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blender-archive/source/blender/editors/sculpt_paint/paint_cursor.c

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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.
*
* The Original Code is Copyright (C) 2009 by Nicholas Bishop
* All rights reserved.
*/
/** \file
* \ingroup edsculpt
*/
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_task.h"
#include "BLI_utildefines.h"
#include "DNA_brush_types.h"
#include "DNA_customdata_types.h"
#include "DNA_color_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "BKE_brush.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_image.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_colortools.h"
#include "BKE_object.h"
#include "WM_api.h"
#include "wm_cursors.h"
#include "IMB_imbuf_types.h"
#include "ED_view3d.h"
#include "DEG_depsgraph.h"
#include "GPU_draw.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "UI_resources.h"
#include "paint_intern.h"
/* still needed for sculpt_stroke_get_location, should be
* removed eventually (TODO) */
#include "sculpt_intern.h"
/* TODOs:
*
* Some of the cursor drawing code is doing non-draw stuff
* (e.g. updating the brush rake angle). This should be cleaned up
* still.
*
* There is also some ugliness with sculpt-specific code.
*/
typedef struct TexSnapshot {
GLuint overlay_texture;
int winx;
int winy;
int old_size;
float old_zoom;
bool old_col;
} TexSnapshot;
typedef struct CursorSnapshot {
GLuint overlay_texture;
int size;
int zoom;
int curve_preset;
} CursorSnapshot;
static TexSnapshot primary_snap = {0};
static TexSnapshot secondary_snap = {0};
static CursorSnapshot cursor_snap = {0};
/* Delete overlay cursor textures to preserve memory and invalidate all overlay flags. */
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void paint_cursor_delete_textures(void)
{
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if (primary_snap.overlay_texture) {
glDeleteTextures(1, &primary_snap.overlay_texture);
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}
if (secondary_snap.overlay_texture) {
glDeleteTextures(1, &secondary_snap.overlay_texture);
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}
if (cursor_snap.overlay_texture) {
glDeleteTextures(1, &cursor_snap.overlay_texture);
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}
memset(&primary_snap, 0, sizeof(TexSnapshot));
memset(&secondary_snap, 0, sizeof(TexSnapshot));
memset(&cursor_snap, 0, sizeof(CursorSnapshot));
BKE_paint_invalidate_overlay_all();
}
static int same_tex_snap(TexSnapshot *snap, MTex *mtex, ViewContext *vc, bool col, float zoom)
{
return (/* make brush smaller shouldn't cause a resample */
//(mtex->brush_map_mode != MTEX_MAP_MODE_VIEW ||
//(BKE_brush_size_get(vc->scene, brush) <= snap->BKE_brush_size_get)) &&
(mtex->brush_map_mode != MTEX_MAP_MODE_TILED ||
(vc->ar->winx == snap->winx && vc->ar->winy == snap->winy)) &&
(mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL || snap->old_zoom == zoom) &&
snap->old_col == col);
}
static void make_tex_snap(TexSnapshot *snap, ViewContext *vc, float zoom)
{
snap->old_zoom = zoom;
snap->winx = vc->ar->winx;
snap->winy = vc->ar->winy;
}
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typedef struct LoadTexData {
Brush *br;
ViewContext *vc;
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MTex *mtex;
GLubyte *buffer;
bool col;
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struct ImagePool *pool;
int size;
float rotation;
float radius;
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} LoadTexData;
static void load_tex_task_cb_ex(void *__restrict userdata,
const int j,
const TaskParallelTLS *__restrict tls)
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{
LoadTexData *data = userdata;
Brush *br = data->br;
ViewContext *vc = data->vc;
MTex *mtex = data->mtex;
GLubyte *buffer = data->buffer;
const bool col = data->col;
struct ImagePool *pool = data->pool;
const int size = data->size;
const float rotation = data->rotation;
const float radius = data->radius;
bool convert_to_linear = false;
struct ColorSpace *colorspace = NULL;
if (mtex->tex && mtex->tex->type == TEX_IMAGE && mtex->tex->ima) {
ImBuf *tex_ibuf = BKE_image_pool_acquire_ibuf(mtex->tex->ima, &mtex->tex->iuser, pool);
/* For consistency, sampling always returns color in linear space. */
if (tex_ibuf && tex_ibuf->rect_float == NULL) {
convert_to_linear = true;
colorspace = tex_ibuf->rect_colorspace;
}
BKE_image_pool_release_ibuf(mtex->tex->ima, tex_ibuf, pool);
}
for (int i = 0; i < size; i++) {
/* Largely duplicated from tex_strength. */
int index = j * size + i;
float x = (float)i / size;
float y = (float)j / size;
float len;
if (mtex->brush_map_mode == MTEX_MAP_MODE_TILED) {
x *= vc->ar->winx / radius;
y *= vc->ar->winy / radius;
}
else {
x = (x - 0.5f) * 2.0f;
y = (y - 0.5f) * 2.0f;
}
len = sqrtf(x * x + y * y);
if (ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_TILED, MTEX_MAP_MODE_STENCIL) || len <= 1.0f) {
/* It is probably worth optimizing for those cases where the texture is not rotated by
* skipping the calls to atan2, sqrtf, sin, and cos. */
if (mtex->tex && (rotation > 0.001f || rotation < -0.001f)) {
const float angle = atan2f(y, x) + rotation;
x = len * cosf(angle);
y = len * sinf(angle);
}
if (col) {
float rgba[4];
paint_get_tex_pixel_col(
mtex, x, y, rgba, pool, tls->thread_id, convert_to_linear, colorspace);
buffer[index * 4] = rgba[0] * 255;
buffer[index * 4 + 1] = rgba[1] * 255;
buffer[index * 4 + 2] = rgba[2] * 255;
buffer[index * 4 + 3] = rgba[3] * 255;
}
else {
float avg = paint_get_tex_pixel(mtex, x, y, pool, tls->thread_id);
avg += br->texture_sample_bias;
/* Clamp to avoid precision overflow. */
CLAMP(avg, 0.0f, 1.0f);
buffer[index] = 255 - (GLubyte)(255 * avg);
}
}
else {
if (col) {
buffer[index * 4] = 0;
buffer[index * 4 + 1] = 0;
buffer[index * 4 + 2] = 0;
