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blender-archive/source/blender/draw/intern/draw_view.c

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/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
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/** \file blender/draw/intern/draw_view.c
* \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_transform.h"
#include "ED_view3d.h"
#include "GPU_draw.h"
#include "GPU_shader.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "WM_types.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_unit.h"
#include "DRW_render.h"
#include "view3d_intern.h"
#include "draw_view.h"
/* ******************** region info ***************** */
void DRW_draw_region_info(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
int offset;
DRW_draw_cursor();
offset = DRW_draw_region_engine_info_offset();
view3d_draw_region_info(draw_ctx->evil_C, ar, offset);
if (offset > 0) {
DRW_draw_region_engine_info();
}
}
/* ************************* Grid ************************** */
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static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
{
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
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* x0 is gridline 0, the axis in screen space
* Area covers [0 .. max) pixels */
int first = (int)ceil(-x0 / dx);
int last = (int)floor((max - x0) / dx);
if (first <= last) {
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*r_first = first;
*r_count = last - first + 1;
}
else {
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*r_first = 0;
*r_count = 0;
}
}
static int gridline_count(ARegion *ar, double x0, double y0, double dx)
{
/* x0 & y0 establish the "phase" of the grid within this 2D region
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* dx is the frequency, shared by x & y directions
* pass in dx of smallest (highest precision) grid we want to draw */
int first, x_ct, y_ct;
gridline_range(x0, dx, ar->winx, &first, &x_ct);
gridline_range(y0, dx, ar->winy, &first, &y_ct);
int total_ct = x_ct + y_ct;
return total_ct;
}
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static bool drawgrid_draw(
ARegion *ar, double x0, double y0, double dx, int skip_mod,
unsigned pos, unsigned col, GLubyte col_value[3])
{
/* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
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* always skip exact x0 & y0 axes; they will be drawn later in color
*
* set grid color once, just before the first line is drawn
* it's harmless to set same color for every line, or every vertex
* but if no lines are drawn, color must not be set! */
const float x_max = (float)ar->winx;
const float y_max = (float)ar->winy;
int first, ct;
int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
int lines_skipped_for_next_unit = 0;
/* draw vertical lines */
gridline_range(x0, dx, x_max, &first, &ct);
for (int i = first; i < first + ct; ++i) {
if (i == 0)
continue;
else if (skip_mod && (i % skip_mod) == 0) {
++lines_skipped_for_next_unit;
continue;
}
if (x_ct == 0)
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
float x = (float)(x0 + i * dx);
immVertex2f(pos, x, 0.0f);
immVertex2f(pos, x, y_max);
++x_ct;
}
/* draw horizontal lines */
gridline_range(y0, dx, y_max, &first, &ct);
for (int i = first; i < first + ct; ++i) {
if (i == 0)
continue;
else if (skip_mod && (i % skip_mod) == 0) {
++lines_skipped_for_next_unit;
continue;
}
if (x_ct + y_ct == 0)
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
float y = (float)(y0 + i * dx);
immVertex2f(pos, 0.0f, y);
immVertex2f(pos, x_max, y);
++y_ct;
}
return lines_skipped_for_next_unit > 0;
}
#define GRID_MIN_PX_D 6.0
#define GRID_MIN_PX_F 6.0f
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
RegionView3D *rv3d = ar->regiondata;
double fx = rv3d->persmat[3][0];
double fy = rv3d->persmat[3][1];
double fw = rv3d->persmat[3][3];
const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
const double wy = 0.5 * ar->winy;
double x = wx * fx / fw;
double y = wy * fy / fw;
double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 };
