Maybe this is pedantic but I read it’s best to explicitly set the desired component size. Also append “_ARB” to float texture formats since those need an extension in GL 2.1.
1103 lines
29 KiB
C
1103 lines
29 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is Copyright (C) 2009 by Nicholas Bishop
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* All rights reserved.
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*
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* Contributor(s): Jason Wilkins, Tom Musgrove.
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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/** \file blender/editors/sculpt_paint/paint_cursor.c
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* \ingroup edsculpt
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_utildefines.h"
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#include "DNA_brush_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_color_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_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 "BKE_brush.h"
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#include "BKE_context.h"
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#include "BKE_curve.h"
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#include "BKE_image.h"
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#include "BKE_node.h"
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#include "BKE_paint.h"
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#include "BKE_colortools.h"
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#include "WM_api.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "IMB_imbuf_types.h"
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#include "ED_view3d.h"
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#include "GPU_basic_shader.h"
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#include "UI_resources.h"
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#include "paint_intern.h"
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/* still needed for sculpt_stroke_get_location, should be
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* removed eventually (TODO) */
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#include "sculpt_intern.h"
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#ifdef _OPENMP
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#include <omp.h>
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#endif
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/* TODOs:
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*
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* Some of the cursor drawing code is doing non-draw stuff
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* (e.g. updating the brush rake angle). This should be cleaned up
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* still.
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*
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* There is also some ugliness with sculpt-specific code.
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*/
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typedef struct TexSnapshot {
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GLuint overlay_texture;
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int winx;
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int winy;
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int old_size;
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float old_zoom;
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bool old_col;
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} TexSnapshot;
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typedef struct CursorSnapshot {
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GLuint overlay_texture;
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int size;
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int zoom;
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} CursorSnapshot;
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static TexSnapshot primary_snap = {0};
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static TexSnapshot secondary_snap = {0};
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static CursorSnapshot cursor_snap = {0};
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/* delete overlay cursor textures to preserve memory and invalidate all overlay flags */
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void paint_cursor_delete_textures(void)
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{
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if (primary_snap.overlay_texture)
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glDeleteTextures(1, &primary_snap.overlay_texture);
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if (secondary_snap.overlay_texture)
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glDeleteTextures(1, &secondary_snap.overlay_texture);
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if (cursor_snap.overlay_texture)
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glDeleteTextures(1, &cursor_snap.overlay_texture);
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memset(&primary_snap, 0, sizeof(TexSnapshot));
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memset(&secondary_snap, 0, sizeof(TexSnapshot));
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memset(&cursor_snap, 0, sizeof(CursorSnapshot));
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BKE_paint_invalidate_overlay_all();
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}
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static int same_tex_snap(TexSnapshot *snap, MTex *mtex, ViewContext *vc, bool col, float zoom)
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{
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return (/* make brush smaller shouldn't cause a resample */
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//(mtex->brush_map_mode != MTEX_MAP_MODE_VIEW ||
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//(BKE_brush_size_get(vc->scene, brush) <= snap->BKE_brush_size_get)) &&
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(mtex->brush_map_mode != MTEX_MAP_MODE_TILED ||
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(vc->ar->winx == snap->winx &&
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vc->ar->winy == snap->winy)) &&
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(mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL ||
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snap->old_zoom == zoom) &&
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snap->old_col == col
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);
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}
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static void make_tex_snap(TexSnapshot *snap, ViewContext *vc, float zoom)
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{
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snap->old_zoom = zoom;
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snap->winx = vc->ar->winx;
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snap->winy = vc->ar->winy;
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}
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static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool primary)
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{
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bool init;
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TexSnapshot *target;
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MTex *mtex = (primary) ? &br->mtex : &br->mask_mtex;
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OverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags();
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GLubyte *buffer = NULL;
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int size;
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int j;
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int refresh;
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OverlayControlFlags invalid = (primary) ? (overlay_flags & PAINT_INVALID_OVERLAY_TEXTURE_PRIMARY) :
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(overlay_flags & PAINT_INVALID_OVERLAY_TEXTURE_SECONDARY);
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target = (primary) ? &primary_snap : &secondary_snap;
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refresh =
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!target->overlay_texture ||
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(invalid != 0) ||
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!same_tex_snap(target, mtex, vc, col, zoom);
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init = (target->overlay_texture != 0);
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if (refresh) {
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struct ImagePool *pool = NULL;
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bool convert_to_linear = false;
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struct ColorSpace *colorspace;
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/* stencil is rotated later */
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const float rotation = (mtex->brush_map_mode != MTEX_MAP_MODE_STENCIL) ?