buffer[index * 4 + 3] = 0;
}
else {
buffer[index] = 0;
}
}
}
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}
static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool primary)
{
bool init;
TexSnapshot *target;
MTex *mtex = (primary) ? &br->mtex : &br->mask_mtex;
ePaintOverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags();
GLubyte *buffer = NULL;
int size;
bool refresh;
ePaintOverlayControlFlags invalid =
((primary) ? (overlay_flags & PAINT_OVERLAY_INVALID_TEXTURE_PRIMARY) :
(overlay_flags & PAINT_OVERLAY_INVALID_TEXTURE_SECONDARY));
target = (primary) ? &primary_snap : &secondary_snap;
refresh = !target->overlay_texture || (invalid != 0) ||
!same_tex_snap(target, mtex, vc, col, zoom);
init = (target->overlay_texture != 0);
if (refresh) {
struct ImagePool *pool = NULL;
/* Stencil is rotated later. */
const float rotation = (mtex->brush_map_mode != MTEX_MAP_MODE_STENCIL) ? -mtex->rot : 0.0f;
const float radius = BKE_brush_size_get(vc->scene, br) * zoom;
make_tex_snap(target, vc, zoom);
if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
int s = BKE_brush_size_get(vc->scene, br);
int r = 1;
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for (s >>= 1; s > 0; s >>= 1) {
r++;
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}
size = (1 << r);
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if (size < 256) {
size = 256;
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}
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if (size < target->old_size) {
size = target->old_size;
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}
}
else {
size = 512;
}
if (target->old_size != size) {
if (target->overlay_texture) {
glDeleteTextures(1, &target->overlay_texture);
target->overlay_texture = 0;
}
init = false;
target->old_size = size;
}
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if (col) {
buffer = MEM_mallocN(sizeof(GLubyte) * size * size * 4, "load_tex");
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}
else {
buffer = MEM_mallocN(sizeof(GLubyte) * size * size, "load_tex");
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}
pool = BKE_image_pool_new();
if (mtex->tex && mtex->tex->nodetree) {
/* Has internal flag to detect it only does it once. */
ntreeTexBeginExecTree(mtex->tex->nodetree);
}
LoadTexData data = {
.br = br,
.vc = vc,
.mtex = mtex,
.buffer = buffer,
.col = col,
.pool = pool,
.size = size,
.rotation = rotation,
.radius = radius,
};
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
BLI_task_parallel_range(0, size, &data, load_tex_task_cb_ex, &settings);
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if (mtex->tex && mtex->tex->nodetree) {
ntreeTexEndExecTree(mtex->tex->nodetree->execdata);
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}
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if (pool) {
BKE_image_pool_free(pool);
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}
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if (!target->overlay_texture) {
glGenTextures(1, &target->overlay_texture);
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}
}
else {
size = target->old_size;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, target->overlay_texture);
if (refresh) {
GLenum format = col ? GL_RGBA : GL_RED;
GLenum internalformat = col ? GL_RGBA8 : GL_R8;
if (!init || (target->old_col != col)) {
glTexImage2D(
GL_TEXTURE_2D, 0, internalformat, size, size, 0, format, GL_UNSIGNED_BYTE, buffer);
}
else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, format, GL_UNSIGNED_BYTE, buffer);
}
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if (buffer) {
MEM_freeN(buffer);
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}
target->old_col = col;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
BKE_paint_reset_overlay_invalid(invalid);
return 1;
}
static void load_tex_cursor_task_cb(void *__restrict userdata,
const int j,
const TaskParallelTLS *__restrict UNUSED(tls))
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{
LoadTexData *data = userdata;
Brush *br = data->br;
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GLubyte *buffer = data->buffer;
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const int size = data->size;
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for (int i = 0; i < size; i++) {
/* Largely duplicated from tex_strength. */
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const int index = j * size + i;
const float x = (((float)i / size) - 0.5f) * 2.0f;
const float y = (((float)j / size) - 0.5f) * 2.0f;
const float len = sqrtf(x * x + y * y);
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if (len <= 1.0f) {
/* Falloff curve. */
float avg = BKE_brush_curve_strength_clamped(br, len, 1.0f);
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buffer[index] = (GLubyte)(255 * avg);
}
else {
buffer[index] = 0;
}
}
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}
static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom)
{
bool init;
ePaintOverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags();
GLubyte *buffer = NULL;
int size;
const bool refresh = !cursor_snap.overlay_texture ||
(overlay_flags & PAINT_OVERLAY_INVALID_CURVE) || cursor_snap.zoom != zoom ||
cursor_snap.curve_preset != br->curve_preset;
init = (cursor_snap.overlay_texture != 0);
if (refresh) {
int s, r;
cursor_snap.zoom = zoom;
s = BKE_brush_size_get(vc->scene, br);
r = 1;
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for (s >>= 1; s > 0; s >>= 1) {
r++;
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}
size = (1 << r);
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if (size < 256) {
size = 256;
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}
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if (size < cursor_snap.size) {
size = cursor_snap.size;
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}
