Commit: 673e6fc535793ddb4858231d19ebc35c6a7b4d7c
Author: Dalai Felinto
Date:   Wed May 3 16:34:28 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB673e6fc535793ddb4858231d19ebc35c6a7b4d7c

Draw Manager: Bring pose bones to the pose engine

Note: We should test if the armature is the "armature modifier" parent of the
object.

If any good samaritan feels like tackling this, the function to change
is: DRW_pose_mode_armature

===================================================================

M       source/blender/draw/intern/draw_common.h
M       source/blender/draw/modes/object_mode.c
M       source/blender/draw/modes/pose_mode.c

===================================================================

diff --git a/source/blender/draw/intern/draw_common.h 
b/source/blender/draw/intern/draw_common.h
index 6dbf7cba417..d1af67fcdfd 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -118,4 +118,8 @@ void DRW_shgroup_armature_edit(
     struct Object *ob, struct DRWPass *pass_bone_solid,
     struct DRWPass *pass_bone_wire, struct DRWShadingGroup 
*shgrp_relationship_lines);
 
+/* pose_mode.c */
+bool DRW_pose_mode_armature(
+    struct Object *ob, struct Object *active_ob);
+
 #endif /* __DRAW_COMMON__ */
diff --git a/source/blender/draw/modes/object_mode.c 
b/source/blender/draw/modes/object_mode.c
index 4b4c2f0abb6..4a77a9f4c6a 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1249,15 +1249,10 @@ static void OBJECT_cache_populate(void *vedata, Object 
*ob)
                {
                        bArmature *arm = ob->data;
                        if (arm->edbo == NULL) {
-                               if ((ob->mode & OB_MODE_POSE) && (ob == 
OBACT_NEW)) {
-                                       DRW_shgroup_armature_pose(
-                                               ob, psl->bone_solid, 
psl->bone_wire,
-                                               
stl->g_data->relationship_lines);
-                               }
-                               else {
+                               if (DRW_state_is_select() || 
!DRW_pose_mode_armature(ob, OBACT_NEW)) {
                                        DRW_shgroup_armature_object(
-                                               ob, sl, psl->bone_solid, 
psl->bone_wire,
-                                               
stl->g_data->relationship_lines);
+                                                       ob, sl, 
psl->bone_solid, psl->bone_wire,
+                                                       
stl->g_data->relationship_lines);
                                }
                        }
                        break;
diff --git a/source/blender/draw/modes/pose_mode.c 
b/source/blender/draw/modes/pose_mode.c
index 176e44199b3..19ec4057bb5 100644
--- a/source/blender/draw/modes/pose_mode.c
+++ b/source/blender/draw/modes/pose_mode.c
@@ -33,6 +33,8 @@
 
 #include "draw_mode_engines.h"
 
+extern GlobalsUboStorage ts;
+
 /* *********** LISTS *********** */
 /* All lists are per viewport specific datas.
  * They are all free when viewport changes engines
@@ -41,94 +43,31 @@
  * for POSE_PassList */
 
 typedef struct POSE_PassList {
-       /* Declare all passes here and init them in
-        * POSE_cache_init().
-        * Only contains (DRWPass *) */
-       struct DRWPass *pass;
+       struct DRWPass *bone_solid;
+       struct DRWPass *bone_wire;
+       struct DRWPass *relationship;
 } POSE_PassList;
 
-typedef struct POSE_FramebufferList {
-       /* Contains all framebuffer objects needed by this engine.
-        * Only contains (GPUFrameBuffer *) */
-       struct GPUFrameBuffer *fb;
-} POSE_FramebufferList;
-
-typedef struct POSE_TextureList {
-       /* Contains all framebuffer textures / utility textures
-        * needed by this engine. Only viewport specific textures
-        * (not per object). Only contains (GPUTexture *) */
-       struct GPUTexture *texture;
-} POSE_TextureList;
-
 typedef struct POSE_StorageList {
-       /* Contains any other memory block that the engine needs.
-        * Only directly MEM_(m/c)allocN'ed blocks because they are
-        * free with MEM_freeN() when viewport is freed.
-        * (not per object) */
-       struct CustomStruct *block;
        struct POSE_PrivateData *g_data;
 } POSE_StorageList;
 
 typedef struct POSE_Data {
-       /* Struct returned by DRW_viewport_engine_data_get.
-        * If you don't use one of these, just make it a (void *) */
-       // void *fbl;
-       void *engine_type; /* Required */
-       POSE_FramebufferList *fbl;
-       POSE_TextureList *txl;
+       void *engine_type;
+       DRWViewportEmptyList *fbl;
+       DRWViewportEmptyList *txl;
        POSE_PassList *psl;
        POSE_StorageList *stl;
 } POSE_Data;
 
 /* *********** STATIC *********** */
 
-static struct {
-       /* Custom shaders :
-        * Add sources to source/blender/draw/modes/shaders
-        * init in POSE_engine_init();
-        * free in POSE_engine_free(); */
-       struct GPUShader *custom_shader;
-} e_data = {NULL}; /* Engine data */
-
 typedef struct POSE_PrivateData {
-       /* This keeps the references of the shading groups for
-        * easy access in POSE_cache_populate() */
-       DRWShadingGroup *group;
+       DRWShadingGroup *relationship_lines;
 } POSE_PrivateData; /* Transient data */
 