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-mtex->rot : 0;
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float radius = BKE_brush_size_get(vc->scene, br) * zoom;
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make_tex_snap(target, vc, zoom);
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if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
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int s = BKE_brush_size_get(vc->scene, br);
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int r = 1;
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for (s >>= 1; s > 0; s >>= 1)
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r++;
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size = (1 << r);
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if (size < 256)
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size = 256;
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if (size < target->old_size)
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size = target->old_size;
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}
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else
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size = 512;
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if (target->old_size != size) {
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if (target->overlay_texture) {
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glDeleteTextures(1, &target->overlay_texture);
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target->overlay_texture = 0;
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}
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init = false;
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target->old_size = size;
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}
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if (col)
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buffer = MEM_mallocN(sizeof(GLubyte) * size * size * 4, "load_tex");
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else
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buffer = MEM_mallocN(sizeof(GLubyte) * size * size, "load_tex");
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pool = BKE_image_pool_new();
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if (mtex->tex && mtex->tex->nodetree)
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ntreeTexBeginExecTree(mtex->tex->nodetree); /* has internal flag to detect it only does it once */
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#pragma omp parallel for schedule(static)
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for (j = 0; j < size; j++) {
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int i;
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float y;
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float len;
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int thread_num;
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#ifdef _OPENMP
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thread_num = omp_get_thread_num();
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#else
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thread_num = 0;
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#endif
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if (mtex->tex->type == TEX_IMAGE && mtex->tex->ima) {
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ImBuf *tex_ibuf = BKE_image_pool_acquire_ibuf(mtex->tex->ima, &mtex->tex->iuser, pool);
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/* For consistency, sampling always returns color in linear space */
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if (tex_ibuf && tex_ibuf->rect_float == NULL) {
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convert_to_linear = true;
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colorspace = tex_ibuf->rect_colorspace;
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}
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BKE_image_pool_release_ibuf(mtex->tex->ima, tex_ibuf, pool);
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}
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for (i = 0; i < size; i++) {
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// largely duplicated from tex_strength
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int index = j * size + i;
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float x;
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x = (float)i / size;
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y = (float)j / size;
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if (mtex->brush_map_mode == MTEX_MAP_MODE_TILED) {
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x *= vc->ar->winx / radius;
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y *= vc->ar->winy / radius;
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}
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else {
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x -= 0.5f;
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y -= 0.5f;
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x *= 2;
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y *= 2;
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}
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len = sqrtf(x * x + y * y);