if (cursor_snap.size != size) {
if (cursor_snap.overlay_texture) {
glDeleteTextures(1, &cursor_snap.overlay_texture);
cursor_snap.overlay_texture = 0;
}
init = false;
cursor_snap.size = size;
}
buffer = MEM_mallocN(sizeof(GLubyte) * size * size, "load_tex");
BKE_curvemapping_initialize(br->curve);
LoadTexData data = {
.br = br,
.buffer = buffer,
.size = size,
};
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
BLI_task_parallel_range(0, size, &data, load_tex_cursor_task_cb, &settings);
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if (!cursor_snap.overlay_texture) {
glGenTextures(1, &cursor_snap.overlay_texture);
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}
}
else {
size = cursor_snap.size;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, cursor_snap.overlay_texture);
if (refresh) {
if (!init) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size, size, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
}
else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RED, GL_UNSIGNED_BYTE, buffer);
}
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if (buffer) {
MEM_freeN(buffer);
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}
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
cursor_snap.curve_preset = br->curve_preset;
BKE_paint_reset_overlay_invalid(PAINT_OVERLAY_INVALID_CURVE);
return 1;
}
static int project_brush_radius(ViewContext *vc, float radius, const float location[3])
{
float view[3], nonortho[3], ortho[3], offset[3], p1[2], p2[2];
ED_view3d_global_to_vector(vc->rv3d, location, view);
/* Create a vector that is not orthogonal to view. */
if (fabsf(view[0]) < 0.1f) {
nonortho[0] = view[0] + 1.0f;
nonortho[1] = view[1];
nonortho[2] = view[2];
}
else if (fabsf(view[1]) < 0.1f) {
nonortho[0] = view[0];
nonortho[1] = view[1] + 1.0f;
nonortho[2] = view[2];
}
else {
nonortho[0] = view[0];
nonortho[1] = view[1];
nonortho[2] = view[2] + 1.0f;
}
/* Get a vector in the plane of the view. */
cross_v3_v3v3(ortho, nonortho, view);
normalize_v3(ortho);
/* Make a point on the surface of the brush tangent to the view. */
mul_v3_fl(ortho, radius);
add_v3_v3v3(offset, location, ortho);
/* Project the center of the brush, and the tangent point to the view onto the screen. */
if ((ED_view3d_project_float_global(vc->ar, location, p1, V3D_PROJ_TEST_NOP) ==
V3D_PROJ_RET_OK) &&
(ED_view3d_project_float_global(vc->ar, offset, p2, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK)) {
/* The distance between these points is the size of the projected brush in pixels. */
return len_v2v2(p1, p2);
}
else {
/* Assert because the code that sets up the vectors should disallow this. */
BLI_assert(0);
return 0;
}
}
static bool sculpt_get_brush_geometry(bContext *C,
ViewContext *vc,
int x,
int y,
int *pixel_radius,
float location[3],
UnifiedPaintSettings *ups)
{
Scene *scene = CTX_data_scene(C);
Paint *paint = BKE_paint_get_active_from_context(C);
float mouse[2];
bool hit = false;
mouse[0] = x;
mouse[1] = y;
if (vc->obact->sculpt && vc->obact->sculpt->pbvh) {
if (!ups->stroke_active) {
hit = SCULPT_stroke_get_location(C, location, mouse);
}
else {
hit = ups->last_hit;
copy_v3_v3(location, ups->last_location);
}
}
if (hit) {
Brush *brush = BKE_paint_brush(paint);
*pixel_radius = project_brush_radius(
vc, BKE_brush_unprojected_radius_get(scene, brush), location);
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if (*pixel_radius == 0) {
*pixel_radius = BKE_brush_size_get(scene, brush);
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}
mul_m4_v3(vc->obact->obmat, location);
}
else {
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
Brush *brush = BKE_paint_brush(&sd->paint);
*pixel_radius = BKE_brush_size_get(scene, brush);
}
return hit;
}
/* Draw an overlay that shows what effect the brush's texture will
* have on brush strength. */
static bool paint_draw_tex_overlay(UnifiedPaintSettings *ups,
Brush *brush,
ViewContext *vc,
int x,
int y,
float zoom,
bool col,
bool primary)
{
rctf quad;
/* Check for overlay mode. */
MTex *mtex = (primary) ? &brush->mtex : &brush->mask_mtex;
bool valid = ((primary) ? (brush->overlay_flags & BRUSH_OVERLAY_PRIMARY) != 0 :
(brush->overlay_flags & BRUSH_OVERLAY_SECONDARY) != 0);
int overlay_alpha = (primary) ? brush->texture_overlay_alpha : brush->mask_overlay_alpha;
if (!(mtex->tex) ||
!((mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL) ||
(valid && ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_VIEW, MTEX_MAP_MODE_TILED)))) {
return false;
}
if (load_tex(brush, vc, zoom, col, primary)) {
GPU_blend(true);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDepthFunc(GL_ALWAYS);
if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
GPU_matrix_push();
/* Brush rotation. */
GPU_matrix_translate_2f(x, y);
GPU_matrix_rotate_2d(-RAD2DEGF(primary ? ups->brush_rotation : ups->brush_rotation_sec));
GPU_matrix_translate_2f(-x, -y);
/* Scale based on tablet pressure. */
if (primary && ups->stroke_active && BKE_brush_use_size_pressure(brush)) {
const float scale = ups->size_pressure_value;
GPU_matrix_translate_2f(x, y);
GPU_matrix_scale_2f(scale, scale);
GPU_matrix_translate_2f(-x, -y);
}
if (ups->draw_anchored) {
quad.xmin = ups->anchored_initial_mouse[0] - ups->anchored_size;
quad.ymin = ups->anchored_initial_mouse[1] - ups->anchored_size;
quad.xmax = ups->anchored_initial_mouse[0] + ups->anchored_size;
quad.ymax = ups->anchored_initial_mouse[1] + ups->anchored_size;
}
else {
const int radius = BKE_brush_size_get(vc->scene, brush) * zoom;
quad.xmin = x - radius;
quad.ymin = y - radius;
quad.xmax = x + radius;
quad.ymax = y + radius;
}
}
else if (mtex->brush_map_mode == MTEX_MAP_MODE_TILED) {
quad.xmin = 0;
quad.ymin = 0;
quad.xmax = BLI_rcti_size_x(&vc->ar->winrct);
quad.ymax = BLI_rcti_size_y(&vc->ar->winrct);
}
/* Stencil code goes here. */
else {
