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

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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
*
* 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_view3d.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "WM_types.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "view3d_intern.h"
#include "draw_manager.h"
/* ******************** region info ***************** */
void DRW_draw_region_info(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
DRW_draw_cursor();
view3d_draw_region_info(draw_ctx->evil_C, region);
}
/* **************************** 3D Cursor ******************************** */
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
{
View3D *v3d = draw_ctx->v3d;
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
return false;
}
/* don't draw cursor in paint modes, but with a few exceptions */
if (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(draw_ctx->obact) != 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;
}
if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
/* grease pencil hide always in some modes */
return false;
}
return true;
}
void DRW_draw_cursor(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
Scene *scene = draw_ctx->scene;
ViewLayer *view_layer = draw_ctx->view_layer;
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
GPU_depth_test(GPU_DEPTH_NONE);
if (is_cursor_visible(draw_ctx, scene, view_layer)) {
int co[2];
/* Get cursor data into quaternion form */
const View3DCursor *cursor = &scene->cursor;
if (ED_view3d_project_int_global(
region, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) ==
V3D_PROJ_RET_OK) {
RegionView3D *rv3d = region->regiondata;
float cursor_quat[4];
BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);
/* Draw nice Anti Aliased cursor. */
GPU_line_width(1.0f);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_smooth(true);
float eps = 1e-5f;
rv3d->viewquat[0] = -rv3d->viewquat[0];
bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
if (is_aligned == false) {
float tquat[4];
rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
is_aligned = tquat[0] - eps < -1.0f;
}
rv3d->viewquat[0] = -rv3d->viewquat[0];
/* Draw lines */
if (is_aligned == false) {
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor3(TH_VIEW_OVERLAY);
immBegin(GPU_PRIM_LINES, 12);
const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) *
U.widget_unit;
#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); \
} \
((void)0)
for (int axis = 0; axis < 3; axis++) {
float axis_vec[3] = {0};
axis_vec[axis] = scale;
mul_qt_v3(cursor_quat, axis_vec);
CURSOR_EDGE(axis_vec, axis, +);
CURSOR_EDGE(axis_vec, axis, -);
}
#undef CURSOR_VERT
#undef CURSOR_EDGE
immEnd();
immUnbindProgram();
}
float original_proj[4][4];
GPU_matrix_projection_get(original_proj);
GPU_matrix_push();
ED_region_pixelspace(region);
GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
}
}
/* -------------------------------------------------------------------- */
/** \name 2D Cursor
* \{ */
static bool is_cursor_visible_2d(const DRWContextState *draw_ctx)
{
SpaceInfo *space_data = (SpaceInfo *)draw_ctx->space_data;
if (space_data == NULL) {
return false;
}
if (space_data->spacetype != SPACE_IMAGE) {
return false;
}
SpaceImage *sima = (SpaceImage *)space_data;
if (sima->mode != SI_MODE_UV) {
return false;
}
return (sima->overlay.flag & SI_OVERLAY_SHOW_OVERLAYS) != 0;
}
void DRW_draw_cursor_2d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
GPU_depth_test(GPU_DEPTH_NONE);
if (is_cursor_visible_2d(draw_ctx)) {
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
int co[2];
UI_view2d_view_to_region(&region->v2d, sima->cursor[0], sima->cursor[1], &co[0], &co[1]);
/* Draw nice Anti Aliased cursor. */
GPU_line_width(1.0f);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_smooth(true);
/* Draw lines */
float original_proj[4][4];
GPU_matrix_projection_get(original_proj);
GPU_matrix_push();
ED_region_pixelspace(region);
GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
GPUBatch *cursor_batch = DRW_cache_cursor_get(true);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
}
/** \} */
/* **************************** 3D Gizmo ******************************** */
void DRW_draw_gizmo_3d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
/* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
/* TODO depth culling gizmos is not yet supported, just drawing _3D here, should
* later become _IN_SCENE (and draw _3D separate) */
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_3D);
}
void DRW_draw_gizmo_2d(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
GPU_depth_mask(true);
}