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if (ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_TILED, MTEX_MAP_MODE_STENCIL) || len <= 1) {
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/* it is probably worth optimizing for those cases where
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* the texture is not rotated by skipping the calls to
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* atan2, sqrtf, sin, and cos. */
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if (mtex->tex && (rotation > 0.001f || rotation < -0.001f)) {
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const float angle = atan2f(y, x) + rotation;
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x = len * cosf(angle);
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y = len * sinf(angle);
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}
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if (col) {
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float rgba[4];
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paint_get_tex_pixel_col(mtex, x, y, rgba, pool, thread_num, convert_to_linear, colorspace);
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buffer[index * 4] = rgba[0] * 255;
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buffer[index * 4 + 1] = rgba[1] * 255;
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buffer[index * 4 + 2] = rgba[2] * 255;
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buffer[index * 4 + 3] = rgba[3] * 255;
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}
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else {
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float avg = paint_get_tex_pixel(mtex, x, y, pool, thread_num);
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avg += br->texture_sample_bias;
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/* clamp to avoid precision overflow */
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CLAMP(avg, 0.0f, 1.0f);
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buffer[index] = 255 - (GLubyte)(255 * avg);
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}
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}
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else {
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if (col) {
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buffer[index * 4] = 0;
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buffer[index * 4 + 1] = 0;
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buffer[index * 4 + 2] = 0;
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buffer[index * 4 + 3] = 0;
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}
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else {
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buffer[index] = 0;
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}
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}
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}
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}
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if (mtex->tex && mtex->tex->nodetree)
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ntreeTexEndExecTree(mtex->tex->nodetree->execdata);
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if (pool)
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BKE_image_pool_free(pool);
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if (!target->overlay_texture)
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glGenTextures(1, &target->overlay_texture);
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}
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else {
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size = target->old_size;
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}
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glBindTexture(GL_TEXTURE_2D, target->overlay_texture);
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if (refresh) {
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GLenum format = col ? GL_RGBA : GL_ALPHA;
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GLenum internalformat = col ? GL_RGBA8 : GL_ALPHA8;
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if (!init || (target->old_col != col)) {
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glTexImage2D(GL_TEXTURE_2D, 0, format, size, size, 0, format, GL_UNSIGNED_BYTE, buffer);
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}
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else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, format, GL_UNSIGNED_BYTE, buffer);
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}
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if (buffer)
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MEM_freeN(buffer);
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target->old_col = col;
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}
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GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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}
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BKE_paint_reset_overlay_invalid(invalid);
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return 1;
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}
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static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom)
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{
