The 2D cursor should be visible in both mask and uv edit modes. This was likely and oversight when splitting the image editor into the UV and Image editors
292 lines
8.5 KiB
C
292 lines
8.5 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*
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* Contains dynamic drawing using immediate mode
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*/
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#include "DNA_brush_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "WM_types.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "view3d_intern.h"
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#include "draw_manager.h"
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/* ******************** region info ***************** */
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void DRW_draw_region_info(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *region = draw_ctx->region;
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DRW_draw_cursor();
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view3d_draw_region_info(draw_ctx->evil_C, region);
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}
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/* **************************** 3D Cursor ******************************** */
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static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
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{
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View3D *v3d = draw_ctx->v3d;
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if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
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return false;
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}
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/* don't draw cursor in paint modes, but with a few exceptions */
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if (draw_ctx->object_mode & OB_MODE_ALL_PAINT) {
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/* exception: object is in weight paint and has deforming armature in pose mode */
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if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
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if (BKE_object_pose_armature_get(draw_ctx->obact) != NULL) {
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return true;
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}
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}
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/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
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else if (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) {
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const Paint *p = BKE_paint_get_active(scene, view_layer);
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if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
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if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
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return true;
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}
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}
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}
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/* no exception met? then don't draw cursor! */
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return false;
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}
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if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
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/* grease pencil hide always in some modes */
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return false;
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}
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return true;
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}
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void DRW_draw_cursor(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *region = draw_ctx->region;
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Scene *scene = draw_ctx->scene;
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ViewLayer *view_layer = draw_ctx->view_layer;
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GPU_color_mask(true, true, true, true);
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GPU_depth_mask(false);
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GPU_depth_test(GPU_DEPTH_NONE);
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if (is_cursor_visible(draw_ctx, scene, view_layer)) {
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int co[2];
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/* Get cursor data into quaternion form */
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const View3DCursor *cursor = &scene->cursor;
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if (ED_view3d_project_int_global(
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region, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) ==
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V3D_PROJ_RET_OK) {
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RegionView3D *rv3d = region->regiondata;
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float cursor_quat[4];
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BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);
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/* Draw nice Anti Aliased cursor. */
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GPU_line_width(1.0f);
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_line_smooth(true);
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float eps = 1e-5f;
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
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if (is_aligned == false) {
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float tquat[4];
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rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
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is_aligned = tquat[0] - eps < -1.0f;
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}
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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/* Draw lines */
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if (is_aligned == false) {
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uint pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformThemeColor3(TH_VIEW_OVERLAY);
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immBegin(GPU_PRIM_LINES, 12);
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const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) *
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U.widget_unit;
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#define CURSOR_VERT(axis_vec, axis, fac) \
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immVertex3f(pos, \
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cursor->location[0] + axis_vec[0] * (fac), \
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cursor->location[1] + axis_vec[1] * (fac), \
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cursor->location[2] + axis_vec[2] * (fac))
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#define CURSOR_EDGE(axis_vec, axis, sign) \
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{ \
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CURSOR_VERT(axis_vec, axis, sign 1.0f); \
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CURSOR_VERT(axis_vec, axis, sign 0.25f); \
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} \
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((void)0)
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for (int axis = 0; axis < 3; axis++) {
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float axis_vec[3] = {0};
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axis_vec[axis] = scale;
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mul_qt_v3(cursor_quat, axis_vec);
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CURSOR_EDGE(axis_vec, axis, +);
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CURSOR_EDGE(axis_vec, axis, -);
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}
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#undef CURSOR_VERT
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#undef CURSOR_EDGE
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immEnd();
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immUnbindProgram();
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}
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float original_proj[4][4];
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GPU_matrix_projection_get(original_proj);
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GPU_matrix_push();
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ED_region_pixelspace(region);
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GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
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GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
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GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
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GPU_batch_set_shader(cursor_batch, shader);
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GPU_batch_draw(cursor_batch);
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GPU_blend(GPU_BLEND_NONE);
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GPU_line_smooth(false);
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GPU_matrix_pop();
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GPU_matrix_projection_set(original_proj);
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}
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name 2D Cursor
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* \{ */
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static bool is_cursor_visible_2d(const DRWContextState *draw_ctx)
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{
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SpaceInfo *space_data = (SpaceInfo *)draw_ctx->space_data;
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if (space_data == NULL) {
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return false;
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}
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if (space_data->spacetype != SPACE_IMAGE) {
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return false;
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}
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SpaceImage *sima = (SpaceImage *)space_data;
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switch (sima->mode) {
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case SI_MODE_VIEW:
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return false;
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break;
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case SI_MODE_PAINT:
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return false;
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break;
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case SI_MODE_MASK:
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break;
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case SI_MODE_UV:
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break;
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}
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return (sima->overlay.flag & SI_OVERLAY_SHOW_OVERLAYS) != 0;
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}
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void DRW_draw_cursor_2d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *region = draw_ctx->region;
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GPU_color_mask(true, true, true, true);
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GPU_depth_mask(false);
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GPU_depth_test(GPU_DEPTH_NONE);
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if (is_cursor_visible_2d(draw_ctx)) {
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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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int co[2];
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UI_view2d_view_to_region(®ion->v2d, sima->cursor[0], sima->cursor[1], &co[0], &co[1]);
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/* Draw nice Anti Aliased cursor. */
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GPU_line_width(1.0f);
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_line_smooth(true);
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/* Draw lines */
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float original_proj[4][4];
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GPU_matrix_projection_get(original_proj);
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GPU_matrix_push();
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ED_region_pixelspace(region);
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GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
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GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
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GPUBatch *cursor_batch = DRW_cache_cursor_get(true);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
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GPU_batch_set_shader(cursor_batch, shader);
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GPU_batch_draw(cursor_batch);
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GPU_blend(GPU_BLEND_NONE);
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GPU_line_smooth(false);
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GPU_matrix_pop();
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GPU_matrix_projection_set(original_proj);
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}
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}
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/** \} */
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/* **************************** 3D Gizmo ******************************** */
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void DRW_draw_gizmo_3d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *region = draw_ctx->region;
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/* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
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/* TODO: depth culling gizmos is not yet supported, just drawing _3D here, should
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* later become _IN_SCENE (and draw _3D separate) */
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WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_3D);
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}
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void DRW_draw_gizmo_2d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *region = draw_ctx->region;
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WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
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GPU_depth_mask(true);
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}
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