type);
368 /* XXX TODO GPU_R16UI can overflow, it would cause no harm
369 * (only bad colored or missing outlines) but we should
370 * use 32bits only if the scene have that many objects */
371 e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI,
372 &draw_engine_object_type);
374 GPU_framebuffer_ensure_config(&fbl->outlines_fb, {
375 GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx),
376 GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)
379 e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
380 &draw_engine_object_type);
382 GPU_framebuffer_ensure_config(&fbl->expand_fb, {
384 GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)
387 e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
388 &draw_engine_object_type);
390 GPU_framebuffer_ensure_config(&fbl->blur_fb, {
392 GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx)
397 const DRWContextState *draw_ctx = DRW_context_state_get();
398 OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
400 const bool is_clip = (draw_ctx->rv3d->rflag & RV3D_CLIPPING) != 0;
401 const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
402 const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
404 if (!sh_data->outline_resolve) {
406 sh_data->outline_prepass = GPU_shader_create_from_arrays({
407 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL},
408 .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
409 .defs = (const char *[]){world_clip_def_or_empty, NULL},
411 sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({
412 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_outline_prepass_vert_glsl, NULL},
413 .geom = (const char *[]){world_clip_lib_or_empty, datatoc_object_outline_prepass_geom_glsl, NULL},
414 .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
415 .defs = (const char *[]){world_clip_def_or_empty, NULL},
418 sh_data->outline_resolve = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL);
420 sh_data->outline_resolve_aa = DRW_shader_create_with_lib(
421 datatoc_common_fullscreen_vert_glsl, NULL,
422 datatoc_object_outline_resolve_frag_glsl,
423 datatoc_common_fxaa_lib_glsl,
424 "#define FXAA_ALPHA\n"
425 "#define USE_FXAA\n");
427 sh_data->outline_detect = DRW_shader_create_with_lib(
428 datatoc_common_fullscreen_vert_glsl, NULL,
429 datatoc_object_outline_detect_frag_glsl,
430 datatoc_common_globals_lib_glsl,
433 sh_data->outline_detect_wire = DRW_shader_create_with_lib(
434 datatoc_common_fullscreen_vert_glsl, NULL,
435 datatoc_object_outline_detect_frag_glsl,
436 datatoc_common_globals_lib_glsl,
440 sh_data->outline_fade = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
441 sh_data->outline_fade_large = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, "#define LARGE_OUTLINE\n");
445 const char *empty_image_defs = (
446 "#define DEPTH_UNCHANGED " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_DEFAULT) "\n"
447 "#define DEPTH_FRONT " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_FRONT) "\n"
448 "#define DEPTH_BACK " STRINGIFY(OB_EMPTY_IMAGE_DEPTH_BACK) "\n");
450 sh_data->object_empty_image = GPU_shader_create_from_arrays({
451 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_image_vert_glsl, NULL},
452 .frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
453 .defs = (const char *[]){world_clip_def_or_empty, empty_image_defs, NULL},
455 sh_data->object_empty_image_wire = GPU_shader_create_from_arrays({
456 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_image_vert_glsl, NULL},
457 .frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
458 .defs = (const char *[]){world_clip_def_or_empty, "#define USE_WIRE\n", empty_image_defs, NULL},
463 sh_data->grid = DRW_shader_create_with_lib(
464 datatoc_object_grid_vert_glsl, NULL,
465 datatoc_object_grid_frag_glsl,
466 datatoc_common_globals_lib_glsl, NULL);
469 sh_data->part_prim = DRW_shader_create(
470 datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL);
472 sh_data->part_axis = DRW_shader_create(
473 datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl,
474 "#define USE_AXIS\n");
476 sh_data->part_dot = DRW_shader_create(
477 datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
480 sh_data->lightprobe_grid = DRW_shader_create(
481 datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL);
484 sh_data->loose_points = GPU_shader_create_from_arrays({
485 .vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL},
486 .frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL},
487 .defs = (const char *[]){world_clip_def_or_empty, NULL},
492 /* Grid precompute */
493 float invviewmat[4][4], invwinmat[4][4];
494 float viewmat[4][4], winmat[4][4];
495 View3D *v3d = draw_ctx->v3d;
496 Scene *scene = draw_ctx->scene;
497 RegionView3D *rv3d = draw_ctx->rv3d;
498 float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
501 const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
502 const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
503 const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
504 const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0;
505 e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
507 DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
508 DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
509 DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV);
510 DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
512 /* Setup camera pos */
513 copy_v3_v3(e_data.camera_pos, invviewmat[3]);
516 if (winmat[3][3] == 0.0f) {
518 float viewvecs[2][4] = {
519 {1.0f, -1.0f, -1.0f, 1.0f},
520 {-1.0f, 1.0f, -1.0f, 1.0f},
523 /* convert the view vectors to view space */
524 for (int i = 0; i < 2; i++) {
525 mul_m4_v4(invwinmat, viewvecs[i]);
526 mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
529 fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
530 grid_res = fabsf(tanf(fov)) / grid_scale;
532 e_data.grid_flag = (1 << 4); /* XY plane */
534 e_data.grid_flag |= SHOW_AXIS_X;
537 e_data.grid_flag |= SHOW_AXIS_Y;
540 e_data.grid_flag |= SHOW_GRID;
545 if (rv3d->view != RV3D_VIEW_USER) {
546 /* Allow 3 more subdivisions. */
547 grid_scale /= powf(v3d->gridsubdiv, 3);
550 float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
551 grid_res = viewdist / grid_scale;
553 if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
554 e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
556 else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
557 e_data.grid_flag = PLANE_XY | SHOW_AXIS_X | SHOW_AXIS_Y | SHOW_GRID | GRID_BACK;
559 else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
560 e_data.grid_flag = PLANE_XZ | SHOW_AXIS_X | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
562 else { /* RV3D_VIEW_USER */
563 e_data.grid_flag = PLANE_XY;
565 e_data.grid_flag |= SHOW_AXIS_X;
568 e_data.grid_flag |= SHOW_AXIS_Y;
571 e_data.grid_flag |= SHOW_GRID;
576 e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
577 e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
578 e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
580 /* Z axis if needed */
581 if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
582 e_data.zpos_flag = SHOW_AXIS_Z;
584 float zvec[4] = {0.0f, 0.0f, -1.0f, 0.0f};
585 mul_m4_v4(invviewmat, zvec);
587 /* z axis : chose the most facing plane */
588 if (fabsf(zvec[0]) < fabsf(zvec[1])) {
589 e_data.zpos_flag |= PLANE_XZ;
592 e_data.zpos_flag |= PLANE_YZ;
595 e_data.zneg_flag = e_data.zpos_flag;
597 /* Persp : If camera is below floor plane, we switch clipping
598 * Ortho : If eye vector is looking up, we switch clipping */
599 if (((winmat[3][3] == 0.0f) && (e_data.camera_pos[2] > 0.0f)) ||
600 ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f)))
602 e_data.zpos_flag |= CLIP_ZPOS;
603 e_data.zneg_flag |= CLIP_ZNEG;
606 e_data.zpos_flag |= CLIP_ZNEG;
607 e_data.zneg_flag |= CLIP_ZPOS;
610 e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
611 e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
612 e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
616 e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
620 if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
621 Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
622 dist = ((Camera *)(camera_object->data))->clipend;
628 e_data.grid_settings[0] = dist / 2.0f; /* gridDistance */
629 e_data.grid_settings[1] = grid_res; /* gridResolution */
630 e_data.grid_settings[2] = grid_scale; /* gridScale */
631 e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
632 e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) : 0.0f; /* 1/log(gridSubdiv) */
634 if (winmat[3][3] == 0.0f) {
635 e_data.grid_mesh_size = dist;
638 float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
639 e_data.grid_mesh_size = viewdist * dist;
643 copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
644 invert_v2(e_data.inv_viewport_size);
647 static void OBJECT_engine_free(void)
649 MEM_SAFE_FREE(e_data.particle_format);
650 MEM_SAFE_FREE(e_data.empty_image_format);
651 MEM_SAFE_FREE(e_data.empty_image_wire_format);
653 for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
654 OBJECT_Shaders *sh_data = &e_data.sh_data[sh_data_index];
655 GPUShader **sh_data_as_array = (GPUShader **)sh_data;
656 for (int i = 0; i < (sizeof(OBJECT_Shaders) / sizeof(GPUShader *)); i++) {
657 DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
662 static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader *sh, eGPUShaderConfig shader_cfg)
664 DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
665 DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
667 if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
668 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
673 /* currently same as 'shgroup_outline', new function to avoid confustion */
674 static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], GPUShader *sh, eGPUShaderConfig shader_cfg)
676 DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
677 DRW_shgroup_uniform_vec4(grp, "color", col, 1);
679 if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
680 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
685 /* currently same as 'shgroup_outline', new function to avoid confustion */
686 static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUShader *sh, eGPUShaderConfig shader_cfg)
688 DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
689 DRW_shgroup_uniform_vec4(grp, "color", col, 1);
690 DRW_shgroup_uniform_vec4(grp, "innerColor", G_draw.block.colorEditMeshMiddle, 1);
692 if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
693 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
698 static int *shgroup_theme_id_to_probe_outline_counter(
699 OBJECT_StorageList *stl, int theme_id, const int base_flag)
701 if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