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bool init;
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OverlayControlFlags overlay_flags = BKE_paint_get_overlay_flags();
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GLubyte *buffer = NULL;
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int size;
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int j;
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int refresh;
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refresh =
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!cursor_snap.overlay_texture ||
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(overlay_flags & PAINT_INVALID_OVERLAY_CURVE) ||
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cursor_snap.zoom != zoom;
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init = (cursor_snap.overlay_texture != 0);
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if (refresh) {
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int s, r;
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cursor_snap.zoom = zoom;
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s = BKE_brush_size_get(vc->scene, br);
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r = 1;
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for (s >>= 1; s > 0; s >>= 1)
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r++;
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size = (1 << r);
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if (size < 256)
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size = 256;
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if (size < cursor_snap.size)
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size = cursor_snap.size;
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if (cursor_snap.size != size) {
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if (cursor_snap.overlay_texture) {
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glDeleteTextures(1, &cursor_snap.overlay_texture);
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cursor_snap.overlay_texture = 0;
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}
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init = false;
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cursor_snap.size = size;
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}
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buffer = MEM_mallocN(sizeof(GLubyte) * size * size, "load_tex");
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curvemapping_initialize(br->curve);
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#pragma omp parallel for schedule(static)
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for (j = 0; j < size; j++) {
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int i;
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float y;
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float len;
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for (i = 0; i < size; i++) {
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// largely duplicated from tex_strength
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int index = j * size + i;
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float x;
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x = (float)i / size;
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y = (float)j / size;
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x -= 0.5f;
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y -= 0.5f;
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x *= 2;
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y *= 2;
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len = sqrtf(x * x + y * y);
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if (len <= 1) {
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float avg = BKE_brush_curve_strength_clamped(br, len, 1.0f); /* Falloff curve */
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buffer[index] = 255 - (GLubyte)(255 * avg);
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}
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else {
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buffer[index] = 0;
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}
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}
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}
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if (!cursor_snap.overlay_texture)
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glGenTextures(1, &cursor_snap.overlay_texture);
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}
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else {
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size = cursor_snap.size;
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}
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glBindTexture(GL_TEXTURE_2D, cursor_snap.overlay_texture);
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if (refresh) {
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if (!init) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, size, size, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buffer);
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}
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else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_ALPHA, GL_UNSIGNED_BYTE, buffer);
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}
