This project moves the current UV/Image editor drawing to the draw manager.
Why would we do this:
**Performance**:
Current implementation would draw each texel per time. Multiple texels could be
drawn per pixel what would overwrite the previous result. You can notice this
when working with large textures. Repeat image drawing made this visible by
drawing for a small period of time and stop drawing the rest. Now the rendering
is fast and all repeated images are drawn.
**Alpha drawing**:
Current implementation would draw directly in display space. Giving incorrect
results when displaying alpha transparent images.
This addresses {T52680}, {T74709}, {T79518}
The image editor now can show emission only colors. See {D8234} for
examples.
**Current Limitations**
Using images that are larger than supported by your GPU are resized (eg larger
than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is
a low priority to add support back of displaying individual pixels of huge
images. There is a design task {T80113} with more detail.
**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for
drawing the texture in the main area of the UV/Image editor. The overlay engine
has a edit_uv overlay which is responsible to draw the UV's, shadows and
overlays specifically for the UV Image editor. The background + checker pattern
is drawn by the overlay_background.
The patch will allow us to share overlays between the 3d viewport and UV/Image
editor more easily. In most cases we just need to switch the `pos` with the `u`
attribute in the vertex shader.
The project can be activated in the user preferences as experimental features.
In a later commit this will be reversed.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8234
517 lines
17 KiB
C
517 lines
17 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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#include "DRW_render.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "UI_resources.h"
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#include "BKE_colorband.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "draw_common.h"
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#if 0
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# define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
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ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
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#endif
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#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
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ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
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/* Colors & Constant */
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struct DRW_Global G_draw = {{{0}}};
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static bool weight_ramp_custom = false;
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static ColorBand weight_ramp_copy;
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static struct GPUTexture *DRW_create_weight_colorramp_texture(void);
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void DRW_globals_update(void)
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{
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GlobalsUboStorage *gb = &G_draw.block;
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UI_GetThemeColor4fv(TH_WIRE, gb->colorWire);
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UI_GetThemeColor4fv(TH_WIRE_EDIT, gb->colorWireEdit);
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UI_GetThemeColor4fv(TH_ACTIVE, gb->colorActive);
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UI_GetThemeColor4fv(TH_SELECT, gb->colorSelect);
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UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, gb->colorLibrarySelect);
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UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, gb->colorLibrary);
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UI_GetThemeColor4fv(TH_TRANSFORM, gb->colorTransform);
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UI_GetThemeColor4fv(TH_LIGHT, gb->colorLight);
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UI_GetThemeColor4fv(TH_SPEAKER, gb->colorSpeaker);
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UI_GetThemeColor4fv(TH_CAMERA, gb->colorCamera);
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UI_GetThemeColor4fv(TH_CAMERA_PATH, gb->colorCameraPath);
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UI_GetThemeColor4fv(TH_EMPTY, gb->colorEmpty);
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UI_GetThemeColor4fv(TH_VERTEX, gb->colorVertex);
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UI_GetThemeColor4fv(TH_VERTEX_SELECT, gb->colorVertexSelect);
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UI_GetThemeColor4fv(TH_VERTEX_UNREFERENCED, gb->colorVertexUnreferenced);
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UI_COLOR_RGBA_FROM_U8(0xB0, 0x00, 0xB0, 0xFF, gb->colorVertexMissingData);
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UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, gb->colorEditMeshActive);
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UI_GetThemeColor4fv(TH_EDGE_SELECT, gb->colorEdgeSelect);
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UI_GetThemeColor4fv(TH_GP_VERTEX, gb->colorGpencilVertex);
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UI_GetThemeColor4fv(TH_GP_VERTEX_SELECT, gb->colorGpencilVertexSelect);
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UI_GetThemeColor4fv(TH_EDGE_SEAM, gb->colorEdgeSeam);
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UI_GetThemeColor4fv(TH_EDGE_SHARP, gb->colorEdgeSharp);
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UI_GetThemeColor4fv(TH_EDGE_CREASE, gb->colorEdgeCrease);
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UI_GetThemeColor4fv(TH_EDGE_BEVEL, gb->colorEdgeBWeight);
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UI_GetThemeColor4fv(TH_EDGE_FACESEL, gb->colorEdgeFaceSelect);
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UI_GetThemeColor4fv(TH_FACE, gb->colorFace);
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UI_GetThemeColor4fv(TH_FACE_SELECT, gb->colorFaceSelect);
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UI_GetThemeColor4fv(TH_FACE_BACK, gb->colorFaceBack);
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UI_GetThemeColor4fv(TH_FACE_FRONT, gb->colorFaceFront);
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UI_GetThemeColor4fv(TH_NORMAL, gb->colorNormal);
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UI_GetThemeColor4fv(TH_VNORMAL, gb->colorVNormal);
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UI_GetThemeColor4fv(TH_LNORMAL, gb->colorLNormal);
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UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
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UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
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UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
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UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, gb->colorCheckerPrimary);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, gb->colorCheckerSecondary);
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gb->sizeChecker = UI_GetThemeValuef(TH_TRANSPARENT_CHECKER_SIZE);
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UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