mul_m4_v4d(rv3d->persmat, vec4);
fx = vec4[0];
fy = vec4[1];
fw = vec4[3];
double dx = fabs(x - wx * fx / fw);
if (dx == 0) dx = fabs(y - wy * fy / fw);
x += wx;
y += wy;
/* now x, y, and dx have their final values
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* (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
* dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
glLineWidth(1.0f);
#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
glDepthMask(GL_FALSE); /* disable write in zbuffer */
#endif
Gwn_VertFormat *format = immVertexFormat();
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uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
unsigned char col[3], col2[3];
UI_GetThemeColor3ubv(TH_GRID, col);
if (unit->system) {
const void *usys;
int len;
bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
bool first = true;
if (usys) {
int i = len;
while (i--) {
double scalar = bUnit_GetScaler(usys, i);
double dx_scalar = dx * scalar / (double)unit->scale_length;
if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
/* very very small grid items are less useful when dealing with units */
continue;
}
if (first) {
first = false;
/* Store the smallest drawn grid size units name so users know how big each grid cell is */
*grid_unit = bUnit_GetNameDisplay(usys, i);
rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
int gridline_ct = gridline_count(ar, x, y, dx_scalar);
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
immBegin(GWN_PRIM_LINES, gridline_ct * 2);
}
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
/* tweak to have the fade a bit nicer */
blend_fac = (blend_fac * blend_fac) * 2.0f;
CLAMP(blend_fac, 0.3f, 1.0f);
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar);
if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2))
break;
}
}
}
else {
const double sublines = v3d->gridsubdiv;
const float sublines_fl = v3d->gridsubdiv;
int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1;
}
}
}
else {
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if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) {
grids_to_draw = 1;
}
}
}
}
int gridline_ct = gridline_count(ar, x, y, dx);
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
immBegin(GWN_PRIM_LINES, gridline_ct * 2);
if (grids_to_draw == 2) {
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2);
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if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2)) {
drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col);
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}
}
else if (grids_to_draw == 1) {
drawgrid_draw(ar, x, y, dx, 0, pos, color, col);
}
}
/* draw visible axes */
/* horizontal line */
if (0 <= y && y < ar->winy) {
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X');
immAttrib3ub(color, col2[0], col2[1], col2[2]);
immVertex2f(pos, 0.0f, y);
immVertex2f(pos, (float)ar->winx, y);
}
/* vertical line */
if (0 <= x && x < ar->winx) {
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z');
immAttrib3ub(color, col2[0], col2[1], col2[2]);
immVertex2f(pos, x, 0.0f);
immVertex2f(pos, x, (float)ar->winy);
}
immEnd();
drawgrid_cleanup:
immUnbindProgram();
#if 0 /* depth write is left enabled above */
glDepthMask(GL_TRUE); /* enable write in zbuffer */
#endif
}
#undef DEBUG_GRID
#undef GRID_MIN_PX_D
#undef GRID_MIN_PX_F
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static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
{
/* draw only if there is something to draw */
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
/* draw how many lines?
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* trunc(v3d->gridlines / 2) * 4
* + 2 for xy axes (possibly with special colors)
* + 1 for z axis (the only line not in xy plane)
* even v3d->gridlines are honored, odd rounded down */
const int gridlines = v3d->gridlines / 2;
const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
const float grid = gridlines * grid_scale;
const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1;
bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