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if (buffer)
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MEM_freeN(buffer);
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}
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GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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BKE_paint_reset_overlay_invalid(PAINT_INVALID_OVERLAY_CURVE);
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return 1;
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}
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static int project_brush_radius(ViewContext *vc,
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float radius,
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const float location[3])
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{
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float view[3], nonortho[3], ortho[3], offset[3], p1[2], p2[2];
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ED_view3d_global_to_vector(vc->rv3d, location, view);
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/* create a vector that is not orthogonal to view */
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if (fabsf(view[0]) < 0.1f) {
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nonortho[0] = view[0] + 1.0f;
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nonortho[1] = view[1];
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nonortho[2] = view[2];
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}
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else if (fabsf(view[1]) < 0.1f) {
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nonortho[0] = view[0];
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nonortho[1] = view[1] + 1.0f;
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nonortho[2] = view[2];
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}
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else {
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nonortho[0] = view[0];
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nonortho[1] = view[1];
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nonortho[2] = view[2] + 1.0f;
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}
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/* get a vector in the plane of the view */
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cross_v3_v3v3(ortho, nonortho, view);
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normalize_v3(ortho);
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/* make a point on the surface of the brush tagent to the view */
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mul_v3_fl(ortho, radius);
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add_v3_v3v3(offset, location, ortho);
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/* project the center of the brush, and the tangent point to the view onto the screen */
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if ((ED_view3d_project_float_global(vc->ar, location, p1, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) &&
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(ED_view3d_project_float_global(vc->ar, offset, p2, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK))
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{
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/* the distance between these points is the size of the projected brush in pixels */
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return len_v2v2(p1, p2);
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}
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else {
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BLI_assert(0); /* assert because the code that sets up the vectors should disallow this */
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return 0;
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}
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}
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|
static bool sculpt_get_brush_geometry(
|
|
bContext *C, ViewContext *vc,
|
|
int x, int y, int *pixel_radius,
|
|
float location[3], UnifiedPaintSettings *ups)
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
Paint *paint = BKE_paint_get_active_from_context(C);
|
|
float mouse[2];
|
|
bool hit = false;
|
|
|
|
mouse[0] = x;
|
|
mouse[1] = y;
|
|
|
|
if (vc->obact->sculpt && vc->obact->sculpt->pbvh) {
|
|
if (!ups->stroke_active) {
|
|
hit = sculpt_stroke_get_location(C, location, mouse);
|
|
}
|
|
else {
|
|
hit = ups->last_hit;
|
|
copy_v3_v3(location, ups->last_location);
|
|
}
|
|
}
|
|
|
|
if (hit) {
|
|
Brush *brush = BKE_paint_brush(paint);
|
|
|
|
*pixel_radius =
|
|
project_brush_radius(vc,
|
|
BKE_brush_unprojected_radius_get(scene, brush),
|
|
location);
|
|
|
|
if (*pixel_radius == 0)
|
|
*pixel_radius = BKE_brush_size_get(scene, brush);
|
|
|
|
mul_m4_v3(vc->obact->obmat, location);
|
|
}
|
|
else {
|
|
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
|
|
Brush *brush = BKE_paint_brush(&sd->paint);
|
|
|
|
*pixel_radius = BKE_brush_size_get(scene, brush);
|
|
}
|
|
|
|
return hit;
|
|
}
|
|
|
|
/* Draw an overlay that shows what effect the brush's texture will
|
|
* have on brush strength */
|
|
static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush,
|
|
ViewContext *vc, int x, int y, float zoom, bool col, bool primary)
|
|
{
|
|
rctf quad;
|
|
/* check for overlay mode */
