283 lines
8.3 KiB
C
283 lines
8.3 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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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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_view3d_types.h"
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "WM_types.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "view3d_intern.h"
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#include "draw_manager.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 *region = draw_ctx->region;
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DRW_draw_cursor();
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view3d_draw_region_info(draw_ctx->evil_C, region);
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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_HIDE_OVERLAYS) || (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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if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
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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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ARegion *region = draw_ctx->region;
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Scene *scene = draw_ctx->scene;
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ViewLayer *view_layer = draw_ctx->view_layer;
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GPU_color_mask(true, true, true, true);
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GPU_depth_mask(false);
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GPU_depth_test(GPU_DEPTH_NONE);
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if (is_cursor_visible(draw_ctx, scene, view_layer)) {
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int co[2];
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/* Get cursor data into quaternion form */
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const View3DCursor *cursor = &scene->cursor;
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if (ED_view3d_project_int_global(
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region, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) ==
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V3D_PROJ_RET_OK) {
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RegionView3D *rv3d = region->regiondata;
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float cursor_quat[4];
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BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);
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/* Draw nice Anti Aliased cursor. */
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GPU_line_width(1.0f);
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_line_smooth(true);
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float eps = 1e-5f;
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rv3d->viewquat[0] = -rv3d->viewquat[0];
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bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
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if (is_aligned == false) {
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float tquat[4];
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rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
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is_aligned = tquat[0] - eps < -1.0f;
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}
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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(
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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) *
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U.widget_unit;
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#define CURSOR_VERT(axis_vec, axis, fac) \
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immVertex3f(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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{ \
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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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((void)0)
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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_quat, 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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float original_proj[4][4];
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GPU_matrix_projection_get(original_proj);
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GPU_matrix_push();
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ED_region_pixelspace(region);
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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_set_shader(cursor_batch, shader);
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GPU_batch_draw(cursor_batch);
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GPU_blend(GPU_BLEND_NONE);
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GPU_line_smooth(false);
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GPU_matrix_pop();
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GPU_matrix_projection_set(original_proj);
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}
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name 2D Cursor
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* \{ */
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static bool is_cursor_visible_2d(const DRWContextState *draw_ctx)
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{
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SpaceInfo *space_data = (SpaceInfo *)draw_ctx->space_data;
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if (space_data == NULL) {
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return false;
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}
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if (space_data->spacetype != SPACE_IMAGE) {
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return false;
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}
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SpaceImage *sima = (SpaceImage *)space_data;
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if (sima->mode != SI_MODE_UV) {
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return false;
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}
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return (sima->overlay.flag & SI_OVERLAY_SHOW_OVERLAYS) != 0;
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}
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void DRW_draw_cursor_2d(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *region = draw_ctx->region;
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GPU_color_mask(true, true, true, true);
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GPU_depth_mask(false);
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GPU_depth_test(GPU_DEPTH_NONE);
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if (is_cursor_visible_2d(draw_ctx)) {
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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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int co[2];
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UI_view2d_view_to_region(®ion->v2d, sima->cursor[0], sima->cursor[1], &co[0], &co[1]);
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/* Draw nice Anti Aliased cursor. */
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GPU_line_width(1.0f);
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_line_smooth(true);
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/* Draw lines */
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float original_proj[4][4];
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GPU_matrix_projection_get(original_proj);
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GPU_matrix_push();
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ED_region_pixelspace(region);
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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(true);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
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GPU_batch_set_shader(cursor_batch, shader);
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GPU_batch_draw(cursor_batch);
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GPU_blend(GPU_BLEND_NONE);
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GPU_line_smooth(false);
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GPU_matrix_pop();
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GPU_matrix_projection_set(original_proj);
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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 *region = draw_ctx->region;
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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(region->gizmo_map, draw_ctx->evil_C, 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 *region = draw_ctx->region;
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WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
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GPU_depth_mask(true);
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}
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