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blender-archive/source/blender/draw/engines/overlay/overlay_edit_text.cc
Sergey Sharybin f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00

220 lines
7.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "UI_resources.h"
#include "BKE_vfont.h"
#include "DNA_curve_types.h"
#include "overlay_private.hh"
void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
DRWShadingGroup *grp;
GPUShader *sh;
DRWState state;
pd->edit_curve.show_handles = v3d->overlay.handle_display != CURVE_HANDLE_NONE;
pd->edit_curve.handle_display = v3d->overlay.handle_display;
pd->shdata.edit_curve_normal_length = v3d->overlay.normals_length;
/* Run Twice for in-front passes. */
for (int i = 0; i < 2; i++) {
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH;
state |= ((i == 0) ? DRW_STATE_DEPTH_LESS_EQUAL : DRW_STATE_DEPTH_ALWAYS);
DRW_PASS_CREATE(psl->edit_text_wire_ps[i], state | pd->clipping_state);
sh = OVERLAY_shader_uniform_color();
pd->edit_text_wire_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_text_wire_ps[i]);
DRW_shgroup_uniform_vec4_copy(grp, "ucolor", G_draw.block.color_wire);
}
{
/* Cursor (text caret). */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->edit_text_cursor_ps, state | pd->clipping_state);
sh = OVERLAY_shader_uniform_color();
pd->edit_text_cursor_grp = grp = DRW_shgroup_create(sh, psl->edit_text_cursor_ps);
DRW_shgroup_uniform_vec4(grp, "ucolor", pd->edit_text.cursor_color, 1);
/* Selection boxes. */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->edit_text_selection_ps, state | pd->clipping_state);
sh = OVERLAY_shader_uniform_color();
pd->edit_text_selection_grp = grp = DRW_shgroup_create(sh, psl->edit_text_selection_ps);
DRW_shgroup_uniform_vec4(grp, "ucolor", pd->edit_text.selection_color, 1);
/* Highlight text within selection boxes. */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_DEPTH_GREATER_EQUAL |
pd->clipping_state;
DRW_PASS_INSTANCE_CREATE(psl->edit_text_highlight_ps, psl->edit_text_selection_ps, state);
}
{
/* Create view which will render everything (hopefully) behind the text geometry. */
DRWView *default_view = (DRWView *)DRW_view_default_get();
pd->view_edit_text = DRW_view_create_with_zoffset(default_view, draw_ctx->rv3d, -5.0f);
}
}
/* Use 2D quad corners to create a matrix that set
* a [-1..1] quad at the right position. */
static void v2_quad_corners_to_mat4(const float corners[4][2], float r_mat[4][4])
{
unit_m4(r_mat);
sub_v2_v2v2(r_mat[0], corners[1], corners[0]);
sub_v2_v2v2(r_mat[1], corners[3], corners[0]);
mul_v2_fl(r_mat[0], 0.5f);
mul_v2_fl(r_mat[1], 0.5f);
copy_v2_v2(r_mat[3], corners[0]);
add_v2_v2(r_mat[3], r_mat[0]);
add_v2_v2(r_mat[3], r_mat[1]);
}
static void edit_text_cache_populate_select(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
const Curve *cu = static_cast<Curve *>(ob->data);
EditFont *ef = cu->editfont;
float final_mat[4][4], box[4][2];
struct GPUBatch *geom = DRW_cache_quad_get();
for (int i = 0; i < ef->selboxes_len; i++) {
EditFontSelBox *sb = &ef->selboxes[i];
float selboxw;
if (i + 1 != ef->selboxes_len) {
if (ef->selboxes[i + 1].y == sb->y) {
selboxw = ef->selboxes[i + 1].x - sb->x;
}
else {
selboxw = sb->w;
}
}
else {
selboxw = sb->w;
}
/* NOTE: v2_quad_corners_to_mat4 don't need the 3rd corner. */