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/* Custom median color to slightly affect the edit mesh colors. */
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interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
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copy_v3_fl(
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gb->colorEditMeshMiddle,
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dot_v3v3(gb->colorEditMeshMiddle, (float[3]){0.3333f, 0.3333f, 0.3333f})); /* Desaturate */
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interp_v4_v4v4(gb->colorDupliSelect, gb->colorBackground, gb->colorSelect, 0.5f);
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/* Was 50% in 2.7x since the background was lighter making it easier to tell the color from
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* black, with a darker background we need a more faded color. */
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interp_v4_v4v4(gb->colorDupli, gb->colorBackground, gb->colorWire, 0.3f);
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#ifdef WITH_FREESTYLE
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UI_GetThemeColor4fv(TH_FREESTYLE_EDGE_MARK, gb->colorEdgeFreestyle);
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UI_GetThemeColor4fv(TH_FREESTYLE_FACE_MARK, gb->colorFaceFreestyle);
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#else
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zero_v4(gb->colorEdgeFreestyle);
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zero_v4(gb->colorFaceFreestyle);
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#endif
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UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
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UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
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/* Bone colors */
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UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
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UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
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UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
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UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
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UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
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UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
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UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
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UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
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UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
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UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
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UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
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copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
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copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
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copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
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/* Curve */
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UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
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UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
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UI_GetThemeColor4fv(TH_HANDLE_VECT, gb->colorHandleVect);
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UI_GetThemeColor4fv(TH_HANDLE_ALIGN, gb->colorHandleAlign);
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UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, gb->colorHandleAutoclamp);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, gb->colorHandleSelFree);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, gb->colorHandleSelAuto);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, gb->colorHandleSelVect);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, gb->colorHandleSelAlign);
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UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, gb->colorHandleSelAutoclamp);
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UI_GetThemeColor4fv(TH_NURB_ULINE, gb->colorNurbUline);
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UI_GetThemeColor4fv(TH_NURB_VLINE, gb->colorNurbVline);
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UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, gb->colorNurbSelUline);
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UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
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UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
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UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
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/* Metaball */
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UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
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UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
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UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
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UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
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/* Grid */
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UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
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/* emphasise division lines lighter instead of darker, if background is darker than grid */
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UI_GetThemeColorShade4fv(
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TH_GRID,
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(gb->colorGrid[0] + gb->colorGrid[1] + gb->colorGrid[2] + 0.12f >
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gb->colorBackground[0] + gb->colorBackground[1] + gb->colorBackground[2]) ?
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20 :
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-10,
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gb->colorGridEmphasise);
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/* Grid Axis */
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, gb->colorGridAxisX);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, gb->colorGridAxisY);
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UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, gb->colorGridAxisZ);
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UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, gb->colorDeselect);
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UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
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UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
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/* UV colors */
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UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow);
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gb->sizePixel = U.pixelsize;
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gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