705 return &stl->g_data->id_ofs_prb_select_dupli;
708 return &stl->g_data->id_ofs_prb_transform;
714 return &stl->g_data->id_ofs_prb_active;
716 return &stl->g_data->id_ofs_prb_select;
719 return &stl->g_data->id_ofs_prb_transform;
723 static int *shgroup_theme_id_to_outline_counter(
724 OBJECT_StorageList *stl, int theme_id, const int base_flag)
726 if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
730 return &stl->g_data->id_ofs_select_dupli;
733 return &stl->g_data->id_ofs_transform;
739 return &stl->g_data->id_ofs_active;
741 return &stl->g_data->id_ofs_select;
744 return &stl->g_data->id_ofs_transform;
748 static DRWShadingGroup *shgroup_theme_id_to_probe_planar_outline_shgrp(
749 OBJECT_StorageList *stl, int theme_id)
751 /* does not increment counter */
754 return stl->g_data->lightprobes_planar_active;
756 return stl->g_data->lightprobes_planar_select;
759 return stl->g_data->lightprobes_planar_transform;
763 static DRWShadingGroup *shgroup_theme_id_to_probe_cube_outline_shgrp(
764 OBJECT_StorageList *stl, int theme_id, const int base_flag)
766 /* does not increment counter */
767 if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
771 return stl->g_data->lightprobes_cube_select_dupli;
774 return stl->g_data->lightprobes_cube_transform;
780 return stl->g_data->lightprobes_cube_active;
782 return stl->g_data->lightprobes_cube_select;
785 return stl->g_data->lightprobes_cube_transform;
789 static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(
790 OBJECT_StorageList *stl, int theme_id, const int base_flag)
792 int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag);
795 if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
799 return stl->g_data->outlines_select_dupli;
801 return stl->g_data->outlines_transform;
809 return stl->g_data->outlines_active;
811 return stl->g_data->outlines_select;
813 return stl->g_data->outlines_transform;
819 static DRWShadingGroup *shgroup_theme_id_to_wire(
820 OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag)
822 if (UNLIKELY(base_flag & BASE_FROM_SET)) {
823 return sgl->wire_dupli;
825 else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
829 return sgl->wire_dupli_select;
831 return sgl->wire_transform;
833 return sgl->wire_dupli;
839 return sgl->wire_active;
841 return sgl->wire_select;
843 return sgl->wire_transform;
849 static DRWShadingGroup *shgroup_theme_id_to_point(
850 OBJECT_ShadingGroupList *sgl, int theme_id, const short base_flag)
852 if (UNLIKELY(base_flag & BASE_FROM_SET)) {
853 return sgl->points_dupli;
855 else if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
859 return sgl->points_dupli_select;
861 return sgl->points_transform;
863 return sgl->points_dupli;
869 return sgl->points_active;
871 return sgl->points_select;
873 return sgl->points_transform;
879 static void image_calc_aspect(Image *ima, const int size[2], float r_image_aspect[2])
887 /* if no image, make it a 1x1 empty square, honor scale & offset */
888 ima_x = ima_y = 1.0f;
890 /* Get the image aspect even if the buffer is invalid */
891 float sca_x = 1.0f, sca_y = 1.0f;
893 if (ima->aspx > ima->aspy) {
894 sca_y = ima->aspy / ima->aspx;
896 else if (ima->aspx < ima->aspy) {
897 sca_x = ima->aspx / ima->aspy;
901 const float scale_x_inv = ima_x * sca_x;
902 const float scale_y_inv = ima_y * sca_y;
903 if (scale_x_inv > scale_y_inv) {
904 r_image_aspect[0] = 1.0f;
905 r_image_aspect[1] = scale_y_inv / scale_x_inv;
908 r_image_aspect[0] = scale_x_inv / scale_y_inv;
909 r_image_aspect[1] = 1.0f;
913 static void DRW_shgroup_empty_image(
914 OBJECT_Shaders *sh_data, OBJECT_ShadingGroupList *sgl,
915 Object *ob, const float color[3], RegionView3D *rv3d, eGPUShaderConfig shader_cfg)
917 /* TODO: 'StereoViews', see draw_empty_image. */
919 if (!BKE_object_empty_image_is_visible_in_view3d(ob, rv3d)) {
923 /* Calling 'BKE_image_get_size' may free the texture. Get the size from 'tex' instead, see: T59347 */
926 GPUTexture *tex = NULL;
928 if (ob->data != NULL) {
929 tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, 0.0f);
931 size[0] = GPU_texture_width(tex);
932 size[1] = GPU_texture_height(tex);
936 CLAMP_MIN(size[0], 1);
937 CLAMP_MIN(size[1], 1);
939 float image_aspect[2];
940 image_calc_aspect(ob->data, size, image_aspect);
942 /* OPTI(fclem) We need sorting only for transparent images. If an image as no alpha channel and
943 * ob->col[3] == 1.0f, we could remove it from the sorting pass. */
945 if (tex && (ob->col[3] > 0.0f)) {
946 DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image, sgl->image_empties);
947 DRW_shgroup_uniform_texture(grp, "image", tex);
948 /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
949 DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
950 DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
951 DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
952 DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
953 DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
954 DRW_shgroup_uniform_vec4(grp, "objectColor", ob->col, 1);
955 if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
956 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
958 DRW_shgroup_call_add(grp, DRW_cache_image_plane_get(), ob->obmat);
962 DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image_wire, sgl->non_meshes);
963 /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
964 DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
965 DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
966 DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
967 DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
968 DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
969 DRW_shgroup_uniform_vec3(grp, "color", color, 1);
970 if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
971 DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
973 DRW_shgroup_call_add(grp, DRW_cache_image_plane_wire_get(), ob->obmat);
977 static void OBJECT_cache_init(void *vedata)
979 const GlobalsUboStorage *gb = &G_draw.block;
980 OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
981 OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
982 DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
983 OBJECT_PrivateData *g_data;
984 const DRWContextState *draw_ctx = DRW_context_state_get();
985 OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
987 const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH);
988 const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f);
989 const bool do_large_expand = ((U.pixelsize > 1.0) && (outline_width > 2.0f)) || (outline_width > 4.0f);
992 /* Alloc transient pointers */
993 stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
996 g_data = stl->g_data;
997 g_data->xray_enabled = XRAY_ENABLED(draw_ctx->v3d) && (draw_ctx->v3d->shading.type < OB_MATERIAL);
1000 DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
1001 psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
1003 GPUShader *sh = sh_data->outline_prepass;
1005 if (g_data->xray_enabled) {
1006 sh = sh_data->outline_prepass_wire;
1009 g_data->outlines_select = shgroup_outline(psl->outlines, &g_data->id_ofs_select, sh, draw_ctx->shader_cfg);
1010 g_data->outlines_select_dupli = shgroup_outline(psl->outlines, &g_data->id_ofs_select_dupli, sh, draw_ctx->shader_cfg);
1011 g_data->outlines_transform = shgroup_outline(psl->outlines, &g_data->id_ofs_transform, sh, draw_ctx->shader_cfg);
1012 g_data->outlines_active = shgroup_outline(psl->outlines, &g_data->id_ofs_active, sh, draw_ctx->shader_cfg);
1014 g_data->id_ofs_select = 0;
1015 g_data->id_ofs_select_dupli = 0;
1016 g_data->id_ofs_active = 0;
1017 g_data->id_ofs_transform = 0;
1021 DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_POINT;
1022 DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
1023 struct GPUBatch *sphere = DRW_cache_sphere_get();
1024 struct GPUBatch *quad = DRW_cache_quad_get();
1027 g_data->lightprobes_cube_select = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select);
1028 g_data->lightprobes_cube_select_dupli = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select_dupli);
1029 g_data->lightprobes_cube_active = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_active);
1030 g_data->lightprobes_cube_transform = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_transform);
1033 g_data->lightprobes_planar_select = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select);
1034 g_data->lightprobes_planar_select_dupli = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select_dupli);
1035 g_data->lightprobes_planar_active = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_active);
1036 g_data->lightprobes_planar_transform = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_transform);
1038 g_data->id_ofs_prb_select = 0;
1039 g_data->id_ofs_prb_select_dupli = 0;
1040 g_data->id_ofs_prb_active = 0;
1041 g_data->id_ofs_prb_transform = 0;
1045 DRWState state = DRW_STATE_WRITE_COLOR;
1046 struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
1047 /* Don't occlude the "outline" detection pass if in xray mode (too much flickering). */
1048 float alphaOcclu = (g_data->xray_enabled) ? 1.0f : 0.35f;
1050 psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
1052 GPUShader *sh = (g_data->xray_enabled) ? sh_data->outline_detect_wire : sh_data->outline_detect;
1053 DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search);
1054 DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx);
1055 DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx);
1056 DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
1057 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
1058 DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu);
1059 DRW_shgroup_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4);
1060 DRW_shgroup_call_add(grp, quad, NULL);
1062 /* This is the bleed pass if do_outline_expand is false. */
1063 GPUShader *fade_sh = (do_large_expand) ? sh_data->outline_fade_large : sh_data->outline_fade;
1064 psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state);
1066 grp = DRW_shgroup_create(fade_sh, psl->outlines_expand);
1067 DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx);
1068 DRW_shgroup_uniform_bool_copy(grp, "doExpand", do_outline_expand);
1069 DRW_shgroup_call_add(grp, quad, NULL);
1071 psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state);
1073 if (do_outline_expand) {
1074 grp = DRW_shgroup_create(sh_data->outline_fade, psl->outlines_bleed);
1075 DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx);
1076 DRW_shgroup_uniform_bool_copy(grp, "doExpand", false);
1077 DRW_shgroup_call_add(grp, quad, NULL);
1082 DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
1083 psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state);
