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blender-archive/source/blender/draw/intern/draw_common.c
2021-03-18 09:36:44 +11:00

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C

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DRW_render.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "UI_resources.h"
#include "BKE_colorband.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "draw_common.h"
#if 0
# define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
#endif
#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
/* Colors & Constant */
struct DRW_Global G_draw = {{{0}}};
static bool weight_ramp_custom = false;
static ColorBand weight_ramp_copy;
static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
void DRW_globals_update(void)
{
GlobalsUboStorage *gb = &G_draw.block;
UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath);
UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex);
UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect);
UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack);
UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront);
UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary);
UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary);
gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
/* Custom median color to slightly affect the edit mesh colors. */
interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
copy_v3_fl(
gb->colorEditMeshMiddle,
dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
/* Was 50% in 2.7x since the background was lighter making it easier to tell the color from
* black, with a darker background we need a more faded color. */
interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
#ifdef WITH_FREESTYLE
UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
#else
zero_v4(gb->colorEdgeFreestyle);
zero_v4(gb->colorFaceFreestyle);
#endif
UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
/* Bone colors */
UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
/* Curve */
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
/* Metaball */
UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
/* Grid */
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
/* Emphasize division lines lighter instead of darker, if background is darker than grid. */
UI_GetThemeColorShade4fv(
TH_GRID,
(gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
20 :
-10,
gb->colorGridEmphasis);
/* Grid Axis */
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
/* UV colors */
UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow);
gb->sizePixel = U.pixelsize;
gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
gb->sizeLightCircle = U.pixelsize * 9.0f;
gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
/* M_SQRT2 to be at least the same size of the old square */
gb->sizeVertex = U.pixelsize *
(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
gb->sizeVertexGpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
for (int i = 0; i < 2; i++) {
copy_v3_v3(gb->screenVecs[i], screen_vecs[i]);
}
gb->pixelFac = *DRW_viewport_pixelsize_get();
copy_v2_v2(gb->sizeViewport, DRW_viewport_size_get());
copy_v2_v2(gb->sizeViewportInv, gb->sizeViewport);
invert_v2(gb->sizeViewportInv);
/* Color management. */
{
float *color = gb->UBO_FIRST_COLOR;
do {
/* TODO more accurate transform. */
srgb_to_linearrgb_v4(color, color);
color += 4;
} while (color <= gb->UBO_LAST_COLOR);
}
if (G_draw.block_ubo == NULL) {
G_draw.block_ubo = GPU_uniformbuf_create_ex(
sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage");
}
GPU_uniformbuf_update(G_draw.block_ubo, gb);
if (!G_draw.ramp) {
ColorBand ramp = {0};
float *colors;
int col_size;
ramp.tot = 3;
ramp.data[0].a = 1.0f;
ramp.data[0].b = 1.0f;
ramp.data[0].pos = 0.0f;
ramp.data[1].a = 1.0f;
ramp.data[1].g = 1.0f;
ramp.data[1].pos = 0.5f;
ramp.data[2].a = 1.0f;
ramp.data[2].r = 1.0f;
ramp.data[2].pos = 1.0f;
BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
G_draw.ramp = GPU_texture_create_1d("ramp", col_size, 1, GPU_RGBA8, colors);
MEM_freeN(colors);
}
/* Weight Painting color ramp texture */
bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
if (weight_ramp_custom != user_weight_ramp ||
(user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) {
DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
}
if (G_draw.weight_ramp == NULL) {
weight_ramp_custom = user_weight_ramp;
memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
}
}
/* ********************************* SHGROUP ************************************* */
void DRW_globals_free(void)
{
}
DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
const RegionView3D *rv3d,
float offset)
{
/* Create view with depth offset */