if (primary) {
quad.xmin = -brush->stencil_dimension[0];
quad.ymin = -brush->stencil_dimension[1];
quad.xmax = brush->stencil_dimension[0];
quad.ymax = brush->stencil_dimension[1];
}
else {
quad.xmin = -brush->mask_stencil_dimension[0];
quad.ymin = -brush->mask_stencil_dimension[1];
quad.xmax = brush->mask_stencil_dimension[0];
quad.ymax = brush->mask_stencil_dimension[1];
}
GPU_matrix_push();
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if (primary) {
GPU_matrix_translate_2fv(brush->stencil_pos);
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}
else {
GPU_matrix_translate_2fv(brush->mask_stencil_pos);
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}
GPU_matrix_rotate_2d(RAD2DEGF(mtex->rot));
}
/* Set quad color. Colored overlay does not get blending. */
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texCoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (col) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, overlay_alpha * 0.01f);
}
else {
GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA_COLOR);
immUniformColor3fvAlpha(U.sculpt_paint_overlay_col, overlay_alpha * 0.01f);
}
/* Draw textured quad. */
immUniform1i("image", 0);
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr2f(texCoord, 0.0f, 0.0f);
immVertex2f(pos, quad.xmin, quad.ymin);
immAttr2f(texCoord, 1.0f, 0.0f);
immVertex2f(pos, quad.xmax, quad.ymin);
immAttr2f(texCoord, 1.0f, 1.0f);
immVertex2f(pos, quad.xmax, quad.ymax);
immAttr2f(texCoord, 0.0f, 1.0f);
immVertex2f(pos, quad.xmin, quad.ymax);
immEnd();
immUnbindProgram();
GPU_blend_set_func(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
if (ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_STENCIL, MTEX_MAP_MODE_VIEW)) {
GPU_matrix_pop();
}
}
return true;
}
/* Draw an overlay that shows what effect the brush's texture will
* have on brush strength. */
static bool paint_draw_cursor_overlay(
UnifiedPaintSettings *ups, Brush *brush, ViewContext *vc, int x, int y, float zoom)
{
rctf quad;
/* Check for overlay mode. */
if (!(brush->overlay_flags & BRUSH_OVERLAY_CURSOR)) {
return false;
}
if (load_tex_cursor(brush, vc, zoom)) {
bool do_pop = false;
float center[2];
GPU_blend(true);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDepthFunc(GL_ALWAYS);
if (ups->draw_anchored) {
copy_v2_v2(center, ups->anchored_initial_mouse);
quad.xmin = ups->anchored_initial_mouse[0] - ups->anchored_size;
quad.ymin = ups->anchored_initial_mouse[1] - ups->anchored_size;
quad.xmax = ups->anchored_initial_mouse[0] + ups->anchored_size;
quad.ymax = ups->anchored_initial_mouse[1] + ups->anchored_size;
}
else {
const int radius = BKE_brush_size_get(vc->scene, brush) * zoom;
center[0] = x;
center[1] = y;
quad.xmin = x - radius;
quad.ymin = y - radius;
quad.xmax = x + radius;
quad.ymax = y + radius;
}
/* Scale based on tablet pressure. */
if (ups->stroke_active && BKE_brush_use_size_pressure(brush)) {
do_pop = true;
GPU_matrix_push();
GPU_matrix_translate_2fv(center);
GPU_matrix_scale_1f(ups->size_pressure_value);
GPU_matrix_translate_2f(-center[0], -center[1]);
}
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texCoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA_COLOR);
immUniformColor3fvAlpha(U.sculpt_paint_overlay_col, brush->cursor_overlay_alpha * 0.01f);
/* Draw textured quad. */
/* Draw textured quad. */
immUniform1i("image", 0);
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr2f(texCoord, 0.0f, 0.0f);
immVertex2f(pos, quad.xmin, quad.ymin);
immAttr2f(texCoord, 1.0f, 0.0f);
immVertex2f(pos, quad.xmax, quad.ymin);
immAttr2f(texCoord, 1.0f, 1.0f);
immVertex2f(pos, quad.xmax, quad.ymax);
immAttr2f(texCoord, 0.0f, 1.0f);
immVertex2f(pos, quad.xmin, quad.ymax);
immEnd();
immUnbindProgram();
GPU_blend_set_func(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
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if (do_pop) {
GPU_matrix_pop();
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}
}
return true;
}
static bool paint_draw_alpha_overlay(UnifiedPaintSettings *ups,
Brush *brush,
ViewContext *vc,
int x,
int y,
float zoom,
ePaintMode mode)
{
/* Color means that primary brush texture is colored and
* secondary is used for alpha/mask control. */
bool col = ELEM(mode, PAINT_MODE_TEXTURE_3D, PAINT_MODE_TEXTURE_2D, PAINT_MODE_VERTEX);
bool alpha_overlay_active = false;
ePaintOverlayControlFlags flags = BKE_paint_get_overlay_flags();
gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_BLEND_BIT);
/* Translate to region. */
GPU_matrix_push();
GPU_matrix_translate_2f(vc->ar->winrct.xmin, vc->ar->winrct.ymin);
x -= vc->ar->winrct.xmin;
y -= vc->ar->winrct.ymin;
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/* Colored overlay should be drawn separately. */
if (col) {
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if (!(flags & PAINT_OVERLAY_OVERRIDE_PRIMARY)) {
alpha_overlay_active = paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, true, true);
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}
if (!(flags & PAINT_OVERLAY_OVERRIDE_SECONDARY)) {
alpha_overlay_active = paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, false, false);
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}
if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR)) {
alpha_overlay_active = paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom);
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}
}
else {
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if (!(flags & PAINT_OVERLAY_OVERRIDE_PRIMARY) && (mode != PAINT_MODE_WEIGHT)) {
alpha_overlay_active = paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, false, true);
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}
if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR)) {
alpha_overlay_active = paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom);
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}