1085 struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
1086 GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx : &e_data.outlines_color_tx;
1088 DRWShadingGroup *grp = DRW_shgroup_create(sh_data->outline_resolve_aa, psl->outlines_resolve);
1089 DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx);
1090 DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1);
1091 DRW_shgroup_call_add(grp, quad, NULL);
1096 DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
1097 psl->grid = DRW_pass_create("Infinite Grid Pass", state);
1099 struct GPUBatch *geom = DRW_cache_grid_get();
1100 float grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
1101 static float mat[4][4];
1104 /* Create 3 quads to render ordered transparency Z axis */
1105 DRWShadingGroup *grp = DRW_shgroup_create(sh_data->grid, psl->grid);
1106 DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1);
1107 DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
1108 DRW_shgroup_uniform_vec3(grp, "cameraPos", e_data.camera_pos, 1);
1109 DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
1110 DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size);
1111 DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size);
1112 DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
1113 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
1114 DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
1115 DRW_shgroup_call_add(grp, geom, mat);
1117 grp = DRW_shgroup_create(sh_data->grid, psl->grid);
1118 DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1);
1119 DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1);
1120 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
1121 DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
1122 DRW_shgroup_call_add(grp, geom, mat);
1124 grp = DRW_shgroup_create(sh_data->grid, psl->grid);
1125 DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1);
1126 DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
1127 DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
1128 DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
1129 DRW_shgroup_call_add(grp, geom, mat);
1132 for (int i = 0; i < 2; ++i) {
1133 OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
1136 DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
1137 sgl->bone_solid = psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state);
1138 sgl->bone_outline = psl->bone_outline[i] = DRW_pass_create("Bone Outline Pass", state);
1141 state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
1142 sgl->bone_wire = psl->bone_wire[i] = DRW_pass_create("Bone Wire Pass", state);
1144 /* distance outline around envelope bones */
1145 state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
1146 sgl->bone_envelope = psl->bone_envelope[i] = DRW_pass_create("Bone Envelope Outline Pass", state);
1148 state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
1149 sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state);
1152 for (int i = 0; i < 2; ++i) {
1153 OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
1155 /* Non Meshes Pass (Camera, empties, lamps ...) */
1156 struct GPUBatch *geom;
1157 struct GPUShader *sh;
1160 DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
1161 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_POINT | DRW_STATE_WIRE;
1162 sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state);
1164 state = DRW_STATE_WRITE_COLOR |
1165 DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_WIRE;
1166 sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state);
1169 geom = DRW_cache_plain_axes_get();
1170 sgl->plain_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1172 geom = DRW_cache_empty_cube_get();
1173 sgl->cube = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1175 geom = DRW_cache_circle_get();
1176 sgl->circle = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1178 geom = DRW_cache_empty_sphere_get();
1179 sgl->sphere = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1181 geom = DRW_cache_sphere_get();
1182 sgl->sphere_solid = shgroup_instance_solid(sgl->non_meshes, geom);
1184 geom = DRW_cache_empty_cylinder_get();
1185 sgl->cylinder = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1187 geom = DRW_cache_empty_capsule_cap_get();
1188 sgl->capsule_cap = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1190 geom = DRW_cache_empty_capsule_body_get();
1191 sgl->capsule_body = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1193 geom = DRW_cache_empty_cone_get();
1194 sgl->cone = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1196 geom = DRW_cache_single_arrow_get();
1197 sgl->single_arrow = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1199 geom = DRW_cache_single_line_get();
1200 sgl->single_arrow_line = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1202 geom = DRW_cache_bone_arrows_get();
1203 sgl->empty_axes = shgroup_instance_empty_axes(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1206 geom = DRW_cache_field_wind_get();
1207 sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1209 geom = DRW_cache_field_force_get();
1210 sgl->field_force = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1212 geom = DRW_cache_field_vortex_get();
1213 sgl->field_vortex = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1215 geom = DRW_cache_screenspace_circle_get();
1216 sgl->field_curve_sta = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1219 geom = DRW_cache_gpencil_axes_get();
1220 sgl->gpencil_axes = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1223 geom = DRW_cache_speaker_get();
1224 sgl->speaker = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1227 static float probeSize = 14.0f;
1228 geom = DRW_cache_lightprobe_cube_get();
1229 sgl->probe_cube = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_cfg);
1231 geom = DRW_cache_lightprobe_grid_get();
1232 sgl->probe_grid = shgroup_instance_screenspace(sgl->non_meshes, geom, &probeSize, draw_ctx->shader_cfg);
1234 static float probePlanarSize = 20.0f;
1235 geom = DRW_cache_lightprobe_planar_get();
1236 sgl->probe_planar = shgroup_instance_screenspace(sgl->non_meshes, geom, &probePlanarSize, draw_ctx->shader_cfg);
1239 geom = DRW_cache_camera_get();
1240 sgl->camera = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1242 geom = DRW_cache_camera_frame_get();
1243 sgl->camera_frame = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1245 geom = DRW_cache_camera_tria_get();
1246 sgl->camera_tria = shgroup_camera_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1248 geom = DRW_cache_plain_axes_get();
1249 sgl->camera_focus = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1251 geom = DRW_cache_single_line_get();
1252 sgl->camera_clip = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1253 sgl->camera_mist = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1255 geom = DRW_cache_single_line_endpoints_get();
1256 sgl->camera_clip_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1257 sgl->camera_mist_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1259 geom = DRW_cache_quad_get();
1260 sgl->camera_stereo_plane = shgroup_instance_alpha(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1262 geom = DRW_cache_cube_get();
1263 sgl->camera_stereo_volume = shgroup_instance_alpha(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1265 geom = DRW_cache_empty_cube_get();
1266 sgl->camera_stereo_volume_wires = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1268 BLI_listbase_clear(&sgl->camera_path);
1271 geom = DRW_cache_empty_cube_get();
1272 sgl->texspace = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1274 /* Wires (for loose edges) */
1275 sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_UNIFORM_COLOR, draw_ctx->shader_cfg);
1276 sgl->wire = shgroup_wire(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_cfg);
1277 sgl->wire_select = shgroup_wire(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_cfg);
1278 sgl->wire_transform = shgroup_wire(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_cfg);
1279 sgl->wire_active = shgroup_wire(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_cfg);
1280 /* Wire (duplicator) */
1281 sgl->wire_dupli = shgroup_wire(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_cfg);
1282 sgl->wire_dupli_select = shgroup_wire(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_cfg);
1284 /* Points (loose points) */
1285 sh = sh_data->loose_points;
1286 sgl->points = shgroup_points(sgl->non_meshes, gb->colorWire, sh, draw_ctx->shader_cfg);
1287 sgl->points_select = shgroup_points(sgl->non_meshes, gb->colorSelect, sh, draw_ctx->shader_cfg);
1288 sgl->points_transform = shgroup_points(sgl->non_meshes, gb->colorTransform, sh, draw_ctx->shader_cfg);
1289 sgl->points_active = shgroup_points(sgl->non_meshes, gb->colorActive, sh, draw_ctx->shader_cfg);
1290 /* Points (duplicator) */
1291 sgl->points_dupli = shgroup_points(sgl->non_meshes, gb->colorDupli, sh, draw_ctx->shader_cfg);
1292 sgl->points_dupli_select = shgroup_points(sgl->non_meshes, gb->colorDupliSelect, sh, draw_ctx->shader_cfg);
1293 DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND);
1294 DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
1295 DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);
1296 DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND);
1297 DRW_shgroup_state_disable(sgl->points_dupli, DRW_STATE_BLEND);
1298 DRW_shgroup_state_disable(sgl->points_dupli_select, DRW_STATE_BLEND);
1300 /* Metaballs Handles */
1301 sgl->mball_handle = shgroup_instance_mball_handles(sgl->non_meshes, draw_ctx->shader_cfg);
1305 * for now we create multiple times the same VBO with only lamp center coordinates
1306 * but ideally we would only create it once */
1308 /* start with buflimit because we don't want stipples */
1309 geom = DRW_cache_single_line_get();
1310 sgl->lamp_buflimit = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1312 sgl->lamp_center = shgroup_dynpoints_uniform_color(sgl->non_meshes, gb->colorLampNoAlpha, &gb->sizeLampCenter, draw_ctx->shader_cfg);
1314 geom = DRW_cache_lamp_get();
1315 sgl->lamp_circle = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_cfg);
1316 geom = DRW_cache_lamp_shadows_get();
1317 sgl->lamp_circle_shadow = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircleShadow, draw_ctx->shader_cfg);
1319 geom = DRW_cache_lamp_sunrays_get();
1320 sgl->lamp_sunrays = shgroup_instance_screenspace(sgl->non_meshes, geom, &gb->sizeLampCircle, draw_ctx->shader_cfg);
1322 sgl->lamp_groundline = shgroup_groundlines_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_cfg);
1323 sgl->lamp_groundpoint = shgroup_groundpoints_uniform_color(sgl->non_meshes, gb->colorLamp, draw_ctx->shader_cfg);
1325 geom = DRW_cache_screenspace_circle_get();
