When weight painting the bone overlay is extremely intrusive, effectively requiring either extensive use of hiding individual bones, or disabling the whole bone overlay between selections. This addresses the issue by adding a bone opacity slider that is used for the 'wireframe' armature drawing mode. It directly controls the uniform opacity as a straightforward option. Differential Revision: https://developer.blender.org/D11804
121 lines
3.7 KiB
C++
121 lines
3.7 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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/** \file
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* \ingroup DNA
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*/
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#pragma once
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/* Struct members on own line. */
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/* clang-format off */
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/* -------------------------------------------------------------------- */
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/** \name Viewport Struct
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* \{ */
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#define _DNA_DEFAULT_View3DShading \
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{ \
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.type = OB_SOLID, \
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.prev_type = OB_SOLID, \
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.flag = V3D_SHADING_SPECULAR_HIGHLIGHT | V3D_SHADING_XRAY_WIREFRAME | \
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V3D_SHADING_SCENE_LIGHTS_RENDER | V3D_SHADING_SCENE_WORLD_RENDER, \
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.light = V3D_LIGHTING_STUDIO, \
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.shadow_intensity = 0.5f, \
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.xray_alpha = 0.5f, \
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.xray_alpha_wire = 0.5f, \
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.cavity_valley_factor = 1.0f, \
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.cavity_ridge_factor = 1.0f, \
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.cavity_type = V3D_SHADING_CAVITY_CURVATURE, \
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.curvature_ridge_factor = 1.0f, \
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.curvature_valley_factor = 1.0f, \
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.single_color = {0.8f, 0.8f, 0.8f}, \
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.background_color = {0.05f, 0.05f, 0.05f}, \
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.studiolight_intensity = 1.0f, \
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.render_pass = SCE_PASS_COMBINED, \
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}
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#define _DNA_DEFAULT_View3DOverlay \
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{ \
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.wireframe_threshold = 1.0f, \
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.wireframe_opacity = 1.0f, \
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.xray_alpha_bone = 0.5f, \
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.bone_wire_alpha = 1.0f, \
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.fade_alpha = 0.40f, \
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.texture_paint_mode_opacity = 1.0f, \
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.weight_paint_mode_opacity = 1.0f, \
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.vertex_paint_mode_opacity = 1.0f, \
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/* Intentionally different to vertex/paint mode, \
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* we typically want to see shading too. */ \
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.sculpt_mode_mask_opacity = 0.75f, \
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.sculpt_mode_face_sets_opacity = 1.0f, \
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\
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.edit_flag = V3D_OVERLAY_EDIT_FACES | V3D_OVERLAY_EDIT_SEAMS | \
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V3D_OVERLAY_EDIT_SHARP | V3D_OVERLAY_EDIT_FREESTYLE_EDGE | \
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V3D_OVERLAY_EDIT_FREESTYLE_FACE | V3D_OVERLAY_EDIT_EDGES | \
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V3D_OVERLAY_EDIT_CREASES | V3D_OVERLAY_EDIT_BWEIGHTS, \
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.handle_display = CURVE_HANDLE_SELECTED, \
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\
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.gpencil_paper_opacity = 0.5f, \
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.gpencil_grid_opacity = 0.9f, \
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.gpencil_vertex_paint_opacity = 1.0f, \
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.normals_constant_screen_size = 7.0f, \
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}
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#define _DNA_DEFAULT_View3DCursor \
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{ \
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.rotation_mode = ROT_MODE_XYZ, \
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.rotation_quaternion = {1, 0, 0, 0}, \
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.rotation_axis = {0, 1, 0}, \
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}
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#define _DNA_DEFAULT_View3D \
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{ \
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.spacetype = SPACE_VIEW3D, \
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.scenelock = true, \
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.grid = 1.0f, \
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.gridlines = 16, \
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.gridsubdiv = 10, \
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.shading = _DNA_DEFAULT_View3DShading, \
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.overlay = _DNA_DEFAULT_View3DOverlay, \
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\
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.gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR | V3D_SHOW_ORTHO_GRID, \
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\
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.flag = V3D_SELECT_OUTLINE, \
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.flag2 = V3D_SHOW_RECONSTRUCTION | V3D_SHOW_ANNOTATION, \
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\
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.lens = 50.0f, \
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.clip_start = 0.01f, \
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.clip_end = 1000.0f, \
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\
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.bundle_size = 0.2f, \
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.bundle_drawtype = OB_PLAINAXES, \
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\
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/* stereo */ \
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.stereo3d_camera = STEREO_3D_ID, \
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.stereo3d_flag = V3D_S3D_DISPPLANE, \
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.stereo3d_convergence_alpha = 0.15f, \
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.stereo3d_volume_alpha = 0.05f, \
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\
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/* Grease pencil settings. */ \
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.vertex_opacity = 1.0f, \
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.gp_flag = V3D_GP_SHOW_EDIT_LINES, \
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}
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/** \} */
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/* clang-format on */
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