|
|
|
|
MTex *mtex = (primary) ? &brush->mtex : &brush->mask_mtex;
|
|
bool valid = (primary) ? (brush->overlay_flags & BRUSH_OVERLAY_PRIMARY) != 0 :
|
|
(brush->overlay_flags & BRUSH_OVERLAY_SECONDARY) != 0;
|
|
int overlay_alpha = (primary) ? brush->texture_overlay_alpha : brush->mask_overlay_alpha;
|
|
|
|
if (!(mtex->tex) || !((mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL) ||
|
|
(valid &&
|
|
ELEM(mtex->brush_map_mode, MTEX_MAP_MODE_VIEW, MTEX_MAP_MODE_TILED))))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (load_tex(brush, vc, zoom, col, primary)) {
|
|
glEnable(GL_BLEND);
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glDepthMask(GL_FALSE);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
|
|
/* brush rotation */
|
|
glTranslatef(0.5, 0.5, 0);
|
|
glRotatef((double)RAD2DEGF((primary) ? ups->brush_rotation : ups->brush_rotation_sec),
|
|
0.0, 0.0, 1.0);
|
|
glTranslatef(-0.5f, -0.5f, 0);
|
|
|
|
/* scale based on tablet pressure */
|
|
if (primary && ups->stroke_active && BKE_brush_use_size_pressure(vc->scene, brush)) {
|
|
glTranslatef(0.5f, 0.5f, 0);
|
|
glScalef(1.0f / ups->size_pressure_value, 1.0f / ups->size_pressure_value, 1);
|
|
glTranslatef(-0.5f, -0.5f, 0);
|
|
}
|
|
|
|
if (ups->draw_anchored) {
|
|
const float *aim = ups->anchored_initial_mouse;
|
|
quad.xmin = aim[0] - ups->anchored_size;
|
|
quad.ymin = aim[1] - ups->anchored_size;
|
|
quad.xmax = aim[0] + ups->anchored_size;
|
|
quad.ymax = aim[1] + ups->anchored_size;
|
|
}
|
|
else {
|
|
const int radius = BKE_brush_size_get(vc->scene, brush) * zoom;
|
|
quad.xmin = x - radius;
|
|
quad.ymin = y - radius;
|
|
quad.xmax = x + radius;
|
|
quad.ymax = y + radius;
|
|
}
|
|
}
|
|
else if (mtex->brush_map_mode == MTEX_MAP_MODE_TILED) {
|
|
quad.xmin = 0;
|
|
quad.ymin = 0;
|
|
quad.xmax = BLI_rcti_size_x(&vc->ar->winrct);
|
|
quad.ymax = BLI_rcti_size_y(&vc->ar->winrct);
|
|
}
|
|
/* Stencil code goes here */
|
|
else {
|
|
if (primary) {
|
|
quad.xmin = -brush->stencil_dimension[0];
|
|
quad.ymin = -brush->stencil_dimension[1];
|
|
quad.xmax = brush->stencil_dimension[0];
|
|
quad.ymax = brush->stencil_dimension[1];
|
|
}
|
|
else {
|
|
quad.xmin = -brush->mask_stencil_dimension[0];
|
|
quad.ymin = -brush->mask_stencil_dimension[1];
|
|
quad.xmax = brush->mask_stencil_dimension[0];
|
|
quad.ymax = brush->mask_stencil_dimension[1];
|
|
}
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
if (primary)
|
|
glTranslate2fv(brush->stencil_pos);
|
|
else
|
|
glTranslate2fv(brush->mask_stencil_pos);
|
|
glRotatef(RAD2DEGF(mtex->rot), 0, 0, 1);
|
|
glMatrixMode(GL_TEXTURE);
|
|
}
|
|
|
|
/* set quad color. Colored overlay does not get blending */
|
|
if (col) {
|
|
glColor4f(1.0, 1.0, 1.0, overlay_alpha / 100.0f);
|
|
}
|
|
else {
|
|
glColor4f(UNPACK3(U.sculpt_paint_overlay_col), overlay_alpha / 100.0f);
|
|
}
|
|
|
|
/* draw textured quad */
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(quad.xmin, quad.ymin);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(quad.xmax, quad.ymin);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(quad.xmax, quad.ymax);
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(quad.xmin, quad.ymax);
|
|
glEnd();
|
|
|
|
glPopMatrix();
|
|
|
|
if (mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL) {
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Draw an overlay that shows what effect the brush's texture will
|
|
* have on brush strength */
|
|
static void paint_draw_cursor_overlay(UnifiedPaintSettings *ups, Brush *brush,
|
|
ViewContext *vc, int x, int y, float zoom)
|
|
{
|
|
rctf quad;
|
|
/* check for overlay mode */
|
|
|
|
if (!(brush->overlay_flags & BRUSH_OVERLAY_CURSOR)) {
|
|
return;
|
|
}
|
|
|
|
if (load_tex_cursor(brush, vc, zoom)) {
|
|
bool do_pop = false;
|
|
float center[2];
|
|
glEnable(GL_BLEND);
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glDepthMask(GL_FALSE);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
if (ups->draw_anchored) {
|
|
const float *aim = ups->anchored_initial_mouse;
|
|
copy_v2_v2(center, aim);
|
|
quad.xmin = aim[0] - ups->anchored_size;
|
|
quad.ymin = aim[1] - ups->anchored_size;
|
|
quad.xmax = aim[0] + ups->anchored_size;
|
|
quad.ymax = aim[1] + ups->anchored_size;
|
|
}
|
|
else {
|
|
const int radius = BKE_brush_size_get(vc->scene, brush) * zoom;
|
|
center[0] = x;
|
|
center[1] = y;
|
|
|
|
quad.xmin = x - radius;
|
|
quad.ymin = y - radius;
|
|
quad.xmax = x + radius;
|
|
quad.ymax = y + radius;
|
|
}
|
|
|
|
/* scale based on tablet pressure */
|
|
if (ups->stroke_active && BKE_brush_use_size_pressure(vc->scene, brush)) {
|
|
do_pop = true;
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glTranslate2fv(center);
|
|
glScalef(ups->size_pressure_value, ups->size_pressure_value, 1);
|
|
glTranslatef(-center[0], -center[1], 0);
|
|
}
|
|
|
|
glColor4f(U.sculpt_paint_overlay_col[0],
|
|
U.sculpt_paint_overlay_col[1],
|
|
U.sculpt_paint_overlay_col[2],
|
|
brush->cursor_overlay_alpha / 100.0f);
|
|
|
|
/* draw textured quad */
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(quad.xmin, quad.ymin);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(quad.xmax, quad.ymin);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(quad.xmax, quad.ymax);
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(quad.xmin, quad.ymax);
|
|
glEnd();
|
|
|
|
if (do_pop)
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