float viewmat[4][4], winmat[4][4];
DRW_view_viewmat_get(parent_view, viewmat, false);
DRW_view_winmat_get(parent_view, winmat, false);
float viewdist = rv3d->dist;
/* special exception for ortho camera (`viewdist` isn't used for perspective cameras). */
if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
}
winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset);
return DRW_view_create_sub(parent_view, viewmat, winmat);
}
/* ******************************************** COLOR UTILS ************************************ */
/* TODO FINISH */
/**
* Get the wire color theme_id of an object based on its state
* \a r_color is a way to get a pointer to the static color var associated
*/
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
const bool active = (view_layer->basact && view_layer->basact->object == ob);
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
* note: no theme yet for 'colindex' */
int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
if (is_edit) {
/* fallback to TH_WIRE */
}
else if (((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) {
theme_id = TH_TRANSFORM;
}
else {
/* Sets the 'theme_id' or fallback to wire */
if ((ob->base_flag & BASE_SELECTED) != 0) {
theme_id = (active) ? TH_ACTIVE : TH_SELECT;
}
else {
switch (ob->type) {
case OB_LAMP:
theme_id = TH_LIGHT;
break;
case OB_SPEAKER:
theme_id = TH_SPEAKER;
break;
case OB_CAMERA:
theme_id = TH_CAMERA;
break;
case OB_EMPTY:
theme_id = TH_EMPTY;
break;
case OB_LIGHTPROBE:
/* TODO: add light-probe color. */
theme_id = TH_EMPTY;
break;
default:
/* fallback to TH_WIRE */
break;
}
}
}
if (r_color != NULL) {
if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
*r_color = G_draw.block.colorDupli;
}
else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
*r_color = G_draw.block.colorDupliSelect;
break;
case TH_TRANSFORM:
*r_color = G_draw.block.colorTransform;
break;
default:
*r_color = G_draw.block.colorDupli;
break;
}
}
else {
switch (theme_id) {
case TH_WIRE_EDIT:
*r_color = G_draw.block.colorWireEdit;
break;
case TH_ACTIVE:
*r_color = G_draw.block.colorActive;
break;
case TH_SELECT:
*r_color = G_draw.block.colorSelect;
break;
case TH_TRANSFORM:
*r_color = G_draw.block.colorTransform;
break;
case TH_SPEAKER:
*r_color = G_draw.block.colorSpeaker;
break;
case TH_CAMERA:
*r_color = G_draw.block.colorCamera;
break;
case TH_EMPTY:
*r_color = G_draw.block.colorEmpty;
break;
case TH_LIGHT:
*r_color = G_draw.block.colorLight;
break;
default:
*r_color = G_draw.block.colorWire;
break;
}
}
}
return theme_id;
}
/* XXX This is very stupid, better find something more general. */
float *DRW_color_background_blend_get(int theme_id)
{
static float colors[11][4];
float *ret;
switch (theme_id) {
case TH_WIRE_EDIT:
ret = colors[0];
break;
case TH_ACTIVE:
ret = colors[1];
break;
case TH_SELECT:
ret = colors[2];
break;
case TH_TRANSFORM:
ret = colors[5];
break;
case TH_SPEAKER:
ret = colors[6];
break;
case TH_CAMERA:
ret = colors[7];
break;
case TH_EMPTY:
ret = colors[8];
break;
case TH_LIGHT:
ret = colors[9];
break;
default:
ret = colors[10];
break;
}
UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
return ret;
}
bool DRW_object_is_flat(Object *ob, int *r_axis)
{
float dim[3];
if (!ELEM(ob->type,
OB_MESH,
OB_CURVE,
OB_SURF,
OB_FONT,
OB_MBALL,
OB_HAIR,
OB_POINTCLOUD,
OB_VOLUME)) {
/* Non-meshes object cannot be considered as flat. */
return false;
}
BKE_object_dimensions_get(ob, dim);
if (dim[0] == 0.0f) {
*r_axis = 0;
return true;
}
if (dim[1] == 0.0f) {
*r_axis = 1;
return true;
}
if (dim[2] == 0.0f) {
*r_axis = 2;
return true;
}
return false;
}
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
{
float ob_rot[3][3], invviewmat[4][4];
DRW_view_viewmat_get(NULL, invviewmat, true);
BKE_object_rot_to_mat3(ob, ob_rot, true);
float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
if (fabsf(dot) < 1e-3) {
return true;
}
return false;
}
static void DRW_evaluate_weight_to_color(const float weight, float result[4])
{
if (U.flag & USER_CUSTOM_RANGE) {
BKE_colorband_evaluate(&U.coba_weight, weight, result);
}
else {
/* Use gamma correction to even out the color bands:
* increasing widens yellow/cyan vs red/green/blue.
* Gamma 1.0 produces the original 2.79 color ramp. */
const float gamma = 1.5f;
const float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
hsv_to_rgb_v(hsv, result);
for (int i = 0; i < 3; i++) {
result[i] = pow(result[i], 1.0f / gamma);
}
}
}
static GPUTexture *DRW_create_weight_colorramp_texture(void)
{
float pixels[256][4];
for (int i = 0; i < 256; i++) {
DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
pixels[i][3] = 1.0f;
}
return GPU_texture_create_1d("weight_color_ramp", 256, 1, GPU_SRGB8_A8, pixels[0]);
}