1326 sgl->lamp_area_sphere = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1328 geom = DRW_cache_lamp_area_square_get();
1329 sgl->lamp_area_square = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1331 geom = DRW_cache_lamp_area_disk_get();
1332 sgl->lamp_area_disk = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1334 geom = DRW_cache_lamp_hemi_get();
1335 sgl->lamp_hemi = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1337 geom = DRW_cache_single_line_get();
1338 sgl->lamp_distance = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1340 geom = DRW_cache_single_line_endpoints_get();
1341 sgl->lamp_buflimit_points = shgroup_distance_lines_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1343 geom = DRW_cache_lamp_spot_get();
1344 sgl->lamp_spot_cone = shgroup_spot_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1346 geom = DRW_cache_circle_get();
1347 sgl->lamp_spot_blend = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1349 geom = DRW_cache_lamp_spot_square_get();
1350 sgl->lamp_spot_pyramid = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1352 geom = DRW_cache_square_get();
1353 sgl->lamp_spot_blend_rect = shgroup_instance(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1355 /* -------- STIPPLES ------- */
1357 /* Relationship Lines */
1358 sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorWire);
1359 sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorGridAxisZ);
1361 /* Force Field Curve Guide End (here because of stipple) */
1362 /* TODO port to shader stipple */
1363 geom = DRW_cache_screenspace_circle_get();
1364 sgl->field_curve_end = shgroup_instance_screen_aligned(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1366 /* Force Field Limits */
1367 /* TODO port to shader stipple */
1368 geom = DRW_cache_field_tube_limit_get();
1369 sgl->field_tube_limit = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1371 /* TODO port to shader stipple */
1372 geom = DRW_cache_field_cone_limit_get();
1373 sgl->field_cone_limit = shgroup_instance_scaled(sgl->non_meshes, geom, draw_ctx->shader_cfg);
1376 state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_CULL_FRONT;
1377 sgl->spot_shapes = psl->spot_shapes[i] = DRW_pass_create("Spot Shape Pass", state);
1379 geom = DRW_cache_lamp_spot_volume_get();
1380 sgl->lamp_spot_volume = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
1382 geom = DRW_cache_lamp_spot_square_volume_get();
1383 sgl->lamp_spot_volume_rect = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
1385 geom = DRW_cache_lamp_spot_volume_get();
1386 sgl->lamp_spot_volume_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
1387 DRW_shgroup_state_disable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_FRONT);
1388 DRW_shgroup_state_enable(sgl->lamp_spot_volume_outside, DRW_STATE_CULL_BACK);
1390 geom = DRW_cache_lamp_spot_square_volume_get();
1391 sgl->lamp_spot_volume_rect_outside = shgroup_instance_alpha(sgl->spot_shapes, geom, draw_ctx->shader_cfg);
1392 DRW_shgroup_state_disable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_FRONT);
1393 DRW_shgroup_state_enable(sgl->lamp_spot_volume_rect_outside, DRW_STATE_CULL_BACK);
1397 /* Object Center pass grouped by State */
1398 DRWShadingGroup *grp;
1399 static float outlineWidth, size;
1401 DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
1402 psl->ob_center = DRW_pass_create("Obj Center Pass", state);
1404 outlineWidth = 1.0f * U.pixelsize;
1405 size = U.obcenter_dia * U.pixelsize + outlineWidth;
1407 GPUShader *sh = GPU_shader_get_builtin_shader_with_config(
1408 GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, draw_ctx->shader_cfg);
1411 grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
1412 DRW_shgroup_uniform_float(grp, "size", &size, 1);
1413 DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
1414 DRW_shgroup_uniform_vec4(grp, "color", gb->colorActive, 1);
1415 DRW_shgroup_uniform_vec4(grp, "outlineColor", gb->colorOutline, 1);
1416 if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
1417 DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
1419 stl->g_data->center_active = grp;
1422 grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
1423 DRW_shgroup_uniform_vec4(grp, "color", gb->colorSelect, 1);
1424 if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
1425 DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
1427 stl->g_data->center_selected = grp;
1430 grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
1431 DRW_shgroup_uniform_vec4(grp, "color", gb->colorDeselect, 1);
1432 if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
1433 DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
1435 stl->g_data->center_deselected = grp;
1437 /* Select (library) */
1438 grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
1439 DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrarySelect, 1);
1440 if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
1441 DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
1443 stl->g_data->center_selected_lib = grp;
1445 /* Deselect (library) */
1446 grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
1447 DRW_shgroup_uniform_vec4(grp, "color", gb->colorLibrary, 1);
1448 if (draw_ctx->shader_cfg == GPU_SHADER_CFG_CLIPPED) {
1449 DRW_shgroup_world_clip_planes_from_rv3d(grp, draw_ctx->rv3d);
1451 stl->g_data->center_deselected_lib = grp;
1456 psl->particle = DRW_pass_create(
1458 DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
1459 DRW_STATE_POINT | DRW_STATE_BLEND);
1463 static void DRW_shgroup_mball_handles(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
1465 MetaBall *mb = ob->data;
1468 DRW_object_wire_theme_get(ob, view_layer, &color);
1470 float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
1473 copy_m3_m4(scamat, ob->obmat);
1474 /* Get the normalized inverse matrix to extract only
1475 * the scale of Scamat */
1476 float iscamat[3][3];
1477 invert_m3_m3(iscamat, scamat);
1478 normalize_m3(iscamat);
1479 mul_m3_m3_post(scamat, iscamat);
1481 copy_v3_v3(draw_scale_xform[0], scamat[0]);
1482 copy_v3_v3(draw_scale_xform[1], scamat[1]);
1483 copy_v3_v3(draw_scale_xform[2], scamat[2]);
1486 for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) {
1489 mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
1490 draw_scale_xform[0][3] = world_pos[0];
1491 draw_scale_xform[1][3] = world_pos[1];
1492 draw_scale_xform[2][3] = world_pos[2];
1494 DRW_shgroup_call_dynamic_add(sgl->mball_handle, draw_scale_xform, &ml->rad, color);
1498 static void DRW_shgroup_lamp(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
1500 Lamp *la = ob->data;
1502 int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
1503 static float zero = 0.0f;
1505 typedef struct LampEngineData {
1507 float shape_mat[4][4];
1508 float spot_blend_mat[4][4];
1511 LampEngineData *lamp_engine_data =
1512 (LampEngineData *)DRW_drawdata_ensure(
1514 &draw_engine_object_type,
1515 sizeof(LampEngineData),
1519 float (*shapemat)[4] = lamp_engine_data->shape_mat;
1520 float (*spotblendmat)[4] = lamp_engine_data->spot_blend_mat;
1522 if ((ob->base_flag & (BASE_FROM_SET | BASE_FROM_DUPLI)) == 0) {
1523 /* Don't draw the center if it's selected or active */
1524 if (theme_id == TH_LAMP) {
1525 DRW_shgroup_call_dynamic_add(sgl->lamp_center, ob->obmat[3]);
1530 DRW_shgroup_call_dynamic_add(sgl->lamp_circle, ob->obmat[3], color);
1532 /* draw dashed outer circle for shadow */
1533 DRW_shgroup_call_dynamic_add(sgl->lamp_circle_shadow, ob->obmat[3], color);
1536 if (ELEM(la->type, LA_SUN, LA_AREA)) {
1537 DRW_shgroup_call_dynamic_add(sgl->lamp_distance, color, &zero, &la->dist, ob->obmat);
1540 copy_m4_m4(shapemat, ob->obmat);
1542 if (la->type == LA_SUN) {
1543 DRW_shgroup_call_dynamic_add(sgl->lamp_sunrays, ob->obmat[3], color);
1545 else if (la->type == LA_SPOT) {
1546 float size[3], sizemat[4][4];
1547 static float one = 1.0f;
1548 float cone_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f};
1549 float cone_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f};
1550 float blend = 1.0f - pow2f(la->spotblend);
1551 size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist;
1552 size[2] = cosf(la->spotsize * 0.5f) * la->dist;
1554 size_to_mat4(sizemat, size);
1555 mul_m4_m4m4(shapemat, ob->obmat, sizemat);
1557 size[0] = size[1] = blend; size[2] = 1.0f;
1558 size_to_mat4(sizemat, size);
1559 translate_m4(sizemat, 0.0f, 0.0f, -1.0f);
1560 rotate_m4(sizemat, 'X', (float)(M_PI / 2));
1561 mul_m4_m4m4(spotblendmat, shapemat, sizemat);
1563 if (la->mode & LA_SQUARE) {
1564 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_pyramid, color, &one, shapemat);
1566 /* hide line if it is zero size or overlaps with outer border,
1567 * previously it adjusted to always to show it but that seems
1568 * confusing because it doesn't show the actual blend size */
1569 if (blend != 0.0f && blend != 1.0f) {
1570 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend_rect, color, &one, spotblendmat);
1573 if (la->mode & LA_SHOW_CONE) {
1575 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect, cone_inside, &one, shapemat);
1576 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_rect_outside, cone_outside, &one, shapemat);
1580 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_cone, color, shapemat);
1582 /* hide line if it is zero size or overlaps with outer border,
1583 * previously it adjusted to always to show it but that seems
1584 * confusing because it doesn't show the actual blend size */
1585 if (blend != 0.0f && blend != 1.0f) {
1586 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_blend, color, &one, spotblendmat);
1589 if (la->mode & LA_SHOW_CONE) {
1590 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume, cone_inside, &one, shapemat);
1591 DRW_shgroup_call_dynamic_add(sgl->lamp_spot_volume_outside, cone_outside, &one, shapemat);
1595 DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
1596 DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
1598 else if (la->type == LA_AREA) {
1599 float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
1601 if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
1602 size[1] = la->area_sizey / la->area_size;
1603 size_to_mat4(sizemat, size);
1604 mul_m4_m4m4(shapemat, shapemat, sizemat);
1607 if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
1608 DRW_shgroup_call_dynamic_add(sgl->lamp_area_disk, color, &la->area_size, shapemat);
1611 DRW_shgroup_call_dynamic_add(sgl->lamp_area_square, color, &la->area_size, shapemat);
1615 if (ELEM(la->type, LA_LOCAL, LA_SPOT)) {
1616 /* We only want position not scale. */
1617 shapemat[0][0] = shapemat[1][1] = shapemat[2][2] = 1.0f;
1618 shapemat[0][1] = shapemat[0][2] = 0.0f;
1619 shapemat[1][0] = shapemat[1][2] = 0.0f;
1620 shapemat[2][0] = shapemat[2][1] = 0.0f;