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gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
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gb->sizeLightCircle = U.pixelsize * 9.0f;
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gb->sizeLightCircleShadow = gb->sizeLightCircle + U.pixelsize * 3.0f;
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/* M_SQRT2 to be at least the same size of the old square */
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gb->sizeVertex = U.pixelsize *
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(max_ff(1.0f, UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f));
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gb->sizeVertexGpencil = U.pixelsize * UI_GetThemeValuef(TH_GP_VERTEX_SIZE);
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gb->sizeFaceDot = U.pixelsize * UI_GetThemeValuef(TH_FACEDOT_SIZE);
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gb->sizeEdge = U.pixelsize * (1.0f / 2.0f); /* TODO Theme */
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gb->sizeEdgeFix = U.pixelsize * (0.5f + 2.0f * (2.0f * (gb->sizeEdge * (float)M_SQRT1_2)));
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const float(*screen_vecs)[3] = (float(*)[3])DRW_viewport_screenvecs_get();
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for (int i = 0; i < 2; i++) {
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copy_v3_v3(gb->screenVecs[i], screen_vecs[i]);
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}
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gb->pixelFac = *DRW_viewport_pixelsize_get();
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copy_v2_v2(gb->sizeViewport, DRW_viewport_size_get());
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copy_v2_v2(gb->sizeViewportInv, gb->sizeViewport);
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invert_v2(gb->sizeViewportInv);
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/* Color management. */
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{
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float *color = gb->UBO_FIRST_COLOR;
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do {
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/* TODO more accurate transform. */
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srgb_to_linearrgb_v4(color, color);
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color += 4;
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} while (color <= gb->UBO_LAST_COLOR);
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}
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if (G_draw.block_ubo == NULL) {
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G_draw.block_ubo = GPU_uniformbuf_create_ex(
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sizeof(GlobalsUboStorage), gb, "GlobalsUboStorage");
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}
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GPU_uniformbuf_update(G_draw.block_ubo, gb);
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if (!G_draw.ramp) {
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ColorBand ramp = {0};
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float *colors;
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int col_size;
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ramp.tot = 3;
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ramp.data[0].a = 1.0f;
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ramp.data[0].b = 1.0f;
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ramp.data[0].pos = 0.0f;
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ramp.data[1].a = 1.0f;
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ramp.data[1].g = 1.0f;
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ramp.data[1].pos = 0.5f;
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ramp.data[2].a = 1.0f;
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ramp.data[2].r = 1.0f;
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ramp.data[2].pos = 1.0f;
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BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
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G_draw.ramp = GPU_texture_create_1d("ramp", col_size, 1, GPU_RGBA8, colors);
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MEM_freeN(colors);
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}
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/* Weight Painting color ramp texture */
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bool user_weight_ramp = (U.flag & USER_CUSTOM_RANGE) != 0;
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if (weight_ramp_custom != user_weight_ramp ||
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(user_weight_ramp && memcmp(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand)) != 0)) {
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DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
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}
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if (G_draw.weight_ramp == NULL) {
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weight_ramp_custom = user_weight_ramp;
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memcpy(&weight_ramp_copy, &U.coba_weight, sizeof(ColorBand));
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G_draw.weight_ramp = DRW_create_weight_colorramp_texture();
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}
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}
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/* ********************************* SHGROUP ************************************* */
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void DRW_globals_free(void)
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{
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}
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DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
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const RegionView3D *rv3d,
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float offset)
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{
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/* Create view with depth offset */
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float viewmat[4][4], winmat[4][4];
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DRW_view_viewmat_get(parent_view, viewmat, false);
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DRW_view_winmat_get(parent_view, winmat, false);
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float viewdist = rv3d->dist;
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/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
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if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
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viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
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}
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winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset);
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return DRW_view_create_sub(parent_view, viewmat, winmat);
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}
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/* ******************************************** COLOR UTILS ************************************ */
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/* TODO FINISH */
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/**