 /* *********** FUNCTIONS *********** */
 
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void POSE_engine_init(void *vedata)
-{
-       POSE_TextureList *txl = ((POSE_Data *)vedata)->txl;
-       POSE_FramebufferList *fbl = ((POSE_Data *)vedata)->fbl;
-       POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
-
-       UNUSED_VARS(txl, fbl, stl);
-
-       /* Init Framebuffers like this: order is attachment order (for color 
texs) */
-       /*
-        * DRWFboTexture tex[2] = {{&txl->depth, DRW_BUF_DEPTH_24, 0},
-        *                         {&txl->color, DRW_BUF_RGBA_8, 
DRW_TEX_FILTER}};
-        */
-
-       /* DRW_framebuffer_init takes care of checking if
-        * the framebuffer is valid and has the right size*/
-       /*
-        * float *viewport_size = DRW_viewport_size_get();
-        * DRW_framebuffer_init(&fbl->occlude_wire_fb,
-        *                     (int)viewport_size[0], (int)viewport_size[1],
-        *                     tex, 2);
-        */
-
-       if (!e_data.custom_shader) {
-               e_data.custom_shader = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
-       }
-}
-
 /* Here init all passes and shading groups
  * Assume that all Passes are NULL */
 static void POSE_cache_init(void *vedata)
@@ -142,24 +81,26 @@ static void POSE_cache_init(void *vedata)
        }
 
        {
-               /* Create a pass */
-               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH 
| DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
-               psl->pass = DRW_pass_create("My Pass", state);
-
-               /* Create a shadingGroup using a function in draw_common.c or 
custom one */
-               /*
-                * stl->g_data->group = 
shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
-                * -- or --
-                * stl->g_data->group = 
DRW_shgroup_create(e_data.custom_shader, psl->pass);
-                */
-               stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, 
psl->pass);
+               /* Solid bones */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH 
| DRW_STATE_DEPTH_LESS;
+               psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
+       }
 
-               /* Uniforms need a pointer to it's value so be sure it's 
accessible at
-                * any given time (i.e. use static vars) */
-               static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
-               DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1);
+       {
+               /* Wire bones */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH 
| DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+               psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
        }
 
+       {
+               /* Non Meshes Pass (Camera, empties, lamps ...) */
+               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH 
| DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
+               psl->relationship = DRW_pass_create("Bone Relationship Pass", 
state);
+
+               /* Relationship Lines */
+               stl->g_data->relationship_lines = 
shgroup_dynlines_uniform_color(psl->relationship, ts.colorWire);
+               DRW_shgroup_state_enable(stl->g_data->relationship_lines, 
DRW_STATE_STIPPLE_3);
+       }
 }
 
 /* Add geometry to shadingGroups. Execute for each objects */
@@ -167,70 +108,49 @@ static void POSE_cache_populate(void *vedata, Object *ob)
 {
        POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
        POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
-
-       UNUSED_VARS(psl, stl);
+       const DRWContextState *draw_ctx = DRW_context_state_get();
+       SceneLayer *sl = draw_ctx->sl;
 
        /* In the future this will allow us to implement face manipulators,
-        * and similar functionalities. For now however, this is getting
-        * on the way of using pose mode, so disabling it. */
-#if 0
-       if (ob->type == OB_MESH) {
-               /* Get geometry cache */
-               struct Batch *geom = DRW_cache_mesh_surface_get(ob);
-
-               /* Add geom to a shading group */
-               DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat);
+        * and similar functionalities. For now we handle only pose bones. */
+
+       if (ob->type == OB_ARMATURE) {
+               if (DRW_pose_mode_armature(ob, OBACT_NEW)) {
+                       DRW_shgroup_armature_pose(
+                                               ob, psl->bone_solid, 
psl->bone_wire,
+                                               
stl->g_data->relationship_lines);
+               }
        }
-#else
-       UNUSED_VARS(ob);
-#endif
 }
 
-/* Optional: Post-cache_populate callback */
-static void POSE_cache_finish(void *vedata)
+/**
+ * Return true if armature should be handled by the pose mode engine.
+ */
+bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
 {
-       POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
-       POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
+       /* Pode armature is handled by pose mode engine. */
+       if ((ob == active_ob) && ((ob->mode & OB_MODE_POSE) != 0)) {
+               return true;
+       }
 
-       /* Do something here! dependant on the objects gathered */
-       UNUSED_VARS(psl, stl);
+       /* Armature parent is also handled by pose mode engine. */
+       if ((active_ob != NULL) && ((active_ob->mode & OB_MODE_WEIGHT_PAINT) != 
0)) {
+               if (active_ob->parent == ob) {
+                       return true;
+               }
+       }
+
+       return false;
 }
 
 /* Draw time ! Control rendering pipeline from here */
 static void POSE_draw_scene(void *vedata)
 {
-
        POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
-       POSE_FramebufferList *fbl = ((POSE_Data *)vedata)->fbl;
-
-       /* Default framebuffer and texture */
-       DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
-       DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
-       UNUSED_VARS(fbl, dfbl, dtxl);
-
-       /* Show / hide entire passes, swap framebuffers ... whatever you fancy 
*/
-       /*
-        * DRW_framebuffer_texture_detach(dtxl->depth);
-        * DRW_framebuffer_bind(fbl->custom_fb);
-        * DRW_draw_pass(psl->pass);
-        * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
-        * DRW_framebuffer_bind(dfbl->default_fb);
-        */
 
-       /* ... or just render passes on default framebuffer. */
-       DRW_draw_pass(psl->pass);
-
-       /* If you changed framebuffer, double check you rebind
-        * the default one with its textures attached before finishing */
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void POSE_engine_free(void)
-{
-       // DRW_SHADER_FREE_SAFE(custom_shader);
+       DRW_draw_pass(psl->bone_wire);
+       DRW_draw_pass(psl->bone_solid);
+       DRW_draw_pass(psl->relationship);
 }
 
 /* Create collection settings here.
@@ -248,9 +168,7 @@ static void POSE_engine_free(void)
 void POSE_collection_settings_create(CollectionEngineSettings *ces)
 {
        BLI_assert(ces);
-       

@@ Diff output truncated at 10240 characters. @@

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