unsigned char col_grid[3], col_axis[3];
glLineWidth(1.0f);
UI_GetThemeColor3ubv(TH_GRID, col_grid);
if (show_floor) {
const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
const int sublines = v3d->gridsubdiv;
unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
Gwn_VertFormat *format = immVertexFormat();
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uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(GWN_PRIM_LINES, vertex_ct);
/* draw normal grid lines */
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
for (int a = 1; a <= gridlines; a++) {
/* skip emphasised divider lines */
if (a % sublines != 0) {
const float line = a * grid_scale;
immAttrib3ubv(color, col_grid_light);
immVertex2f(pos, -grid, -line);
immVertex2f(pos, +grid, -line);
immVertex2f(pos, -grid, +line);
immVertex2f(pos, +grid, +line);
immVertex2f(pos, -line, -grid);
immVertex2f(pos, -line, +grid);
immVertex2f(pos, +line, -grid);
immVertex2f(pos, +line, +grid);
}
}
/* draw emphasised grid lines */
UI_GetThemeColor3ubv(TH_BACK, col_bg);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
(col_grid[0] + col_grid[1] + col_grid[2] + 30 >
col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10);
if (sublines <= gridlines) {
immAttrib3ubv(color, col_grid_emphasise);
for (int a = sublines; a <= gridlines; a += sublines) {
const float line = a * grid_scale;
immVertex2f(pos, -grid, -line);
immVertex2f(pos, +grid, -line);
immVertex2f(pos, -grid, +line);
immVertex2f(pos, +grid, +line);
immVertex2f(pos, -line, -grid);
immVertex2f(pos, -line, +grid);
immVertex2f(pos, +line, -grid);
immVertex2f(pos, +line, +grid);
}
}
/* draw X axis */
if (show_axis_x) {
show_axis_x = false; /* drawing now, won't need to draw later */
UI_make_axis_color(col_grid, col_axis, 'X');
immAttrib3ubv(color, col_axis);
}
else
immAttrib3ubv(color, col_grid_emphasise);
immVertex2f(pos, -grid, 0.0f);
immVertex2f(pos, +grid, 0.0f);
/* draw Y axis */
if (show_axis_y) {
show_axis_y = false; /* drawing now, won't need to draw later */
UI_make_axis_color(col_grid, col_axis, 'Y');
immAttrib3ubv(color, col_axis);
}
else
immAttrib3ubv(color, col_grid_emphasise);
immVertex2f(pos, 0.0f, -grid);
immVertex2f(pos, 0.0f, +grid);
immEnd();
immUnbindProgram();
/* done with XY plane */
}
if (show_axis_x || show_axis_y || show_axis_z) {
/* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
Gwn_VertFormat *format = immVertexFormat();
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uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(GWN_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
if (show_axis_x) {
UI_make_axis_color(col_grid, col_axis, 'X');
immAttrib3ubv(color, col_axis);
immVertex3f(pos, -grid, 0.0f, 0.0f);
immVertex3f(pos, +grid, 0.0f, 0.0f);
}
if (show_axis_y) {
UI_make_axis_color(col_grid, col_axis, 'Y');
immAttrib3ubv(color, col_axis);
immVertex3f(pos, 0.0f, -grid, 0.0f);
immVertex3f(pos, 0.0f, +grid, 0.0f);
}
if (show_axis_z) {
UI_make_axis_color(col_grid, col_axis, 'Z');
immAttrib3ubv(color, col_axis);
immVertex3f(pos, 0.0f, 0.0f, -grid);
immVertex3f(pos, 0.0f, 0.0f, +grid);
}
immEnd();
immUnbindProgram();
}
}
}
void DRW_draw_grid(void)
{
/* TODO viewport
* Missing is the flags to check whether to draw it
* for now now we are using the flags in v3d itself.
*
* Also for now always assume depth is there, so we
* draw on top of it.
*/
/**
* Calculate pixel-size factor once, is used for lamps and object centers.
* Used by #ED_view3d_pixel_size and typically not accessed directly.
*
* \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value,
* passed to #RE_SetPixelSize, in ortho mode this is compatible with this value,
* but in perspective mode its offset by the near-clip.
*
* 'RegionView3D.pixsize' is used for viewport drawing, not rendering.
*/
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
ARegion *ar = draw_ctx->ar;
RegionView3D *rv3d = draw_ctx->rv3d;
const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
const char *grid_unit = NULL;
/* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
* objects if done last
* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views.