}
GPU_matrix_pop();
gpuPopAttr();
return alpha_overlay_active;
}
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BLI_INLINE void draw_tri_point(unsigned int pos,
const float sel_col[4],
float pivot_col[4],
float *co,
float width,
bool selected)
{
immUniformColor4fv(selected ? sel_col : pivot_col);
GPU_line_width(3.0f);
float w = width / 2.0f;
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const float tri[3][2] = {
{co[0], co[1] + w},
{co[0] - w, co[1] - w},
{co[0] + w, co[1] - w},
};
immBegin(GPU_PRIM_LINE_LOOP, 3);
immVertex2fv(pos, tri[0]);
immVertex2fv(pos, tri[1]);
immVertex2fv(pos, tri[2]);
immEnd();
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
GPU_line_width(1.0f);
immBegin(GPU_PRIM_LINE_LOOP, 3);
immVertex2fv(pos, tri[0]);
immVertex2fv(pos, tri[1]);
immVertex2fv(pos, tri[2]);
immEnd();
}
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BLI_INLINE void draw_rect_point(unsigned int pos,
const float sel_col[4],
float handle_col[4],
float *co,
float width,
bool selected)
{
immUniformColor4fv(selected ? sel_col : handle_col);
GPU_line_width(3.0f);
float w = width / 2.0f;
float minx = co[0] - w;
float miny = co[1] - w;
float maxx = co[0] + w;
float maxy = co[1] + w;
imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
GPU_line_width(1.0f);
imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy);
}
BLI_INLINE void draw_bezier_handle_lines(unsigned int pos, float sel_col[4], BezTriple *bez)
{
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
GPU_line_width(3.0f);
immBegin(GPU_PRIM_LINE_STRIP, 3);
immVertex2fv(pos, bez->vec[0]);
immVertex2fv(pos, bez->vec[1]);
immVertex2fv(pos, bez->vec[2]);
immEnd();
GPU_line_width(1.0f);
if (bez->f1 || bez->f2) {
immUniformColor4fv(sel_col);
}
else {
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
}
immBegin(GPU_PRIM_LINES, 2);
immVertex2fv(pos, bez->vec[0]);
immVertex2fv(pos, bez->vec[1]);
immEnd();
if (bez->f3 || bez->f2) {
immUniformColor4fv(sel_col);
}
else {
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
}
immBegin(GPU_PRIM_LINES, 2);
immVertex2fv(pos, bez->vec[1]);
immVertex2fv(pos, bez->vec[2]);
immEnd();
}
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static void paint_draw_curve_cursor(Brush *brush, ViewContext *vc)
{
GPU_matrix_push();
GPU_matrix_translate_2f(vc->ar->winrct.xmin, vc->ar->winrct.ymin);
if (brush->paint_curve && brush->paint_curve->points) {
int i;
PaintCurve *pc = brush->paint_curve;
PaintCurvePoint *cp = pc->points;
GPU_line_smooth(true);
GPU_blend(true);
/* Draw the bezier handles and the curve segment between the current and next point. */
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
float selec_col[4], handle_col[4], pivot_col[4];
UI_GetThemeColorType4fv(TH_VERTEX_SELECT, SPACE_VIEW3D, selec_col);
UI_GetThemeColorType4fv(TH_PAINT_CURVE_HANDLE, SPACE_VIEW3D, handle_col);
UI_GetThemeColorType4fv(TH_PAINT_CURVE_PIVOT, SPACE_VIEW3D, pivot_col);
for (i = 0; i < pc->tot_points - 1; i++, cp++) {
int j;
PaintCurvePoint *cp_next = cp + 1;
float data[(PAINT_CURVE_NUM_SEGMENTS + 1) * 2];
/* Use color coding to distinguish handles vs curve segments. */
draw_bezier_handle_lines(pos, selec_col, &cp->bez);
draw_tri_point(pos, selec_col, pivot_col, &cp->bez.vec[1][0], 10.0f, cp->bez.f2);
draw_rect_point(
pos, selec_col, handle_col, &cp->bez.vec[0][0], 8.0f, cp->bez.f1 || cp->bez.f2);
draw_rect_point(
pos, selec_col, handle_col, &cp->bez.vec[2][0], 8.0f, cp->bez.f3 || cp->bez.f2);
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for (j = 0; j < 2; j++) {
BKE_curve_forward_diff_bezier(cp->bez.vec[1][j],
cp->bez.vec[2][j],
cp_next->bez.vec[0][j],
cp_next->bez.vec[1][j],
data + j,
PAINT_CURVE_NUM_SEGMENTS,
sizeof(float[2]));
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}
float(*v)[2] = (float(*)[2])data;
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
GPU_line_width(3.0f);
immBegin(GPU_PRIM_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
for (j = 0; j <= PAINT_CURVE_NUM_SEGMENTS; j++) {
immVertex2fv(pos, v[j]);
}
immEnd();
immUniformColor4f(0.9f, 0.9f, 1.0f, 0.5f);
GPU_line_width(1.0f);
immBegin(GPU_PRIM_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
for (j = 0; j <= PAINT_CURVE_NUM_SEGMENTS; j++) {
immVertex2fv(pos, v[j]);
}
immEnd();
}
/* Draw last line segment. */
draw_bezier_handle_lines(pos, selec_col, &cp->bez);
draw_tri_point(pos, selec_col, pivot_col, &cp->bez.vec[1][0], 10.0f, cp->bez.f2);
draw_rect_point(
pos, selec_col, handle_col, &cp->bez.vec[0][0], 8.0f, cp->bez.f1 || cp->bez.f2);
draw_rect_point(
pos, selec_col, handle_col, &cp->bez.vec[2][0], 8.0f, cp->bez.f3 || cp->bez.f2);
GPU_blend(false);
GPU_line_smooth(false);
immUnbindProgram();
}
GPU_matrix_pop();
}
/* Special actions taken when paint cursor goes over mesh */
/* TODO: sculpt only for now. */
static void paint_cursor_on_hit(UnifiedPaintSettings *ups,
Brush *brush,
ViewContext *vc,
const float location[3])
{
float unprojected_radius, projected_radius;
/* Update the brush's cached 3D radius. */
if (!BKE_brush_use_locked_size(vc->scene, brush)) {
/* Get 2D brush radius. */
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if (ups->draw_anchored) {
projected_radius = ups->anchored_size;
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}
else {
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if (brush->flag & BRUSH_ANCHORED) {
projected_radius = 8;
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}
else {
projected_radius = BKE_brush_size_get(vc->scene, brush);
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}
}
/* Convert brush radius from 2D to 3D. */
unprojected_radius = paint_calc_object_space_radius(vc, location, projected_radius);
/* Scale 3D brush radius by pressure. */
if (ups->stroke_active && BKE_brush_use_size_pressure(brush)) {
unprojected_radius *= ups->size_pressure_value;
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}