static void paint_draw_alpha_overlay(UnifiedPaintSettings *ups, Brush *brush,
|
|
ViewContext *vc, int x, int y, float zoom, PaintMode mode)
|
|
{
|
|
/* color means that primary brush texture is colured and secondary is used for alpha/mask control */
|
|
bool col = ELEM(mode, ePaintTextureProjective, ePaintTexture2D, ePaintVertex) ? true : false;
|
|
OverlayControlFlags flags = BKE_paint_get_overlay_flags();
|
|
/* save lots of GL state
|
|
* TODO: check on whether all of these are needed? */
|
|
glPushAttrib(GL_COLOR_BUFFER_BIT |
|
|
GL_CURRENT_BIT |
|
|
GL_DEPTH_BUFFER_BIT |
|
|
GL_ENABLE_BIT |
|
|
GL_LINE_BIT |
|
|
GL_POLYGON_BIT |
|
|
GL_STENCIL_BUFFER_BIT |
|
|
GL_TRANSFORM_BIT |
|
|
GL_VIEWPORT_BIT |
|
|
GL_TEXTURE_BIT);
|
|
|
|
|
|
/* coloured overlay should be drawn separately */
|
|
if (col) {
|
|
if (!(flags & PAINT_OVERLAY_OVERRIDE_PRIMARY))
|
|
paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, true, true);
|
|
if (!(flags & PAINT_OVERLAY_OVERRIDE_SECONDARY))
|
|
paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, false, false);
|
|
if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR))
|
|
paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom);
|
|
}
|
|
else {
|
|
if (!(flags & PAINT_OVERLAY_OVERRIDE_PRIMARY) && (mode != ePaintWeight))
|
|
paint_draw_tex_overlay(ups, brush, vc, x, y, zoom, false, true);
|
|
if (!(flags & PAINT_OVERLAY_OVERRIDE_CURSOR))
|
|
paint_draw_cursor_overlay(ups, brush, vc, x, y, zoom);
|
|
}
|
|
|
|
glPopAttrib();
|
|
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
|
|
}
|
|
|
|
|
|
BLI_INLINE void draw_tri_point(float *co, float width, bool selected)
|
|
{
|
|
float w = width / 2.0f;
|
|
if (selected)
|
|
UI_ThemeColor4(TH_VERTEX_SELECT);
|
|
else
|
|
UI_ThemeColor4(TH_PAINT_CURVE_PIVOT);
|
|
|
|
glLineWidth(3.0);
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(co[0], co[1] + w);
|
|
glVertex2f(co[0] - w, co[1] - w);
|
|
glVertex2f(co[0] + w, co[1] - w);
|
|
glEnd();
|
|
|
|
glColor4f(1.0, 1.0, 1.0, 0.5);
|
|
glLineWidth(1.0);
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(co[0], co[1] + w);
|
|
glVertex2f(co[0] - w, co[1] - w);
|
|
glVertex2f(co[0] + w, co[1] - w);
|
|
glEnd();
|
|
}
|
|
|
|
BLI_INLINE void draw_rect_point(float *co, float width, bool selected)
|
|
{
|
|
float w = width / 2.0f;
|
|
if (selected)
|
|
UI_ThemeColor4(TH_VERTEX_SELECT);
|
|
else
|
|
UI_ThemeColor4(TH_PAINT_CURVE_HANDLE);
|
|
glLineWidth(3.0);
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(co[0] + w, co[1] + w);
|
|
glVertex2f(co[0] - w, co[1] + w);
|
|
glVertex2f(co[0] - w, co[1] - w);
|
|
glVertex2f(co[0] + w, co[1] - w);
|
|
glEnd();
|
|
|
|
glColor4f(1.0, 1.0, 1.0, 0.5);
|
|
glLineWidth(1.0);
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(co[0] + w, co[1] + w);
|
|
glVertex2f(co[0] - w, co[1] + w);
|
|
glVertex2f(co[0] - w, co[1] - w);
|
|
glVertex2f(co[0] + w, co[1] - w);
|
|
glEnd();
|
|
}
|
|
|
|
|
|
BLI_INLINE void draw_bezier_handle_lines(BezTriple *bez)
|
|
{
|
|
short line1[] = {0, 1};
|
|
short line2[] = {1, 2};
|
|
|
|
glVertexPointer(2, GL_FLOAT, 3 * sizeof(float), bez->vec);
|
|
glColor4f(0.0, 0.0, 0.0, 0.5);
|
|
glLineWidth(3.0);
|
|
glDrawArrays(GL_LINE_STRIP, 0, 3);
|
|
|
|
glLineWidth(1.0);
|
|
if (bez->f1 || bez->f2)
|
|
UI_ThemeColor4(TH_VERTEX_SELECT);
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, 0.5);
|
|
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, line1);
|
|
if (bez->f3 || bez->f2)
|
|
UI_ThemeColor4(TH_VERTEX_SELECT);
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, 0.5);
|
|
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, line2);
|
|
}
|
|
|
|
static void paint_draw_curve_cursor(Brush *brush)
|
|
{
|
|
if (brush->paint_curve && brush->paint_curve->points) {
|
|
int i;
|
|
PaintCurve *pc = brush->paint_curve;
|
|
PaintCurvePoint *cp = pc->points;
|
|
|
|
glEnable(GL_LINE_SMOOTH);
|
|
glEnable(GL_BLEND);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
/* draw the bezier handles and the curve segment between the current and next point */
|
|
for (i = 0; i < pc->tot_points - 1; i++, cp++) {
|
|
int j;
|
|
PaintCurvePoint *cp_next = cp + 1;
|
|
float data[(PAINT_CURVE_NUM_SEGMENTS + 1) * 2];
|
|
/* use color coding to distinguish handles vs curve segments */
|
|
draw_bezier_handle_lines(&cp->bez);
|
|
draw_tri_point(&cp->bez.vec[1][0], 10.0, cp->bez.f2);
|
|
draw_rect_point(&cp->bez.vec[0][0], 8.0, cp->bez.f1 || cp->bez.f2);
|
|
draw_rect_point(&cp->bez.vec[2][0], 8.0, cp->bez.f3 || cp->bez.f2);
|
|
|
|
for (j = 0; j < 2; j++)
|
|
BKE_curve_forward_diff_bezier(
|
|
cp->bez.vec[1][j],
|
|
cp->bez.vec[2][j],
|
|
cp_next->bez.vec[0][j],
|
|
cp_next->bez.vec[1][j],
|
|
data + j, PAINT_CURVE_NUM_SEGMENTS, sizeof(float[2]));
|
|
|
|
glVertexPointer(2, GL_FLOAT, 0, data);
|
|
glLineWidth(3.0);
|
|
glColor4f(0.0, 0.0, 0.0, 0.5);
|
|
glDrawArrays(GL_LINE_STRIP, 0, PAINT_CURVE_NUM_SEGMENTS + 1);
|
|
|
|
glLineWidth(1.0);
|
|
glColor4f(0.9, 0.9, 1.0, 0.5);
|
|
glDrawArrays(GL_LINE_STRIP, 0, PAINT_CURVE_NUM_SEGMENTS + 1);
|
|
}
|
|
|
|
/* draw last line segment */
|
|
draw_bezier_handle_lines(&cp->bez);
|
|
draw_tri_point(&cp->bez.vec[1][0], 10.0, cp->bez.f2);
|
|
draw_rect_point(&cp->bez.vec[0][0], 8.0, cp->bez.f1 || cp->bez.f2);
|
|
draw_rect_point(&cp->bez.vec[2][0], 8.0, cp->bez.f3 || cp->bez.f2);
|
|
|
|
glLineWidth(1.0);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_LINE_SMOOTH);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
}
|
|
|
|