*/
rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit);
glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
if (!draw_floor) {
/* Do not get in front of overlays */
glDepthMask(GL_FALSE);
ED_region_pixelspace(ar);
*(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
drawgrid(&scene->unit, ar, v3d, &grid_unit);
gpuLoadProjectionMatrix(rv3d->winmat);
gpuLoadMatrix(rv3d->viewmat);
}
else {
glDepthMask(GL_TRUE);
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drawfloor(scene, v3d, &grid_unit);
}
}
/* ************************* Background ************************** */
void DRW_draw_background(void)
{
/* Just to make sure */
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilMask(0xFF);
if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
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float m[4][4];
unit_m4(m);
/* Gradient background Color */
glDisable(GL_DEPTH_TEST);
Gwn_VertFormat *format = immVertexFormat();
unsigned pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
unsigned color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
unsigned char col_hi[3], col_lo[3];
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gpuPushMatrix();
gpuLoadIdentity();
gpuLoadProjectionMatrix(m);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib3ubv(color, col_lo);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
immAttrib3ubv(color, col_hi);
immVertex2f(pos, 1.0f, 1.0f);
immVertex2f(pos, -1.0f, 1.0f);
immEnd();
immUnbindProgram();
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gpuPopMatrix();
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
}
else {
/* Solid background Color */
UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
}
/* **************************** 3D Cursor ******************************** */
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
{
Object *ob = OBACT(view_layer);
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View3D *v3d = draw_ctx->v3d;
if ((v3d->flag2 & V3D_RENDER_OVERRIDE) > 0 || (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 (ob && 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(ob) != 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;
}
return true;
}
void DRW_draw_cursor(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
ARegion *ar = draw_ctx->ar;
Scene *scene = draw_ctx->scene;
ViewLayer *view_layer = draw_ctx->view_layer;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
if (is_cursor_visible(draw_ctx, scene, view_layer)) {
int co[2];
const View3DCursor *cursor = ED_view3d_cursor3d_get(scene, v3d);
if (ED_view3d_project_int_global(
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ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
{
RegionView3D *rv3d = ar->regiondata;
/* Draw nice Anti Aliased cursor. */
glLineWidth(1.0f);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
float eps = 1e-5f;
rv3d->viewquat[0] = -rv3d->viewquat[0];
const bool is_aligned = compare_v4v4(cursor->rotation, rv3d->viewquat, eps);
rv3d->viewquat[0] = -rv3d->viewquat[0];
/* Draw lines */
if (is_aligned == false) {
uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor3(TH_VIEW_OVERLAY);
immBegin(GWN_PRIM_LINES, 12);
const float scale = ED_view3d_pixel_size(rv3d, cursor->location) * 20;
#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); \
}
for (int axis = 0; axis < 3; axis++) {
float axis_vec[3] = {0};
axis_vec[axis] = scale;
mul_qt_v3(cursor->rotation, axis_vec);
CURSOR_EDGE(axis_vec, axis, +);
CURSOR_EDGE(axis_vec, axis, -);
}
#undef CURSOR_VERT
#undef CURSOR_EDGE
immEnd();
immUnbindProgram();
}
ED_region_pixelspace(ar);
gpuTranslate2f(co[0] + 0.5f, co[1] + 0.5f);
gpuScale2f(U.widget_unit, U.widget_unit);
Gwn_Batch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
GWN_batch_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
GWN_batch_draw(cursor_batch);
}
}
}
/* **************************** 3D Manipulator ******************************** */
void DRW_draw_manipulator_3d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
v3d->zbuf = false;
ARegion *ar = draw_ctx->ar;
/* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */
/* TODO depth culling manipulators is not yet supported, just drawing _3D here, should
* later become _IN_SCENE (and draw _3D separate) */
WM_manipulatormap_draw(
ar->manipulator_map, draw_ctx->evil_C,
WM_MANIPULATORMAP_DRAWSTEP_3D);
}
void DRW_draw_manipulator_2d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
v3d->zbuf = false;
ARegion *ar = draw_ctx->ar;
WM_manipulatormap_draw(
ar->manipulator_map, draw_ctx->evil_C,
WM_MANIPULATORMAP_DRAWSTEP_2D);
glDepthMask(GL_TRUE);
}