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* Get the wire color theme_id of an object based on it's state
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* \a r_color is a way to get a pointer to the static color var associated
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*/
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int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) && (ob->mode & OB_MODE_EDIT);
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const bool active = (view_layer->basact && view_layer->basact->object == ob);
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/* confusing logic here, there are 2 methods of setting the color
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* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
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*
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* note: no theme yet for 'colindex' */
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int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
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if (is_edit) {
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/* fallback to TH_WIRE */
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}
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else if (((G.moving & G_TRANSFORM_OBJ) != 0) && ((ob->base_flag & BASE_SELECTED) != 0)) {
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theme_id = TH_TRANSFORM;
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}
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else {
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/* Sets the 'theme_id' or fallback to wire */
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if ((ob->base_flag & BASE_SELECTED) != 0) {
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theme_id = (active) ? TH_ACTIVE : TH_SELECT;
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}
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else {
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switch (ob->type) {
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case OB_LAMP:
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theme_id = TH_LIGHT;
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break;
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case OB_SPEAKER:
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theme_id = TH_SPEAKER;
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break;
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case OB_CAMERA:
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theme_id = TH_CAMERA;
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break;
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case OB_EMPTY:
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theme_id = TH_EMPTY;
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break;
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case OB_LIGHTPROBE:
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/* TODO add lightprobe color */
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theme_id = TH_EMPTY;
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break;
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default:
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/* fallback to TH_WIRE */
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break;
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}
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}
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}
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if (r_color != NULL) {
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if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
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*r_color = G_draw.block.colorDupli;
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}
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else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
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switch (theme_id) {
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case TH_ACTIVE:
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|
case TH_SELECT:
|
|
*r_color = G_draw.block.colorDupliSelect;
|
|
break;
|
|
case TH_TRANSFORM:
|
|
*r_color = G_draw.block.colorTransform;
|
|
break;
|
|
default:
|
|
*r_color = G_draw.block.colorDupli;
|
|
break;
|
|
}
|
|
}
|
|
else {
|
|
switch (theme_id) {
|
|
case TH_WIRE_EDIT:
|
|
*r_color = G_draw.block.colorWireEdit;
|
|
break;
|
|
case TH_ACTIVE:
|
|
*r_color = G_draw.block.colorActive;
|
|
break;
|
|
case TH_SELECT:
|
|
*r_color = G_draw.block.colorSelect;
|
|
break;
|
|
case TH_TRANSFORM:
|
|
*r_color = G_draw.block.colorTransform;
|
|
break;
|
|
case TH_SPEAKER:
|
|
*r_color = G_draw.block.colorSpeaker;
|
|
break;
|
|
case TH_CAMERA:
|
|
*r_color = G_draw.block.colorCamera;
|
|
break;
|
|
case TH_EMPTY:
|
|
*r_color = G_draw.block.colorEmpty;
|
|
break;
|
|
case TH_LIGHT:
|
|
*r_color = G_draw.block.colorLight;
|
|
break;
|
|
default:
|
|
*r_color = G_draw.block.colorWire;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return theme_id;
|
|
}
|
|
|
|
/* XXX This is very stupid, better find something more general. */
|
|
float *DRW_color_background_blend_get(int theme_id)
|
|
{
|
|
static float colors[11][4];
|
|
float *ret;
|
|
|
|
switch (theme_id) {
|
|
case TH_WIRE_EDIT:
|
|
ret = colors[0];
|
|
break;
|
|
case TH_ACTIVE:
|
|
ret = colors[1];
|
|
break;
|
|
case TH_SELECT:
|
|
ret = colors[2];
|
|
break;
|
|
case TH_TRANSFORM:
|
|
ret = colors[5];
|
|
break;
|
|
case TH_SPEAKER:
|
|
ret = colors[6];
|
|
break;
|
|
case TH_CAMERA:
|
|
ret = colors[7];
|
|
break;
|
|
case TH_EMPTY:
|
|
ret = colors[8];
|
|
break;
|
|
case TH_LIGHT:
|
|
ret = colors[9];
|
|
break;
|
|
default:
|
|
ret = colors[10];
|
|
break;
|
|
}
|
|
|
|
UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool DRW_object_is_flat(Object *ob, int *r_axis)
|
|
{
|
|
float dim[3];
|
|
|
|
if (!ELEM(ob->type,
|
|
OB_MESH,
|
|
OB_CURVE,
|
|
OB_SURF,
|
|
OB_FONT,
|
|
OB_MBALL,
|
|
OB_HAIR,
|
|
OB_POINTCLOUD,
|
|
OB_VOLUME)) {
|
|
/* Non-meshes object cannot be considered as flat. */
|
|
return false;
|
|
}
|
|
|
|
BKE_object_dimensions_get(ob, dim);
|
|
if (dim[0] == 0.0f) {
|
|
*r_axis = 0;
|
|
return true;
|
|
}
|
|
if (dim[1] == 0.0f) {
|
|
*r_axis = 1;
|
|
return true;
|
|
}
|
|
if (dim[2] == 0.0f) {
|
|
*r_axis = 2;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis)
|
|
{
|
|
float ob_rot[3][3], invviewmat[4][4];
|
|
DRW_view_viewmat_get(NULL, invviewmat, true);
|
|
BKE_object_rot_to_mat3(ob, ob_rot, true);
|
|
float dot = dot_v3v3(ob_rot[axis], invviewmat[2]);
|
|
if (fabsf(dot) < 1e-3) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void DRW_evaluate_weight_to_color(const float weight, float result[4])
|
|
{
|
|
if (U.flag & USER_CUSTOM_RANGE) {
|
|
BKE_colorband_evaluate(&U.coba_weight, weight, result);
|
|
}
|
|
else {
|
|
/* Use gamma correction to even out the color bands:
|
|
* increasing widens yellow/cyan vs red/green/blue.
|
|
* Gamma 1.0 produces the original 2.79 color ramp. */
|
|
const float gamma = 1.5f;
|
|
const float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)};
|
|
|
|
hsv_to_rgb_v(hsv, result);
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
result[i] = pow(result[i], 1.0f / gamma);
|
|
}
|
|
}
|
|
}
|
|
|
|
static GPUTexture *DRW_create_weight_colorramp_texture(void)
|
|
{
|
|
float pixels[256][4];
|
|
for (int i = 0; i < 256; i++) {
|
|
DRW_evaluate_weight_to_color(i / 255.0f, pixels[i]);
|
|
pixels[i][3] = 1.0f;
|
|
}
|
|
|
|
return GPU_texture_create_1d("weight_color_ramp", 256, 1, GPU_SRGB8_A8, pixels[0]);
|
|
}
|