This avoid conflicting defines in GLSL Fix T96998 Blender 3.2.0 Alpha crashes on startup
487 lines
16 KiB
C
487 lines
16 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. */
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/** \file
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* \ingroup draw
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*/
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#include "DRW_render.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "UI_resources.h"
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#include "BKE_colorband.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "draw_common.h"
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#if 0
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# define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
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ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
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#endif
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#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
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ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
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/**
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* Colors & Constant.
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*/
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struct DRW_Global G_draw = {{{0}}};
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static bool weight_ramp_custom = false;
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static ColorBand weight_ramp_copy;
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static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
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void DRW_globals_update(void)
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{
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GlobalsUboStorage *gb = &G_draw.block;
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UI_GetThemeColor4fv(TH_WIRE, gb->color_wire);
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UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->color_wire_edit);
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UI_GetThemeColor4fv(TH_ACTIVE, gb->color_active);
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UI_GetThemeColor4fv(TH_SELECT, gb->color_select);
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UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->color_library_select);
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UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->color_library);
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UI_GetThemeColor4fv(TH_TRANSFORM, gb->color_transform);
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UI_GetThemeColor4fv(TH_LIGHT, gb->color_light);
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UI_GetThemeColor4fv(TH_SPEAKER, gb->color_speaker);
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UI_GetThemeColor4fv(TH_CAMERA, gb->color_camera);
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UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->color_camera_path);
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UI_GetThemeColor4fv(TH_EMPTY, gb->color_empty);
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UI_GetThemeColor4fv(TH_VERTEX, gb->color_vertex);
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UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->color_vertex_select);
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UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->color_vertex_unreferenced);
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UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->color_vertex_missing_data);
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UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->color_edit_mesh_active);
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UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->color_edge_select);
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UI_GetThemeColor4fv(TH_GP_VERTEX, gb->color_gpencil_vertex);
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UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->color_gpencil_vertex_select);
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UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->color_edge_seam);
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UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->color_edge_sharp);
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UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->color_edge_crease);
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UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->color_edge_bweight);
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UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->color_edge_face_select);
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UI_GetThemeColor4fv(TH_FACE, gb->color_face);
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UI_GetThemeColor4fv(TH_FACE_SELECT, gb->color_face_select);
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UI_GetThemeColor4fv(TH_FACE_BACK, gb->color_face_back);
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UI_GetThemeColor4fv(TH_FACE_FRONT, gb->color_face_front);
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UI_GetThemeColor4fv(TH_NORMAL, gb->color_normal);
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UI_GetThemeColor4fv(TH_VNORMAL, gb->color_vnormal);
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UI_GetThemeColor4fv(TH_LNORMAL, gb->color_lnormal);
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UI_GetThemeColor4fv(TH_FACE_DOT, gb->color_facedot);
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UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->color_skinroot);
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UI_GetThemeColor4fv(TH_BACK, gb->color_background);
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UI_GetThemeColor4fv(TH_BACK_GRAD, gb->color_background_gradient);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->color_checker_primary);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->color_checker_secondary);
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gb->size_checker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
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UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->color_clipping_border);
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/* Custom median color to slightly affect the edit mesh colors. */
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interp_v4_v4v4(gb->color_edit_mesh_middle, gb->color_vertex_select, gb->color_wire_edit, 0.35f);
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copy_v3_fl(gb->color_edit_mesh_middle,
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dot_v3v3(gb->color_edit_mesh_middle,
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(float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
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#ifdef WITH_FREESTYLE
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UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->color_edge_freestyle);
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UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->color_face_freestyle);
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#else
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zero_v4(gb->color_edge_freestyle);
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zero_v4(gb->color_face_freestyle);
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#endif
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UI_GetThemeColor4fv(TH_TEXT, gb->color_text);
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UI_GetThemeColor4fv(TH_TEXT_HI, gb->color_text_hi);
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/* Bone colors */
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UI_GetThemeColor4fv(TH_BONE_POSE, gb->color_bone_pose);
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UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->color_bone_pose_active);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->color_bone_active);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->color_bone_select);
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UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->color_bone_pose_active_unsel);
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UI_GetThemeColorBlendShade3fv(
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TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->color_bone_active_unsel);
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UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->color_bone_pose_target);
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UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->color_bone_pose_ik);
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UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->color_bone_pose_spline_ik);
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UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->color_bone_pose_constraint);
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UI_GetThemeColor4fv(TH_BONE_SOLID, gb->color_bone_solid);
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UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->color_bone_locked);