/* Set cached value in either Brush or UnifiedPaintSettings. */
BKE_brush_unprojected_radius_set(vc->scene, brush, unprojected_radius);
}
}
static bool ommit_cursor_drawing(Paint *paint, ePaintMode mode, Brush *brush)
{
if (paint->flags & PAINT_SHOW_BRUSH) {
if (ELEM(mode, PAINT_MODE_TEXTURE_2D, PAINT_MODE_TEXTURE_3D) &&
brush->imagepaint_tool == PAINT_TOOL_FILL) {
return true;
}
return false;
}
return true;
}
static void cursor_draw_point_screen_space(const uint gpuattr,
const ARegion *ar,
const float true_location[3],
const float obmat[4][4],
const int size)
{
float translation_vertex_cursor[3], location[3];
copy_v3_v3(location, true_location);
mul_m4_v3(obmat, location);
ED_view3d_project(ar, location, translation_vertex_cursor);
/* Do not draw points behind the view. Z [near, far] is mapped to [-1, 1]. */
if (translation_vertex_cursor[2] <= 1.0f) {
imm_draw_circle_fill_3d(
gpuattr, translation_vertex_cursor[0], translation_vertex_cursor[1], size, 10);
}
}
static void cursor_draw_tiling_preview(const uint gpuattr,
const ARegion *ar,
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const float true_location[3],
Sculpt *sd,
Object *ob,
const float radius)
{
BoundBox *bb = BKE_object_boundbox_get(ob);
float orgLoc[3], location[3];
int tile_pass = 0;
int start[3];
int end[3];
int cur[3];
const float *bbMin = bb->vec[0];
const float *bbMax = bb->vec[6];
const float *step = sd->paint.tile_offset;
copy_v3_v3(orgLoc, true_location);
for (int dim = 0; dim < 3; dim++) {
if ((sd->paint.symmetry_flags & (PAINT_TILE_X << dim)) && step[dim] > 0) {
start[dim] = (bbMin[dim] - orgLoc[dim] - radius) / step[dim];
end[dim] = (bbMax[dim] - orgLoc[dim] + radius) / step[dim];
}
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else {
start[dim] = end[dim] = 0;
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}
}
copy_v3_v3_int(cur, start);
for (cur[0] = start[0]; cur[0] <= end[0]; cur[0]++) {
for (cur[1] = start[1]; cur[1] <= end[1]; cur[1]++) {
for (cur[2] = start[2]; cur[2] <= end[2]; cur[2]++) {
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if (!cur[0] && !cur[1] && !cur[2]) {
/* Skip tile at orgLoc, this was already handled before all others. */
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continue;
}
tile_pass++;
for (int dim = 0; dim < 3; dim++) {
location[dim] = cur[dim] * step[dim] + orgLoc[dim];
}
cursor_draw_point_screen_space(gpuattr, ar, location, ob->obmat, 3);
}
}
}
}
static void cursor_draw_point_with_symmetry(const uint gpuattr,
const ARegion *ar,
const float true_location[3],
Sculpt *sd,
Object *ob,
const float radius)
{
const char symm = sd->paint.symmetry_flags & PAINT_SYMM_AXIS_ALL;
float location[3], symm_rot_mat[4][4];
for (int i = 0; i <= symm; i++) {
if (i == 0 || (symm & i && (symm != 5 || i != 3) && (symm != 6 || (i != 3 && i != 5)))) {
/* Axis Symmetry. */
flip_v3_v3(location, true_location, (char)i);
cursor_draw_point_screen_space(gpuattr, ar, location, ob->obmat, 3);
/* Tiling. */
cursor_draw_tiling_preview(gpuattr, ar, location, sd, ob, radius);
/* Radial Symmetry. */
for (char raxis = 0; raxis < 3; raxis++) {
for (int r = 1; r < sd->radial_symm[raxis]; r++) {
float angle = 2 * M_PI * r / sd->radial_symm[(int)raxis];
flip_v3_v3(location, true_location, (char)i);
unit_m4(symm_rot_mat);
rotate_m4(symm_rot_mat, raxis + 'X', angle);
mul_m4_v3(symm_rot_mat, location);
cursor_draw_tiling_preview(gpuattr, ar, location, sd, ob, radius);
cursor_draw_point_screen_space(gpuattr, ar, location, ob->obmat, 3);
}
}
}
}
}
static void sculpt_geometry_preview_lines_draw(const uint gpuattr, SculptSession *ss)
{
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.6f);
/* Cursor normally draws on top, but for this part we need depth tests. */
const bool depth_test = GPU_depth_test_enabled();
if (!depth_test) {
GPU_depth_test(true);
}
GPU_line_width(1.0f);
if (ss->preview_vert_index_count > 0) {
immBegin(GPU_PRIM_LINES, ss->preview_vert_index_count);
for (int i = 0; i < ss->preview_vert_index_count; i++) {
immVertex3fv(gpuattr, SCULPT_vertex_co_get(ss, ss->preview_vert_index_list[i]));
}
immEnd();
}
/* Restore depth test value. */
if (!depth_test) {
GPU_depth_test(false);
}
}
static bool paint_use_2d_cursor(ePaintMode mode)
{
if (mode >= PAINT_MODE_TEXTURE_3D) {
return true;
}
return false;
}
static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
{
ARegion *ar = CTX_wm_region(C);
if (ar && ar->regiontype != RGN_TYPE_WINDOW) {
return;
}
Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
Scene *scene = CTX_data_scene(C);
UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings;
Paint *paint = BKE_paint_get_active_from_context(C);
Brush *brush = BKE_paint_brush(paint);
ePaintMode mode = BKE_paintmode_get_active_from_context(C);
/* 2d or 3d painting? */
const bool use_2d_cursor = paint_use_2d_cursor(mode);
/* check that brush drawing is enabled */
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if (ommit_cursor_drawing(paint, mode, brush)) {
return;
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}
/* Can't use stroke vc here because this will be called during
* mouse over too, not just during a stroke. */
ViewContext vc;
ED_view3d_viewcontext_init(C, &vc, depsgraph);
if (vc.rv3d && (vc.rv3d->rflag & RV3D_NAVIGATING)) {
return;
}
/* Skip everything and draw brush here. */
if (brush->flag & BRUSH_CURVE) {
paint_draw_curve_cursor(brush, &vc);
return;
}
float zoomx, zoomy;
get_imapaint_zoom(C, &zoomx, &zoomy);
zoomx = max_ff(zoomx, zoomy);
/* Set various defaults. */
const float *outline_col = brush->add_col;
const float outline_alpha = brush->add_col[3];
float translation[2] = {x, y};
float final_radius = (BKE_brush_size_get(scene, brush) * zoomx);
/* Don't calculate rake angles while a stroke is active because the rake variables are global
* and we may get interference with the stroke itself.