1621 DRW_shgroup_call_dynamic_add(sgl->lamp_area_sphere, color, &la->area_size, shapemat);
1624 /* Line and point going to the ground */
1625 DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
1626 DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
1629 static GPUBatch *batch_camera_path_get(
1630 ListBase *camera_paths, const MovieTrackingReconstruction *reconstruction)
1633 static GPUVertFormat format = { 0 };
1634 static struct { uint pos; } attr_id;
1635 if (format.attr_len == 0) {
1636 attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
1638 GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
1639 GPU_vertbuf_data_alloc(vbo, reconstruction->camnr);
1641 MovieReconstructedCamera *camera = reconstruction->cameras;
1642 for (int a = 0; a < reconstruction->camnr; a++, camera++) {
1643 GPU_vertbuf_attr_set(vbo, attr_id.pos, a, camera->mat[3]);
1646 geom = GPU_batch_create_ex(GPU_PRIM_LINE_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
1648 /* Store the batch to do cleanup after drawing. */
1649 BLI_addtail(camera_paths, BLI_genericNodeN(geom));
1653 static void batch_camera_path_free(ListBase *camera_paths)
1656 while ((link = BLI_pophead(camera_paths))) {
1657 GPUBatch *camera_path = link->data;
1658 GPU_batch_discard(camera_path);
1663 static bool camera_view3d_is_stereo3d(Scene *scene, View3D *v3d)
1665 return (scene->r.scemode & R_MULTIVIEW) != 0 &&
1666 (v3d->stereo3d_flag);
1669 static void camera_stereo3d(
1670 OBJECT_ShadingGroupList *sgl,
1671 Scene *scene, ViewLayer *view_layer, View3D *v3d,
1672 Object *ob, Camera *cam,
1673 const float vec[4][3], float drawsize, const float scale[3])
1675 const bool is_select = DRW_state_is_select();
1676 static float drwtria_dummy[2][2][2] = {{{0}}};
1677 const float fac = (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER) ? 2.0f : 1.0f;
1678 float origin[2][3] = {{0}};
1679 const char *viewnames[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
1681 const bool is_stereo3d_cameras = (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
1682 const bool is_stereo3d_plane = (v3d->stereo3d_flag & V3D_S3D_DISPPLANE) && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
1683 const bool is_stereo3d_volume = (v3d->stereo3d_flag & V3D_S3D_DISPVOLUME);
1686 DRW_object_wire_theme_get(ob, view_layer, &color);
1688 for (int eye = 0; eye < 2; eye++) {
1690 ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
1692 BKE_camera_multiview_model_matrix_scaled(&scene->r, ob, viewnames[eye], obmat);
1694 copy_v2_v2(cam->drwcorners[eye][0], vec[0]);
1695 copy_v2_v2(cam->drwcorners[eye][1], vec[1]);
1696 copy_v2_v2(cam->drwcorners[eye][2], vec[2]);
1697 copy_v2_v2(cam->drwcorners[eye][3], vec[3]);
1699 cam->drwdepth[eye] = vec[0][2];
1701 if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) {
1702 const float shift_x =
1703 ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) - cam->shiftx) *
1704 (drawsize * scale[0] * fac));
1706 for (int i = 0; i < 4; i++) {
1707 cam->drwcorners[eye][i][0] += shift_x;
1711 /* Dummy triangle, draw on top of existent lines so it is invisible. */
1712 copy_v2_v2(drwtria_dummy[eye][0], cam->drwcorners[eye][0]);
1713 copy_v2_v2(drwtria_dummy[eye][1], cam->drwcorners[eye][0]);
1715 if (is_stereo3d_cameras) {
1716 DRW_shgroup_call_dynamic_add(
1717 sgl->camera_frame, color, cam->drwcorners[eye],
1718 &cam->drwdepth[eye], cam->drwtria, obmat);
1720 DRW_shgroup_call_dynamic_add(
1721 sgl->camera, color, cam->drwcorners[eye],
1722 &cam->drwdepth[eye], drwtria_dummy[eye], obmat);
1725 /* Connecting line. */
1726 mul_m4_v3(obmat, origin[eye]);
1729 /* Draw connecting lines. */
1730 if (is_stereo3d_cameras) {
1731 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[0]);
1732 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, origin[1]);
1735 /* Draw convergence plane. */
1736 if (is_stereo3d_plane && !is_select) {
1737 static float convergence_distance_neg;
1738 float axis_center[3];
1739 float convergence_plane[4][2];
1742 mid_v3_v3v3(axis_center, origin[0], origin[1]);
1744 for (int i = 0; i < 4; i++) {
1745 mid_v2_v2v2(convergence_plane[i], cam->drwcorners[0][i], cam->drwcorners[1][i]);
1748 offset = cam->stereo.convergence_distance / cam->drwdepth[0];
1750 for (int i = 0; i < 4; i++) {
1751 convergence_plane[i][0] -= 2.0f * cam->shiftx;
1752 convergence_plane[i][1] -= 2.0f * cam->shifty;
1753 mul_v2_fl(convergence_plane[i], offset);
1756 convergence_distance_neg = -cam->stereo.convergence_distance;
1757 DRW_shgroup_call_dynamic_add(
1758 sgl->camera_frame, color, convergence_plane,
1759 &convergence_distance_neg, cam->drwtria, cam->drwnormalmat);
1761 if (v3d->stereo3d_convergence_alpha > 0.0f) {
1762 /* We are using a -1,1 quad for this shading group, so we need to
1763 * scale and transform it to match the convergence plane border. */
1764 static float one = 1.0f;
1765 float plane_mat[4][4], scale_mat[4][4];
1766 float scale_factor[3] = {1.0f, 1.0f, 1.0f};
1767 float color_plane[4] = {0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha};
1769 const float height = convergence_plane[1][1] - convergence_plane[0][1];
1770 const float width = convergence_plane[2][0] - convergence_plane[0][0];
1772 scale_factor[0] = width * 0.5f;
1773 scale_factor[1] = height * 0.5f;
1775 copy_m4_m4(plane_mat, cam->drwnormalmat);
1776 translate_m4(plane_mat, 0.0f, 0.0f, -cam->stereo.convergence_distance);
1777 size_to_mat4(scale_mat, scale_factor);
1778 mul_m4_m4_post(plane_mat, scale_mat);
1780 DRW_shgroup_call_dynamic_add(sgl->camera_stereo_plane, color_plane, &one, plane_mat);
1784 /* Draw convergence volume. */
1785 if (is_stereo3d_volume && !is_select) {
1786 static float one = 1.0f;
1787 float color_volume[3][4] = {{0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha},
1788 {1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha},
1789 {0.0f, 0.0f, 0.0f, 0.0f}};
1791 for (int eye = 0; eye < 2; eye++) {
1792 float winmat[4][4], viewinv[4][4], viewmat[4][4], persmat[4][4], persinv[4][4];
1793 ob = BKE_camera_multiview_render(scene, ob, viewnames[eye]);
1795 BKE_camera_multiview_window_matrix(&scene->r, ob, viewnames[eye], winmat);
1796 BKE_camera_multiview_model_matrix(&scene->r, ob, viewnames[eye], viewinv);
1798 invert_m4_m4(viewmat, viewinv);
1799 mul_m4_m4m4(persmat, winmat, viewmat);
1800 invert_m4_m4(persinv, persmat);
1802 DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume, color_volume[eye], &one, persinv);
1803 DRW_shgroup_call_dynamic_add(sgl->camera_stereo_volume_wires, color_volume[2], &one, persinv);
1808 static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
1810 const DRWContextState *draw_ctx = DRW_context_state_get();
1811 View3D *v3d = draw_ctx->v3d;
1812 Scene *scene = draw_ctx->scene;
1813 RegionView3D *rv3d = draw_ctx->rv3d;
1815 Camera *cam = ob->data;
1816 const Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
1817 const bool is_select = DRW_state_is_select();
1818 const bool is_active = (ob == camera_object);
1819 const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
1820 const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0;
1821 const bool is_stereo3d = is_active && camera_view3d_is_stereo3d(scene, v3d);
1822 const bool is_stereo3d_view = (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D);
1823 const bool is_stereo3d_cameras = (ob == scene->camera) &&
1826 (v3d->stereo3d_flag & V3D_S3D_DISPCAMERAS);
1827 const bool is_selection_camera_stereo = is_select &&
1828 look_through && is_multiview &&
1832 DRW_object_wire_theme_get(ob, view_layer, &color);
1834 float vec[4][3], asp[2], shift[2], scale[3], drawsize;
1836 /* BKE_camera_multiview_model_matrix already accounts for scale, don't do it here. */
1837 if (is_selection_camera_stereo) {
1843 scale[0] = 1.0f / len_v3(ob->obmat[0]);
1844 scale[1] = 1.0f / len_v3(ob->obmat[1]);
1845 scale[2] = 1.0f / len_v3(ob->obmat[2]);
1848 BKE_camera_view_frame_ex(scene, cam, cam->drawsize, false, scale,
1849 asp, shift, &drawsize, vec);
1852 copy_v2_v2(cam->drwcorners[0][0], vec[0]);
1853 copy_v2_v2(cam->drwcorners[0][1], vec[1]);
1854 copy_v2_v2(cam->drwcorners[0][2], vec[2]);
1855 copy_v2_v2(cam->drwcorners[0][3], vec[3]);
1858 cam->drwdepth[0] = vec[0][2];
1861 cam->drwtria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]);
1862 cam->drwtria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
1863 cam->drwtria[1][0] = shift[0];
1864 cam->drwtria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
1866 if (look_through && !is_stereo3d_cameras) {
1867 /* Only draw the frame. */
1870 const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
1871 const char *view_name = is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME;
1872 BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat);
1873 const float shiftx = BKE_camera_multiview_shift_x(&scene->r, ob, view_name);
1874 cam->drwcorners[0][0][0] += shiftx;
1875 cam->drwcorners[0][1][0] += shiftx;
1876 cam->drwcorners[0][2][0] += shiftx;
1877 cam->drwcorners[0][3][0] += shiftx;
1880 copy_m4_m4(mat, ob->obmat);
1883 DRW_shgroup_call_dynamic_add(
1884 sgl->camera_frame, color, cam->drwcorners[0],
1885 &cam->drwdepth[0], cam->drwtria, mat);
1887 else if (!look_through) {
1888 if (!is_stereo3d_cameras) {
1889 DRW_shgroup_call_dynamic_add(
1890 sgl->camera, color, cam->drwcorners[0],
1891 &cam->drwdepth[0], cam->drwtria, ob->obmat);
1896 DRW_shgroup_call_dynamic_add(
1897 sgl->camera_tria, color,
1898 cam->drwcorners[0], &cam->drwdepth[0], cam->drwtria, ob->obmat);
1902 /* draw the rest in normalize object space */
1903 normalize_m4_m4(cam->drwnormalmat, ob->obmat);
1905 if (cam->flag & CAM_SHOWLIMITS) {
1906 static float col[4] = {0.5f, 0.5f, 0.25f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 0.5f, 1.0f};
1907 float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f};
1908 float focusdist = BKE_camera_object_dof_distance(ob);
1910 copy_m4_m4(cam->drwfocusmat, cam->drwnormalmat);
1911 translate_m4(cam->drwfocusmat, 0.0f, 0.0f, -focusdist);
1912 size_to_mat4(sizemat, size);
1913 mul_m4_m4m4(cam->drwfocusmat, cam->drwfocusmat, sizemat);
1915 DRW_shgroup_call_dynamic_add(
1916 sgl->camera_focus, (is_active ? col_hi : col),
1917 &cam->drawsize, cam->drwfocusmat);
1919 DRW_shgroup_call_dynamic_add(
1920 sgl->camera_clip, color,
1921 &cam->clipsta, &cam->clipend, cam->drwnormalmat);
1922 DRW_shgroup_call_dynamic_add(
1923 sgl->camera_clip_points, (is_active ? col_hi : col),
1924 &cam->clipsta, &cam->clipend, cam->drwnormalmat);
1927 if (cam->flag & CAM_SHOWMIST) {
1928 World *world = scene->world;
1931 static float col[4] = {0.5f, 0.5f, 0.5f, 1.0f}, col_hi[4] = {1.0f, 1.0f, 1.0f, 1.0f};
1932 world->mistend = world->miststa + world->mistdist;
1933 DRW_shgroup_call_dynamic_add(
1934 sgl->camera_mist, color,
