Now it shows more compact info below the view/object name. Render time and memory usage is left out, as in most cases this is not so important. These could be added back optionally if needed.
274 lines
7.6 KiB
C
274 lines
7.6 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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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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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/intern/draw_view.c
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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_world_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_transform.h"
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#include "ED_view3d.h"
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#include "GPU_draw.h"
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#include "GPU_shader.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "UI_resources.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_unit.h"
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#include "DRW_render.h"
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#include "view3d_intern.h"
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#include "draw_view.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 *ar = draw_ctx->ar;
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DRW_draw_cursor();
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view3d_draw_region_info(draw_ctx->evil_C, ar);
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}
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/* ************************* Background ************************** */
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void DRW_draw_background(void)
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{
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/* Just to make sure */
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glDepthMask(GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glStencilMask(0xFF);
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if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
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float m[4][4];
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unit_m4(m);
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/* Gradient background Color */
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glDisable(GL_DEPTH_TEST);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
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uchar col_hi[3], col_lo[3];
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GPU_matrix_push();
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GPU_matrix_identity_set();
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GPU_matrix_projection_set(m);
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
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UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
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UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
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immBegin(GPU_PRIM_TRI_FAN, 4);
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immAttr3ubv(color, col_lo);
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immVertex2f(pos, -1.0f, -1.0f);
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immVertex2f(pos, 1.0f, -1.0f);
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immAttr3ubv(color, col_hi);
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immVertex2f(pos, 1.0f, 1.0f);
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immVertex2f(pos, -1.0f, 1.0f);
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immEnd();
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immUnbindProgram();
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GPU_matrix_pop();
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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}
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else {
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/* Solid background Color */
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UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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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_RENDER_OVERRIDE) || (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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else if (draw_ctx->object_mode & OB_MODE_GPENCIL_WEIGHT) {
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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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View3D *v3d = draw_ctx->v3d;
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ARegion *ar = draw_ctx->ar;
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Scene *scene = draw_ctx->scene;
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ViewLayer *view_layer = draw_ctx->view_layer;
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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if (is_cursor_visible(draw_ctx, scene, view_layer)) {
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int co[2];
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const View3DCursor *cursor = ED_view3d_cursor3d_get(scene, v3d);
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if (ED_view3d_project_int_global(
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ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
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{
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RegionView3D *rv3d = ar->regiondata;
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/* Draw nice Anti Aliased cursor. */
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glLineWidth(1.0f);
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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float eps = 1e-5f;
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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const bool is_aligned = compare_v4v4(cursor->rotation, rv3d->viewquat, eps);
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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(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) * U.widget_unit;
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#define CURSOR_VERT(axis_vec, axis, fac) \
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immVertex3f( \
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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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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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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->rotation, 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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ED_region_pixelspace(ar);
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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_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
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GPU_batch_draw(cursor_batch);
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glDisable(GL_BLEND);
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glDisable(GL_LINE_SMOOTH);
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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 *ar = draw_ctx->ar;
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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(
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ar->gizmo_map, draw_ctx->evil_C,
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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 *ar = draw_ctx->ar;
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WM_gizmomap_draw(
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ar->gizmo_map, draw_ctx->evil_C,
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WM_GIZMOMAP_DRAWSTEP_2D);
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glDepthMask(GL_TRUE);
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}
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