* For line strokes, such interference is visible. */
if (!ups->stroke_active) {
paint_calculate_rake_rotation(ups, brush, translation);
}
/* Draw overlay. */
bool alpha_overlay_active = paint_draw_alpha_overlay(ups, brush, &vc, x, y, zoomx, mode);
if (ups->draw_anchored) {
final_radius = ups->anchored_size;
copy_v2_fl2(translation,
ups->anchored_initial_mouse[0] + ar->winrct.xmin,
ups->anchored_initial_mouse[1] + ar->winrct.ymin);
}
/* Make lines pretty. */
GPU_line_width(2.0f);
/* TODO: also set blend mode? */
GPU_blend(true);
GPU_line_smooth(true);
if (use_2d_cursor) {
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fvAlpha(outline_col, outline_alpha);
/* Draw brush outline. */
if (ups->stroke_active && BKE_brush_use_size_pressure(brush)) {
imm_draw_circle_wire_2d(
pos, translation[0], translation[1], final_radius * ups->size_pressure_value, 40);
/* Outer at half alpha. */
immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f);
}
GPU_line_width(1.0f);
imm_draw_circle_wire_2d(pos, translation[0], translation[1], final_radius, 40);
}
else {
/* 3D Painting. */
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* TODO: as sculpt and other paint modes are unified, this
* special mode of drawing will go away. */
Object *obact = vc.obact;
SculptSession *ss = obact ? obact->sculpt : NULL;
if ((mode == PAINT_MODE_SCULPT) && ss) {
float location[3];
int pixel_radius;
/* Test if brush is over the mesh. */
bool hit = sculpt_get_brush_geometry(C, &vc, x, y, &pixel_radius, location, ups);
if (BKE_brush_use_locked_size(scene, brush)) {
BKE_brush_size_set(scene, brush, pixel_radius);
}
/* Check if brush is subtracting, use different color then */
/* TODO: no way currently to know state of pen flip or
* invert key modifier without starting a stroke. */
if (((ups->draw_inverted == 0) ^ ((brush->flag & BRUSH_DIR_IN) == 0)) &&
BKE_brush_sculpt_has_secondary_color(brush)) {
outline_col = brush->sub_col;
}
/* Only do if brush is over the mesh. */
if (hit) {
paint_cursor_on_hit(ups, brush, &vc, location);
}
}
immUniformColor3fvAlpha(outline_col, outline_alpha);
if (ups->stroke_active && BKE_brush_use_size_pressure(brush) && mode != PAINT_MODE_SCULPT) {
imm_draw_circle_wire_3d(
pos, translation[0], translation[1], final_radius * ups->size_pressure_value, 40);
/* Outer at half alpha. */
immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f);
}
/* Only sculpt mode cursor for now. */
/* Disable for PBVH_GRIDS. */
bool is_multires = ss && ss->pbvh && BKE_pbvh_type(ss->pbvh) == PBVH_GRIDS;
SculptCursorGeometryInfo gi;
float mouse[2] = {x - ar->winrct.xmin, y - ar->winrct.ymin};
int prev_active_vertex_index = -1;
bool is_cursor_over_mesh = false;
/* Update the active vertex. */
if ((mode == PAINT_MODE_SCULPT) && ss && !ups->stroke_active) {
prev_active_vertex_index = ss->active_vertex_index;
is_cursor_over_mesh = SCULPT_cursor_geometry_info_update(
C, &gi, mouse, (brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE));
}
/* Use special paint crosshair cursor in all paint modes. */
wmWindow *win = CTX_wm_window(C);
WM_cursor_set(win, WM_CURSOR_PAINT);
if ((mode == PAINT_MODE_SCULPT) && ss &&
(brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE)) {
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
if (!ups->stroke_active) {
bool update_previews = false;
if (is_cursor_over_mesh && !alpha_overlay_active) {
if (prev_active_vertex_index != ss->active_vertex_index) {
update_previews = true;
}
float rds;
if (!BKE_brush_use_locked_size(scene, brush)) {
rds = paint_calc_object_space_radius(
&vc, gi.location, BKE_brush_size_get(scene, brush));
}
else {
rds = BKE_brush_unprojected_radius_get(scene, brush);
}
wmViewport(&ar->winrct);
/* Draw 3D active vertex preview with symmetry. */
if (len_v3v3(gi.active_vertex_co, gi.location) < rds) {
cursor_draw_point_with_symmetry(pos, ar, gi.active_vertex_co, sd, vc.obact, rds);
}
/* Draw pose brush origins. */
if (brush->sculpt_tool == SCULPT_TOOL_POSE) {
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f);
/* Just after switching to the Pose Brush, the active vertex can be the same and the
* cursor won't be tagged to update, so always initialize the preview chain if it is
* null before drawing it. */
if (update_previews || !ss->pose_ik_chain_preview) {
BKE_sculpt_update_object_for_edit(depsgraph, vc.obact, true, false);
/* Free the previous pose brush preview. */
if (ss->pose_ik_chain_preview) {
SCULPT_pose_ik_chain_free(ss->pose_ik_chain_preview);
}
/* Generate a new pose brush preview from the current cursor location. */
ss->pose_ik_chain_preview = SCULPT_pose_ik_chain_init(
sd, vc.obact, ss, brush, gi.location, rds);
}
/* Draw the pose brush rotation origins. */
for (int i = 0; i < ss->pose_ik_chain_preview->tot_segments; i++) {
cursor_draw_point_screen_space(pos,
ar,
ss->pose_ik_chain_preview->segments[i].initial_orig,
vc.obact->obmat,
3);
}
}
/* Draw 3D brush cursor. */
GPU_matrix_push_projection();
ED_view3d_draw_setup_view(CTX_wm_window(C),
CTX_data_depsgraph_pointer(C),
CTX_data_scene(C),
ar,
CTX_wm_view3d(C),
NULL,
NULL,
NULL);
float cursor_trans[4][4], cursor_rot[4][4];
float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f};
float quat[4];
copy_m4_m4(cursor_trans, vc.obact->obmat);
translate_m4(cursor_trans, gi.location[0], gi.location[1], gi.location[2]);
rotation_between_vecs_to_quat(quat, z_axis, gi.normal);