1935 &world->miststa, &world->mistend, cam->drwnormalmat);
1936 DRW_shgroup_call_dynamic_add(
1937 sgl->camera_mist_points, (is_active ? col_hi : col),
1938 &world->miststa, &world->mistend, cam->drwnormalmat);
1942 /* Stereo cameras drawing. */
1944 camera_stereo3d(sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale);
1947 /* Motion Tracking. */
1948 MovieClip *clip = BKE_object_movieclip_get(scene, ob, false);
1949 if ((v3d->flag2 & V3D_SHOW_RECONSTRUCTION) && (clip != NULL)) {
1950 BLI_assert(BLI_listbase_is_empty(&sgl->camera_path));
1951 const bool is_solid_bundle = (v3d->bundle_drawtype == OB_EMPTY_SPHERE) &&
1952 ((v3d->shading.type != OB_SOLID) ||
1953 ((v3d->shading.flag & XRAY_FLAG(v3d)) == 0));
1955 MovieTracking *tracking = &clip->tracking;
1956 /* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */
1957 int track_index = 1;
1959 uchar text_color_selected[4], text_color_unselected[4];
1960 float bundle_color_unselected[4], bundle_color_solid[4];
1962 UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
1963 UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected);
1964 UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected);
1965 UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid);
1967 float camera_mat[4][4];
1968 BKE_tracking_get_camera_object_matrix(scene, ob, camera_mat);
1970 float bundle_scale_mat[4][4];
1971 if (is_solid_bundle) {
1972 scale_m4_fl(bundle_scale_mat, v3d->bundle_size);
1975 for (MovieTrackingObject *tracking_object = tracking->objects.first;
1976 tracking_object != NULL;
1977 tracking_object = tracking_object->next)
1979 float tracking_object_mat[4][4];
1981 if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
1982 copy_m4_m4(tracking_object_mat, camera_mat);
1985 const int framenr = BKE_movieclip_remap_scene_to_clip_frame(clip, DEG_get_ctime(draw_ctx->depsgraph));
1986 float object_mat[4][4];
1987 BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object, framenr, object_mat);
1989 invert_m4(object_mat);
1990 mul_m4_m4m4(tracking_object_mat, cam->drwnormalmat, object_mat);
1993 ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
1994 for (MovieTrackingTrack *track = tracksbase->first; track; track = track->next) {
1996 if ((track->flag & TRACK_HAS_BUNDLE) == 0) {
2000 bool is_selected = TRACK_SELECTED(track);
2002 float bundle_mat[4][4];
2003 copy_m4_m4(bundle_mat, tracking_object_mat);
2004 translate_m4(bundle_mat, track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
2006 float *bundle_color;
2007 if (track->flag & TRACK_CUSTOMCOLOR) {
2008 bundle_color = track->color;
2010 else if (is_solid_bundle) {
2011 bundle_color = bundle_color_solid;
2013 else if (is_selected) {
2014 bundle_color = color;
2017 bundle_color = bundle_color_unselected;
2021 DRW_select_load_id(camera_object->select_color | (track_index << 16));
2025 if (is_solid_bundle) {
2028 DRW_shgroup_empty_ex(sgl,
2031 v3d->bundle_drawtype,
2035 float bundle_color_v4[4] = {
2042 mul_m4_m4m4(bundle_mat, bundle_mat, bundle_scale_mat);
2043 DRW_shgroup_call_dynamic_add(sgl->sphere_solid,
2048 DRW_shgroup_empty_ex(sgl,
2051 v3d->bundle_drawtype,
2055 if ((v3d->flag2 & V3D_SHOW_BUNDLENAME) && !is_select) {
2056 struct DRWTextStore *dt = DRW_text_cache_ensure();
2058 DRW_text_cache_add(dt,
2061 strlen(track->name),
2063 DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
2064 is_selected ? text_color_selected : text_color_unselected);
2068 if ((v3d->flag2 & V3D_SHOW_CAMERAPATH) && (tracking_object->flag & TRACKING_OBJECT_CAMERA) && !is_select) {
2069 MovieTrackingReconstruction *reconstruction;
2070 reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object);
2072 if (reconstruction->camnr) {
2073 static float camera_path_color[4];
2074 UI_GetThemeColor4fv(TH_CAMERA_PATH, camera_path_color);
2076 GPUBatch *geom = batch_camera_path_get(&sgl->camera_path, reconstruction);
2077 GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
2078 DRWShadingGroup *shading_group = DRW_shgroup_create(shader, sgl->non_meshes);
2079 DRW_shgroup_uniform_vec4(shading_group, "color", camera_path_color, 1);
2080 DRW_shgroup_call_add(shading_group, geom, camera_mat);
2087 static void DRW_shgroup_empty_ex(
2088 OBJECT_ShadingGroupList *sgl, float mat[4][4], float *draw_size, char draw_type, float *color)
2090 switch (draw_type) {
2092 DRW_shgroup_call_dynamic_add(sgl->plain_axes, color, draw_size, mat);
2094 case OB_SINGLE_ARROW:
2095 DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, draw_size, mat);
2096 DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, draw_size, mat);
2099 DRW_shgroup_call_dynamic_add(sgl->cube, color, draw_size, mat);
2102 DRW_shgroup_call_dynamic_add(sgl->circle, color, draw_size, mat);
2104 case OB_EMPTY_SPHERE:
2105 DRW_shgroup_call_dynamic_add(sgl->sphere, color, draw_size, mat);
2108 DRW_shgroup_call_dynamic_add(sgl->cone, color, draw_size, mat);
2111 DRW_shgroup_call_dynamic_add(sgl->empty_axes, color, draw_size, mat);
2113 case OB_EMPTY_IMAGE:
2114 BLI_assert(!"Should never happen, use DRW_shgroup_empty instead.");
2119 static void DRW_shgroup_empty(
2120 OBJECT_Shaders *sh_data, OBJECT_ShadingGroupList *sgl,
2121 Object *ob, ViewLayer *view_layer, RegionView3D *rv3d, eGPUShaderConfig shader_cfg)
2124 DRW_object_wire_theme_get(ob, view_layer, &color);
2126 switch (ob->empty_drawtype) {
2128 case OB_SINGLE_ARROW:
2131 case OB_EMPTY_SPHERE:
2134 DRW_shgroup_empty_ex(sgl, ob->obmat, &ob->empty_drawsize, ob->empty_drawtype, color);
2136 case OB_EMPTY_IMAGE:
2137 DRW_shgroup_empty_image(sh_data, sgl, ob, color, rv3d, shader_cfg);
2142 static void DRW_shgroup_forcefield(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
2144 int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
2145 float *color = DRW_color_background_blend_get(theme_id);
2146 PartDeflect *pd = ob->pd;
2147 Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL;
2149 /* TODO Move this to depsgraph */
2151 copy_v3_fl(pd->drawvec1, ob->empty_drawsize);
2153 switch (pd->forcefield) {
2155 pd->drawvec1[2] = pd->f_strength;
2158 if (pd->f_strength < 0.0f) {
2159 pd->drawvec1[1] = -pd->drawvec1[1];
2163 if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) {
2164 where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL);
2165 where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL);
2170 if (pd->falloff == PFIELD_FALL_TUBE) {
2171 pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f;
2172 pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
2174 pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f;
2175 pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
2177 else if (pd->falloff == PFIELD_FALL_CONE) {
2178 float radius, distance;
2180 radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
2181 distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
2182 pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius);
2183 pd->drawvec_falloff_max[2] = distance * cosf(radius);
2185 radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
2186 distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
2188 pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius);
2189 pd->drawvec_falloff_min[2] = distance * cosf(radius);
2191 /* End of things that should go to depthgraph */
2193 switch (pd->forcefield) {
2195 DRW_shgroup_call_dynamic_add(sgl->field_wind, color, &pd->drawvec1, ob->obmat);
2198 DRW_shgroup_call_dynamic_add(sgl->field_force, color, &pd->drawvec1, ob->obmat);
2201 DRW_shgroup_call_dynamic_add(sgl->field_vortex, color, &pd->drawvec1, ob->obmat);
2204 if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) {
2205 DRW_shgroup_call_dynamic_add(sgl->field_curve_sta, color, &pd->f_strength, ob->obmat);
2206 DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->f_strength, ob->obmat);
2211 if (pd->falloff == PFIELD_FALL_SPHERE) {
2212 /* as last, guide curve alters it */
2213 if ((pd->flag & PFIELD_USEMAX) != 0) {
2214 DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->maxdist, ob->obmat);
2217 if ((pd->flag & PFIELD_USEMIN) != 0) {
2218 DRW_shgroup_call_dynamic_add(sgl->field_curve_end, color, &pd->mindist, ob->obmat);
2221 else if (pd->falloff == PFIELD_FALL_TUBE) {
2222 if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
2223 DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
2226 if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
2227 DRW_shgroup_call_dynamic_add(sgl->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat);
2230 else if (pd->falloff == PFIELD_FALL_CONE) {
2231 if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
2232 DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
2235 if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
2236 DRW_shgroup_call_dynamic_add(sgl->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat);
2241 static void DRW_shgroup_volume_extra(
2242 OBJECT_ShadingGroupList *sgl,
2243 Object *ob, ViewLayer *view_layer, Scene *scene, ModifierData *md)
2245 SmokeModifierData *smd = (SmokeModifierData *)md;
2246 SmokeDomainSettings *sds = smd->domain;
2254 DRW_object_wire_theme_get(ob, view_layer, &color);
2256 /* Small cube showing voxel size. */
2257 float voxel_cubemat[4][4] = {{0.0f}};
2258 voxel_cubemat[0][0] = 1.0f / (float)sds->res[0];
2259 voxel_cubemat[1][1] = 1.0f / (float)sds->res[1];
2260 voxel_cubemat[2][2] = 1.0f / (float)sds->res[2];
2261 voxel_cubemat[3][0] = voxel_cubemat[3][1] = voxel_cubemat[3][2] = -1.0f;
2262 voxel_cubemat[3][3] = 1.0f;
2263 translate_m4(voxel_cubemat, 1.0f, 1.0f, 1.0f);
2264 mul_m4_m4m4(voxel_cubemat, ob->obmat, voxel_cubemat);
2266 DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, voxel_cubemat);
2268 /* Don't show smoke before simulation starts, this could be made an option in the future. */
2269 if (!sds->draw_velocity || !sds->fluid || CFRA < sds->point_cache[0]->startframe) {
2273 const bool use_needle = (sds->vector_draw_type == VECTOR_DRAW_NEEDLE);
2274 int line_count = (use_needle) ? 6 : 1;
2275 int slice_axis = -1;
2276 line_count *= sds->res[0] * sds->res[1] * sds->res[2];
2278 if (sds->slice_method == MOD_SMOKE_SLICE_AXIS_ALIGNED &&
2279 sds->axis_slice_method == AXIS_SLICE_SINGLE)
2281 float invviewmat[4][4];
2282 DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
2284 const int axis = (sds->slice_axis == SLICE_AXIS_AUTO)
2285 ? axis_dominant_v3_single(invviewmat[2])
2286 : sds->slice_axis - 1;
2288 line_count /= sds->res[axis];
2291 GPU_create_smoke_velocity(smd);
2293 DRWShadingGroup *grp = DRW_shgroup_create(volume_velocity_shader_get(use_needle), sgl->non_meshes);
2294 DRW_shgroup_uniform_texture(grp, "velocityX", sds->tex_velocity_x);
2295 DRW_shgroup_uniform_texture(grp, "velocityY", sds->tex_velocity_y);
2296 DRW_shgroup_uniform_texture(grp, "velocityZ", sds->tex_velocity_z);