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copy_v4_fl4(gb->color_bone_ik_line, 0.8f, 0.5f, 0.0f, 1.0f);
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copy_v4_fl4(gb->color_bone_ik_line_no_target, 0.8f, 0.8f, 0.2f, 1.0f);
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copy_v4_fl4(gb->color_bone_ik_line_spline, 0.8f, 0.8f, 0.2f, 1.0f);
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/* Curve */
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UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->color_handle_free);
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UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->color_handle_auto);
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UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->color_handle_vect);
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UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->color_handle_align);
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UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->color_handle_autoclamp);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->color_handle_sel_free);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->color_handle_sel_auto);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->color_handle_sel_vect);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->color_handle_sel_align);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->color_handle_sel_autoclamp);
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UI_GetThemeColor4fv(TH_NURB_ULINE, gb->color_nurb_uline);
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UI_GetThemeColor4fv(TH_NURB_VLINE, gb->color_nurb_vline);
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UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->color_nurb_sel_uline);
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UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->color_nurb_sel_vline);
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UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->color_active_spline);
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UI_GetThemeColor4fv(TH_CFRAME, gb->color_current_frame);
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/* Meta-ball. */
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UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->color_mball_radius);
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UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->color_mball_radius_select);
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UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->color_mball_stiffness);
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UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->color_mball_stiffness_select);
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/* Grid */
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UI_GetThemeColorShade4fv(TH_GRID, 10, gb->color_grid);
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/* Emphasize division lines lighter instead of darker, if background is darker than grid. */
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UI_GetThemeColorShade4fv(
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TH_GRID,
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(gb->color_grid[0] + gb->color_grid[1] + gb->color_grid[2] + 0.12f >
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gb->color_background[0] + gb->color_background[1] + gb->color_background[2]) ?
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20 :
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-10,
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gb->color_grid_emphasis);
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/* Grid Axis */
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->color_grid_axis_x);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->color_grid_axis_y);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->color_grid_axis_z);
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UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->color_deselect);
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UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->color_outline);
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UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->color_light_no_alpha);
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/* UV colors */
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UI_GetThemeColor4fv(TH_UV_SHADOW, gb->color_uv_shadow);
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gb->size_pixel = U.pixelsize;
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gb->size_object_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
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gb->size_light_center = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
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gb->size_light_circle = U.pixelsize * 9.0f;
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gb->size_light_circle_shadow = gb->size_light_circle + U.pixelsize * 3.0f;
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/* M_SQRT2 to be at least the same size of the old square */
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gb->size_vertex = U.pixelsize *
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(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
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gb->size_vertex_gpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
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gb->size_face_dot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
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gb->size_edge = U.pixelsize * (1.0f / 2.0f); /* TODO: Theme. */
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gb->size_edge_fix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->size_edge * (float)M_SQRT1_2)));
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const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
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for (int i = 0; i < 2; i++) {
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copy_v3_v3(gb->screen_vecs[i], screen_vecs[i]);
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}
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gb->pixel_fac = *DRW_viewport_pixelsize_get();
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/* Deprecated, use drw_view.viewport_size instead */
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copy_v2_v2(&gb->size_viewport[0], DRW_viewport_size_get());
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copy_v2_v2(&gb->size_viewport[2], &gb->size_viewport[0]);
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invert_v2(&gb->size_viewport[2]);
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/* Color management. */
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{
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float *color = gb->UBO_FIRST_COLOR;
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do {
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/* TODO: more accurate transform. */
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srgb_to_linearrgb_v4(color, color);
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color += 4;
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} while (color <= gb->UBO_LAST_COLOR);
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}
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if (G_draw.block_ubo == NULL) {
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G_draw.block_ubo = GPU_uniformbuf_create_ex(
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sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage");
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}
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GPU_uniformbuf_update(G_draw.block_ubo, gb);
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if (!G_draw.ramp) {
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ColorBand ramp = {0};
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float *colors;
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int col_size;
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ramp.tot = 3;
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ramp.data[0].a = 1.0f;
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ramp.data[0].b = 1.0f;
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ramp.data[0].pos = 0.0f;
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ramp.data[1].a = 1.0f;
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ramp.data[1].g = 1.0f;
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ramp.data[1].pos = 0.5f;
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ramp.data[2].a = 1.0f;
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ramp.data[2].r = 1.0f;
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ramp.data[2].pos = 1.0f;
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BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
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G_draw.ramp = GPU_texture_create_1d("ramp", col_size, 1, GPU_RGBA8, colors);
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MEM_freeN(colors);
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}
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/* Weight Painting color ramp texture */
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bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
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if (weight_ramp_custom != user_weight_ramp ||
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(user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) {
