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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 "WM_api.h"
#include "IMB_imbuf_types.h"
#include "ED_view3d.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;
} 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 ParallelRangeTLS *__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;
eOverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags();
GLubyte *buffer = NULL;
int size;
bool refresh;
eOverlayControlFlags 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,
};
ParallelRangeSettings 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 ParallelRangeTLS *__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) {
float avg = BKE_brush_curve_strength_clamped(br, len, 1.0f); /* Falloff curve */
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buffer[index] = 255 - (GLubyte)(255 * avg);
}
else {
buffer[index] = 0;
}
}
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}
static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom)
{
bool init;
eOverlayControlFlags 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;
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");
curvemapping_initialize(br->curve);
LoadTexData data = {
.br = br,
.buffer = buffer,
.size = size,
};
ParallelRangeSettings 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);
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 {
BLI_assert(0); /* assert because the code that sets up the vectors should disallow this */
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 void 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;
}
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(vc->scene, 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();
}
}
}
/* Draw an overlay that shows what effect the brush's texture will
* have on brush strength */
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static void 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;
}
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(vc->scene, 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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}
}
}
static void 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);
eOverlayControlFlags 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)) {
paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, true, true);
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}
if (!(flags & PAINT_OVERLAY_OVERRIDE_SECONDARY)) {
paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, false, false);
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}
if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR)) {
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)) {
paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, false, true);
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}
if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR)) {
paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom);
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}
}
GPU_matrix_pop();
gpuPopAttr();
}
BLI_INLINE void draw_tri_point(
unsigned int pos, 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;
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();
}
BLI_INLINE void draw_rect_point(
unsigned int pos, 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 */
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if (ups->stroke_active && BKE_brush_use_size_pressure(vc->scene, 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 paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
{
Scene *scene = CTX_data_scene(C);
ARegion *ar = CTX_wm_region(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);
/* 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);
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 = 0.5f;
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 */
paint_draw_alpha_overlay(ups, brush, &vc, x, y, zoomx, mode);
/* TODO: as sculpt and other paint modes are unified, this
* special mode of drawing will go away */
if ((mode == PAINT_MODE_SCULPT) && vc.obact->sculpt) {
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);
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if (BKE_brush_use_locked_size(scene, brush)) {
BKE_brush_size_set(scene, brush, pixel_radius);
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}
/* 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 */
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if (hit) {
paint_cursor_on_hit(ups, brush, &vc, location);
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}
}
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(1.0f);
GPU_blend(true); /* TODO: also set blend mode? */
GPU_line_smooth(true);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* set brush color */
immUniformColor3fvAlpha(outline_col, outline_alpha);
/* draw brush outline */
if (ups->stroke_active && BKE_brush_use_size_pressure(scene, brush)) {
/* inner at full alpha */
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);
}
imm_draw_circle_wire_2d(pos, translation[0], translation[1], final_radius, 40);
immUnbindProgram();
/* restore GL state */
GPU_blend(false);
GPU_line_smooth(false);
}
/* Public API */
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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();
}
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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);
}
}