2297 DRW_shgroup_uniform_float_copy(grp, "displaySize", sds->vector_scale);
2298 DRW_shgroup_uniform_float_copy(grp, "slicePosition", sds->slice_depth);
2299 DRW_shgroup_uniform_int_copy(grp, "sliceAxis", slice_axis);
2300 DRW_shgroup_call_procedural_lines_add(grp, line_count, ob->obmat);
2302 BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
2305 static void volumes_free_smoke_textures(void)
2307 /* Free Smoke Textures after rendering */
2308 /* XXX This is a waste of processing and GPU bandwidth if nothing
2309 * is updated. But the problem is since Textures are stored in the
2310 * modifier we don't want them to take precious VRAM if the
2311 * modifier is not used for display. We should share them for
2312 * all viewport in a redraw at least. */
2313 for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
2314 SmokeModifierData *smd = (SmokeModifierData *)link->data;
2315 GPU_free_smoke_velocity(smd);
2317 BLI_freelistN(&e_data.smoke_domains);
2320 static void DRW_shgroup_gpencil(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
2323 DRW_object_wire_theme_get(ob, view_layer, &color);
2325 DRW_shgroup_call_dynamic_add(sgl->gpencil_axes, color, &ob->empty_drawsize, ob->obmat);
2328 static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLayer *view_layer)
2331 static float one = 1.0f;
2332 DRW_object_wire_theme_get(ob, view_layer, &color);
2334 DRW_shgroup_call_dynamic_add(sgl->speaker, color, &one, ob->obmat);
2337 typedef struct OBJECT_LightProbeEngineData {
2340 float increment_x[3];
2341 float increment_y[3];
2342 float increment_z[3];
2344 } OBJECT_LightProbeEngineData;
2346 static void DRW_shgroup_lightprobe(
2347 OBJECT_Shaders *sh_data, OBJECT_StorageList *stl, OBJECT_PassList *psl,
2348 Object *ob, ViewLayer *view_layer)
2351 static float one = 1.0f;
2352 LightProbe *prb = (LightProbe *)ob->data;
2353 bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
2354 int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
2356 OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
2358 OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure(
2360 &draw_engine_object_type,
2361 sizeof(OBJECT_LightProbeEngineData),
2365 if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) {
2366 int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag);
2368 if (prb->type == LIGHTPROBE_TYPE_GRID) {
2369 /* Update transforms */
2370 float cell_dim[3], half_cell_dim[3];
2371 cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x);
2372 cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y);
2373 cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z);
2375 mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
2378 copy_v3_fl(prb_data->corner, -1.0f);
2379 add_v3_v3(prb_data->corner, half_cell_dim);
2380 mul_m4_v3(ob->obmat, prb_data->corner);
2382 /* Opposite neighbor cell. */
2383 copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
2384 add_v3_v3(prb_data->increment_x, half_cell_dim);
2385 add_v3_fl(prb_data->increment_x, -1.0f);
2386 mul_m4_v3(ob->obmat, prb_data->increment_x);
2387 sub_v3_v3(prb_data->increment_x, prb_data->corner);
2389 copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
2390 add_v3_v3(prb_data->increment_y, half_cell_dim);
2391 add_v3_fl(prb_data->increment_y, -1.0f);
2392 mul_m4_v3(ob->obmat, prb_data->increment_y);
2393 sub_v3_v3(prb_data->increment_y, prb_data->corner);
2395 copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
2396 add_v3_v3(prb_data->increment_z, half_cell_dim);
2397 add_v3_fl(prb_data->increment_z, -1.0f);
2398 mul_m4_v3(ob->obmat, prb_data->increment_z);
2399 sub_v3_v3(prb_data->increment_z, prb_data->corner);
2401 uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
2402 DRWShadingGroup *grp = DRW_shgroup_create(sh_data->lightprobe_grid, psl->lightprobes);
2403 DRW_shgroup_uniform_int_copy(grp, "call_id", *call_id);
2404 DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
2405 DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
2406 DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
2407 DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
2408 DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
2409 DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
2410 DRW_shgroup_call_procedural_points_add(grp, cell_count, NULL);
2412 else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
2413 float draw_size = 1.0f;
2414 float probe_cube_mat[4][4];
2415 // prb_data->draw_size = prb->data_draw_size * 0.1f;
2416 // unit_m4(prb_data->probe_cube_mat);
2417 // copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
2419 DRWShadingGroup *grp = shgroup_theme_id_to_probe_cube_outline_shgrp(stl, theme_id, ob->base_flag);
2420 /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose
2421 * to keep the call ids correct. */
2422 zero_m4(probe_cube_mat);
2423 DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, probe_cube_mat);
2426 float draw_size = 1.0f;
2427 DRWShadingGroup *grp = shgroup_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
2428 DRW_shgroup_call_dynamic_add(grp, call_id, &draw_size, ob->obmat);
2434 switch (prb->type) {
2435 case LIGHTPROBE_TYPE_PLANAR:
2436 DRW_shgroup_call_dynamic_add(sgl->probe_planar, ob->obmat[3], color);
2438 case LIGHTPROBE_TYPE_GRID:
2439 DRW_shgroup_call_dynamic_add(sgl->probe_grid, ob->obmat[3], color);
2441 case LIGHTPROBE_TYPE_CUBE:
2443 DRW_shgroup_call_dynamic_add(sgl->probe_cube, ob->obmat[3], color);
2449 if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
2451 copy_m4_m4(mat, ob->obmat);
2454 DRW_shgroup_call_dynamic_add(sgl->single_arrow, color, &ob->empty_drawsize, mat);
2455 DRW_shgroup_call_dynamic_add(sgl->single_arrow_line, color, &ob->empty_drawsize, mat);
2457 copy_m4_m4(mat, ob->obmat);
2460 DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, mat);
2463 if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) {
2465 prb->distfalloff = (1.0f - prb->falloff) * prb->distinf;
2466 prb->distgridinf = prb->distinf;
2468 if (prb->type == LIGHTPROBE_TYPE_GRID) {
2469 prb->distfalloff += 1.0f;
2470 prb->distgridinf += 1.0f;
2473 if (prb->type == LIGHTPROBE_TYPE_GRID ||
2474 prb->attenuation_type == LIGHTPROBE_SHAPE_BOX)
2476 DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distgridinf, ob->obmat);
2477 DRW_shgroup_call_dynamic_add(sgl->cube, color, &prb->distfalloff, ob->obmat);
2479 else if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
2480 float rangemat[4][4];
2481 copy_m4_m4(rangemat, ob->obmat);
2482 normalize_v3(rangemat[2]);
2483 mul_v3_fl(rangemat[2], prb->distinf);
2485 DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
2487 copy_m4_m4(rangemat, ob->obmat);
2488 normalize_v3(rangemat[2]);
2489 mul_v3_fl(rangemat[2], prb->distfalloff);
2491 DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, rangemat);
2494 DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distgridinf, ob->obmat);
2495 DRW_shgroup_call_dynamic_add(sgl->sphere, color, &prb->distfalloff, ob->obmat);
2499 if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) {
2500 if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
2501 float (*obmat)[4], *dist;
2503 if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
2504 dist = &prb->distpar;
2505 /* TODO object parallax */
2509 dist = &prb->distinf;
2513 if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) {
2514 DRW_shgroup_call_dynamic_add(sgl->cube, color, dist, obmat);
2517 DRW_shgroup_call_dynamic_add(sgl->sphere, color, dist, obmat);
2522 if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) {
2523 if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
2524 static const float cubefacemat[6][4][4] = {
2525 {{0.0, 0.0, -1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
2526 {{0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
2527 {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
2528 {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
2529 {{1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
2530 {{-1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
2533 for (int i = 0; i < 6; ++i) {
2534 float clipmat[4][4];
2535 normalize_m4_m4(clipmat, ob->obmat);
2536 mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
2538 DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
2539 DRW_shgroup_call_dynamic_add(sgl->lamp_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
2544 /* Line and point going to the ground */
2545 if (prb->type == LIGHTPROBE_TYPE_CUBE) {
2546 DRW_shgroup_call_dynamic_add(sgl->lamp_groundline, ob->obmat[3]);
2547 DRW_shgroup_call_dynamic_add(sgl->lamp_groundpoint, ob->obmat[3]);
2551 static void DRW_shgroup_relationship_lines(
2552 OBJECT_ShadingGroupList *sgl,
2553 Depsgraph *depsgraph,
2557 if (ob->parent && (DRW_object_visibility_in_active_context(ob->parent) & OB_VISIBLE_SELF)) {
2558 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->orig);
2559 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
2562 if (ob->rigidbody_constraint) {
2563 Object *rbc_ob1 = ob->rigidbody_constraint->ob1;
2564 Object *rbc_ob2 = ob->rigidbody_constraint->ob2;
2565 if (rbc_ob1 && (DRW_object_visibility_in_active_context(rbc_ob1) & OB_VISIBLE_SELF)) {
2566 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob1->obmat[3]);
2567 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
2569 if (rbc_ob2 && (DRW_object_visibility_in_active_context(rbc_ob2) & OB_VISIBLE_SELF)) {
2570 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, rbc_ob2->obmat[3]);
2571 DRW_shgroup_call_dynamic_add(sgl->relationship_lines, ob->obmat[3]);
2575 /* Drawing the constraint lines */
2576 if (!BLI_listbase_is_empty(&ob->constraints)) {
2577 bConstraint *curcon;
2579 ListBase *list = &ob->constraints;
2581 cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
2583 for (curcon = list->first; curcon; curcon = curcon->next) {
2584 if (ELEM(curcon->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
2585 /* special case for object solver and follow track constraints because they don't fill
2586 * constraint targets properly (design limitation -- scene is needed for their target
2587 * but it can't be accessed from get_targets callback) */
2589 Object *camob = NULL;
2591 if (curcon->type == CONSTRAINT_TYPE_FOLLOWTRACK) {
2592 bFollowTrackConstraint *data = (bFollowTrackConstraint *)curcon->data;
2594 camob = data->camera ? data->camera : scene->camera;
2596 else if (curcon->type == CONSTRAINT_TYPE_OBJECTSOLVER) {
2597 bObjectSolverConstraint *data = (bObjectSolverConstraint *)curcon->data;
2599 camob = data->camera ? data->camera : scene->camera;
2603 DRW_shgroup_call_dynamic_add(sgl->constraint_lines, camob->obmat[3]);
2604 DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]);
2608 const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon);