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DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
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}
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if (G_draw.weight_ramp == NULL) {
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weight_ramp_custom = user_weight_ramp;
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memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
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G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
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}
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}
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/* ********************************* SHGROUP ************************************* */
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void DRW_globals_free(void)
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{
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}
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DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
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const RegionView3D *rv3d,
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float offset)
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{
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/* Create view with depth offset */
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float viewmat[4][4], winmat[4][4];
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DRW_view_viewmat_get(parent_view, viewmat, false);
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DRW_view_winmat_get(parent_view, winmat, false);
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float viewdist = rv3d->dist;
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/* special exception for ortho camera (`viewdist` isn't used for perspective cameras). */
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if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
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viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
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}
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winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset);
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return DRW_view_create_sub(parent_view, viewmat, winmat);
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}
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/* ******************************************** COLOR UTILS ************************************ */
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/* TODO: FINISH. */
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int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
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const bool active = view_layer->basact &&
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((ob->base_flag & BASE_FROM_DUPLI) ?
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(DRW_object_get_dupli_parent(ob) == view_layer->basact->object) :
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(view_layer->basact->object == ob));
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/* confusing logic here, there are 2 methods of setting the color
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* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
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*
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* NOTE: no theme yet for 'colindex'. */
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int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
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if (is_edit) {
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/* fallback to TH_WIRE */
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}
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else if (((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) {
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theme_id = TH_TRANSFORM;
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}
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else {
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/* Sets the 'theme_id' or fallback to wire */
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if ((ob->base_flag & BASE_SELECTED) != 0) {
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theme_id = (active) ? TH_ACTIVE : TH_SELECT;
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}
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else {
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switch (ob->type) {
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case OB_LAMP:
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theme_id = TH_LIGHT;
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break;
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case OB_SPEAKER:
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theme_id = TH_SPEAKER;
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break;
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case OB_CAMERA:
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theme_id = TH_CAMERA;
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break;
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case OB_EMPTY:
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theme_id = TH_EMPTY;
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break;
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case OB_LIGHTPROBE:
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/* TODO: add light-probe color. */
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theme_id = TH_EMPTY;
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break;
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default:
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/* fallback to TH_WIRE */
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break;
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}
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}
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}
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if (r_color != NULL) {
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if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
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*r_color = G_draw.block.color_wire;
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}
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else {
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switch (theme_id) {
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case TH_WIRE_EDIT:
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*r_color = G_draw.block.color_wire_edit;
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break;
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case TH_ACTIVE:
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*r_color = G_draw.block.color_active;
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break;
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case TH_SELECT:
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*r_color = G_draw.block.color_select;
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break;
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case TH_TRANSFORM:
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*r_color = G_draw.block.color_transform;
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break;
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case TH_SPEAKER:
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*r_color = G_draw.block.color_speaker;
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break;
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case TH_CAMERA:
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*r_color = G_draw.block.color_camera;
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break;
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case TH_EMPTY:
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*r_color = G_draw.block.color_empty;
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break;
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case TH_LIGHT:
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*r_color = G_draw.block.color_light;
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break;
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default:
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*r_color = G_draw.block.color_wire;
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break;
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}
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}
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}
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return theme_id;
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}
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/* XXX This is very stupid, better find something more general. */
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float *DRW_color_background_blend_get(int theme_id)
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{
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static float colors[11][4];
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float *ret;
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switch (theme_id) {
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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_CURVES_LEGACY,
|
|
OB_SURF,
|
|
OB_FONT,
|
|
OB_MBALL,
|
|
OB_CURVES,
|
|
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]);
|
|
}
|