quat_to_mat4(cursor_rot, quat);
GPU_matrix_push();
GPU_matrix_mul(cursor_trans);
GPU_matrix_mul(cursor_rot);
immUniformColor3fvAlpha(outline_col, outline_alpha);
GPU_line_width(2.0f);
imm_draw_circle_wire_3d(pos, 0, 0, rds, 80);
GPU_line_width(1.0f);
immUniformColor3fvAlpha(outline_col, outline_alpha * 0.5f);
imm_draw_circle_wire_3d(pos, 0, 0, rds * clamp_f(brush->alpha, 0.0f, 1.0f), 80);
GPU_matrix_pop();
/* Cloth brush simulation areas. */
if (brush->sculpt_tool == SCULPT_TOOL_CLOTH) {
GPU_matrix_push();
const float white[3] = {1.0f, 1.0f, 1.0f};
SCULPT_cloth_simulation_limits_draw(
pos, brush, vc.obact->obmat, gi.location, gi.normal, rds, 1.0f, white, 0.25f);
GPU_matrix_pop();
}
/* Update and draw dynamic mesh preview lines. */
GPU_matrix_push();
GPU_matrix_mul(vc.obact->obmat);
if (brush->sculpt_tool == SCULPT_TOOL_GRAB && (brush->flag & BRUSH_GRAB_ACTIVE_VERTEX) &&
!is_multires) {
if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES && ss->deform_modifiers_active) {
SCULPT_geometry_preview_lines_update(C, ss, rds);
sculpt_geometry_preview_lines_draw(pos, ss);
}
}
/* Draw pose brush line preview. */
if (brush->sculpt_tool == SCULPT_TOOL_POSE) {
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.8f);
GPU_line_width(2.0f);
immBegin(GPU_PRIM_LINES, ss->pose_ik_chain_preview->tot_segments * 2);
for (int i = 0; i < ss->pose_ik_chain_preview->tot_segments; i++) {
immVertex3fv(pos, ss->pose_ik_chain_preview->segments[i].initial_orig);
immVertex3fv(pos, ss->pose_ik_chain_preview->segments[i].initial_head);
}
immEnd();
}
GPU_matrix_pop();
GPU_matrix_pop_projection();
wmWindowViewport(win);
}
else {
/* Draw default cursor when the mouse is not over the mesh or there are no supported
* overlays active. */
GPU_line_width(1.0f);
/* Reduce alpha to increase the contrast when the cursor is over the mesh. */
immUniformColor3fvAlpha(outline_col, outline_alpha * 0.8);
imm_draw_circle_wire_3d(pos, translation[0], translation[1], final_radius, 80);
immUniformColor3fvAlpha(outline_col, outline_alpha * 0.35f);
imm_draw_circle_wire_3d(pos,
translation[0],
translation[1],
final_radius * clamp_f(brush->alpha, 0.0f, 1.0f),
80);
}
}
else {
if (vc.obact->sculpt->cache && !vc.obact->sculpt->cache->first_time) {
wmViewport(&ar->winrct);
/* Draw cached dynamic mesh preview lines. */
if (brush->sculpt_tool == SCULPT_TOOL_GRAB && (brush->flag & BRUSH_GRAB_ACTIVE_VERTEX) &&
!is_multires) {
if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES && ss->deform_modifiers_active) {
GPU_matrix_push_projection();
ED_view3d_draw_setup_view(CTX_wm_window(C),
CTX_data_depsgraph_pointer(C),
CTX_data_scene(C),
ar,
CTX_wm_view3d(C),
NULL,
NULL,
NULL);
GPU_matrix_push();
GPU_matrix_mul(vc.obact->obmat);
sculpt_geometry_preview_lines_draw(pos, ss);
GPU_matrix_pop();
GPU_matrix_pop_projection();
}
}
if (brush->sculpt_tool == SCULPT_TOOL_MULTIPLANE_SCRAPE &&
brush->flag2 & BRUSH_MULTIPLANE_SCRAPE_PLANES_PREVIEW && !ss->cache->first_time) {
GPU_matrix_push_projection();
ED_view3d_draw_setup_view(CTX_wm_window(C),
CTX_data_depsgraph_pointer(C),
CTX_data_scene(C),
ar,
CTX_wm_view3d(C),
NULL,
NULL,
NULL);
GPU_matrix_push();
GPU_matrix_mul(vc.obact->obmat);
SCULPT_multiplane_scrape_preview_draw(pos, ss, outline_col, outline_alpha);
GPU_matrix_pop();
GPU_matrix_pop_projection();
}
if (brush->sculpt_tool == SCULPT_TOOL_CLOTH && !ss->cache->first_time) {
GPU_matrix_push_projection();
ED_view3d_draw_setup_view(CTX_wm_window(C),
CTX_data_depsgraph_pointer(C),
CTX_data_scene(C),
ar,
CTX_wm_view3d(C),
NULL,
NULL,
NULL);
/* Plane falloff preview */
if (brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_PLANE) {
GPU_matrix_push();
GPU_matrix_mul(vc.obact->obmat);
SCULPT_cloth_plane_falloff_preview_draw(pos, ss, outline_col, outline_alpha);
GPU_matrix_pop();
}
/* Display the simulation limits if sculpting outside them. */
/* This does not makes much sense of plane fallof as the fallof is infinte. */
else if (brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_RADIAL) {
if (len_v3v3(ss->cache->true_location, ss->cache->true_initial_location) >
ss->cache->radius * (1.0f + brush->cloth_sim_limit)) {
const float red[3] = {1.0f, 0.2f, 0.2f};
GPU_matrix_push();
SCULPT_cloth_simulation_limits_draw(pos,
brush,
vc.obact->obmat,
ss->cache->true_initial_location,
ss->cache->true_initial_normal,
ss->cache->radius,
2.0f,
red,
0.8f);
GPU_matrix_pop();
}
}
GPU_matrix_pop_projection();
}
wmWindowViewport(win);
}
}
}
else {
/* Draw default cursor in unsupported modes. */
GPU_line_width(1.0f);
imm_draw_circle_wire_3d(pos, translation[0], translation[1], final_radius, 40);
}
}
immUnbindProgram();
/* Restore GL state. */
GPU_blend(false);
GPU_line_smooth(false);
}
/* Public API */
2018-07-02 11:47:00 +02:00
void paint_cursor_start(bContext *C, bool (*poll)(bContext *C))
{
Paint *p = BKE_paint_get_active_from_context(C);
if (p && !p->paint_cursor) {
p->paint_cursor = WM_paint_cursor_activate(
CTX_wm_manager(C), SPACE_TYPE_ANY, RGN_TYPE_ANY, poll, paint_draw_cursor, NULL);
}
/* Invalidate the paint cursors. */
BKE_paint_invalidate_overlay_all();
}
2018-07-02 11:47:00 +02:00
void paint_cursor_start_explicit(Paint *p, wmWindowManager *wm, bool (*poll)(bContext *C))
{
if (p && !p->paint_cursor) {
p->paint_cursor = WM_paint_cursor_activate(
wm, SPACE_TYPE_ANY, RGN_TYPE_ANY, poll, paint_draw_cursor, NULL);
}
}