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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
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* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*
* Contains dynamic drawing using immediate mode
*/
#include "DNA_brush_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "UI_resources.h"
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11 07:59:48 +02:00
#include "UI_view2d.h"
#include "WM_types.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "view3d_intern.h"
#include "draw_manager.h"
/* ******************** region info ***************** */
void DRW_draw_region_info(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
DRW_draw_cursor();
view3d_draw_region_info(draw_ctx->evil_C, region);
}
/* **************************** 3D Cursor ******************************** */
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
{
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View3D *v3d = draw_ctx->v3d;
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
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return false;
}
/* don't draw cursor in paint modes, but with a few exceptions */
if (draw_ctx->object_mode & OB_MODE_ALL_PAINT) {
/* exception: object is in weight paint and has deforming armature in pose mode */
if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
if (BKE_object_pose_armature_get(draw_ctx->obact) != NULL) {
return true;
}
}
/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
else if (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) {
const Paint *p = BKE_paint_get_active(scene, view_layer);
if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
return true;
}
}
}
/* no exception met? then don't draw cursor! */
return false;
}
if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
/* grease pencil hide always in some modes */
return false;
}
return true;
}
void DRW_draw_cursor(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
Scene *scene = draw_ctx->scene;
ViewLayer *view_layer = draw_ctx->view_layer;
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
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GPU_depth_test(GPU_DEPTH_NONE);
if (is_cursor_visible(draw_ctx, scene, view_layer)) {
int co[2];
/* Get cursor data into quaternion form */
const View3DCursor *cursor = &scene->cursor;
if (ED_view3d_project_int_global(
region, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) ==
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V3D_PROJ_RET_OK) {
RegionView3D *rv3d = region->regiondata;
float cursor_quat[4];
BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);
/* Draw nice Anti Aliased cursor. */
GPU_line_width(1.0f);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_smooth(true);
float eps = 1e-5f;
rv3d->viewquat[0] = -rv3d->viewquat[0];
bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
if (is_aligned == false) {
float tquat[4];
rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
is_aligned = tquat[0] - eps < -1.0f;
}
rv3d->viewquat[0] = -rv3d->viewquat[0];
/* Draw lines */
if (is_aligned == false) {
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor3(TH_VIEW_OVERLAY);
immBegin(GPU_PRIM_LINES, 12);
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const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) *
U.widget_unit;
#define CURSOR_VERT(axis_vec, axis, fac) \
immVertex3f(pos, \
cursor->location[0] + axis_vec[0] * (fac), \
cursor->location[1] + axis_vec[1] * (fac), \
cursor->location[2] + axis_vec[2] * (fac))
#define CURSOR_EDGE(axis_vec, axis, sign) \
{ \
CURSOR_VERT(axis_vec, axis, sign 1.0f); \
CURSOR_VERT(axis_vec, axis, sign 0.25f); \
} \
((void)0)
for (int axis = 0; axis < 3; axis++) {
float axis_vec[3] = {0};
axis_vec[axis] = scale;
mul_qt_v3(cursor_quat, axis_vec);
CURSOR_EDGE(axis_vec, axis, +);
CURSOR_EDGE(axis_vec, axis, -);
}
#undef CURSOR_VERT
#undef CURSOR_EDGE
immEnd();
immUnbindProgram();
}
float original_proj[4][4];
GPU_matrix_projection_get(original_proj);
GPU_matrix_push();
ED_region_pixelspace(region);
GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
}
}
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11 07:59:48 +02:00
/* -------------------------------------------------------------------- */
/** \name 2D Cursor
* \{ */
static bool is_cursor_visible_2d(const DRWContextState *draw_ctx)
{
SpaceInfo *space_data = (SpaceInfo *)draw_ctx->space_data;
if (space_data == NULL) {
return false;
}
if (space_data->spacetype != SPACE_IMAGE) {
return false;
}
SpaceImage *sima = (SpaceImage *)space_data;
if (sima->mode != SI_MODE_UV) {
return false;
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11 07:59:48 +02:00
}
return (sima->overlay.flag & SI_OVERLAY_SHOW_OVERLAYS) != 0;
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11 07:59:48 +02:00
}
void DRW_draw_cursor_2d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
GPU_depth_test(GPU_DEPTH_NONE);
if (is_cursor_visible_2d(draw_ctx)) {
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
int co[2];
UI_view2d_view_to_region(&region->v2d, sima->cursor[0], sima->cursor[1], &co[0], &co[1]);
/* Draw nice Anti Aliased cursor. */
GPU_line_width(1.0f);
GPU_blend(GPU_BLEND_ALPHA);
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11 07:59:48 +02:00
GPU_line_smooth(true);
/* Draw lines */
float original_proj[4][4];
GPU_matrix_projection_get(original_proj);
GPU_matrix_push();
ED_region_pixelspace(region);
GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
GPUBatch *cursor_batch = DRW_cache_cursor_get(true);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
GPU_blend(GPU_BLEND_NONE);
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11 07:59:48 +02:00
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
}
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/** \} */
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11 07:59:48 +02:00
/* **************************** 3D Gizmo ******************************** */
void DRW_draw_gizmo_3d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
/* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
/* TODO depth culling gizmos is not yet supported, just drawing _3D here, should
* later become _IN_SCENE (and draw _3D separate) */
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_3D);
}
void DRW_draw_gizmo_2d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
GPU_depth_mask(true);
}