if (sb->rot == 0.0f) {
copy_v2_fl2(box[0], sb->x, sb->y);
copy_v2_fl2(box[1], sb->x + selboxw, sb->y);
copy_v2_fl2(box[3], sb->x, sb->y + sb->h);
}
else {
float mat[2][2];
angle_to_mat2(mat, sb->rot);
copy_v2_fl2(box[0], sb->x, sb->y);
mul_v2_v2fl(box[1], mat[0], selboxw);
add_v2_v2(box[1], &sb->x);
mul_v2_v2fl(box[3], mat[1], sb->h);
add_v2_v2(box[3], &sb->x);
}
v2_quad_corners_to_mat4(box, final_mat);
mul_m4_m4m4(final_mat, ob->object_to_world, final_mat);
DRW_shgroup_call_obmat(pd->edit_text_selection_grp, geom, final_mat);
}
}
static void edit_text_cache_populate_cursor(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
const Curve *cu = static_cast<Curve *>(ob->data);
EditFont *edit_font = cu->editfont;
float(*cursor)[2] = edit_font->textcurs;
float mat[4][4];
v2_quad_corners_to_mat4(cursor, mat);
mul_m4_m4m4(mat, ob->object_to_world, mat);
struct GPUBatch *geom = DRW_cache_quad_get();
DRW_shgroup_call_obmat(pd->edit_text_cursor_grp, geom, mat);
}
static void edit_text_cache_populate_boxes(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob);
const Curve *cu = static_cast<Curve *>(ob->data);
for (int i = 0; i < cu->totbox; i++) {
TextBox *tb = &cu->tb[i];
const bool is_active = (i == (cu->actbox - 1));
float *color = is_active ? G_draw.block.color_active : G_draw.block.color_wire;
if ((tb->w != 0.0f) || (tb->h != 0.0f)) {
float vecs[4][3];
vecs[0][0] = vecs[1][0] = vecs[2][0] = vecs[3][0] = cu->xof + tb->x;
vecs[0][1] = vecs[1][1] = vecs[2][1] = vecs[3][1] = cu->yof + tb->y + cu->fsize_realtime;
vecs[0][2] = vecs[1][2] = vecs[2][2] = vecs[3][2] = 0.001;
vecs[1][0] += tb->w;
vecs[2][0] += tb->w;
vecs[2][1] -= tb->h;
vecs[3][1] -= tb->h;
for (int j = 0; j < 4; j++) {
mul_v3_m4v3(vecs[j], ob->object_to_world, vecs[j]);
}
for (int j = 0; j < 4; j++) {
OVERLAY_extra_line_dashed(cb, vecs[j], vecs[(j + 1) % 4], color);
}
}
}
}
void OVERLAY_edit_text_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
struct GPUBatch *geom;
bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
geom = DRW_cache_text_edge_wire_get(ob);
if (geom) {
DRW_shgroup_call(pd->edit_text_wire_grp[do_in_front], geom, ob);
}
edit_text_cache_populate_select(vedata, ob);
edit_text_cache_populate_cursor(vedata, ob);
edit_text_cache_populate_boxes(vedata, ob);
}
void OVERLAY_edit_text_draw(OVERLAY_Data *vedata)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_FramebufferList *fbl = vedata->fbl;
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_default_fb);
}
DRW_draw_pass(psl->edit_text_wire_ps[0]);
DRW_draw_pass(psl->edit_text_wire_ps[1]);
DRW_view_set_active(pd->view_edit_text);
/* Selection Boxes. */
UI_GetThemeColor4fv(TH_WIDGET_TEXT_SELECTION, pd->edit_text.selection_color);
srgb_to_linearrgb_v4(pd->edit_text.selection_color, pd->edit_text.selection_color);
DRW_draw_pass(psl->edit_text_selection_ps);
/* Highlight text within selection boxes. */
UI_GetThemeColor4fv(TH_WIDGET_TEXT_HIGHLIGHT, pd->edit_text.selection_color);
srgb_to_linearrgb_v4(pd->edit_text.selection_color, pd->edit_text.selection_color);
DRW_draw_pass(psl->edit_text_highlight_ps);
/* Cursor (text caret). */
UI_GetThemeColor4fv(TH_WIDGET_TEXT_CURSOR, pd->edit_text.cursor_color);
srgb_to_linearrgb_v4(pd->edit_text.cursor_color, pd->edit_text.cursor_color);
DRW_draw_pass(psl->edit_text_cursor_ps);
}