/* Special actions taken when paint cursor goes over mesh */
|
|
/* TODO: sculpt only for now */
|
|
static void paint_cursor_on_hit(UnifiedPaintSettings *ups, Brush *brush, ViewContext *vc,
|
|
const float location[3])
|
|
{
|
|
float unprojected_radius, projected_radius;
|
|
|
|
/* update the brush's cached 3D radius */
|
|
if (!BKE_brush_use_locked_size(vc->scene, brush)) {
|
|
/* get 2D brush radius */
|
|
if (ups->draw_anchored)
|
|
projected_radius = ups->anchored_size;
|
|
else {
|
|
if (brush->flag & BRUSH_ANCHORED)
|
|
projected_radius = 8;
|
|
else
|
|
projected_radius = BKE_brush_size_get(vc->scene, brush);
|
|
}
|
|
|
|
/* convert brush radius from 2D to 3D */
|
|
unprojected_radius = paint_calc_object_space_radius(vc, location,
|
|
projected_radius);
|
|
|
|
/* scale 3D brush radius by pressure */
|
|
if (ups->stroke_active && BKE_brush_use_size_pressure(vc->scene, brush))
|
|
unprojected_radius *= ups->size_pressure_value;
|
|
|
|
/* set cached value in either Brush or UnifiedPaintSettings */
|
|
BKE_brush_unprojected_radius_set(vc->scene, brush, unprojected_radius);
|
|
}
|
|
}
|
|
|
|
static bool ommit_cursor_drawing(Paint *paint, PaintMode mode, Brush *brush)
|
|
{
|
|
if (paint->flags & PAINT_SHOW_BRUSH) {
|
|
if (ELEM(mode, ePaintTexture2D, ePaintTextureProjective) && brush->imagepaint_tool == PAINT_TOOL_FILL) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings;
|
|
Paint *paint = BKE_paint_get_active_from_context(C);
|
|
Brush *brush = BKE_paint_brush(paint);
|
|
PaintMode mode = BKE_paintmode_get_active_from_context(C);
|
|
ViewContext vc;
|
|
float final_radius;
|
|
float translation[2];
|
|
float outline_alpha, *outline_col;
|
|
float zoomx, zoomy;
|
|
|
|
/* check that brush drawing is enabled */
|
|
if (ommit_cursor_drawing(paint, mode, brush))
|
|
return;
|
|
|
|
/* can't use stroke vc here because this will be called during
|
|
* mouse over too, not just during a stroke */
|
|
view3d_set_viewcontext(C, &vc);
|
|
|
|
get_imapaint_zoom(C, &zoomx, &zoomy);
|
|
zoomx = max_ff(zoomx, zoomy);
|
|
|
|
/* skip everything and draw brush here */
|
|
if (brush->flag & BRUSH_CURVE) {
|
|
paint_draw_curve_cursor(brush);
|
|
return;
|
|
}
|
|
|
|
/* set various defaults */
|
|
translation[0] = x;
|
|
translation[1] = y;
|
|
outline_alpha = 0.5;
|
|
outline_col = brush->add_col;
|
|
final_radius = BKE_brush_size_get(scene, brush) * zoomx;
|
|
|
|
/* don't calculate rake angles while a stroke is active because the rake variables are global and
|
|
* we may get interference with the stroke itself. For line strokes, such interference is visible */
|
|
if (!ups->stroke_active) {
|
|
paint_calculate_rake_rotation(ups, brush, translation);
|
|
}
|
|
|
|
/* draw overlay */
|
|
paint_draw_alpha_overlay(ups, brush, &vc, x, y, zoomx, mode);
|
|
|
|
/* TODO: as sculpt and other paint modes are unified, this
|
|
* special mode of drawing will go away */
|
|
if ((mode == ePaintSculpt) && vc.obact->sculpt) {
|
|
float location[3];
|
|
int pixel_radius;
|
|
bool hit;
|
|
|
|
/* test if brush is over the mesh */
|
|
hit = sculpt_get_brush_geometry(C, &vc, x, y, &pixel_radius, location, ups);
|
|
|
|
if (BKE_brush_use_locked_size(scene, brush))
|
|
BKE_brush_size_set(scene, brush, pixel_radius);
|
|
|
|
/* check if brush is subtracting, use different color then */
|
|
/* TODO: no way currently to know state of pen flip or
|
|
* invert key modifier without starting a stroke */
|
|
if (((ups->draw_inverted == 0) ^
|
|
((brush->flag & BRUSH_DIR_IN) == 0)) &&
|
|
ELEM(brush->sculpt_tool, SCULPT_TOOL_DRAW,
|
|
SCULPT_TOOL_INFLATE, SCULPT_TOOL_CLAY,
|
|
SCULPT_TOOL_PINCH, SCULPT_TOOL_CREASE))
|
|
{
|
|
outline_col = brush->sub_col;
|
|
}
|
|
|
|
/* only do if brush is over the mesh */
|
|
if (hit)
|
|
paint_cursor_on_hit(ups, brush, &vc, location);
|
|
}
|
|
|
|
if (ups->draw_anchored) {
|
|
final_radius = ups->anchored_size;
|
|
translation[0] = ups->anchored_initial_mouse[0];
|
|
translation[1] = ups->anchored_initial_mouse[1];
|
|
}
|
|
|
|
/* make lines pretty */
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_LINE_SMOOTH);
|
|
|
|
/* set brush color */
|
|
glColor4f(outline_col[0], outline_col[1], outline_col[2], outline_alpha);
|
|
|
|
/* draw brush outline */
|
|
glTranslate2fv(translation);
|
|
|
|
/* draw an inner brush */
|
|
if (ups->stroke_active && BKE_brush_use_size_pressure(scene, brush)) {
|
|
/* inner at full alpha */
|
|
glutil_draw_lined_arc(0.0, M_PI * 2.0, final_radius * ups->size_pressure_value, 40);
|
|
/* outer at half alpha */
|
|
glColor4f(outline_col[0], outline_col[1], outline_col[2], outline_alpha * 0.5f);
|
|
}
|
|
glutil_draw_lined_arc(0.0, M_PI * 2.0, final_radius, 40);
|
|
glTranslatef(-translation[0], -translation[1], 0);
|
|
|
|
/* restore GL state */
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_LINE_SMOOTH);
|
|
}
|
|
|
|
/* Public API */
|
|
|
|
void paint_cursor_start(bContext *C, int (*poll)(bContext *C))
|
|
{
|
|
Paint *p = BKE_paint_get_active_from_context(C);
|
|
|
|
if (p && !p->paint_cursor)
|
|
p->paint_cursor = WM_paint_cursor_activate(CTX_wm_manager(C), poll, paint_draw_cursor, NULL);
|
|
|
|
/* invalidate the paint cursors */
|
|
BKE_paint_invalidate_overlay_all();
|
|
}
|
|
|
|
void paint_cursor_start_explicit(Paint *p, wmWindowManager *wm, int (*poll)(bContext *C))
|
|
{
|
|
if (p && !p->paint_cursor)
|
|
p->paint_cursor = WM_paint_cursor_activate(wm, poll, paint_draw_cursor, NULL);
|
|
}
|