2610 if ((cti && cti->get_constraint_targets) && (curcon->flag & CONSTRAINT_EXPAND)) {
2611 ListBase targets = {NULL, NULL};
2612 bConstraintTarget *ct;
2614 cti->get_constraint_targets(curcon, &targets);
2616 for (ct = targets.first; ct; ct = ct->next) {
2617 /* calculate target's matrix */
2618 if (cti->get_target_matrix) {
2619 cti->get_target_matrix(depsgraph,
2623 DEG_get_ctime(depsgraph));
2626 unit_m4(ct->matrix);
2629 DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ct->matrix[3]);
2630 DRW_shgroup_call_dynamic_add(sgl->constraint_lines, ob->obmat[3]);
2633 if (cti->flush_constraint_targets) {
2634 cti->flush_constraint_targets(curcon, &targets, 1);
2640 BKE_constraints_clear_evalob(cob);
2644 static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer, View3D *v3d)
2646 if (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_ORIGINS) {
2649 const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob);
2650 DRWShadingGroup *shgroup;
2652 if (ob == OBACT(view_layer)) {
2653 shgroup = stl->g_data->center_active;
2655 else if (ob->base_flag & BASE_SELECTED) {
2657 shgroup = stl->g_data->center_selected_lib;
2660 shgroup = stl->g_data->center_selected;
2663 else if (v3d->flag & V3D_DRAW_CENTERS) {
2665 shgroup = stl->g_data->center_deselected_lib;
2668 shgroup = stl->g_data->center_deselected;
2675 DRW_shgroup_call_dynamic_add(shgroup, ob->obmat[3]);
2678 static void DRW_shgroup_texture_space(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
2680 if (ob->data == NULL) {
2684 ID *ob_data = ob->data;
2685 float *texcoloc = NULL;
2686 float *texcosize = NULL;
2688 switch (GS(ob_data->name)) {
2690 BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
2694 Curve *cu = (Curve *)ob_data;
2695 if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
2696 BKE_curve_texspace_calc(cu);
2699 texcosize = cu->size;
2704 MetaBall *mb = (MetaBall *)ob_data;
2706 texcosize = mb->size;
2713 float tmp[4][4] = {{0.0f}}, one = 1.0f;
2714 tmp[0][0] = texcosize[0];
2715 tmp[1][1] = texcosize[1];
2716 tmp[2][2] = texcosize[2];
2717 tmp[3][0] = texcoloc[0];
2718 tmp[3][1] = texcoloc[1];
2719 tmp[3][2] = texcoloc[2];
2722 mul_m4_m4m4(tmp, ob->obmat, tmp);
2725 UI_GetThemeColor4fv(theme_id, color);
2727 DRW_shgroup_call_dynamic_add(sgl->texspace, color, &one, tmp);
2730 static void DRW_shgroup_bounds(OBJECT_ShadingGroupList *sgl, Object *ob, int theme_id)
2732 float color[4], center[3], size[3], tmp[4][4], final_mat[4][4], one = 1.0f;
2735 if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) {
2739 BoundBox *bb = BKE_object_boundbox_get(ob);
2741 if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT,
2742 OB_MBALL, OB_ARMATURE, OB_LATTICE))
2744 const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
2746 BKE_boundbox_init_from_minmax(bb, min, max);
2749 UI_GetThemeColor4fv(theme_id, color);
2750 BKE_boundbox_calc_center_aabb(bb, center);
2751 BKE_boundbox_calc_size_aabb(bb, size);
2753 switch (ob->boundtype) {
2755 size_to_mat4(tmp, size);
2756 copy_v3_v3(tmp[3], center);
2757 mul_m4_m4m4(tmp, ob->obmat, tmp);
2758 DRW_shgroup_call_dynamic_add(sgl->cube, color, &one, tmp);
2760 case OB_BOUND_SPHERE:
2761 size[0] = max_fff(size[0], size[1], size[2]);
2762 size[1] = size[2] = size[0];
2763 size_to_mat4(tmp, size);
2764 copy_v3_v3(tmp[3], center);
2765 mul_m4_m4m4(tmp, ob->obmat, tmp);
2766 DRW_shgroup_call_dynamic_add(sgl->sphere, color, &one, tmp);
2768 case OB_BOUND_CYLINDER:
2769 size[0] = max_ff(size[0], size[1]);
2771 size_to_mat4(tmp, size);
2772 copy_v3_v3(tmp[3], center);
2773 mul_m4_m4m4(tmp, ob->obmat, tmp);
2774 DRW_shgroup_call_dynamic_add(sgl->cylinder, color, &one, tmp);
2777 size[0] = max_ff(size[0], size[1]);
2779 size_to_mat4(tmp, size);
2780 copy_v3_v3(tmp[3], center);
2781 /* Cone batch has base at 0 and is pointing towards +Y. */
2782 swap_v3_v3(tmp[1], tmp[2]);
2783 tmp[3][2] -= size[2];
2784 mul_m4_m4m4(tmp, ob->obmat, tmp);
2785 DRW_shgroup_call_dynamic_add(sgl->cone, color, &one, tmp);
2787 case OB_BOUND_CAPSULE:
2788 size[0] = max_ff(size[0], size[1]);
2790 scale_m4_fl(tmp, size[0]);
2791 copy_v2_v2(tmp[3], center);
2792 tmp[3][2] = center[2] + max_ff(0.0f, size[2] - size[0]);
2793 mul_m4_m4m4(final_mat, ob->obmat, tmp);
2794 DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat);
2796 tmp[3][2] = center[2] - max_ff(0.0f, size[2] - size[0]);
2797 mul_m4_m4m4(final_mat, ob->obmat, tmp);
2798 DRW_shgroup_call_dynamic_add(sgl->capsule_cap, color, &one, final_mat);
2799 tmp[2][2] = max_ff(0.0f, size[2] * 2.0f - size[0] * 2.0f);
2800 mul_m4_m4m4(final_mat, ob->obmat, tmp);
2801 DRW_shgroup_call_dynamic_add(sgl->capsule_body, color, &one, final_mat);
2806 static void OBJECT_cache_populate_particles(
2807 OBJECT_Shaders *sh_data,
2809 OBJECT_PassList *psl)
2811 for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
2812 if (!psys_check_enabled(ob, psys, false)) {
2815 if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
2819 ParticleSettings *part = psys->part;
2820 int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
2822 static float mat[4][4];
2825 if (draw_as != PART_DRAW_PATH) {
2826 struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
2827 DRWShadingGroup *shgrp = NULL;
2828 static int screen_space[2] = {0, 1};
2829 static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
2830 static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
2832 /* Dummy particle format for instancing to work. */
2833 DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTR_FLOAT, 1}});
2835 Material *ma = give_current_material(ob, part->omat);
2839 shgrp = DRW_shgroup_create(sh_data->part_dot, psl->particle);
2840 DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
2841 DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1);
2842 DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
2843 DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1);
2844 DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
2845 DRW_shgroup_call_add(shgrp, geom, mat);
2847 case PART_DRAW_CROSS:
2848 shgrp = DRW_shgroup_instance_create(
2849 sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS),
2850 e_data.particle_format);
2851 DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
2852 DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
2853 DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
2855 case PART_DRAW_CIRC:
2856 shgrp = DRW_shgroup_instance_create(
2857 sh_data->part_prim, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC),
2858 e_data.particle_format);
2859 DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
2860 DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
2861 DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[1], 1);
2863 case PART_DRAW_AXIS:
2864 shgrp = DRW_shgroup_instance_create(
2865 sh_data->part_axis, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS),
2866 e_data.particle_format);
2867 DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
2874 if (draw_as != PART_DRAW_DOT) {
2875 DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
2876 DRW_shgroup_instance_batch(shgrp, geom);
2883 static void OBJECT_cache_populate(void *vedata, Object *ob)
2885 OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
2886 OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
2887 OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
2888 const DRWContextState *draw_ctx = DRW_context_state_get();
2889 const bool is_edit_mode = (ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob);
2890 ViewLayer *view_layer = draw_ctx->view_layer;
2891 Scene *scene = draw_ctx->scene;
2892 View3D *v3d = draw_ctx->v3d;
2893 RegionView3D *rv3d = draw_ctx->rv3d;
2894 ModifierData *md = NULL;
2895 int theme_id = TH_UNDEFINED;
2896 const int ob_visibility = DRW_object_visibility_in_active_context(ob);
2897 OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
2899 /* Handle particles first in case the emitter itself shouldn't be rendered. */
2900 if (ob_visibility & OB_VISIBLE_PARTICLES) {
2901 OBJECT_cache_populate_particles(sh_data, ob, psl);
2904 if ((ob_visibility & OB_VISIBLE_SELF) == 0) {
2908 const bool do_outlines = (draw_ctx->v3d->flag & V3D_SELECT_OUTLINE) && ((ob->base_flag & BASE_SELECTED) != 0) &&
2909 ((DRW_object_is_renderable(ob) && (ob->dt > OB_WIRE)) || (ob->dt == OB_WIRE));
2910 const bool show_relations = ((draw_ctx->v3d->flag & V3D_HIDE_HELPLINES) == 0);
2911 const bool hide_object_extra = (v3d->overlay.flag & V3D_OVERLAY_HIDE_OBJECT_XTRAS) != 0;
2914 if (!BKE_object_is_in_editmode(ob) &&
2915 !((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT)))
2917 struct GPUBatch *geom;
2919 /* This fixes only the biggest case which is a plane in ortho view. */
2921 bool is_flat_object_viewed_from_side = (
2922 (rv3d->persp == RV3D_ORTHO) &&
2923 DRW_object_is_flat(ob, &flat_axis) &&
2924 DRW_object_axis_orthogonal_to_view(ob, flat_axis));
2926 if (stl->g_data->xray_enabled || is_flat_object_viewed_from_side) {
2927 geom = DRW_cache_object_edge_detection_get(ob, NULL);
2930 geom = DRW_cache_object_surface_get(ob);
2934 theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
2935 DRWShadingGroup *shgroup = shgroup_theme_id_to_outline_or_null(stl, theme_id, ob->base_flag);
2936 if (shgroup != NULL) {
2937 DRW_shgroup_call_object_add(shgroup, geom, ob);
2946 if (hide_object_extra) {
2949 Mesh *me = ob->data;
2950 if (me->totedge == 0) {
2951 if (!is_edit_mode) {
2952 struct GPUBatch *geom = DRW_cache_mesh_all_verts_get(ob);
2954 if (theme_id == TH_UNDEFINED) {
2955 theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
2957 DRWShadingGroup *shgroup = shgroup_theme_id_to_point(sgl, theme_id, ob->base_flag);
2958 DRW_shgroup_call_object_add(shgroup, geom, ob);
2963 /* Kind of expensive in edit mode. Only show if in wireframe mode. */
2964 bool has_edit_mesh_cage = false;
2965 /* TODO: Should be its own function. */
2967 BMEditMesh *embm = me->edit_btmesh;
2968 has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
2970 if (!is_edit_mode ||
2971 (((v3d->shading.type < OB_SOLID) || (ob->dt == OB_WIRE)) && has_edit_mesh_cage))
2973 struct GPUBatch *geom = DRW_cache_mesh_loose_edges_get(ob);
2975 if (theme_id == TH_UNDEFINED) {
2976 theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
2978 DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
2979 DRW_shgroup_call_object_add(shgroup, geom, ob);
2987 if (hide_object_extra) {
2990 struct GPUBatch *geom = DRW_cache_surf_edge_wire_get(ob);
2994 if (theme_id == TH_UNDEFINED) {
2995 theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
2997 DRWShadingGroup *shgroup = shgroup_theme_id_to_wire(sgl, theme_id, ob->base_flag);
2998 DRW_shgroup_call_object_add(shgroup, geom, ob);
3003 if (!is_edit_mode) {
3004 if (hide_object_extra) {
3007 struct GPUBatch *geom = DRW_cache_lattice_wire_get(ob, false);